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Author Topic: MaLa Plugin - LEDBlinky Version 2.5  (Read 22762 times)

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arzoo

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    • LEDBlinky
MaLa Plugin - LEDBlinky Version 2.5
« on: July 06, 2007, 10:01:50 pm »
Please refer to this thread for the latest version of LEDBlinky.
MaLa Plugin - LEDBlinky (v2.5.1)

What's new for 2.5.1 - New LEDBlinky Tool: Animation Editor. LEDBlinky has been updated to use the new LWAX animation format (original LWA format is still supported).

What's new for 2.5 - LED animations can now be played when MaLa starts, before a game starts, and when Mala quits. The screen saver now has a random text feature with Berzerk mode. LEDs can now blink in sync with the speech features. The configuration app has been revamped (again). Cocktail mode lights all player controls for alternating games. I've enhanced the other emulator features and fixed a bunch of bugs!

Here's what it can do:
  • Light active and/or inactive controls for MaLa front end (user interface).
  • Light active and/or inactive controls for MAME emulation.
  • Light active and/or inactive controls for other emulators.
  • Remapping controls (MaLa or MAME) will automatically remap the associated LEDs.
  • With RGB LEDs, you can specify colors for individual controls or using a pre-defined colors.ini file, match the original game control panel button colors.
  • When starting a game, LEDBlinky can play a LED animation (selected or random), speak the game name, speak each button “action” while blinking the button in its correct color, and speak a custom message. When speaking the game name or custom message, LEDs can blink in sync with the speech.
  • When starting or quitting MaLa, LEDBlinky can play a LED animation (selected or random), and speak a custom message. When speaking the custom message, LEDs can blink in sync with the speech.
  • When the Screen Saver is active, LEDBlinky can play a continuous LED animation (selected or random), and play random custom messages at predefined intervals. Berzerk mode is also available for the random messages.
  • Other speech features are available – Choose from multiple voices (downloadable) and set the voice rate and volume.
  • Run a second (independent) LED animation for cabinet lights. This animation can run when MaLa is active, when the screensaver is active, during game play, or any combination of the three. This feature requires an additional LED-Wiz for the non-control panel LEDs.
  • From the MaLa UI, game controls can be lit as you scroll through the game lists.
  • Designate LEDs as "Always Active" for use with coin, start, or administration controls.
  • Cocktail Mode lights all player controls for multi-player alternating games.
  • Define LED intensities or colors on a game-by-game basis.
  • Use the LED-Wiz built-in blinking effects.
  • Create your own LED animations using the included Animation Editor. LEDBlinky supports standard LWAX and LWA animation files.
  • Support for pre-defined controller files (X-Arcade, SlikStik, etc).

Updating from versions prior to 2.5.0: Just overwrite any existing files. Using the new configuration app, you'll need to reset your file paths and Blinky options. Your input map and color profiles will not be affected by the update.

Speech Capability: LEDBlinky uses the "text to speech" components that come standard with Microsoft Windows. This includes a single voice - Microsoft Sam (sounds a bit like the Berzerk voice). Two additional voices are also freely downloadable from MS - Mike and Mary, but only as a merge module included with the speech SDK. I've compiled the Mike and Mary merge module (Sp5TTIntXP.msm) into an install package which can be downloaded here. After running the installation, you can select the new voices from the LEDBlinky config app.

Please refer to the Install and Config.doc file to get LEDBlinky up and running. Feedback and suggestions are always welcome. There may still be a bug or two :), so let me know.

Download LEDBlinky v2.5.1

Here are screen shots of the config apps...
« Last Edit: March 14, 2008, 06:54:04 pm by arzoo »
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arzoo

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #1 on: July 06, 2007, 10:02:40 pm »
Here are some videos of the LEDBlinky in action. These are the same videos from version 2.0, so they don't demonstrate any of the 2.5 features, but they still show most of the fun stuff. :)

The first video shows Asteroids starting. I'm using three game start speech features - name, controls, and custom text.


This next video shows NBA Jam starting. It's a four player game, but my cp only lights up the buttons for players 1 and 2.


Here's the screensaver attract mode. My cp uses two LED-Wiz Controllers and the wiring is rather bizarre. For reasons I won't go into here (mostly stupidity :)) I wired all the RGB blue leads to LED-Wiz ID1 and all the RGB green and red leads to LED-Wiz ID2. The animation file I created uses the same buttons and colors as NBA Jam and demonstrates the ability to address each LED-Wiz individually while keeping both in sync.


Here's a single player game that uses TEN buttons, and the track ball!


And lastly, here's a video of the Cabinet Lighting feature. Since my cp doesn't have any cab LEDs, I used the left side buttons wired to LED-Wiz2 for the cabinet animation.

