
KRAMER: SIMPLE CREATIVE TECHNOLOGY
Communication Protocol
4 - NT 4
Byte 4 is the machine address: can be 98 or 99 (in HEX).
First byte = I
Second byte=D
Third byte=E
MACHINE POWER-UP
PC <- I = 34;D = 0;E = PROGRAMM NUMBER <- MACHINE (RECALL)
PC <- I = 34;D = 0;E = PROGRAMM NUMBER <- MACHINE (RECALL)
PC <- I = 34;D = 0;E = PROGRAMM NUMBER <- MACHINE (RECALL)
PC <- I = 34;D = 0;E = PROGRAMM NUMBER <- MACHINE (RECALL)
PC <- I = 33;D = PARAMETER NUMBER; E = PARAMETER <- MACHINE (PARAMETER WRITE)
PC -> I = 0;D = 0;E = 0 -> MACHINE
PC <- I = 0;D = 0;E = 0 <- MACHINE
PC -> I = 0;D = 1;E = 0 -> MACHINE
WRITE EEPROM ALL PARAMETERS - DEFAULT (ALL PROGRAMS),RELOAD (RESTART)
PC <- I = 34;D = 0;E = PROGRAMM NUMBER <- MACHINE (RECALL)
PC -> I = 32;D = PARAMETER NUMBER;E = 0 -> MACHINE
PC <- I = 32;D = PARAMETER NUMBER;E = PARAMETER <- PARAMETER
PC -> I = 33;D = PARAMETER NUMBER;E = PARAMETER -> MACHINE
PC -< I = 33;D = PARAMETER NUMBER;E = PARAMETER <- MACHINE
PC -> I = 33;D = 21;E = PARAMETER -> MACHINE MACHINE RELOAD (RESTART)
PC <- I = 34;D = 0;E = PROGRAMM NUMBER <- MACHINE (RECALL)
PC -> I = 34;D = 0;E = PROGRAMM NUMBER -> MACHINE
PC <- I = 34;D = 0;E = PROGRAMM NUMBER <- MACHINE
PROGRAMM NUMBER - 0 = PROGRAMM 1
PROGRAMM NUMBER - 1 = PROGRAMM 2
PROGRAMM NUMBER - 15 = PROGRAMM 16
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