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blue hell
Site Admin

Joined: Apr 03, 2004 Posts: 24864 Location: The Netherlands, Enschede
Audio files: 353
G2 patch files: 320
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Posted: Sun Jan 04, 2026 7:42 am Post subject:
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ok ok ok .. looking for cables
edit: cable - check :
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blue hell
Site Admin

Joined: Apr 03, 2004 Posts: 24864 Location: The Netherlands, Enschede
Audio files: 353
G2 patch files: 320
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Posted: Sun Jan 04, 2026 8:33 am Post subject:
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Oh, cool ..
1) thye G2 still works and
2) it loads my latest noodle there into the editor and
3) i can switch variations and
4) some knobs work
5) when the G2 hickups - as on cable edits - when i turn it off and on again it is neatly picked up -- great
So. not much luck yet on clicking cables yet.
promising .. had a quick look at the code .. looks more reasonable to me than some other/earlier attempts I had seen .. was this a port of bruno's?
More later
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Sun Jan 04, 2026 1:13 pm Post subject:
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I've credited Bruno with some of the protocol reverse engineering, but I think I might have corrected a few bits and pieces. 'C' is easier for me to follow, since I've been working with it for 40+ years! Also being in 'C', it's a short step to C++, which I hope is more easily translated to other languages than from Pascal/Delphi. ...or the underlying mechanisms could stay as C/C++, and GUI could be done in a different language.
Otherwise, it's not a port of the other editor. I pretty-much started from scratch, using my own 'C' framework. It's what you might call vibe-coding, but with a fair bit of 'C' experience behind it. I used Wireshark to look at some of the protocol bits and pieces Bruno didn't seem to cover. I put a fair bit of work into the graphics side of things. Really wanted to have a zoom feature for the modules in there, so that was designed-in early.
Cabling should work - at least on the implemented modules btw.
'C' or C++ programmers welcome to help out! As you can see, as a proof-of-concept, all the fundamentals are there.
Right-click also brings up menus in various scenarios. |
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blue hell
Site Admin

Joined: Apr 03, 2004 Posts: 24864 Location: The Netherlands, Enschede
Audio files: 353
G2 patch files: 320
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Posted: Sun Jan 04, 2026 2:50 pm Post subject:
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tried a couple of cables .. just clicking on one alters the sound my patch .. so it works in the sense that it does ... something but I did not try to investigate what goes wrong.
I can not test it now .. but there is no support for multiple G2s I guess? |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Sun Jan 04, 2026 3:04 pm Post subject:
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Cables are drag from one connector to another. Just clicking on one should do nothing. Click on a connector and drag to another…? I only have 1 G2 to develop with, so haven’t looked at multiple units.
You could always give us a patch you’re working on, for me and the other developer to look at? |
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blue hell
Site Admin

Joined: Apr 03, 2004 Posts: 24864 Location: The Netherlands, Enschede
Audio files: 353
G2 patch files: 320
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Posted: Sun Jan 04, 2026 5:36 pm Post subject:
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Yeah, and before you drag you need to click .. and that is enough to make the sound change - I will look into this later - not now ..
I had planned to first have a look at the code in the coming week .. so that I do not need to take a synth with me but just a laptop.
Anyway, later more and no worries or guilt feelings or quick help or fixes .. give me some time please .. it has been (a) decade(s) since I looked into the G2 or the nords in general .. and I was just telling what I noticed. |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Mon Jan 05, 2026 12:57 am Post subject:
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No problems this end. I don’t have time for quick fixes at the minute anyhow.
Cables shouldn’t affect the sound if the linkages aren’t changed btw. |
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cube666999

