| Main > Main Forum |
| LED-Wiz USB LED and Output Control Device now available. *Blinky lights* |
| << < (23/92) > >> |
| SirPoonga:
I am going to use Q*Bert as an example that you need to know the memory address for each game. The knocker is triggered when bit 6 at memory location 0x05803 is set. Once that is set it gets sent to a chip to activate the solenoid. As you see that is specific to qbert. But, you sya, that's a knocker, not an LED. LEDs in arcade games are controlled hte same way, a bit in memory indicates if they are on or off. The driver for a particular game that has LEDS was written so the first three LEDs will activate the keyboard LEDS, the others have been ignored. And since the kocker is handled in exactly the same way as LEDS do (and simular with step motors liek afterburner) this LED board should be able to control something like that. For qbert's knocker you will need to build a circuit that has the 28v power for the solenoid, and a relay that triggers on output from the led board to turn on the 28v source to the solenoid. Now, I assume one could control step motors and force feedback that arcade games used simularly, once the support is programmed into the driver in mame. |
| Silver:
There lots of potential here, as pointed out, LED's are just one aspect of it. I imagine almost any 'feedback' from a game could be covered. It may be advantageous not to submit something called a "LED modification" but more a generic messaging service - which I think is pretty much what gl.tters system is except by name. |
| jdjuggler:
Hey Randy, How's about an update? How the testing? And, any more progress on feature/software? Thanks, JD |
| RandyT:
--- Quote from: jdjuggler on October 20, 2005, 03:52:49 pm ---Hey Randy, How's about an update? How the testing? And, any more progress on feature/software? Thanks, JD --- End quote --- I've been toiling away on the software and have been surprised that none of the purchasers have been on my case about not having any yet. Maybe they are just being patient. :) My current progress is that a sequence can be programmed, tested and saved from within the editor. It can then be played back in an endless loop by copying the following to the Windows clipboard (CTRL-C in Notepad or whatever): LWZ-FLP:<Filename> Example: LWZ-FLP:TestAnimation "LWZ-" gets the attention of the software. "FLP" is a 3 letter command abbreviation. In this instance it stands for File LooP Then comes the colon as a separator followed by the command arguments. In this case, it is simply the name of the animation file you want to loop. Another kind of cool one is intended for RGB LED's. It goes like this: LWZ-RGB:<starting output>,<Red Intensity 1-48 >,<Green Intensity 1-48 >,<Blue Intensity 1-48 > Example: LWZ-RGB:1,48,10,0 The example would make an RGB LED with it's pins connected to outputs 1, 2 and 3 glow a deep orange color. These are only a couple of the dozen or so that are implemented. The rest control KB LED emulation, Global Pulse speed, and setting the output profiles and states by individual outputs, banks of outputs and all outputs at once. In essence, I have created a kind of scripting language to control the unit via the Windows Clipboard. LED's can be controlled directly via the main "script" and / or pre-made animations can be launched in sequences. It was done this way so that any application / frontend software that can be made to write to the clipboard can directly control the LEDs. To automate things, I'll throw together a quick little app that will take a command line argument of a script filename and pass it on to the resident software. There are a few details that still need to be worked out, as well as a number of "extra" features I eventually want to build into the editor. But, it is very functional at this moment and the first beta software will be up this evening. RandyT |
| mahuti:
better get on it. I'm starting to set up the led-wiz tonight. |
| Navigation |
| Message Index |
| Next page |
| Previous page |