« Last Edit: January 31, 2010, 10:51:28 pm by arzoo »
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squirrellydw

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #2 on: July 06, 2007, 11:38:11 pm »
any idea if this is the same version I have or tested?
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Green Giant

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #3 on: July 07, 2007, 01:07:15 am »
The new features look pretty sweet.  Like how the lights flash when the voice talks.  Makes it feel like the cab is really talking to you. 

I just hope the screensaver stuff gets fixed soon so I can use that too.

Can't wait for the next stuff you have coming out.
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Well, he ain't no prize, and there's no women his size,
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #4 on: July 07, 2007, 09:04:12 am »
any idea if this is the same version I have or tested?
This version (2.5.0.4) has a couple of minor bugs fixed. You can just overwrite the ledblinky.mplugin file. By the way, thanks to you and everyone else who helped with the testing.  :cheers:
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arzoo

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #5 on: July 07, 2007, 09:05:37 am »
The new features look pretty sweet.  Like how the lights flash when the voice talks.  Makes it feel like the cab is really talking to you. 

I just hope the screensaver stuff gets fixed soon so I can use that too.

Can't wait for the next stuff you have coming out.
You're referring to the MaLa RC9 screen saver problem, yes?
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squirrellydw

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #6 on: July 07, 2007, 10:16:55 am »
any idea if this is the same version I have or tested?
This version (2.5.0.4) has a couple of minor bugs fixed. You can just overwrite the ledblinky.mplugin file. By the way, thanks to you and everyone else who helped with the testing.  :cheers:

Thank you for the cocktail option, and all your hard work.  testing is easy.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #7 on: July 07, 2007, 01:13:24 pm »
Not sure what I am doing wrong with trying to configure other EMU's to light up buttons.  One player buttons light up correctly but the other player does not.  Actually player 1 buttons are player 2 and they are the one lighting up.  Any help??
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #8 on: July 07, 2007, 03:20:04 pm »
Not sure what I am doing wrong with trying to configure other EMU's to light up buttons.  One player buttons light up correctly but the other player does not.  Actually player 1 buttons are player 2 and they are the one lighting up.  Any help??
Post the debug.log file (with verbose mode turned on) and I should be able to figure out what's going on.
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squirrellydw

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #9 on: July 07, 2007, 04:13:01 pm »
here you go
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arzoo

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #10 on: July 07, 2007, 05:24:43 pm »
here you go
Can you zip and post two additional files: Control-Input_mame.ini and DevicePort-Input.ini.
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squirrellydw

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #11 on: July 07, 2007, 06:49:15 pm »
can't zip them, sorry

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arzoo

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #12 on: July 08, 2007, 05:23:45 pm »
Not sure what I am doing wrong with trying to configure other EMU's to light up buttons.  One player buttons light up correctly but the other player does not.  Actually player 1 buttons are player 2 and they are the one lighting up.  Any help??

I believe the problem is that your mame default.cfg file has no input values defined for P1_Button1 and P1_Button2. From the LEDBlinky config app, try unchecking Use MAME Default Control Mapping for Other Emulators and see if that solves the problem.
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squirrellydw

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #13 on: July 08, 2007, 07:09:23 pm »
duh, that could be it....I was messing around with that the other day.
« Last Edit: July 08, 2007, 08:33:58 pm by squirrellydw »
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #14 on: July 08, 2007, 08:21:12 pm »
Yeah, the mala screensaver bug.  If that works soon, I can get the attract stuff running.
"He lives down there in his valley,
The cat stands tall and green,
Well, he ain't no prize, and there's no women his size,
And that's why the cat's so mean"
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #15 on: July 08, 2007, 09:23:39 pm »
Not sure what I am doing wrong with trying to configure other EMU's to light up buttons.  One player buttons light up correctly but the other player does not.  Actually player 1 buttons are player 2 and they are the one lighting up.  Any help??

I believe the problem is that your mame default.cfg file has no input values defined for P1_Button1 and P1_Button2. From the LEDBlinky config app, try unchecking Use MAME Default Control Mapping for Other Emulators and see if that solves the problem.

thanks that was it
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #16 on: July 14, 2007, 12:49:38 pm »
Here is my log file for the SNES buttons not lighting up right.  They do work correctly when I play the game so  I know they are mapped right, they just aren't lighting up right.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #17 on: July 14, 2007, 01:53:42 pm »
Here is my log file for the SNES buttons not lighting up right.  They do work correctly when I play the game so  I know they are mapped right, they just aren't lighting up right.

Do you have an entry in the controls_emu.ini file for [zsnesw]?

