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Author Topic: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0  (Read 258766 times)

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arzoo

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    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1600 on: December 07, 2019, 10:15:19 pm »
Just to be clear, in my Inputmap, COIN1 -> CUSTOM1, START1 -> CUSTOM2, COIN2 -> CUSTOM3, START2 -> CUSTOM4.

With any non MAME system I can use my CUSTOM buttons in any layout and set the order I want them to be spoken.

For MAME games, my CUSTOM buttons don't show up under CONTROLS. I continue to use COIN1 and START1 and it works correctly as it's based on key maps.  So I can't have Coin and Start spoken first under MAME, but it's not terribly important. It was important for other emus as what would normally be coin and start buttons, are used for other console's admin type functions. I'm happy with how it works.

One remaining question I have is how does LEDBlinky handle analog to digital keys in MAME.
The mame.xml doesn't include information on these buttons and since you can't add input keys for MAME games in Controls Editor, curious how it's handled.

The input map port labels are not used to determine which ports light up. It's the input codes that matter. This support link may help.

I'm not sure I understand your second question - can you elaborate, maybe provide a game as an example?
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Headrush69

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1601 on: December 07, 2019, 11:56:48 pm »

The input map port labels are not used to determine which ports light up. It's the input codes that matter. This support link may help.

I'm not sure I understand your second question - can you elaborate, maybe provide a game as an example?
I understand about the input port labels, I just meant when I used the name P1COIN and P1START as labels, Controls Editor would automatically set the spoken words and unable to edit. Using custom labels bypasssed that.

The second one is a little complex but I'll try to explain using ikari as an example. (Player 1 only)

Ikari has the following inputs: Up, Down, Left, Right, Button 1, Button 2, Positional Analog, Positional Analog Inc, Positional Analog Dec.

My mapping within MAME has my physical button 3 set to Positional Analog Inc and my physical button 5 set to Positional Analog Dec. In Controls Editor I must pick P1_BUTTON5 to have the right button lite. Unlike "normal" MAME buttons, it doesn't appear to map using inputs. Unless I'm missing something it seems for any analog to digital buttons, I've had to do that.

From my debug log,you can see those analog to digital maps are passed as BUTTON3 and BUTTON4 and those actual keys are correct, but within mame, BUTTON4 (Positional Analog Dec) is actually mapped to BUTTON5 a different key input.. Left Shift.

Code: [Select]
[12-07-2019 23:40:59] ROM/Game: [IKARI] Controls: [MAME-IKARI]
[12-07-2019 23:40:59] Control List for IKARI: |P1_JOYSTICK_UP|P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|START1|COIN1|P2_JOYSTICK_UP|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON5|START2|COIN2|<AA>UI_CANCEL|CONTROL_JOY8WAY&DIAL
[12-07-2019 23:40:59] Control Speech List for IKARI: |Move|Shoot|Grenade|Rotate|Rotate|Start Game|Insert Coin|Move|Shoot|Grenade|Rotate|Rotate|Start Game|Insert Coin||
[12-07-2019 23:40:59] P1_JOYSTICK_UP (MAME-ALLGAMES): |KEYCODE_UP
[12-07-2019 23:40:59] P1_BUTTON1 (MAME-ALLGAMES): |KEYCODE_C
[12-07-2019 23:40:59] P1_BUTTON2 (MAME-ALLGAMES): |KEYCODE_V
[12-07-2019 23:40:59] P1_BUTTON3 (MAME-ALLGAMES): |KEYCODE_Z
[12-07-2019 23:40:59] P1_BUTTON4 (MAME-ALLGAMES): |KEYCODE_X
« Last Edit: December 08, 2019, 12:08:35 am by Headrush69 »

arzoo

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    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1602 on: December 08, 2019, 10:53:54 am »
I understand about the input port labels, I just meant when I used the name P1COIN and P1START as labels, Controls Editor would automatically set the spoken words and unable to edit. Using custom labels bypasssed that.

The second one is a little complex but I'll try to explain using ikari as an example. (Player 1 only)

Ikari has the following inputs: Up, Down, Left, Right, Button 1, Button 2, Positional Analog, Positional Analog Inc, Positional Analog Dec.

My mapping within MAME has my physical button 3 set to Positional Analog Inc and my physical button 5 set to Positional Analog Dec. In Controls Editor I must pick P1_BUTTON5 to have the right button lite. Unlike "normal" MAME buttons, it doesn't appear to map using inputs. Unless I'm missing something it seems for any analog to digital buttons, I've had to do that.