Joined: Jan 18, 2025 Posts: 24 Location: Warszawa
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Posted: Sat Feb 14, 2026 6:21 pm Post subject:
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Hi Chris (and ian-s if you're reading this),
I've been following this project with great interest as a Nord G2 owner who's looking to finally retire his old 2009 MacBook from patch editing duties.
While digging through the source of the electro-music.com patch viewer, I came across this file:
https://electro-music.com/patchviewer/nmg2mods.js
It contains complete visual data for all 185 G2 modules — input/output port positions (x/y coordinates), cable colours, labels, module heights and graphical elements. Crucially, each module is indexed by the same type ID used in .pch2 files, so the mapping is already there.
I want to be clear: I'm not asking about copying the JavaScript code — that's not the plan. What I'd like to ask ian-s is whether the data itself could be used as a reference for a native C implementation in G2-Edit. This is an important distinction: a port position is a technical fact describing Clavia's hardware, not creative authorship. That said, ian-s clearly put enormous effort into measuring and documenting all 185 modules, and that work deserves respect.
If ian-s gave his blessing, this could dramatically speed up the GUI implementation — instead of manually defining each of the 200+ modules from scratch, you'd have a complete reference dataset ready to be translated into C structs.
I'd also be happy to help with testing on Apple Silicon (M3 Max) with a G2X connected via USB-A to USB-C.
Keep up the great work — this is exactly what the G2 community has been waiting for!
As a further incentive — and without waiting for ian-s to respond — I went ahead and extracted all the data from nmg2mods.js and prepared ready-to-use files:
- g2_modules.h — a C header with all 168 modules, ready to drop straight into G2-Edit. It includes structs for ports, parameters and visual elements, plus a g2_find_module(id) function that looks up a module by its .pch2 type ID
- g2_modules.json — the same data as clean JSON, useful for other projects too (g2fx, future tooling etc.)
I'm treating this as reference/working material until the licensing situation with ian-s is clarified — but if you'd like to take a look, I'm happy to share the files.
Jakub |
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blue hell
Site Admin

Joined: Apr 03, 2004 Posts: 24864 Location: The Netherlands, Enschede
Audio files: 353
G2 patch files: 320
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Sun Feb 15, 2026 9:21 am Post subject:
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| cube666999 wrote: | | Hi Chris (and ian-s if you're reading this), |
Hi - yes, might be of use.
Update from my end - I'm intending to retire from the day-job at Easter. That might mean I have more time to work on this project.
Not going to have any time 'til after May though, since I'm also campaigning for a district council seat. If I manage to get that, it won't be full-time, so should have a bit spare to work on the editor. Fingers crossed! |
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cube666999

Joined: Jan 18, 2025 Posts: 24 Location: Warszawa
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Posted: Sun Feb 15, 2026 11:20 am Post subject:
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Understood, good luck with the election! The files will be waiting for you.
When you're ready — what's the best way to share them? I can put them on a GitHub Gist, open a Pull Request on your repo, or just send them directly — whatever works best for you.
In the meantime I'm happy to start testing right now on an M3 Max with a G2 connected via USB. Is there anything specific I should be testing at this stage? What are the steps to build the project in Xcode for Apple Silicon? And is there a list of modules or features you'd like checked first?
Jakub |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Sun Feb 15, 2026 3:01 pm Post subject:
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I don't mind. Dropbox, restricted GitHub anything really.
I need to catch up with where we got up to. Contributor in Sweden has been implementing some of the modules, but need to work out how far he got.
Last thing I was working on was file loading and saving. Loading pch2 files and saving them into a new file, making sure that the OG editor will accept the saved files.
Loading patches from the G2 and pch2 files, checking for crashes. Any anomalies, pass the patches to us to check.
Building should be fairly straight forward if you have home-brew set up as per the instructions on GitHub. I'd like to build the libraries as part of the project, but that's not a high priority.
One thing I need to do is - work out how and when to read and write to the hardware on re-connection or file loading. Any thoughts on that welcome. E.g. what should happen if hardware is disconnected, file is loaded and G2 is reconnected? Related - not sure if there's a mechanism to clear the current slot when loading a file. Will probably need to monitor comms with Wireshark to see how the OG editor does that.
Note that not everything works yet! |
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NordG3

Joined: Apr 29, 2021 Posts: 9 Location: On the internet
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Posted: Thu Mar 19, 2026 1:21 am Post subject:
An iPad Editor source build, also? |
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| Could I convince you or another potential GUI programmer to do a separate G2 iPad Editor for the newer iPads that can work with the pen/mouse/touch? The original ported G2 code maker had a beta iOS editor but I don’t know how to compile source code. I have my G2 Engine source editor functioning with the Windows 11 G2 port under the new Crossover 26. |
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NordG3

Joined: Apr 29, 2021 Posts: 9 Location: On the internet
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Posted: Sun Mar 29, 2026 2:01 am Post subject:
Never mind about an iPad editor and a few requests. |
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| Actually never mind about the iPad editor port. It was just an idea. I already got the BVerhue editor working on the new Crossover 26 editor for Mac. Looking forward to a full MacOS reworking. Only request I have is draggable modules in the new editor including drag to new position and drag from menu selections like in the original editor and also I want easy deletion modules. The Bverhue editor requires you select add to add the modules and I think the modules are like stacked bricks if I'm not confusing miRack. |
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Burp