From the log it looks like you've defined the emulator as using the following controls:

P1_BUTTON1 (KEYCODE_LCONTROL), Blue
P1_BUTTON2 (KEYCODE_LALT), Blue
P1_BUTTON3 (KEYCODE_SPACE), Red
P1_BUTTON4 (KEYCODE_LSHIFT), Red
P2_BUTTON1 (KEYCODE_A), Blue
P2_BUTTON2 (KEYCODE_S), Blue
P2_BUTTON3 (KEYCODE_Q), Red
P2_BUTTON4 (KEYCODE_W), Red

The log shows the LEDBlinky lighting up 8 buttons - 4 for each player. Is this what you're seeing?

I believe this is your cp layout (let me know if I'm wrong):
Player1

P1B1(LCtrl)     P1B2(LAlt)      P1B3(Space)
P1B4(LShift)    P1B5(Z)         P1B6(X)

Player2

P2B1(A)    P2B2(S)      P2B3(Q)
P2B4(W)    P2B5(I)      P2B6(K)

Which controls are used by the emulator for each player - how is the emulator configured?
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #18 on: July 14, 2007, 02:36:01 pm »
Yes that is my CP layout
Yes I am seeing 8 buttons, four each

controls used for player1 LCtrl, LAlt, LShift and Z
controls used for plyer2 A, S, W and I
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #19 on: July 14, 2007, 07:35:18 pm »
Yes that is my CP layout
Yes I am seeing 8 buttons, four each

controls used for player1 LCtrl, LAlt, LShift and Z
controls used for plyer2 A, S, W and I

Try adding (or replacing) this section in the controls_emu.ini:
Code: [Select]
[zsnesw]
gamename=
numPlayers=2
alternating=0
mirrored=1
miscDetails=
P1_BUTTON1=Button 1
P1_BUTTON2=Button 2
P1_BUTTON4=Button 3
P1_BUTTON5=Button 4
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #20 on: July 14, 2007, 08:16:57 pm »
that fixed, nice job
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #21 on: July 31, 2007, 10:14:13 am »
Ive noticed some mame roms dont speak the button action before the rom is loaded. Is this down to the actual rom, or ini file somewhere. Can theses roms that dont give button actions be edited so they do??

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #22 on: July 31, 2007, 11:25:06 am »
Ive noticed some mame roms dont speak the button action before the rom is loaded. Is this down to the actual rom, or ini file somewhere. Can theses roms that dont give button actions be edited so they do??

If it isn't speaking the button info, it is a problem with the controls.ini/controls.xml or mame.xml file.  What version of controls.ini file do you have? 

You could possibly update the controls.ini file, but I am not positive about that.  It sounds like it is reading the mame.xml file to see how many buttons to use, but it isn't finding the information in the controls.xml file about each particular button.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #23 on: August 05, 2007, 02:18:33 pm »
not sure what version of controls.ini i have i thoughht it was the latest version, so all games should speak there controls on start up then? Where can i get the latest version of control.ini? should i also have downloaded a control.xml file aswell?

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #24 on: August 15, 2007, 12:03:00 pm »
anyone?

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #25 on: August 16, 2007, 08:36:33 am »
I think the latest file is for mame .111. You can download from here.

I don't think every game is supported - I've found many that don't speak the controls.

No need for controls.xml - at least as far as LEDBlinky is concerned.
« Last Edit: August 16, 2007, 08:38:09 am by arzoo »
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #26 on: August 16, 2007, 08:39:57 am »
I think the latest file is for mame .111. You can download from here.

I don't think every game is supported - I've found many that don't speak the controls.

Games currently supported (1068)

Hey arzoo in the docs, it says

Quote from: HorwardCasto
Q.   Why are there only parent roms in the dat files?
A.   This will change int he future, however, most of the clones have the same controls as the parent.  We suggest creating an algorithm which check for control information of the rom in question.  If the information isn't available use the output from mame's -listxml to determine if the game has a cloneof parent.  If there is no info there check that clone's clone of and romof.  If so use that control info.  If there is no control info for the cloneof then check the romof parent.  Again, check recursively here too.  Why check recursivley?  There are revisions in mame.  For example, neogeo is a parent rom.  For the most part all neogeo games have the same controls so neogeo is in the dat file.  now, say there is a game called "MyGame" that is a romof neogeo.  Also let's say theere actually is "MyGame (Rev 1) - mygame1" and "MyGame (rev 2) - mygame2".  Rev 1 will have a romof "neogeo".  Rev2 will have a romof "mygame2".  So you see you have to recurse all the way back to neogeo to get the control information for Rev 2.  There are many instances of this in mame.

A bit confusing I know  :o

http://fe.donkeyfly.com/controls/supported.php


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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #27 on: August 16, 2007, 02:48:45 pm »
this is amazing...