From my debug log,you can see those analog to digital maps are passed as BUTTON3 and BUTTON4 and those actual keys are correct, but within mame, BUTTON4 (Positional Analog Dec) is actually mapped to BUTTON5 a different key input.. Left Shift.

Code: [Select]
[12-07-2019 23:40:59] ROM/Game: [IKARI] Controls: [MAME-IKARI]
[12-07-2019 23:40:59] Control List for IKARI: |P1_JOYSTICK_UP|P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|START1|COIN1|P2_JOYSTICK_UP|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON5|START2|COIN2|<AA>UI_CANCEL|CONTROL_JOY8WAY&DIAL
[12-07-2019 23:40:59] Control Speech List for IKARI: |Move|Shoot|Grenade|Rotate|Rotate|Start Game|Insert Coin|Move|Shoot|Grenade|Rotate|Rotate|Start Game|Insert Coin||
[12-07-2019 23:40:59] P1_JOYSTICK_UP (MAME-ALLGAMES): |KEYCODE_UP
[12-07-2019 23:40:59] P1_BUTTON1 (MAME-ALLGAMES): |KEYCODE_C
[12-07-2019 23:40:59] P1_BUTTON2 (MAME-ALLGAMES): |KEYCODE_V
[12-07-2019 23:40:59] P1_BUTTON3 (MAME-ALLGAMES): |KEYCODE_Z
[12-07-2019 23:40:59] P1_BUTTON4 (MAME-ALLGAMES): |KEYCODE_X

The log shows LEDBlinky is using the inputs for all four P1 buttons from the mame default.cfg file (MAME-ALLGAMES). That would indicate it's not finding those buttons in the ikari.cfg file. If you email me your ikari.cfg and also your debug.zip files, I should be able to see what's going on and we can figure this out.
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Headrush69

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1603 on: December 08, 2019, 02:04:18 pm »
The log shows LEDBlinky is using the inputs for all four P1 buttons from the mame default.cfg file (MAME-ALLGAMES). That would indicate it's not finding those buttons in the ikari.cfg file. If you email me your ikari.cfg and also your debug.zip files, I should be able to see what's going on and we can figure this out.
Thanks, I have emailed the files.

That's exactly the issue I'm seeing. If the MAME game.cfg has a remapped button for an analog to digital button it is not read/used by LEDBlinky.
If I remap the BUTTON1 in the same game, the LEDBlinky log shows that it read from ikari.cfg.

tvsian

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1604 on: February 10, 2020, 02:57:22 pm »
Just a quick question. I'm using an iPac Ultimate in my cabinet, and I recently upgraded the firmware on it to the new multi-mode one (I've been trying to use gamepad mode for Windows games, and it was a bit flaky on the old firmware).

Since then, when it's in mode 2 or 4 (the two DInput modes), LEDBlinky doesn't recognize it. I already checked with Ultimarc since the notes mentioned LEDs wouldn't work with XInput modes but no mention of DInput, and was told there was an LEDBlinky update in progress or possibly released that would make it work again.

Since 7.0.2 doesn't seem to be the version where it works, I just wanted to make sure that was accurate info, and there is something coming to get that working. Not asking for an ETA, just making sure it's on the radar.

arzoo

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    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1605 on: February 10, 2020, 03:11:52 pm »
Just a quick question. I'm using an iPac Ultimate in my cabinet, and I recently upgraded the firmware on it to the new multi-mode one (I've been trying to use gamepad mode for Windows games, and it was a bit flaky on the old firmware).

Since then, when it's in mode 2 or 4 (the two DInput modes), LEDBlinky doesn't recognize it. I already checked with Ultimarc since the notes mentioned LEDs wouldn't work with XInput modes but no mention of DInput, and was told there was an LEDBlinky update in progress or possibly released that would make it work again.

Since 7.0.2 doesn't seem to be the version where it works, I just wanted to make sure that was accurate info, and there is something coming to get that working. Not asking for an ETA, just making sure it's on the radar.

