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Author Topic: Buddabing's LED controller  (Read 91337 times)

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gl.tter

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Re: UPDATE!! LED controller (video available)
« Reply #120 on: April 20, 2005, 01:37:52 pm »
btw, instead of creating a version of mame for each version...
why not just create a middleware piece?
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Re: UPDATE!! LED controller (video available)
« Reply #121 on: April 20, 2005, 02:07:51 pm »
btw, instead of creating a version of mame for each version...
why not just create a middleware piece?
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gl.tter

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Re: UPDATE!! LED controller (video available)
« Reply #122 on: April 20, 2005, 02:33:35 pm »
I haven't finalized any kind of API. I posted what I have on the third page of this thread. The API will likely evolve as the software evolves.

I don't think the MAME devs give a hoot about this project, since it doesn't add anything to the accuracy of the emulation.

I've no experience with the Mame devs - but they have added the keyboard light option, right?
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Re: UPDATE!! LED controller (video available)
« Reply #123 on: April 20, 2005, 11:38:32 pm »
That is so very cool -- I am in, and I want it now!
#2, 1B, 2A, 2B whatever!

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Re: UPDATE!! LED controller (video available)
« Reply #124 on: April 20, 2005, 11:47:46 pm »
--Chris
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Re: UPDATE!! LED controller (video available)
« Reply #125 on: April 21, 2005, 01:52:03 am »
I've no experience with the Mame devs - but they have added the keyboard light option, right?

They added that in support of the old Atari games that used illuminated and flashing player start buttons. So, that said, they DID implement that in support of accurate emulation. (so that comparison is apples to oranges I think).
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Re: UPDATE!! LED controller (video available)
« Reply #126 on: April 21, 2005, 06:13:13 am »
They added that in support of the old Atari games that used illuminated and flashing player start buttons. So, that said, they DID implement that in support of accurate emulation. (so that comparison is apples to oranges I think).

Well OK, except that it works on other games too - if they were that fanatical, they would have only enabled it for Atari games.

But either way, if you modify Mame to just generate the 'events', then you should be able to create a patch file that can easily be applied to any of the various ports without much work.
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Re: UPDATE!! LED controller (video available)
« Reply #127 on: April 21, 2005, 07:22:27 am »
great project  8), I'm definately interested!!

2. I'll buy it if it's not too expensive.
1b. Controller capable of controlling 40 LEDs
2a. Wire harness, LEDs, circuit board

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Re: UPDATE!! LED controller (video available)
« Reply #128 on: April 21, 2005, 09:38:15 am »

It would be nice if lights could be defined in a flexible external way like artwork, so in addition to player start lights, we could have Weapons Van lights, Lunar Lander skill level lights, etc.
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Re: UPDATE!! LED controller (video available)
« Reply #129 on: April 21, 2005, 09:49:48 am »

Also, it looks like Lunar Lander uses artwork for its skill level lights. What game is the "Weapons Van" from?




Didn't play a lot of Spy Hunter did you? 

Actually, I forget if the Weapons Van in  Spy Hunter is even working in Mame?  Anyone?

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Re: UPDATE!! LED controller (video available)
« Reply #130 on: April 21, 2005, 09:52:12 am »
I'm not sure if this has been asked yet, but could AdvanceMame scripts be used to run the LED controller?

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Re: UPDATE!! LED controller (video available)
« Reply #131 on: April 21, 2005, 09:17:11 pm »

In fact, with a bit of hacking, up to eight of these 40-LED boards can be daisy-chained together and all run from the same parallel interface. I don't recommend this,
Kevin Steele, Former Editor and Publisher of RetroBlast! and GameRoom Magazine

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Re: UPDATE!! LED controller (video available)
« Reply #132 on: April 21, 2005, 09:26:59 pm »
Kev, I completely believe you.  I mean.....  you could feasibly use this to create an LED field PacMan.  Heh that'd rule.

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Re: UPDATE!! LED controller (video available)
« Reply #133 on: April 21, 2005, 09:28:01 pm »

In fact, with a bit of hacking, up to eight of these 40-LED boards can be daisy-chained together and all run from the same parallel interface. I don't recommend this,

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Re: UPDATE!! LED controller (video available)
« Reply #134 on: April 21, 2005, 10:03:09 pm »
Hey Kevin, if you buy seven boards, maybe GameCab will give you one free!