I am getting a LED kit with my Happ 3" trackball, and this thing is making me want to order a LED-WIZ and a bunch of lit buttons now... MUST...RESIST... (I am trying to keep budget down... maybe a future upgrade for my cab)

great work

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #28 on: August 17, 2007, 09:27:26 am »
Quote from: HorwardCasto
Q.   Why are there only parent roms in the dat files?
A.   This will change int he future, however, most of the clones have the same controls as the parent.  We suggest creating an algorithm which check for control information of the rom in question.  If the information isn't available use the output from mame's -listxml to determine if the game has a cloneof parent.  If there is no info there check that clone's clone of and romof.  If so use that control info.  If there is no control info for the cloneof then check the romof parent.  Again, check recursively here too.  Why check recursivley?  There are revisions in mame.  For example, neogeo is a parent rom.  For the most part all neogeo games have the same controls so neogeo is in the dat file.  now, say there is a game called "MyGame" that is a romof neogeo.  Also let's say theere actually is "MyGame (Rev 1) - mygame1" and "MyGame (rev 2) - mygame2".  Rev 1 will have a romof "neogeo".  Rev2 will have a romof "mygame2".  So you see you have to recurse all the way back to neogeo to get the control information for Rev 2.  There are many instances of this in mame.

MaLa passes a romof and cloneof value back to the plugins - both of which LEDBlinky uses to search controls.ini. The thing is, I don't know if MaLa is using a recursive algorithm to populate those values - my guess is no. The other option would be for my code to use listxml directly (rather than the data values passed from MaLa).

Lettuce - can you give me some examples of games that are not working?
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #29 on: August 17, 2007, 11:39:40 am »
I cannot think of any from the top of my head, i just remember so games didnt speak the controls, ill list some i find in a bit

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #30 on: August 18, 2007, 03:08:49 pm »
Oik heres a few, none of the Raiden or Raiden Fighters games, speak the controls on start up

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #31 on: August 18, 2007, 08:16:53 pm »
Oik heres a few, none of the Raiden or Raiden Fighters games, speak the controls on start up

It seems that those two games are not supported by Controls.dat - which surprises me.
http://fe.donkeyfly.com/controls/supported.php
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #32 on: September 06, 2007, 09:48:06 am »
Ok i need another question answered please. Ive notice in some games it speaks the button layout but after that gives buttons for UP, Down, Left, Right, with buttons 4-7 (i have a 7 button layout for player 1 and 2) on player 2 side flashing. Obviously im not using these buttons to control im using the joystick, so how do i stop this from happening??

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #33 on: September 06, 2007, 10:02:10 am »
Ok i need another question answered please. Ive notice in some games it speaks the button layout but after that gives buttons for UP, Down, Left, Right, with buttons 4-7 (i have a 7 button layout for player 1 and 2) on player 2 side flashing. Obviously im not using these buttons to control im using the joystick, so how do i stop this from happening??

Check the keyboard mapping when playing one of these games and see what keycodes are mapped to up/down/left/right. My guess is that those keycodes are mapped to buttons 4-7 in you LEDBlinky device/port input map. If that's the case, then just remap the up/down/left/right controls for that game in mame.

If that's not the problem, then it would help if you posted the debug.log (from the config app - More Options tab - Enable Debug Log).
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #34 on: September 06, 2007, 11:00:21 am »
Ok done a bit more investigating, and for some reason on the I-PAC4 which i have, some of player 3 joystick direction are the same as some of the buttons for player 2. In this case keyboard letter 'I' is Up for P3 and also button 5 for P2, key 'K' is Down for P3 and also button 6 for P2, and key 'J' is left for P3 and also button 7 for P2. So i guess this is why its telling me these button on P2 are up, down and left with in mala. Is there a way to disable it give joystick commands??

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #35 on: September 06, 2007, 11:33:01 am »
Ok done a bit more investigating, and for some reason on the I-PAC4 which i have, some of player 3 joystick direction are the same as some of the buttons for player 2. In this case keyboard letter 'I' is Up for P3 and also button 5 for P2, key 'K' is Down for P3 and also button 6 for P2, and key 'J' is left for P3 and also button 7 for P2. So i guess this is why its telling me these button on P2 are up, down and left with in mala. Is there a way to disable it give joystick commands??
No, the control type (button vs. joystick) has no bearing, just the keycodes. Your best bet would be to re-program the IPac so that the joysticks and buttons are all mapped to unique keycodes. I have an IPac4 and that's what I did.

wait... let me think about this for a minute - there may be another option.
« Last Edit: September 06, 2007, 11:34:44 am by arzoo »
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #36 on: September 06, 2007, 11:48:27 am »
wait... let me think about this for a minute - there may be another option.

