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Author Topic: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2  (Read 449997 times)

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gstav

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1920 on: September 18, 2022, 04:43:20 pm »
I set my color in LEDBlinkyControls.xml as 0,0,0 for one button for that game which kills the leds. Perfect for racing and lightgun games which I don't want to be distract.
I can send you an example for it if you want to as I'm not near my pc atm.
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arzoo

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1921 on: September 18, 2022, 06:11:55 pm »
I set my color in LEDBlinkyControls.xml as 0,0,0 for one button for that game which kills the leds. Perfect for racing and lightgun games which I don't want to be distract.
I can send you an example for it if you want to as I'm not near my pc atm.

Was just about to post this, thanks.  :cheers:
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theholmesplace

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1922 on: September 18, 2022, 08:49:52 pm »
Ah, cool! Thank you!

Does this technique work across all games without interfering if a specific game calls for that button to be lit a certain color?

Right now I have these two buttons active always:

Mouse Button 1 (Left click)
and Player 1 button 4

Looking for those buttons to not be lit up, UNLESS I call them to be from Colors.ini. Will this technique work for that? Cause I'm looking at that file and it's just not "clicking" yet in my head how to go about doing this.

Thanks

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gstav

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1923 on: September 19, 2022, 03:25:16 am »
The default for a system will be taken over if you make a specific game setup within it. So set 1 button to red or blanked out all the rest will be shut off, don't think you can have "untouched" button to be system default at the same time, but kinda easy add these two extra for the games you want to do a special button layout for I guess.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1924 on: September 19, 2022, 11:36:04 pm »
All right, I must be not getting it, sorry. Maybe an example is what I need.

HOWEVER, I did get the issue fixed through just changing the MAME controls ... not ideal, but whatever.

Here's what I tried in that LEDBlinkyControls.xml file:

  <emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides">
    <controlGroup groupName="DEFAULT" voice="" numPlayers="2" alternating="0" defaultActive="Black" defaultInactive="0,0,0,0" jukebox="0" ledwizGlobalPulse="3">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="" color="" primaryControl="1"/>
        <control name="UI_CONFIGURE" voice="" alwaysActive="1" color="24,24,24"/>
        <control name="UI_LOAD_STATE" voice="" alwaysActive="1" color="24,24,24"/>
        <control name="UI_PAUSE" voice="" alwaysActive="1" color="24,24,24"/>
        <control name="UI_CANCEL" voice="" alwaysActive="1" color="24,24,24"/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="" color=""/>
        <control name="P1_BUTTON2" voice="" color=""/>
        <control name="P1_BUTTON3" voice="" color=""/>
        <control name="P1_BUTTON4" voice="" color="0,0,0"/> <--- this is what I added for player 1 button 4 to turn it off. But it didn't seem to have any affect. :/
        <control name="P1_BUTTON5" voice="" color=""/>
        <control name="P1_BUTTON6" voice="" color=""/>
        <control name="P1_BUTTON7" voice="" color=""/>
        <control name="P1_BUTTON8" voice="" color=""/>
        <control name="P1_JOYSTICK_UP" voice="" color=""/>
        <control name="P1_JOYSTICK_DOWN" voice="" color=""/>
        <control name="P1_JOYSTICK_LEFT" voice="" color=""/>
        <control name="P1_JOYSTICK_RIGHT" voice="" color=""/>
        <control name="START1" voice="" color=""/>
        <control name="COIN1" voice="" color=""/>
      </player>
      <player number="2">
        <control name="P2_BUTTON1" voice="" color=""/>
        <control name="P2_BUTTON2" voice="" color=""/>
        <control name="P2_BUTTON3" voice="" color=""/>
        <control name="P2_BUTTON4" voice="" color=""/>
        <control name="P2_BUTTON5" voice="" color=""/>
        <control name="P2_BUTTON6" voice="" color=""/>
        <control name="P2_BUTTON7" voice="" color=""/>
        <control name="P2_BUTTON8" voice="" color=""/>
        <control name="P2_JOYSTICK_UP" voice="" color=""/>
        <control name="P2_JOYSTICK_DOWN" voice="" color=""/>
        <control name="P2_JOYSTICK_LEFT" voice="" color=""/>
        <control name="P2_JOYSTICK_RIGHT" voice="" color=""/>
        <control name="START2" voice="" color=""/>
        <control name="COIN2" voice="" color=""/>
      </player>
    </controlGroup>

is that what you're referring to? :/
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gstav

