CAN ID Format
This CAN ID format uses the 29-bit extended format ID. The first 8 bits serve as message type identifiers, the following 5 bits as message information, and the final 16 bits as sender identification.
All message type bits besides the selected type should be set to 1
with the selected type set to 0
.
All modules use the filter 0x00000000
and mask 0x00010000
to prevent reception of monitor messages, which are low-priority debugging messages with no game impact.
Bit | Name | Description |
---|---|---|
29 |
Timer Update | Message contains information for universal timer sync. |
28 |
Strike | Message was triggered by a strike event. |
27 |
Solve | Message was triggered by a solve event. |
26 |
Keep Alive | Message is a heartbeat message to refresh watchdog. |
25 |
Setup | Message relates to module setup process. |
24 |
End | Message relates to the end of the game. |
23 |
Info | Message relates to general information. (edgework, etc.) |
22 |
Reserved | Unused |
21 |
Counter
|
2 bit counter for multi-part messages.
|
20 | ||
19 |
Is Response | Message is a response to a previous message. (1 for response) |
18 |
Has Target | Message has a specific intended target. (1 for targeted) |
17 |
Monitor | Message is a log and should be ignored by modules. (1 for monitor) |
16 |
ID Letter 1
|
First letter of Module ID as 5 bit character. (A=1, B=2, …)
|
15 | ||
14 | ||
13 | ||
12 | ||
11 |
ID Letter 2
|
Second letter of Module ID as 5 bit character. (A=1, B=2, …)
|
10 | ||
09 | ||
08 | ||
07 | ||
06 |
ID Module Type
|
Module type. (00=Normal, 01=Needy, 10=Custom, 11=Control)
|
05 | ||
04 |
ID Unique Identifier
|
4 bit identifier to uniquely distinguish modules.
|
03 | ||
02 | ||
01 |
Testing
Testing Testing
Testing