Try this, edit your \LEDBlinky\Control-Input_mame.ini file and remove the redundant keycodes for P3:

Change these rows...
P3_JOYSTICK_UP=|KEYCODE_I|JOYCODE_3_UP
P3_JOYSTICK_DOWN=|KEYCODE_K|JOYCODE_3_DOWN
P3_JOYSTICK_LEFT=|KEYCODE_J|JOYCODE_3_LEFT
P3_JOYSTICK_RIGHT=|KEYCODE_L|JOYCODE_3_RIGHT

To this...
P3_JOYSTICK_UP=|JOYCODE_3_UP
P3_JOYSTICK_DOWN=|JOYCODE_3_DOWN
P3_JOYSTICK_LEFT=|JOYCODE_3_LEFT
P3_JOYSTICK_RIGHT=|KEYCODE_L|JOYCODE_3_RIGHT

And don't worry, this has no effect on mame - just the LEDBLinky plugin.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #37 on: September 06, 2007, 12:51:04 pm »
ok, thanks for your help

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #38 on: September 06, 2007, 03:13:58 pm »
Ok i tried that, but no joy still gives out commands for up down and left  :cry:

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #39 on: September 06, 2007, 03:24:42 pm »
Ok i tried that, but no joy still gives out commands for up down and left  :cry:
Can you post the cfg file (in the mame cfg folder) for the game in question? Also, turn on the debug option, start mala, run the game, then post the debug.log file.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #40 on: September 07, 2007, 06:17:41 am »
Ok heres a zip file of the cfg and debug files for tmnt, basically all 4 player games have the same problem

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #41 on: September 07, 2007, 08:08:26 am »
Since you're not lighting up any of your joysticks, try removing the keycode values for all the joysticks (P1/P2/P3/P4) in the control-input_mame.ini file. For example, here's what the P1 joystick entries should look like;

P1_JOYSTICK_UP=
P1_JOYSTICK_DOWN=
P1_JOYSTICK_LEFT=
P1_JOYSTICK_RIGHT=
P1_JOYSTICKRIGHT_UP=
P1_JOYSTICKRIGHT_DOWN=
P1_JOYSTICKRIGHT_LEFT=
P1_JOYSTICKRIGHT_RIGHT=
P1_JOYSTICKLEFT_UP=
P1_JOYSTICKLEFT_DOWN=
P1_JOYSTICKLEFT_LEFT=
P1_JOYSTICKLEFT_RIGHT=

If that doesn't work (but it really should), turn on the "Verbose" logging option and post the log again.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #42 on: September 07, 2007, 08:28:21 am »
Nah still no joy, ive attached the "Verbose" debug file and also my changed control-input_mame.ini too

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #43 on: September 07, 2007, 08:47:41 am »
Nah still no joy, ive attached the "Verbose" debug file and also my changed control-input_mame.ini too
Ah, now I see what's going on. First, from the config app, remove the entry for the 'Controller File'. That field need only be set when you're using a controller file like for the SlikStik. Second, check the default.cfg file (in the mame cfg folder) and see if it has any entries for the P3 joystick (I'm guessing it does). The default.cfg file is set by mame when you make global (all games) mapping changes. If you delete the entries for the P3 joystick (from mame or manually), both mame and the LEDBlinky should revert to using default values. Let me know how it goes.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #44 on: September 07, 2007, 09:27:22 am »
Guess what?......it still doesnt work! Have removed the line in the controller file, and removed all joystick controls to do with p3 in the default.cfg file within my mame folder and also in the general controls for player 3 in the tab menu when in the game! The only way i can stop it from giving the controls is if i actuall remove P3 joystick control for the actual game within the tab menu, but then obviously you cant control the P3 character as there are no keys mapped anymore

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #45 on: September 07, 2007, 09:38:13 am »
Guess what?......it still doesnt work! Have removed the line in the controller file, and removed all joystick controls to do with p3 in the default.cfg file within my mame folder and also in the general controls for player 3 in the tab menu when in the game! The only way i can stop it from giving the controls is if i actuall remove P3 joystick control for the actual game within the tab menu, but then obviously you cant control the P3 character as there are no keys mapped anymore

Arg!
Could you send me the debug log again. And also the default.cfg file.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #46 on: September 07, 2007, 10:15:52 am »
Ok ive attached the files, after editing the default.cfg file the first time around and it not working, i deleted the file, so it created a new one next time mame was started, this though didnt change a thing, and now there is bugger all in the default.cfg file.