Joined: Dec 18, 2006 Posts: 93 Location: NL
G2 patch files: 7
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Posted: Tue Apr 14, 2026 12:06 pm Post subject:
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Realy nice work!
I tried a bit myself (with typescript), but i don't have any means to sniff USB protocols so i can only investigate what allready is known. And i am more a (web) frontend developer. But i definitly can help testing and do some coding.
Just an idea to have more developers involved: What if the C part is mainly used for the USB communication? And the C part is used by Node.js as part of an electronjs app? In that case, the UX can be 100% webbased (Typescript and Vuejs for example) so more people could help there. (At least i can). And the app could be platform agnostic. _________________ if you don't know where you're going, you will allways arrive |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Mon Jun 08, 2026 4:57 am Post subject:
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All - there are now multiple people working on new editors for G2. I know of at least 2 others as well as myself.
If anyone wants to give mine a try (bearing in mind it's work in progress and buggy):
https://github.com/chrispurusha/G2-Edit/tags
The following terminal command should grant the right permissions once unzipped. Use whatever path is appropriate
xattr -cr ~/Downloads/G2\ Editor.app
Consider this an alpha release and risky - all at your own risk.
Not feature complete yet. Last edited by ChrisPurusha on Tue Jun 23, 2026 1:08 pm; edited 1 time in total |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Tue Jun 23, 2026 4:22 am Post subject:
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| Some major changes made in the last week or so. Link in the message above updated. Lots of modules to validate/test, so if anyone wants to help out with that - please do. |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Sun Jul 05, 2026 11:22 am Post subject:
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Bank backup implemented and beta released (link as above).
Also an addition of my own, which OG editor didn’t do - synth settings backup. Along with that - backup everything (patch/perf banks and synth settings)!
Restore also hopefully now working!
That’s obviously more scary! Strongly suggest anyone trying any of this out, uses the OG editor. to back up first! |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Mon Aug 03, 2026 2:26 am Post subject:
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Major update on my G2 editor. Almost at feature parity with the original editor now!
Not surprisingly, needs a lot of testing - which means I need help and feedback from the community. Thanks for the support so far!
I've focussed on features for this release, rather than getting the individual module layouts 100%.
https://github.com/chrispurusha/G2-Edit/releases |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Wed Aug 19, 2026 2:18 am Post subject:
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New beta version, with a batch of features (and bug fixes) which make the workflow easier. Check the help item on the menu for a list of special keys...
https://github.com/chrispurusha/G2-Edit/releases#release-V0.6.4-beta.1
Reverb in my sound engine is closer to the way the G2 works, but still not really close enough. If anyone wants to dive into that, let me know. |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Mon Aug 31, 2026 5:09 am Post subject:
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Major update on my editor just dropped.
Lots of bug fixes and some major refactoring - including option to switch to Metal rendering in the Experimental menu. Will probably eventually become the MacOS default, Windows and Linux using a different path.
The new window management and rendering system, should hopefully mean that it doesn’t look as “ugly” on low resolution monitors.
Let me know how it goes with some testing… |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Tue Sep 08, 2026 6:54 am Post subject:
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I had a lot of requests for the module palette drag and drop, from the OG editor. So - just added that.
Also improved the internal sound engine’s reverb, chorus etc. and fixed a fair few bugs.
Release in the usual place. |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Wed Sep 09, 2026 5:47 am Post subject:
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Hope it's OK to keep posting updates...
Just released with VST3 plugin fixes, but also introduced an AU2 plugin. That's a plugin which supports a subset of the modules via its own sound engine (clean-room reverse engineered).
I’m only really testing on Ableton locally, so feedback on the plugin on other hosts would be of use. |
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ChrisPurusha

Joined: Sep 09, 2024 Posts: 43 Location: UK
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Posted: Mon Sep 14, 2026 2:24 am Post subject:
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Found some inconsistencies in my sound engine, which I’m focussed on at the minute. Sorry it’s taking a lot of time, but it’s very tricky. I think I’m really getting close to the sound of the G2 though. Pretty-much have chorus and reverb nailed now. They were the really tricky ones.
Keyboard tracking on filters isn’t right at the minute. On it…
…and I’ve found that it’s amazing how much effect fixed point vs. floating point maths makes. I’ve started faking fixed point rounding.
New release hopefully soon.
Edit: just released new beta. |
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