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Author Topic: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2  (Read 840730 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.