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #47 on: September 07, 2007, 11:20:13 am »
Ok ive attached the files, after editing the default.cfg file the first time around and it not working, i deleted the file, so it created a new one next time mame was started, this though didnt change a thing, and now there is bugger all in the default.cfg file.
I'm thinking there may be a bug in my code.  ::) If so, I'll try to post a fix tonight (EST).

Edit: I've checked the code over and I don't see any problems. I've pm'd you with a test version to try and determine which config file is causing the problem.
« Last Edit: September 07, 2007, 01:36:12 pm by arzoo »
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #48 on: September 07, 2007, 01:57:43 pm »
Ok ive download your revised file, i take i you just overwrite the other LEDBlinky.mplugin found within the plugins folder in Mala with this new one??

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #49 on: September 07, 2007, 01:59:09 pm »
Ok ive download your revised file, i take i you just overwrite the other LEDBlinky.mplugin found within the plugins folder in Mala with this new one??
Yes
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #50 on: September 07, 2007, 02:16:21 pm »
well ive uploaded the debug file in my post above

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #51 on: September 07, 2007, 03:07:39 pm »
well ive uploaded the debug file in my post above

Here's the relevant data from the log:
[09/07/2007 18:54:50] P3_JOYSTICK_RIGHT (TMNT.cfg): |KEYCODE_L
[09/07/2007 18:54:50] P3_JOYSTICK_LEFT (TMNT.cfg): |KEYCODE_J
[09/07/2007 18:54:50] P3_JOYSTICK_DOWN (TMNT.cfg): |KEYCODE_K
[09/07/2007 18:54:50] P3_JOYSTICK_UP (TMNT.cfg): |KEYCODE_I

Back about 8 posts ago, you included the rom config file, but you grabbed tmht.cfg, not tmnt.cfg. So check out the tmnt.cfg file and remove the joystick keycode mapping. Keeping my fingers crossed this solves the problem!
« Last Edit: September 08, 2007, 09:25:23 am by arzoo »
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #52 on: September 08, 2007, 06:35:53 am »
Ah so i did sorry, so if this does work, ill have to edit all the .cfg files for all the roms that have this problem?? But surely if i do this then it will remove the joystick controls for player 3 and i wont be able to move the character??

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #53 on: September 08, 2007, 09:24:50 am »
Ah so i did sorry, so if this does work, ill have to edit all the .cfg files for all the roms that have this problem?? But surely if i do this then it will remove the joystick controls for player 3 and i wont be able to move the character??
See that's the thing I don't understand - unless you remapped the P3 Joystick controls from mame for each game, then there shouldn't be any entries for the joystick input codes in each cfg file. If you remapped for 'all games', then the default.cfg would have the input codes - but you cleared that out. Without any entries in the .cfg files, mame will use it's default keycodes which should be L/J/K/I - so you should be fine.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #54 on: September 08, 2007, 10:56:48 am »
Yeah i think im might have added the joystick inputs for P3 for in the General list under the tab menu. I just delete all files in the CFG folder i guess

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #55 on: September 09, 2007, 10:57:00 am »
Well i deleted the tmnt.cfg file and i was still getting the joystick commands, i noticed that i had a few clone cfg files for tmnt as i had tried a number of version to to see if they all gave the same problem. So what i did next was to delete all cfg files to do with tmnt so there were no clone cfg files left, i then fired up the game and i got now more joystick commands  :applaud:. Strange thing was that i had to delete all clone cfg files to do with tmnt and not just the cfg file that related to the game i was loading. So i thinking that LEDBlinky must read all cfg files to do with the game loaded (master and clone) and not just read the 1 cfg file specificto  the actual game you are loading??, otherwise when i deleted the tmnt.cfg file and ran the tmnt.rom file it would of not gave me joystick commands, instead i had to delete all clone cfg files aswell

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #56 on: September 10, 2007, 08:04:17 am »
Well i deleted the tmnt.cfg file and i was still getting the joystick commands, i noticed that i had a few clone cfg files for tmnt as i had tried a number of version to to see if they all gave the same problem. So what i did next was to delete all cfg files to do with tmnt so there were no clone cfg files left, i then fired up the game and i got now more joystick commands  :applaud:. Strange thing was that i had to delete all clone cfg files to do with tmnt and not just the cfg file that related to the game i was loading. So i thinking that LEDBlinky must read all cfg files to do with the game loaded (master and clone) and not just read the 1 cfg file specificto  the actual game you are loading??, otherwise when i deleted the tmnt.cfg file and ran the tmnt.rom file it would of not gave me joystick commands, instead i had to delete all clone cfg files aswell

What were the names of the clone cfg files? If you loaded the tmnt rom, then only the tmnt.cfg file would be checked.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #57 on: September 10, 2007, 12:53:08 pm »
Yeah well that what i thought, but had to delete all of em to get it to work correctly. Cant remember what the cfg files were called for the clone games, something like tmnt2, tmntu tmnt4 etc

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #58 on: September 14, 2007, 09:31:52 am »
I've updated LEDBlinky to version 2.5.1. This minor release includes the Animation Editor and updates for the new LWAX animation format.

