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LEDBlinky - Arcade LED Control software and Animation Editor - v8.2

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theholmesplace:

Experiencing an issue with lights speaking upon launching games within SNES and I don't know why it's happening.

Debug log attached. It looks like it speaks a button and then gets stuck in a queue. I haven't mapped all consoles yet, but I've done NES and Atari and don't have this issue with those. Is there something in the debug log that I'm missing that would clue me into why LEDBlinky is hanging when it tries to speak through all of the buttons?

Basically I launch the game, LEDBlinky speaks Button B (usually can't even complete the sentence), and then the next button remains blinking ... it never stops. UNTIL I stop the game, then things resume speaking and the buttons return to normal.

I'm emulating SNES through Retroarch using the SNES balanced core. Could the core be interfering?

Anyone else experience this issue?

Okay, just got Atari 5200 to finally emulate, and it does the exact same thing...  ??? Emulating through RetroArch Atari800 core. How to troubleshoot this...  :-\ Come on Google, don't fail me now!

It's gotta be a RetroArch issue ... NES and Atari 2600 and MAME don't emulate through that emulator, Atari5200 and SNES does, so likely the common thread.

ShabbyDog:

Please forgive me if this is already answered, but I'm struggling wiht lighting my player 2 stick.

I've changed my config to use the player specific codes as in https://www.ledblinky.net/Support.htm#LightTBJoy but only my Player 2 stick lights up.  Buttons for both P1 and P2 light as intended so I'm not sure what might be causing the issue?

Any suggestions are welcome.  :)

vaderag:

OKAY, I've at least partially solved this by setting my default.cfg as the contoller file in LEDBlinky.
However, I still have an issue with my neogeo games which utilise a different layout file - is there any way to have LED Blinky actually see what MAME is using? It doesn't seem to be aware of the CFG file that's actually referenced for the game?

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Below kept for posterity and to help others
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Hoping someone can help me out here - I'm just resetting up my cab and re-starting with LEDBlinky

Have a few... oddities... which I can't work out
I've gone through the coniguration wizard and everything is set up as I expect - all RGB are working and tested

However, I'm seeing a mismatch between what should be showing in MAME and what is showing on the panel

For example - if I pick 3countb (3 count bout) - a Neogeo MVS title, I should have the top 4 lights lit in Red Yellow Green Blue - this is what is outlined in the colours.ini file that came with LED Blinky, and how the controls are mapped in MAME. I should also see this for P2 when I get nothing

However, what I see is as follows


You'll notice that my flipper is lit blue (that is mapped to Left Shift and has no input for this game in MAME), the Green button three is white and my P1B8 is mapped red (this is actually mapped to Player1_Button D in my NeoGeo setup since I duplicate the row). And nothing for P2

The colours.ini is correct as here:

--- Code: ---[3countb]
P1_COIN=White
P1_START=White
P1_BUTTON1=Red
P1_BUTTON2=Yellow
P1_BUTTON3=Green
P1_BUTTON4=Blue
P1_JOYSTICK=Black
P2_COIN=White
P2_START=White
P2_BUTTON1=Red
P2_BUTTON2=Yellow
P2_BUTTON3=Green
P2_BUTTON4=Blue
P2_JOYSTICK=Black
--- End code ---

Now, Neogeo might be a little different as I do use a custom layout for NeoGeo (and if there is an easy way to use the same layout for all neogeo games I'm all ears!), but I see similar oddities in other roms

In Altered Beast for example - the P1 controls light correctly, BUT with the P1B8 (Mouse1,button1) lit additionally. P2 Still doesnt get lit

Am I missing something obvious? Thanks!

EDIT: Running the troubleshooter I see the issue is that the keycodes that are being pulled out from MAME do not match what is being used... very odd... These keys are not defined anywhere that I can see

--- Code: ---Analysis:

These are the Emulator defined Input Codes for [P1_BUTTON1]:
KEYCODE_LCONTROL
JOYCODE_1_BUTTON1
MOUSECODE_1_BUTTON1

Using your assigned Input Codes from the current Input Map, the following ports were enabled (ON):
iPACUltimateIO ID:1   Port:22   Label:P1B8  (RGB Red)
iPACUltimateIO ID:1   Port:23   Label:P1B8  (RGB Green)
iPACUltimateIO ID:1   Port:24   Label:P1B8  (RGB Blue)
--- End code ---

My Mame.ini is set to use default.cfg as the ctrlr file and (for neogeo) it uses neogeo.cfg based called from neogeo.ini
They are the only places controls are mapped...

Where might it be pulling these values from?

arzoo:


--- Quote from: vaderag on November 08, 2022, 08:58:41 am ---EDIT: Running the troubleshooter I see the issue is that the keycodes that are being pulled out from MAME do not match what is being used... very odd... These keys are not defined anywhere that I can see

--- Code: ---Analysis:

These are the Emulator defined Input Codes for [P1_BUTTON1]:
KEYCODE_LCONTROL
JOYCODE_1_BUTTON1
MOUSECODE_1_BUTTON1

Using your assigned Input Codes from the current Input Map, the following ports were enabled (ON):
iPACUltimateIO ID:1   Port:22   Label:P1B8  (RGB Red)
iPACUltimateIO ID:1   Port:23   Label:P1B8  (RGB Green)
iPACUltimateIO ID:1   Port:24   Label:P1B8  (RGB Blue)
--- End code ---

My Mame.ini is set to use default.cfg as the ctrlr file and (for neogeo) it uses neogeo.cfg based called from neogeo.ini
They are the only places controls are mapped...

Where might it be pulling these values from?

--- End quote ---

The troubleshooter will display (above the "Analysis" section) which mame cfg file is used to determine the input codes for the selected button/control.

Here's an example:

veegee:

My ledblinky lights up correcty when I Test them in the controls editer. But when I play a Game in Coinops button 1 wont light insted it lights button 2
and button 2 turns on button3 and 3 truns on 4, i checked the input mapping and it matches buttons.
please someone help me.


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