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1925 on: September 21, 2022, 11:37:53 am »
Yeah, but I rather not change the emus default but change the game instead. I can give you a bit of my xml and you'll see what I mean if you want

here's a cutted part of my LEDBlinkyControls.xml with the MAME system as default blanked out, Street Fighter 2 with dedicated buttons and Operation WOLF with blanked out buttons as its a light gun game
<emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides">
    <controlGroup groupName="DEFAULT" voice="" numPlayers="2" alternating="0" defaultActive="48,48,48,48" defaultInactive="0,0,0,0" jukebox="0" ledwizGlobalPulse="3">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="" primaryControl="1" alwaysActive="0" color="0,0,0"/>
        <control name="UI_CANCEL" voice="" alwaysActive="1" color="Red"/>
        <control name="UI_PAUSE" voice="" alwaysActive="1" color="Yellow"/>
        <control name="UI_SELECT" voice="" alwaysActive="1" color="Lime"/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="" alwaysActive="0" color="Blue"/>
        <control name="P1_BUTTON2" voice="" alwaysActive="0" color="Red"/>
        <control name="P1_BUTTON3" voice="" alwaysActive="0" color="Lime"/>
        <control name="P1_BUTTON4" voice="" alwaysActive="0" color="Blue"/>
        <control name="P1_BUTTON5" voice="" alwaysActive="0" color="Red"/>
        <control name="P1_BUTTON6" voice="" alwaysActive="0" color="Lime"/>
        <control name="P1_BUTTON7" voice="" alwaysActive="0" color="Lime"/>
        <control name="P1_BUTTON8" voice="" alwaysActive="0" color="Lime"/>
      </player>
      <player number="2">
        <control name="P2_BUTTON1" voice="" alwaysActive="0" color="Blue"/>
        <control name="P2_BUTTON2" voice="" alwaysActive="0" color="Red"/>
        <control name="P2_BUTTON3" voice="" alwaysActive="0" color="Lime"/>
        <control name="P2_BUTTON4" voice="" alwaysActive="0" color="Blue"/>
        <control name="P2_BUTTON5" voice="" alwaysActive="0" color="Red"/>
        <control name="P2_BUTTON6" voice="" alwaysActive="0" color="Lime"/>
        <control name="P2_BUTTON7" voice="" alwaysActive="0" color="Lime"/>
        <control name="P2_BUTTON8" voice="" alwaysActive="0" color="Lime"/>
      </player>
    <controlGroup groupName="hsf2" voice="Hyper Street Fighter 2: The Anniversary Edition (USA 040202)" numPlayers="2" alternating="0" jukebox="0">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-way Joystick" color="Black" primaryControl="1"/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Light Punch" color="Red"/>
        <control name="P1_BUTTON2" voice="Middle Punch" color="Blue"/>
        <control name="P1_BUTTON3" voice="Heavy Punch" color="White"/>
        <control name="P1_BUTTON4" voice="Light Kick" color="Red"/>
        <control name="P1_BUTTON5" voice="Middle Kick" color="Blue"/>
        <control name="P1_BUTTON6" voice="Heavy Kick" color="White"/>
      </player>
      <player number="2">
        <control name="P2_BUTTON1" voice="Light Punch" color="Red"/>
        <control name="P2_BUTTON2" voice="Middle Punch" color="Blue"/>
        <control name="P2_BUTTON3" voice="Heavy Punch" color="White"/>
        <control name="P2_BUTTON4" voice="Light Kick" color="Red"/>
        <control name="P2_BUTTON5" voice="Middle Kick" color="Blue"/>
        <control name="P2_BUTTON6" voice="Heavy Kick" color="White"/>
      </player>
    </controlGroup>
    <controlGroup groupName="opwolf" voice="Operation Wolf (Europe)" numPlayers="2" alternating="0" jukebox="0">
      <player number="0">
        <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
      </player>
      <player number="1">
        <control name="P1_BUTTON1" voice="Button B" color="0,0,0" inputCodes="KEYCODE_A"/>
        <control name="P1_BUTTON2" voice="Button A" color="0,0,0" inputCodes="KEYCODE_S"/>
      </player>
      <player number="2">
        <control name="P2_BUTTON1" voice="Button B" color="0,0,0" inputCodes="KEYCODE_T"/>
        <control name="P2_BUTTON2" voice="Button A" color="0,0,0" inputCodes="KEYCODE_Y"/>
      </player>
    </controlGroup>
« Last Edit: September 21, 2022, 02:34:36 pm by gstav »
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theholmesplace