If you're installing the plugin for the first time, download the complete package using the link at the start of this thread. If you just want to upgrade from 2.5.0.x to 2.5.1, use this link:

Download LEDBlinky v2.5.1 Updated Files Only
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #59 on: September 16, 2007, 12:39:15 am »
I've been trying to get my led-wiz buttons to light under visual pinball and I'm a little confused, hopefully someone could help me out? I wanted them to light to some default level and stay lit in the background when I start visual pinball from Mala, not necessarily light to the mapped buttons though that would be cool too. I've done the "Generate other emulator profile" in the LEDBlinky config and I've setup all my controls that are configured in the DevicePort-Input.ini to always on, but this doesn't light them when I start visual pinball from Mala (nor do any mapped buttons light). I tried unchecking and checking the "Use MAME Default Control Mapping for Other Emulators" option with no change. Do I need to add an entry into my Controls_emu.ini for visual pinball? (I assumed from the comment that anything that didn't have an entry would default to the "default" entry). Thanks for any help.


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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #60 on: September 16, 2007, 10:43:29 am »
I've been trying to get my led-wiz buttons to light under visual pinball and I'm a little confused, hopefully someone could help me out? I wanted them to light to some default level and stay lit in the background when I start visual pinball from Mala, not necessarily light to the mapped buttons though that would be cool too. I've done the "Generate other emulator profile" in the LEDBlinky config and I've setup all my controls that are configured in the DevicePort-Input.ini to always on, but this doesn't light them when I start visual pinball from Mala (nor do any mapped buttons light). I tried unchecking and checking the "Use MAME Default Control Mapping for Other Emulators" option with no change. Do I need to add an entry into my Controls_emu.ini for visual pinball? (I assumed from the comment that anything that didn't have an entry would default to the "default" entry). Thanks for any help.

Sounds like everything you've done is correct (although there's no need to set the 'Always On' flag in the profile) and you are correct, the default section in Controls_emu.ini should cover any emulator not otherwise defined. So I'm not sure why it's not working. Could you turn on the 'Debug Log' and 'Verbose' options, run one of the vpin games, then zip up debug.log and all your .ini files and email or post it here. Then I should be able to figure out what's going on.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #61 on: September 16, 2007, 12:14:50 pm »
Attached are the debug log and the ini's Arzoo. I ran it once with and once without the "Use MAME Default Control Mapping for Other Emulators" option, but the log looked the same...

[09/16/2007 10:04:21] Emulator: [VPINBALL] Visual Pinball
[09/16/2007 10:04:21] Controls.dat INI file Version=0.111.2, Time=2007-01-21 16:50:56, Generated by=SirPoonga
[09/16/2007 10:04:21] 1068 games loaded from controls.ini
[09/16/2007 10:04:24] 2567 games loaded from Mame.xml
[09/16/2007 10:04:29] No controls found for [BLACK KNIGHT 2000]

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #62 on: September 16, 2007, 10:13:52 pm »
Attached are the debug log and the ini's Arzoo. I ran it once with and once without the "Use MAME Default Control Mapping for Other Emulators" option, but the log looked the same...

[09/16/2007 10:04:21] Emulator: [VPINBALL] Visual Pinball
[09/16/2007 10:04:21] Controls.dat INI file Version=0.111.2, Time=2007-01-21 16:50:56, Generated by=SirPoonga
[09/16/2007 10:04:21] 1068 games loaded from controls.ini
[09/16/2007 10:04:24] 2567 games loaded from Mame.xml
[09/16/2007 10:04:29] No controls found for [BLACK KNIGHT 2000]
pod,
I was looking over the LEDBlinky code to see if I could figure out why it wasn't working for you (this is before you posted your log and files) and I came across an obscure bug - which I then fixed. Now that I've seen your files, I'm sure that it is that bug which is causing your problem - I'm guess you have visual pinball installed in a folder under your mame folder.

I'll send you a pm with a link to a patched version. Let me know if it solves your problem.
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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #63 on: September 23, 2007, 05:36:42 pm »
Arzoo,

I may have ran into a little bug with ledblinky.

I''m using 4 admin buttons with code 129 and set as always active (in the mame-profile).
When I start a game the buttons for the game are lit and blinking when the function is spoken.

What happens once in a while is that after the last button blinks it won't stay lit.
I think it has something to do with the admin buttons which are ramping.
Some sort of syncing problem with the admin buttons. The admin buttons pulse also a bit faster when this happens (normal speed would be 7).