All you have to do to daisy chain the boards is to bend up one or two pins on one or two of the ICs, solder one or two jumper wires, and tap into the parallel port connection on the second and subsequent boards. Nothing irreversible. :)

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Re: UPDATE!! LED controller (video available)
« Reply #135 on: April 22, 2005, 09:55:26 am »
I would fall into group #2.

I have been wanting something just like this, that can be controlled via a small DOS driver program.  I want to be able to cycle them in some sort of pattern while in the FE.  Then when launching a game, I want to light the buttons used, and also light a 4/8 way indicator for each joystick (probably will switch to Randy's top-panel switching sticks as well).

I also want to light up the trackball for those games, as well, and perhaps light the Start buttons if possible (might not be for the extra DOS driver version and my own Mame version).

Wade

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #136 on: April 24, 2005, 10:55:44 pm »
I've got a new video of the LED controller in action. I've hooked the code into MAME and I've got the start button LEDs working.

the video.

I was on the verge of banging my head against the wall in frustration getting this to work, when I found out that someone commented out the pacman LED controller code.

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #137 on: April 25, 2005, 01:17:32 am »
Sweet.  I was thinking about bumping this and going ....

IS IT DONE YET?  IS IT DONE YET?  IS IT DONE YET?   ;D

Can't wait for this to be finished.  Keep up the great work Budda!


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Re: UPDATE!! LED controller (video available)
« Reply #138 on: April 25, 2005, 06:44:33 am »
They added that in support of the old Atari games that used illuminated and flashing player start buttons. So, that said, they DID implement that in support of accurate emulation. (so that comparison is apples to oranges I think).
Well OK, except that it works on other games too - if they were that fanatical, they would have only enabled it for Atari games.
AFAIK, it only works in MAME in the Atari games and some PacMan games and clones.  And it worked in these games in the arcades.  And yes, they are that fanactical about this area.  (Control inputs are a different story).
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #139 on: April 25, 2005, 07:33:14 am »
AFAIK, it only works in MAME in the Atari games and some PacMan games and clones. And it worked in these games in the arcades. And yes, they are that fanactical about this area. (Control inputs are a different story).

Actually it works in quite a few more games (just saw it on I,Robot for example) - but looking at the code, you're right, they only support what the original game supported.
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #140 on: April 25, 2005, 07:38:32 am »
AFAIK, it only works in MAME in the Atari games and some PacMan games and clones. And it worked in these games in the arcades. And yes, they are that fanactical about this area. (Control inputs are a different story).

Actually it works in quite a few more games (just saw it on I,Robot for example) - but looking at the code, you're right, they only support what the original game supported.  Which also means that Budda's board will only support player flashing on those games.

So, from a programming point of view, the real question is whether we can't do better than that.  For example, it would be great if you could light the 'throw' button in Mr. Do (one of my favourite games) only when the ball is available to throw.
OTOH, stuff that was supported in the original (like the Weapons Van light in Spy Hunter) probably could be added to the main MAMETM distribution, if we can figure out how to add it and submit it to the devs.
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #141 on: April 25, 2005, 07:45:35 am »
OTOH, stuff that was supported in the original (like the Weapons Van light in Spy Hunter) probably could be added to the main MAMETM distribution, if we can figure out how to add it and submit it to the devs.

I'm still getting used to the Mame code, but it seems game drivers can set up to 8 LEDs - for example, Discs of Tron sets one for 'background light' and 'strobe'.  So those are already available for quite a few games...
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #142 on: April 25, 2005, 11:50:38 am »
For example, it would be great if you could light the 'throw' button in Mr. Do (one of my favourite games) only when the ball is available to throw.

Well, I got it working.
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #143 on: April 25, 2005, 11:55:08 am »
For example, it would be great if you could light the 'throw' button in Mr. Do (one of my favourite games) only when the ball is available to throw.

