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

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thatpurplestuff:

--- Quote from: arzoo on January 10, 2024, 11:08:26 pm ---
--- 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).

--- End quote ---

Oh man if command-line options for a second controller is a possibility that would be incredible, that sounds like it would get me exactly where I need to be.  I could use the primary controller for the ring LEDs and then a secondary controller for the ball return, ramp, and anything else.  You have no idea how much I would appreciate it!  I also have no idea how much work it would entail for you, but if there is anything I can do on my end to help facilitate something like that please let me know and I'll do whatever I can to help!

arzoo:

--- Quote from: thatpurplestuff on January 11, 2024, 01:30:09 pm ---
--- Quote from: arzoo on January 10, 2024, 11:08:26 pm ---
--- 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).

--- End quote ---

Oh man if command-line options for a second controller is a possibility that would be incredible, that sounds like it would get me exactly where I need to be.  I could use the primary controller for the ring LEDs and then a secondary controller for the ball return, ramp, and anything else.  You have no idea how much I would appreciate it!  I also have no idea how much work it would entail for you, but if there is anything I can do on my end to help facilitate something like that please let me know and I'll do whatever I can to help!

--- End quote ---

I'll add this the the requested enhancement list and see how difficult it would be to implement.

thatpurplestuff:

--- Quote from: arzoo on January 12, 2024, 08:34:13 am ---I'll add this the the requested enhancement list and see how difficult it would be to implement.

--- End quote ---

Thank you very much for looking into this, I sincerely appreciate it!

Bidule200:
Hi everyone,
I'm trying to configure LEDBlinky with my custom-made arcade controller (BigBox+MAME).

Some multiplayer arcade games don’t have dedicated Start Buttons, but instead use a standard gameplay button to join the game.
(For exemple: Blasteroids, Teenage Mutant Ninja Turtles...)
Problem is, LEDBlinky always lights up my default Start buttons, despite not being used in the game (no Start input in MAME).

- The Misc. option "Use Default Start/Coin Voice Actions for all games" is DISABLED.
How do you think I can resolve this issue?

Thank you :)

arzoo:

--- Quote from: Bidule200 on January 30, 2024, 01:09:18 pm ---Hi everyone,
I'm trying to configure LEDBlinky with my custom-made arcade controller (BigBox+MAME).

Some multiplayer arcade games don’t have dedicated Start Buttons, but instead use a standard gameplay button to join the game.
(For exemple: Blasteroids, Teenage Mutant Ninja Turtles...)
Problem is, LEDBlinky always lights up my default Start buttons, despite not being used in the game (no Start input in MAME).

- The Misc. option "Use Default Start/Coin Voice Actions for all games" is DISABLED.
How do you think I can resolve this issue?

Thank you :)

--- End quote ---

I think what you would have to do here is turn of LEDBlinky's option to light the Start and Coin buttons and then use the Controls Editor to light those buttons (and set Always Active) for some Emulators or specifically for each game. I've never actually tried this but in theory it should work.

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