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1926 on: September 22, 2022, 11:56:45 pm »
That makes sense I believe, but I'd have to do this for every game within MAME then, because this button lights up no matter what game I launch. I believe this button is lighting up simply because 1 button is assigned to Shift and the other button is assigned to Shift + F7 which causes both to light up because I'm telling LEDBlinky to light up the Shift key, when only the Shift + F7 button should light up.

Is LEDBlinky not supposed to do that? Trying to figure out why that's happening I guess. Has this not happened to anyone else?

Mouse Button 1 is the same situation in this case.

On my arcade I have a button solely dedicated for the left mouse button click (which LEDBlinky shouldn't light up).

But MAME's default for the Player 1 button 1 is "CTRL OR Mouse Button 1 OR Gun Button 1", and because I want to light up this button with LEDBlinky, LEDBlinky enables BOTH buttons because of that Mouse Button 1 attached in MAME.

I had to remove Mouse Button 1 from MAME to fix that issue. Is this what other people are doing? :/ Right now, for the shift issue, I also changed the key assigned in MAME to not include shift. This is fine, it works, but I feel like I shouldn't have to change MAME defaults in these cases.
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gstav

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1927 on: September 23, 2022, 04:32:05 am »
I used Rocket Blinly to generate my base file, then I have edited each game actually 😅 but I'm kinda anal about it and only have around 300 mame titles, so it was doable. But you could have default and only change the games that needs it. Don't know if you can bypass some key through a title you edited though
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1928 on: September 23, 2022, 07:49:54 am »
That makes sense I believe, but I'd have to do this for every game within MAME then, because this button lights up no matter what game I launch. I believe this button is lighting up simply because 1 button is assigned to Shift and the other button is assigned to Shift + F7 which causes both to light up because I'm telling LEDBlinky to light up the Shift key, when only the Shift + F7 button should light up.

Is LEDBlinky not supposed to do that? Trying to figure out why that's happening I guess. Has this not happened to anyone else?

Mouse Button 1 is the same situation in this case.

On my arcade I have a button solely dedicated for the left mouse button click (which LEDBlinky shouldn't light up).

But MAME's default for the Player 1 button 1 is "CTRL OR Mouse Button 1 OR Gun Button 1", and because I want to light up this button with LEDBlinky, LEDBlinky enables BOTH buttons because of that Mouse Button 1 attached in MAME.

I had to remove Mouse Button 1 from MAME to fix that issue. Is this what other people are doing? :/ Right now, for the shift issue, I also changed the key assigned in MAME to not include shift. This is fine, it works, but I feel like I shouldn't have to change MAME defaults in these cases.

You should just be able to remove the mouse input code from the LED ports (using GenLEDBlinkyInputMap). If you turn on the Debug Log option (Misc Options tab), run your FE and a few games, them email me the debug.zip and/or debug.log files and I'll take a look to see what's going on.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #1929 on: September 23, 2022, 09:30:18 am »
@gstav

Yeah, I mean I guess I have been going through every game on MAME (like 2000+) and adding in colors to the Colors.ini file. But that's me only adding colors for buttons not lit up, not defining them all as black / off.

Thanks for sharing though how you work your config, it helps! :)

@arzoo

If I remove the mouse input code, will I be able to light up the button at other times though individually?

Yeah, I'll do a debug soon on this thing, because now I'm running into an issue where some games aren't respecting colors that I'm assigning them within colors.ini... Makes me wonder if I have a typo in a file somewhere. That's another problem though, that just started happening. I just haven't had a chance to mess with it for the last couple of days, and will be going out of town this weekend as well. So it might be a few days before I can get back in front of it.

Planning to run a debug to see if I can't spot out why Colors.ini is no longer respecting values I'm giving it.

Thanks for he offer to look though on the other issue! I'll send the logs in a few days once I get an opportunity to look through these things.
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