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Author Topic: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2  (Read 980527 times)

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DJ_GLITCH

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2080 on: May 25, 2025, 09:21:21 pm »
Hi!

Apologies if this has been asked before.  I'm using a GP2040-CE Advanced Breakout Board (In XInput mode) which identifies in Windows as an Xbox 360 Controller.
My Arcade cabinet has a 6 button layout, along with a start and coin/select button.
I ran through the wizard to configure the buttons, the only one the Wizard didn't detect is my bottom right button.  This is configured as R2/RT.  The Windows USB Controller thingy says it's a Z-Axis.

I've tried JOYCODE_1_ZAXIS_NEG_SWITCH in the input map, and JOYCODE_1_SLIDER2_NEG_SWITCH as per the mame default.cfg file but I'm still left with that one button not illuminated.

I am using a GP2040-CE ABB controller (v5.6e) with an 8-button layout. I got mine from Akicus.

I have configured the button layout in MAME and Retroarch like so:

1 2 3 7
4 5 6 8

Regarding XINPUT, I have wired my controller using the following Xbox layout (not Nintendo, as that would mirror the ABXY layout):

X Y RB LB
A B RT LT

If you prefer the Playstation trigger naming convention:

X Y R1 L1
A B R2 L2

The link below will give you a small guide on how to best map your controller, which is extra useful when you're trying to use XINPUT (just ignore Top 4 and Bottom 4 since you have 6 buttons):

https://docs.google.com/spreadsheets/d/1Aa7YNHspNBTACU6pIuHJ_cQKKvt0cLEruBXMeEYp-FY/edit?usp=sharing

Below is a text extract of the spreadsheet in case there is an issue with the above link in the future (even if text looks a little messy):

Location        XINPUT    MAME    LEDB Port        LEDB InputCodes
Top 1                 X            1          P1B1            JOYCODE_1_BUTTON3
Top 2                 Y            2          P1B2            JOYCODE_1_BUTTON4
Top 3                RB           3          P1B3            JOYCODE_1_BUTTON6
Top 4                LB           7           P1B7           JOYCODE_1_BUTTON5
Bottom 1           A            4           P1B4            JOYCODE_1_BUTTON
Bottom 2           B            5           P1B5            JOYCODE_1_BUTTON2
Bottom 3          RT           6           P1B6            JOYCODE_1_BUTTON8|JOYCODE_1_SLIDER2_NEG_SWITCH
Bottom 4          LT            8           P1B8            JOYCODE_1_BUTTON7|JOYCODE_1_SLIDER1_NEG_SWITCH

If you only have 6-buttons, you can ignore Top 4 and Bottom 4 in the above list (this is the only real difference between 6-button and 8-button in mapping).

You can make these mapping changes directly in the "LEDBlinkyInputMap.xml" file using Notepad or alike if you prefer. In my spreadsheet, I have called out the LED sequence which may help you understand things too, but the main thing here is to ensure XINPUT is aligned with MAME and that is aligned with LEDBlinky InputCodes.

You will also need to make sure that the LEDBlinky input codes match the same input codes as shown in your MAME ctrlr cfg file (default is stored in "MAME\cfg\default.cfg"). An example of what this should be for Player 1 in your MAME ctrlr cfg is below:

---

<?xml version="1.0"?>
<!-- This file is autogenerated; comments and unknown tags will be stripped -->
<mameconfig version="10">
    <system name="default">
        <input>
            <port type="P1_BUTTON1">
                <newseq type="standard">
                    KEYCODE_LCONTROL OR MOUSECODE_1_BUTTON1 OR JOYCODE_1_BUTTON3
                </newseq>
            </port>
            <port type="P1_BUTTON2">
                <newseq type="standard">
                    KEYCODE_LALT OR MOUSECODE_1_BUTTON3 OR JOYCODE_1_BUTTON4
                </newseq>
            </port>
            <port type="P1_BUTTON3">
                <newseq type="standard">
                    KEYCODE_SPACE OR MOUSECODE_1_BUTTON2 OR JOYCODE_1_BUTTON6
                </newseq>
            </port>
            <port type="P1_BUTTON4">
                <newseq type="standard">
                    KEYCODE_LSHIFT OR JOYCODE_1_BUTTON1
                </newseq>
            </port>
            <port type="P1_BUTTON5">
                <newseq type="standard">
                    KEYCODE_Z OR JOYCODE_1_BUTTON2
                </newseq>
            </port>
            <port type="P1_BUTTON6">
                <newseq type="standard">
                    KEYCODE_X OR JOYCODE_1_SLIDER2_NEG_SWITCH OR JOYCODE_1_BUTTON8
                </newseq>
            </port>
            <port type="P1_BUTTON7">
                <newseq type="standard">
                    KEYCODE_C OR JOYCODE_1_BUTTON5
                </newseq>
            </port>
            <port type="P1_BUTTON8">
                <newseq type="standard">
                    KEYCODE_V OR JOYCODE_1_SLIDER1_NEG_SWITCH OR JOYCODE_1_BUTTON7
                </newseq>
            </port>
            <port type="P2_BUTTON1">
                <newseq type="standard">
                    KEYCODE_A OR MOUSECODE_2_BUTTON1 OR JOYCODE_2_BUTTON3
                </newseq>
            </port>
            <port type="P2_BUTTON2">
                <newseq type="standard">
                    KEYCODE_S OR MOUSECODE_2_BUTTON3 OR JOYCODE_2_BUTTON4
                </newseq>
            </port>
            <port type="P2_BUTTON3">
                <newseq type="standard">
                    KEYCODE_Q OR MOUSECODE_2_BUTTON2 OR JOYCODE_2_BUTTON6
                </newseq>
            </port>
            <port type="P2_BUTTON4">
                <newseq type="standard">
                    KEYCODE_W OR JOYCODE_2_BUTTON1
                </newseq>
            </port>
            <port type="P2_BUTTON5">
                <newseq type="standard">
                    KEYCODE_E OR JOYCODE_2_BUTTON2
                </newseq>
            </port>
            <port type="P2_BUTTON6">
                <newseq type="standard">
                    JOYCODE_2_SLIDER2_NEG_SWITCH OR JOYCODE_2_BUTTON8
                </newseq>
            </port>
            <port type="P2_BUTTON7">
                <newseq type="standard">
                    JOYCODE_2_BUTTON5
                </newseq>
            </port>
            <port type="P2_BUTTON8">
                <newseq type="standard">
                    JOYCODE_2_SLIDER1_NEG_SWITCH OR JOYCODE_2_BUTTON7
                </newseq>
            </port>
            <port type="UI_SELECT">
                <newseq type="standard">
                    KEYCODE_ENTER
                </newseq>
            </port>
            <port type="UI_BACK">
                <newseq type="standard">
                    KEYCODE_ESC
                </newseq>
            </port>
        </input>
    </system>
</mameconfig>

---

On another note, if you are using additional admin or misc buttons in LEDBlinky as well, make sure you remove any unnecessary input assignments that might be included by default.

For example, I had an issue where button 4 was always lit up during gameplay, as the same button was shared with "UI_SELECT" by default and I was unaware of this. To check the misc input assignments in MAME:

MAME > "General Settings" > "Input Assignments" > "User Interface"

The above MAME config has already accounted for this specific conflict, but I am sharing this information in case it helps others in the future.

