393b73f87aa4056d60d113a345d621c16cca9af7
5
Commits
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b5043506ae |
Fill in the macros from N1MM's function key page
Going down N1MM's published list, the ones a contest operator would miss:
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| `{LASTEXCH}` | what the last station sent, built from the boxes the contest asks for |
| `{ROVERQTH}` | where a rover is now |
| `{TIME}`, `{DATE}`, `{TIMEGMT}`, `{DATEGMT}` | the clock and the calendar |
| `{ESC}`, `{CTRL-A}` to `{CTRL-Z}` | the control characters a TNC reads as commands |
| `{CTRLHOME}` | the cursor back in the callsign box |
| `{F1}` to `{F12}` | another of this radio's keys, where `{CTRLF1}` is the other radio's |
| `{CQ}` | makes any key a CQ key: it starts running and carries alternating CQ on |
| `{DIGQTCS}`, `{DIGQTCR}` | opens the WAE QTC window the way asked for |
| `{CLEARRIT}` | the receive offset back to zero, which is rigctld's `J 0` |
| `{FORCELOG}` | logs what is in the boxes, holes and all |
`{FORCELOG}` is the one that gives something up. `LogContact` refuses an entry
that is short or holds a value the contest will not take, so that a caller who
has not checked cannot log nonsense; `LogContactAnyway` is the way past it,
because a contact in the log with a hole in it can be filled in afterwards and
one that was never logged cannot. It still needs a callsign, and the status
line says the row will need fixing before the log goes in.
A key that names itself would send for ever, so a key sending another key
ignores the macro a second time down.
What is still passed over is written down in the README and unfinished.md.
Advanced voicing is the one that matters: N1MM says a callsign or a serial by
playing a recording per letter out of `LettersFiles`, which is why `!` and `#`
say nothing on phone here and why F5 is empty in N1MM's own SSB file too. The
three packet BBS date formats are passed over because there is nothing here to
check a guess at them against.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0157i7PiZyqBkquxS9A6FTdQ
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c8de74e24a |
Add the digital interface, running MMTTY under Wine
MMTTY and 2Tone have no socket or pipe interface: N1MM hosts XMMT.ocx and exchanges window messages with the engine. A Linux process cannot load that control, so bridge/nonemm-mmtty-bridge.exe hosts it under Wine and passes lines over its standard input and output. docs/digital-bridge.md states the protocol and what the control needs. The window is N1MM's: receive pane with coloured callsigns, grab list, call stacking, twenty-four macro buttons and the engine controls. One left click copies what is under it — a callsign to the callsign box, anything else to the exchange box the contest keeps for that kind of value. Config > Digital registers XMMT.ocx in the Wine prefix on its own, making the prefix first if it is not there. The engine, the bridge and the control start at the copies shipped beside the program. The bridge reads the control's own events. OnTranslateMessage carries only the messages the control has no event for, so nothing was ever decoded through it. hamlib's data mode names read as digital modes now, and a mode typed into the callsign box changes mode the way a frequency changes band, so a station with no radio can reach RTTY at all. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RoGtneMQaz4M9w7Kk49AVD |
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ec8cdb88d7 |
Stack the calls that answer a CQ, the way N1MM does
A CQ is answered by more than one station. N1MM lets the operator put the
others on a stack and work them one after another; this is that, with N1MM's
keys and macros.
Ctrl+Alt+G and {STACKANOTHER} put the call being typed on the stack and clear
the boxes. Alt+G brings the top call back. Alt+D drops it. {SOCALLSTACK} both
stacks and unstacks in one key: it swaps the typed call for the top one, stacks
it when the stack is empty, and takes the top call when the boxes are.
{LOGTHENPOP} and {LOGTHENNEXT} log the contact and bring the next caller in.
{CLRSTACK} empties it.
The rules are N1MM's, and CallStack and the entry actions hold them without a
window, so they are unit-tested: stacking only while running, nothing shorter
than two characters, no dupe, no frequency typed into the callsign box, a call
already on the stack moved rather than repeated, and a multiplier to the front.
{SOCALLSTACK} takes the stacked call off before it puts the typed one on, so a
multiplier just typed cannot come straight back.
Two places differ. N1MM refuses your own call only while the stack is empty;
it is never a station to work, so it is refused either way here. And the order
is multipliers first in every mode: N1MM's digital window offers first-in and
last-in as well, and there is no digital window here.
