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LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
arzoo:
--- Quote from: DJO_Maverick on May 06, 2023, 12:29:38 am ---I checked the debug, and it has this relevant line on game load:
--- Code: ---[05/05/2023 23:37:28] P2_AD_STICK_X_EXT (MAME-DEFAULT): |JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|KEYCODE_G|JOYCODE_2_RIGHT
--- End code ---
Similar phantom string for Y_EXT, and both for P1 as well (just not mapped to anything with a light).
Yet when I go manually open up the Mame default.cfg, there isn't even a default port in the file for P2_AD_STICK_X_EXT. I can manually ADD an entry for it, and map it to none. If I do so, Blinky correctly previews the game with that rogue light off, and will load the game with it off that time... however, every time I turn on Mame, it automatically deletes any _EXT ports that I manually added... which results in the rogue light coming back after restart.
--- End quote ---
I think the confusion here comes from the use of "MAME-DEFAULT" in the debug log. This is actually referring to mame default input codes stored in the LEDBlinkyControls.xml file. Just for reference, input codes from the mame default.cfg file would be referenced in the debug log as MAME-ALLGAMES. But back to the issue at hand; if you search the LEDBlinkyControls.xml file for the <controlDefaults groupName="MAME"...> node, and then under that search for P2_AD_STICK_X_EXT, from there you can remove the default input code(s) that are causing issues, KEYCODE_G in your case.
The relevant line in the file looks like this;
--- Code: ---<control name="P2_AD_STICK_X_EXT" inputCodes="|JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|KEYCODE_G|JOYCODE_2_RIGHT" allowConfigPlayerNum="2"/>
--- End code ---
Edit the line to look like this;
--- Code: ---<control name="P2_AD_STICK_X_EXT" inputCodes="|JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|JOYCODE_2_RIGHT" allowConfigPlayerNum="2"/>
--- End code ---
SuperMagoAlex:
Hi Guys,
I'm using Ledblinky with a Pacled64 and works well, now I added two rgb led strips behind the cabinet (connected to the Pacled) and I would like them changing color according to the game.
For example when I play Virtua Tennis (Flycast), I would like them to turn green.
Since they are not associated with any buttons or controls, which menu/option should I use to do that?
arzoo:
--- Quote from: SuperMagoAlex on May 27, 2023, 08:33:03 am ---Hi Guys,
I'm using Ledblinky with a Pacled64 and works well, now I added two rgb led strips behind the cabinet (connected to the Pacled) and I would like them changing color according to the game.
For example when I play Virtua Tennis (Flycast), I would like them to turn green.
Since they are not associated with any buttons or controls, which menu/option should I use to do that?
--- End quote ---
The only way I think this could work would be to create a game specific animation with a single frame that lights the strips the color you want. You would have to create an animation for each game you wanted to do this for, but you could copy the same animation for multiple games. For example, you could create an animation called green.lwax and then copy/rename it to run for whichever games you wanted to light green. Look in the \LEDBlinky\lwa\GameSpecific folder and there should be an info.txt file that explains how to have an animation run for a specific game.
Awch:
I originally posted this as its own topic but it looks like this is the better spot for it. Sorry for the spamming!
LEDBinky and WLED
Hi all,
I'm hoping to find a way to use LEDBinky to control addressable LEDs connected to WLED. I've done quite a bit of searching and haven't found anything yet. Addressable bulbs on WLED have a couple of big advantages: incredibly cheap controllers (a few dollars) and VERY simple wiring.
My hope is to get the two talking to each other but their JSON APIs are different. At this point I'm imagining writing a server/mediator that sits in the middle and translates/maps messages going in each direction. Before I start doing anything like this I'm hoping someone can suggest an easier approach. My preference would be finding some way to configure LEDBlinky's JSON Output to speak to WLED's API but I don't see any way to configure it.
On the WLED side I'm thinking that creating segments for each device would allow them to be targeted easily whether they have one bulb, like a button, or many bulbs, like cabinet lighting. Actually, it will have to be an individual bulb approach due to the limited number of segments supported.
Basically I'm wondering if anyone has any suggestions on how to get started with this project. I'm retiring in a couple of weeks and will soon have lots of time to work on it.
LEDBlinky's Output System:
https://www.ledblinky.net/downloads/Install%20and%20Config.pdf#page=81
WLED's JSON API:
https://kno.wled.ge/interfaces/json-api/
WLED's individual bulb API:
https://kno.wled.ge/interfaces/json-api/#per-segment-individual-led-control
Thanks for any help,
Greg
arzoo:
--- Quote from: Awch on May 29, 2023, 10:33:48 pm ---I originally posted this as its own topic but it looks like this is the better spot for it. Sorry for the spamming!
LEDBinky and WLED
Hi all,
I'm hoping to find a way to use LEDBinky to control addressable LEDs connected to WLED. I've done quite a bit of searching and haven't found anything yet. Addressable bulbs on WLED have a couple of big advantages: incredibly cheap controllers (a few dollars) and VERY simple wiring.
My hope is to get the two talking to each other but their JSON APIs are different. At this point I'm imagining writing a server/mediator that sits in the middle and translates/maps messages going in each direction. Before I start doing anything like this I'm hoping someone can suggest an easier approach. My preference would be finding some way to configure LEDBlinky's JSON Output to speak to WLED's API but I don't see any way to configure it.
--- End quote ---
Here's another possible option; Ultimarc offers an LED controller for addressable LED strips that is supported by LEDBlinky; https://www.ultimarc.com/output/led-and-output-controllers/nano-led/