Hope this information helps you (and others)! :)
« Last Edit: May 29, 2025, 06:46:51 pm by DJ_GLITCH »

midd

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« Last Edit: May 29, 2025, 06:49:52 pm by midd »

DJ_GLITCH

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2082 on: June 01, 2025, 02:45:06 am »
@DJ_Glitch

yeah sure. here it is

https://drive.google.com/file/d/1zbIXjk4jLS5JuP2Xj4jpNps6LhwEbY5d/view?usp=drive_link

Thanks @midd! Just requested access now (file seems to be private). :)

midd

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2083 on: June 01, 2025, 09:29:34 am »
I fixed the permissions.

rgecko

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2084 on: June 23, 2025, 11:04:35 pm »
Is there any guide to using ledblinky with retrobat. I have looked everywhere.   

midd

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2085 on: July 30, 2025, 08:06:26 am »
Is it possible to configure buttons for games in Mame software lists? I’m trying to light up buttons for colecovision games that used the super action controllers. For colecovision, Mame requires the roms to be unzipped and in a folder. It’s my first time using software lists. So as not to screw up my main mame configuration I added a second mame just for colecovision. Not ideal for this specific situation probably.

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2086 on: September 06, 2025, 11:30:40 am »
Just an update to my question.  I moved Ledblinky to the Launchbox folder and put mame in the emulators folder along with the roms.
everything works now.  Must have been something with the Launchbox update.

Note:  I used mame to generate the .xml.
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Jordiculebcn

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2087 on: October 08, 2025, 07:16:49 pm »
Good day everybody

just 2 weeks ago I purchased a PACDRIVE board.

The idea was to integrate GUITAR HERO 3 and be able to blink 8 leds using the board and ledblinky.

I am using LAUNCHBOX and it seems it works. But I am not able to just blink the led when the guitar button is pushed.

Just checked forum, web, youtube videos, etc. but I can't fins any option to be able to reach it. I can have the leds on in the Game: just ON, with animation, etc. but no the way I would like: always OFF except when I push specific button

IS there any way to get it working? I am getting crazy

Thanks very much for your help

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2088 on: October 08, 2025, 09:17:21 pm »
I can have the leds on in the Game: just ON, with animation, etc. but no the way I would like: always OFF except when I push specific button

IS there any way to get it working?
I'm not sure about the hardware you're using, but you might be able to wire your setup like #3 and use the ground provided by the PACDRIVE output in place of the regular ground shown in the diagram.

LED is normally off.  When you press the button, ground is applied to the encoder (triggers button press output) and also to the cathode of the LED. (lights the LED)




Scott

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2089 on: October 09, 2025, 01:48:07 am »
Good day Scoot,

thanks very much for Your quick reply.

I am using PACDRIVE as below connection.



not sure if, with this board, is there any other option to connect as per Your advise

thanks!

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2090 on: October 09, 2025, 06:23:23 am »
not sure if, with this board, is there any other option to connect as per Your advise
Here's a modified version of that diagram.

The daisy-chained red line is the 5v connection.

The black lines are the ground lines from the PACLED to each LED.

In the middle of each black line is the microswitch of the LED button that you want to light up when pressed.
- All three are shown in the open (unpressed) state.

Connect both the cathode (- side) of the LED and your IPac encoder input line (green, blue, and purple) to the same terminal of the associated microswitch.


Scott

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2091 on: October 09, 2025, 07:47:17 am »
Dear Scott,

Your diagram is clear and it would be useful if I used wired controls. "Problem" is that my controls are wireless guitars x360.
So, I have no Idea how to manage it :-\

Anyway. Thanks for your help!

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2092 on: October 09, 2025, 01:45:48 pm »
my controls are wireless guitars x360.
So, I have no Idea how to manage it :-\
Just spitballing here, but maybe an AHK script could monitor button presses/releases and send real-time on/off commands to LEDBlinky.
- I have no idea if LEDBlinky has this capability or the code to use in the AHK script.   :dunno

Another possible approach would be to use MAME's LUA plugin system to monitor the memory locations for button presses and output the button status either via MAME's windows output system that LEDBlinky monitors or via direct commands to LEDBlinky.
- This approach may involve a custom compile of MAME that adds the LED outputs.


Scott