Yes, the next LEDBlinky release (7.0.3) will support the UIO gamepad mode. The update should be released in a week or so. If you would like this sooner, send me an email and I'll get you a patched version.
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Sky25es

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1606 on: March 22, 2020, 04:42:32 pm »
Hi Arzo,

I'm having a couple of issues with Ledblinky:

#1 I'm using Hyperspin & Rocketlauncher. The controls for each system and game light up as intended, but after exiting a game and returning to Hyperspin, the game controls stay lighted until I move a Joystick or press a button and only then the Frontend controls get lighted.
I already have the "Hyperlaunch or Rocketlauncher used to run MAME or other emulators" box checked.
The curious thing is that if I uncheck that option, all works fine, at least with Mame, but other emus go back to the Frontend control-lights.

#2 In the Controls Editor I can only test one game config at a time and then I have to restart the editor cause after the first one, the app behaves erratically (No voice output, incorrect controls...).

arzoo

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    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1607 on: March 22, 2020, 06:47:28 pm »
Hi Arzo,

I'm having a couple of issues with Ledblinky:

#1 I'm using Hyperspin & Rocketlauncher. The controls for each system and game light up as intended, but after exiting a game and returning to Hyperspin, the game controls stay lighted until I move a Joystick or press a button and only then the Frontend controls get lighted.
I already have the "Hyperlaunch or Rocketlauncher used to run MAME or other emulators" box checked.
The curious thing is that if I uncheck that option, all works fine, at least with Mame, but other emus go back to the Frontend control-lights.

#2 In the Controls Editor I can only test one game config at a time and then I have to restart the editor cause after the first one, the app behaves erratically (No voice output, incorrect controls...).

For issue #1, this is a problem with Hyperspin/RL where the front-end is sending LEDBlinky a false GameQuit command right after a game launches and then does not send a valid GameQuit command when the game is actually quit. With the "Use RocketLauncher" option enabled, LEDBlinky tries to work around the issue by checking if RL is still in memory to determine if the GameQuit command is false. Then what happens is the game controls remain lit (even though the game is over and the FE is active) until any other FE event occurs (like changing the list), and then LEDBlinky switches back to the FE controls. The only way this will work as expected is if the FE is updated to correctly send the GameQuit command. I believe others have worked around this issue using an AHK script to launch LEDBlinky, but I'm not sure on the details. You can search the Hyperspin forum.

For issue #2, this is the first I've heard of what you are describing. I'll have to do some testing to see if I can replicate the problem.
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Sky25es

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1608 on: March 23, 2020, 12:13:49 am »

For issue #1, this is a problem with Hyperspin/RL where the front-end is sending LEDBlinky a false GameQuit command right after a game launches and then does not send a valid GameQuit command when the game is actually quit. With the "Use RocketLauncher" option enabled, LEDBlinky tries to work around the issue by checking if RL is still in memory to determine if the GameQuit command is false. Then what happens is the game controls remain lit (even though the game is over and the FE is active) until any other FE event occurs (like changing the list), and then LEDBlinky switches back to the FE controls. The only way this will work as expected is if the FE is updated to correctly send the GameQuit command. I believe others have worked around this issue using an AHK script to launch LEDBlinky, but I'm not sure on the details. You can search the Hyperspin forum.

For issue #2, this is the first I've heard of what you are describing. I'll have to do some testing to see if I can replicate the problem.

Ok. I understand now. Many thanks for your quick reply arzoo.
I'll have a look at the RL modules and see if I can sort it out...

arzoo

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1609 on: March 23, 2020, 08:37:09 am »
#2 In the Controls Editor I can only test one game config at a time and then I have to restart the editor cause after the first one, the app behaves erratically (No voice output, incorrect controls...).

Can you email me your debug.log file so I can see what's up with the controls editor test. Thanks.
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Sky25es

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1610 on: March 23, 2020, 03:49:10 pm »
Can you email me your debug.log file so I can see what's up with the controls editor test. Thanks.

Sure.
I've also uploaded a video to Youtube:

https://www.youtube.com/embed/m2yaEANnxGw

Edit: Ok. Log file deleted.
« Last Edit: March 23, 2020, 11:41:46 pm by Sky25es »

Sky25es

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1611 on: March 24, 2020, 10:09:28 pm »
Ok. I've found a (dirty) solution to the first issue (Frontend control leds). It's far from ideal but it's better tan nothing.

Here is the my little HOWTO just in case someone else needs it:

Download the attached AHK script file (Ledblunk.zip), unzip it (Ledblunk.ahk), edit it with any text editor (Notepad is fine) and change the default "Ledblinky" directory to match yours.

