17200f4712
* Minor tweaks modified: users/drashna/drashna.c * Fix Workman ASCII art * Add OSM for shifts * Make Viterbi's 00 code consistant * Minor Cleanup off Userspace * Change Tapping Term on Ergodox * Re-add EEPROM code * Minor updates and tweaks * Use QMK_H variables to make keymaps more universal * Forgot 'break;' for covecube layer * Tweak Viterbi files now that I have hands on * Add secrets to Ergodox * RGB tweaks to Viterbi * Viterbi RGB layout tweeks * Minor tweaks * Add One Shot Mod tap toggle * Add Faux Clicky to Viterbi, and disable controller's LEDs * Minor tweaks * Move D3 keycode defines into userspace * Updated Userspace Readme |
7 years ago | |
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.. | ||
keymaps | 7 years ago | |
config.h | 7 years ago | |
readme.md | 7 years ago | |
rules.mk | 7 years ago | |
woodpad.c | 7 years ago | |
woodpad.h | 7 years ago |
readme.md
woodpad keyboard firmware
Quantum MK Firmware
For the full Quantum feature list, see the parent readme.
Building
Download or clone the whole firmware and navigate to the keyboards/woodpad folder. Once your dev env is setup, you'll be able to type make
to generate your .hex - you can then use the Teensy Loader to program your .hex file.
Depending on which keymap you would like to use, you will have to compile slightly differently.
Default
To build with the default keymap, simply run make default
.
Other Keymaps
Several version of keymap are available in advance but you are recommended to define your favorite layout yourself. To define your own keymap create a folder with the name of your keymap in the keymaps folder, and see keymap documentation (you can find in top readme.md) and existant keymap files.
To build the firmware binary hex file with a keymap just do make
with a keymap like this:
$ make [default|jack|<name>]
Keymaps follow the format <name>.c and are stored in the keymaps
folder.