Well, I got it working.
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #144 on: April 25, 2005, 11:59:41 am »
That's Really COOL!  So if you had a big lighted button for the Super Punch in KNOCKOUT, it could light up once you reach full strength.

This is completely BLING, and not a necessity, BUT I REALLY LIKE IT.

Good going, Glitter.

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #145 on: April 25, 2005, 01:46:48 pm »
I wonder if we can convince the MAME devs to add a standardized light output routine.  It should make them happy, as the emulation will be even more realistic.

Now, if we can only convince them to use the original 12 inputs for the rotary joys instead of the stupid left/right thing...

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #146 on: April 25, 2005, 02:22:14 pm »
I wonder if we can convince the MAME devs to add a standardized light output routine.
« Last Edit: April 25, 2005, 02:25:04 pm by gl.tter »
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gl.tter

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #147 on: April 25, 2005, 02:24:24 pm »
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gl.tter

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #148 on: April 25, 2005, 02:26:35 pm »
I wonder if these sorts of changes to add LED features to games that didn't have them can be added as "cheat" files....

Not sure, I'll check it out.
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #149 on: April 26, 2005, 10:30:30 am »
I wonder if these sorts of changes to add LED features to games that didn't have them can be added as "cheat" files....

OK, I've looked into the Cheat engine (thanks for the pointer Chris).
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #150 on: April 27, 2005, 07:51:06 am »
It seems to me like you would want to hook them up as part of the artwork framework.

why?

because there are already a ton that does this!  And you might get others to add support for other games for you.

Look at the spyhunter artwork for an example.


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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #151 on: April 27, 2005, 08:00:45 am »
because there are already a ton that does this!
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gl.tter

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #152 on: April 28, 2005, 07:02:32 am »
Quick update, I have the light signal system fully working and integrated into Mame.
« Last Edit: April 28, 2005, 07:04:32 am by gl.tter »
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #153 on: April 28, 2005, 07:34:05 am »
Take a look at the artwork for spyhunter.  Currently when any light goes on/off it changes the artwork. 

However is updating the artwork system is probably the level where you would want to catch light / memory changes.  Plus for any games that use the animated artwork, you shouldn't have to search for memory locations for those lights.

I don't know how its done.  I just know that its already being done.

because there are already a ton that does this!

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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #154 on: April 28, 2005, 07:58:33 am »
Take a look at the artwork for spyhunter.
« Last Edit: April 28, 2005, 08:11:02 am by gl.tter »
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gl.tter

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gl.tter LSE (first draft)
« Reply #155 on: April 28, 2005, 08:50:33 am »
I've written up a quick first draft outline of what I'm now calling the gl.tter Light Signal Engine (LSE).

Anybody interested in the details, rationale behind it, and what's going to be possible, check it out.
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #156 on: April 28, 2005, 09:16:32 am »
This is outstanding news.  gl.tter and buddabing, with your powers combined and the production power of gamecab.... this project is gonna rule.

I cannot wait for this to hit final production and we can have the PCBs in hand and the tools needed to turn every game into a visual escapade.  Gonna rule.

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Re: gl.tter LSE (first draft)
« Reply #157 on: April 28, 2005, 09:24:31 am »
I've written up a quick first draft outline of what I'm now calling the gl.tter Light Signal Engine (LSE).

Anybody interested in the details, rationale behind it, and what's going to be possible, check it out.
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Re: gl.tter LSE (first draft)
« Reply #158 on: April 28, 2005, 09:41:24 am »
Nice, I will support your code.

Great.

You might want to avoid the mention of Dirty Loser Libraries to the MAME devs. :)

I wondered about that - but it's the only way to separate all the 'not what the original game did' code out from the Mame code, which I'm guessing is the only way to get it into the main distritbution.
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Re: My LED controller (new MAME LED demo video 4/24/05)
« Reply #159 on: April 28, 2005, 09:48:02 am »
That's great... Thanks for working on this... It looks great so far.
Having this lighting control external to MAME is THE best idea!
Comments - questions:
Buttons light brighter when pressed - personally, I don't look at the CP while someone is playing a game.
Lighting P1/P2 controls mapped for current game - Super cool, hope you add this in soon.
Idle animation during a game's attract mode - very good.