Save the file and place it in your main "Rocketlauncher" directory.

Now, for each emulator that you wanna launch with "Rocketlauncher" you need to edit the corresponding modules.
You can find each of them in your Rocketlauncher/Modules/(System) folders. i.e. "C:\RocketLauncher\Modules\MAME"

Edit the Emu's AHK file. For Mame in this case: MAME.ahk

Look for the following text at the file's header MCRC :=, iCRC := and MID := and delete all the characters inside the quotes:
MCRC := ""
iCRC := ""
MID := ""


Now go to the end of the file and add the following line before the last "Return": Run, Ledblunk.ahk
Example:

Run, Ledblunk.ahk
Return


That's all  :)

Edit: I made a small change:

- Added a Blockkey command in order to avoid problems.

Please download the file again.
« Last Edit: March 25, 2020, 11:23:41 pm by Sky25es »

arzoo

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1612 on: March 25, 2020, 01:52:13 pm »
Ok. I've found a (dirty) solution to the first issue (Frontend control leds). It's far from ideal but it's better tan nothing.

Here is the my little HOWTO just in case someone else needs it:

Download the attached AHK script file (Ledblunk.zip), unzip it (Ledblunk.ahk), edit it with any text editor (Notepad is fine) and change the default "Ledblinky" directory to match yours.

Save the file and place it in your main "Rocketlauncher" directory.

Now, for each emulator that you wanna launch with "Rocketlauncher" you need to edit the corresponding modules.
You can find each of them in your Rocketlauncher/Modules/(System) folders. i.e. "C:\RocketLauncher\Modules\MAME"

Edit the Emu's AHK file. For Mame in this case: MAME.ahk

Look for the following text at the file's header MCRC :=, iCRC := and MID := and delete all the characters inside the quotes:
MCRC := ""
iCRC := ""
MID := ""


Now go to the end of the file and add the following line before the last "Return": Run, Ledblunk.ahk
Example:

Run, Ledblunk.ahk
Return


That's all  :)

So basically what this solution does is use an AHK script to launch the emulator and then send LEDBlinky a GameQuit command 2 seconds after the emulator closes, correct?
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Sky25es

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1613 on: March 25, 2020, 09:22:51 pm »
So basically what this solution does is use an AHK script to launch the emulator and then send LEDBlinky a GameQuit command 2 seconds after the emulator closes, correct?

Yes. That's the idea.  ;)

Btw.: I just modified the AHK script. I added a Blockkey command in order to avoid starting a new game before the Gamequit command is sent and thus sending such command to the newly loaded game.

I know it's not the best method, but hey, it works at least...
« Last Edit: March 25, 2020, 11:25:13 pm by Sky25es »

shitoken

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1614 on: March 26, 2020, 02:07:11 am »
How can I stop LEDBlinky to run whenever my windows start?
I want Ledblinky to start when I launch Hyperspin. I am using EDS with Hypermarques. Each time I need to open ledblinky editor and close to disable the lights if I am just using windows

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arzoo

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1615 on: March 26, 2020, 10:57:28 am »
How can I stop LEDBlinky to run whenever my windows start?
I want Ledblinky to start when I launch Hyperspin. I am using EDS with Hypermarques. Each time I need to open ledblinky editor and close to disable the lights if I am just using windows

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LEDBlinky never starts on it's own - some other application must be sending the LEDBlinky start command when Windows starts. You'll need to figure out what apps are starting with Windows and which one is starting LEDBlinky.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
« Reply #1616 on: March 28, 2020, 08:15:45 pm »
Looking for some help getting LED Blinky to work with MAME.
I have hyperspin installed, using rocketlauncher to start Mame64.
LEDBlinky is integrated, and everything works at front end launch, when front end is active, when I close front end, etc.  All the buttons light up per the selected animation, etc.
But whenever I select a game to play, Mame starts, and all buttons go dark.
I have confirmed the colors.ini file, and also used the command to create the mame.xml file (as shown on LEDBlinly website).
I have double checked configurations, to make sure the files paths are all pointed to correctly in LEDBlinky.
No errors are logged when I quit the front end.
I am unsure what to do next.
I am not a programmer, so I'm not able to go in and debug or look for small things that may be causing this.
Any help is greatly appreciated.  If I can get the buttons to light up for the Mame games, my cabinet is done.
Thanks!