The stack window opens by itself with the first call and closes with the last,
or Window > Call Stack opens it. It does not take the keyboard when it opens,
because the operator is typing the next call. The next call out is ringed and
each is coloured by what working it would bring, as in every other window.
OperatingPosition.JudgeCall now answers what a call alone is worth, which the
stack window and the check window both need; it was private to the check
window before.
Driven under Xvfb: four calls stacked with Ctrl+Alt+G and listed in the window,
Alt+G bringing the top one into the boxes, Alt+D dropping the next.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01RoGtneMQaz4M9w7Kk49AVD
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0c440ed865 |
Let Enter send the message the contact has got to
ESM is how most people run N1MM, and it was not here at all — not in the code,
not even in the list of what is missing. Config ▸ ESM turns it on and it stays
on between runs.
The decision is a table in N1MM's function-key documentation, and it is written
here as one: the state of the callsign and exchange boxes, whether the station
is running or searching, and whether the call and the exchange have gone out
already, give the function keys Enter sends and whether the contact is logged
after them. Esm.Decide is that table and nothing else, so it is tested against
every row rather than by clicking.
Searching: type a call, Enter sends your call, space moves to the exchange, and
once the exchange is filled in Enter sends yours and logs. Running: Enter calls
CQ, a call in the box makes Enter send his call and the exchange, and the next
Enter ends the contact and logs it. A dupe gets QSO B4 while running and nothing
while searching, unless dupes are worked, which is what N1MM recommends and what
this does out of the box. F1 puts a searching station into run mode.
The entry window highlights the keys Enter would send next, so what is about to
happen is on the screen rather than in the operator's head. `=` sends whatever
Enter last sent. Escape and F12 put ESM back to the start of a contact.
Send Corrected Call is in as well: copy SM3AB, send it, fix it to SM3ABC, and
the message that ends the contact goes out as "SM3ABC TU DL1ABC". That is why
N1MM's documentation says to put ! in F5 rather than {CALL}, so the default F5
message is now ! . F6 is QSO B4, which is the message ESM sends a dupe; it used
to repeat the exchange, which no part of the table asks for.
{EXCHSENT} means something again, now that there is an ESM state for it to set.
Worked end to end against a fake cwdaemon: a search-and-pounce contact logged in
four keystrokes, a run contact in three, both with the right text on the keyer
in the right order, and the corrected call in front of the last message.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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333d3b97c2 |
Run the action macros in a function key message
A function key message was read as text and nothing else, so a message file
written for N1MM lost half of what it said: {WIPE}, {LOG}, {RUN} and the rest
expanded to nothing and the key only sent characters.
Reading a message now produces a plan rather than a string. MessagePlan.Read
walks the template once and sorts what it finds into three parts: the actions
that run before anything goes out, the text that goes on the air, and the
actions that wait until it has gone. N1MM's {END} decides which side an action
falls on, and text after {END} is dropped, because the message is over by then.
So TU {LOG}{END}{WIPE} logs the contact, sends TU, and clears the boxes when the
key has finished sending.
The actions that are carried out: {WIPE}, {LOG}, {RUN}, {S&P}, {SPACE},
{SPOTME}, {STOPTX}, {FREQUP}, {FREQDN}, {PGUP}, {PGDN}, {JUMPRX}, {JUMPRXTX},
{CTRLF1} to {CTRLF12} for sending on the other radio, {TELNET sh/dx} for a
command to the cluster node, and {OTRSP TX2} for one to the SO2R box. The last
one wanted a way to send a command straight to the box, so So2rBox grew one.
The frequency steps are two settings, with N1MM's own two numbers behind them.
Waiting on the keyer is the part worth reading twice. What follows {END} runs
when the keyer says the message has gone out, which is the only honest moment:
timing it from the length of the text is a guess that goes wrong exactly when
the contest is busy. A keyer that does not report completion is taken at its
word as soon as the text is handed over, and one that goes quiet is given two
minutes before the actions run anyway, because never running them is worse.
Running it against a fake cwdaemon and a fake node showed the message text on
the keyer, the telnet command at the node, RUN lighting up before the message
and the boxes clearing after it. That is also what showed the entry window was
not redrawing between the actions and the message.
What is still read and passed over is written down: the CAT, audio, rotator,
stereo and call-stacking families, the digital TNC macros, and the CW keyer
characters < > ~ ] [ + = , which belong to the keyer rather than to the
expander. {EXCHSENT} waits on ESM, which is next.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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