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

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arzoo:

--- Quote from: deezdrama on December 30, 2023, 11:16:21 am ---So im used to bigbox but decided to try coinops, Im wanting to copy over my ledblinky folder to the coinops build and then update ledblinky over it so I can start playing around and try to get some of my old animations integrated into coinops. On ledblinky site it says to install into retrofes "plugin" folder but I do not have a plugin folder. Do I just need to create a plugin folder? At what location...Inside coinops or inside retrofe folder?

Also, Im wondering if setting up ledblinky is even going to be possible with my ipac4 in xinput mode or should I stop before I invest too much time and just be using bigbox with ipac in keyboard mode?
 Thanks

--- End quote ---

For CoinOps you can install LEDBlinky into any folder and then set the CoinOps config to point to the LEDBlinky exe (there's no LEDBlinky plugin for CoinOps). But I don't think you can use xinput mode, maybe search the forums to see if anyone has found a solution?

deezdrama:

--- Quote from: arzoo on December 30, 2023, 12:27:39 pm ---
--- Quote from: deezdrama on December 30, 2023, 11:16:21 am ---So im used to bigbox but decided to try coinops, Im wanting to copy over my ledblinky folder to the coinops build and then update ledblinky over it so I can start playing around and try to get some of my old animations integrated into coinops. On ledblinky site it says to install into retrofes "plugin" folder but I do not have a plugin folder. Do I just need to create a plugin folder? At what location...Inside coinops or inside retrofe folder?

Also, Im wondering if setting up ledblinky is even going to be possible with my ipac4 in xinput mode or should I stop before I invest too much time and just be using bigbox with ipac in keyboard mode?
 Thanks

--- End quote ---

For CoinOps you can install LEDBlinky into any folder and then set the CoinOps config to point to the LEDBlinky exe (there's no LEDBlinky plugin for CoinOps). But I don't think you can use xinput mode, maybe search the forums to see if anyone has found a solution?

--- End quote ---

Thanks for the quick replies man!

If I use coinops and xinput would there be an easy way to just loop an ledblinky animation as soon as windows starts? Or maybe just light the buttons a solid color?

arzoo:

--- Quote from: deezdrama on December 30, 2023, 09:29:37 pm ---If I use coinops and xinput would there be an easy way to just loop an ledblinky animation as soon as windows starts? Or maybe just light the buttons a solid color?

--- End quote ---
Sure, you could create an animation and run it via a script or batch file with the command \LEDBlinky\LEDBlinky.exe <animation file>. If you create a single frame animation, the buttons will remain lit whatever color you choose.

thatpurplestuff:
Hey arzoo!

First off, I just want to say thanks again for such a great piece of software.  I'm using it on my Skeeball machine in combination with my custom software and you were a huge help years ago in making that happen.  Obviously LEDBlinky wasn't created for my use case and I'm just piggybacking off of the existing arcade controls functionality, but I've got some quick (and possibly/probably stupid) questions that hopefully you can answer for me haha...

So I currently have an LEDWiz that is hooked up to my score ring LEDs so that the holes light up.  Depending on which type of game type I'm playing, the ring LEDs either get controlled via LWAX animations or by directly controlling the LED ports using the LEDBlinky command line.  This is working nearly perfectly for my needs so far.

What I was hoping to do is incorporate more LEDs in my machine, primarily a long string of LEDs for the ramp and a second string of LEDs for the ball return.  I've got those LEDs installed and working, but I was hoping for some info regarding my options for controlling them via LEDblinky.  Currently I have just added the ramp LEDs and ball return LEDs to the existing layout, so I can control them via LEDBlinky but it is very clunky since most of the time I would want the ramp/ball return/score rings to be running separate animations simultaneously.

Ideally I would want to be able to use LEDblinky to load animations specifically for the rings, and then be able to independently call separate animations for things like the ramp or ball return and not have the ring lights effected by any animations that are called for those LED sections.  Basically I would want each section of LED lights treated independently so calling animations within each section doesn't effect the other sections.  If animations controlling separate sections isn't an option, is it possible to run animations on the rings and then just use the command line to set solid colors on the ramp and ball return without effecting the rings?

Sorry, I feel like I repeated my question a couple of times but I just wanted to make sure that what I'm hoping to achieve is clear.  Thanks in advance for any clarity you could provide!

arzoo:

--- Quote from: thatpurplestuff on January 10, 2024, 03:23:57 pm ---Hey arzoo!

First off, I just want to say thanks again for such a great piece of software.  I'm using it on my Skeeball machine in combination with my custom software and you were a huge help years ago in making that happen.  Obviously LEDBlinky wasn't created for my use case and I'm just piggybacking off of the existing arcade controls functionality, but I've got some quick (and possibly/probably stupid) questions that hopefully you can answer for me haha...

So I currently have an LEDWiz that is hooked up to my score ring LEDs so that the holes light up.  Depending on which type of game type I'm playing, the ring LEDs either get controlled via LWAX animations or by directly controlling the LED ports using the LEDBlinky command line.  This is working nearly perfectly for my needs so far.

What I was hoping to do is incorporate more LEDs in my machine, primarily a long string of LEDs for the ramp and a second string of LEDs for the ball return.  I've got those LEDs installed and working, but I was hoping for some info regarding my options for controlling them via LEDblinky.  Currently I have just added the ramp LEDs and ball return LEDs to the existing layout, so I can control them via LEDBlinky but it is very clunky since most of the time I would want the ramp/ball return/score rings to be running separate animations simultaneously.

Ideally I would want to be able to use LEDblinky to load animations specifically for the rings, and then be able to independently call separate animations for things like the ramp or ball return and not have the ring lights effected by any animations that are called for those LED sections.  Basically I would want each section of LED lights treated independently so calling animations within each section doesn't effect the other sections.  If animations controlling separate sections isn't an option, is it possible to run animations on the rings and then just use the command line to set solid colors on the ramp and ball return without effecting the rings?

Sorry, I feel like I repeated my question a couple of times but I just wanted to make sure that what I'm hoping to achieve is clear.  Thanks in advance for any clarity you could provide!

--- End quote ---

I think LEDBlinky comes close to doing what you want with the "Cabinet LEDs" functionality; basically LEDBlinky can run a separate animation on a separate LED controller. The intent here was to run an independent animation on cabinet mounted LEDs. Where this may fall short for your needs is currently LEDBlinky can only run animations (on the second LED controller) triggered by standard events; FE Start, FE Active, Game Start, Game Play, etc. And currently there's no command-line options for the second controller (although this is something I might be able to add).

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