If you want I can send you the configfiles.

TIA,

Dna Disturber

P.S. Have already made some wonderful animations with the animation-editor (works like a charm for me)  :cheers:
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HiToText 2010.11.4  Vs.  Mame 0.140  ::)
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Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

arzoo

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    • LEDBlinky
Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #64 on: September 24, 2007, 08:16:23 am »
Arzoo,

I may have ran into a little bug with ledblinky.

I''m using 4 admin buttons with code 129 and set as always active (in the mame-profile).
When I start a game the buttons for the game are lit and blinking when the function is spoken.

What happens once in a while is that after the last button blinks it won't stay lit.
I think it has something to do with the admin buttons which are ramping.
Some sort of syncing problem with the admin buttons. The admin buttons pulse also a bit faster when this happens (normal speed would be 7).

If you want I can send you the configfiles.

TIA,

Dna Disturber

P.S. Have already made some wonderful animations with the animation-editor (works like a charm for me)  :cheers:
So it's the game button (like player 1 button 1) that doesn't stay lit, not the admin buttons, correct? Is the problem intermittent or does if happen always? Or is it game specific?

Can you turn on the debug log (with verbose) and try to catch this problem, then zip the log along with all your .ini files.
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dna disturber

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #65 on: September 24, 2007, 08:57:09 am »
Arzoo,

It's the gamebutton (always the last one) that no longer lights up after the blinking (button function spoken) , when this happens the adminbuttons are also not responding as should be , the pulse is a lot quicker than normal.

It's intermittent and not game related.

The problem occured with game matmania (gamename shows up in debug).
I have attached the debug and ini's

Thanks again for looking into this problem,

Dna Disturber

Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

arzoo

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    • LEDBlinky
Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #66 on: September 24, 2007, 10:37:08 am »
Arzoo,

It's the gamebutton (always the last one) that no longer lights up after the blinking (button function spoken) , when this happens the adminbuttons are also not responding as should be , the pulse is a lot quicker than normal.

It's intermittent and not game related.

The problem occured with game matmania (gamename shows up in debug).
I have attached the debug and ini's

Thanks again for looking into this problem,

Dna Disturber

Can you also get me the colors.ini file you are using (D:\mame\ctrlr\colors.ini). I don't know if that has anything to do with the problem, but I want to replicate your setup exactly.
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arzoo

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    • LEDBlinky
Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #67 on: September 24, 2007, 11:42:33 am »
DNA, in the log you posted, did the problem occur? Because everything looks fine.
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dna disturber

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #68 on: September 24, 2007, 12:08:32 pm »
Arzoo,

It occured in the log.
Here is the colors.ini

I use it in a different way somewhat , you helped with that with a little update of ledblinky. You'll see what I mean.
Maybe it's a good idea to mention this function to the description of ledblinky.

Hope you can recreate the problem.......
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

arzoo

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    • LEDBlinky
Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #69 on: September 25, 2007, 07:45:56 am »
Arzoo,

It occured in the log.
Here is the colors.ini

I use it in a different way somewhat , you helped with that with a little update of ledblinky. You'll see what I mean.
Maybe it's a good idea to mention this function to the description of ledblinky.

Hope you can recreate the problem.......

dna - I pm'd you a patch to try. Let me know how it goes.
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dna disturber

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #70 on: September 26, 2007, 01:21:09 pm »
 :notworthy: As always Arzoo fixed it  ;D

Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

arzoo

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    • LEDBlinky
Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #71 on: October 12, 2007, 09:11:03 am »
LEDBlinky v3 is just about complete! If anyone is interested in doing a bit of testing before I release the update, please send me a pm.

Here's a quick summary of the new features;
  • Blink and speak controls when pausing a game and/or play a LED animation. This is a MAME only feature.
  • Flash start buttons when credits are available - this is a MAME only game dependent feature.
  • Full support for other MAME Outputs - light LEDs based on any output. Outputs can be linked to controls (P1_Button1, P2_Button2, etc.) or directly linked to a Device/Port.
  • The LEDBlinky now supports the Ultimarc PAC-Drive. You can use multiple PAC-Drives, multiple LED-Wizs, or a combination of both.
  • Option to play a LED animation while the MaLa UI is active (rather than lighting specific controls).
  • Configuration app has been updated to allow animation testing.
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headkaze

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Re: MaLa Plugin - LEDBlinky Version 2.5
« Reply #72 on: October 12, 2007, 05:10:10 pm »
Great stuff arzoo :)

Part of the reason why I was hoping to make the LWAX format a bit more generic was so we can put Id's in for PacDrives or other LED controllers for the future. Perhaps we should get that sorted for our next plugin release?