:notworthy:
I will try this out tonight! My dual PacDrive setup may finally work!
:notworthy:
I will try this out tonight! My dual PacDrive setup may finally work!
:-) FYI... I'm sure Swindus will fix the native PacDrive bug eventually (using multiple PacDrives). He has not worked on MaLa for a while :-)
:notworthy:
I will try this out tonight! My dual PacDrive setup may finally work!
:-) FYI... I'm sure Swindus will fix the native PacDrive bug eventually (using multiple PacDrives). He has not worked on MaLa for a while :-)
Arzoo: There also seems to be a few people (including me) who are getting access violations when running the LEDBlinky Animation Editor. Sorry I don't have a screenshot of it right now, but I can get one if needed.
This is an awesome plugin, started using it today. Now I'm new to the setup and I am having a few problems.... I have an asteroids layout but i can't get a couple of button's to light. I did remap them in the game but still no luck. Also having the same problem with no matter what game it is. The button will light when in animation but will not light in Mame any ideas on this. I am using Pac Drive's 2 of them. ;D
Thanks
Keg
I'm having a couple of issues which I am not sure are software or hardware related. Hopefully someone can shed some light or point me in the right direction. I am using version 3.0 of Blinky and a few of my control panel buttons are lit with RGB's driven by LED Wiz. I have RGB's at P1B1, P1B3, P1B5 and P2B1, P2B3, P2B5.
First issue: I am not getting all game controls lit up properly - eg. Street Fighter 2 - Player one buttons 1,3,5 all light properly in correct colors, however player 2 only lights buttons 1 and 3 correctly - button 5 does not light at all. I looked in the colors.ini file and it looks correct, even changed some of the colors to make sure I had the right ini file. The RGB buttons all light up properly otherwise (Mala Start, Mala Exit, Game Pause, etc.) This one really has me stumped.
2) I am trying to get the "Flash start buttons when credits are available" to work properly but I am getting some weird behavior. I have single LED's in the P1 and P2 buttons (driven by LED Wiz). I have intensity set to 49 for both of them (no blinking). When I get credits, the P1 and/or P2 lights flash in an erratic pattern with different time intervals - I can best describe the pattern as quick flash, pause, quick flash, pause, long flash, pause - and then it repeats. I have had the exact same results on Galaga, Dig Dug, and Asteroids. I have run the MameOutput utility to record the game outputs and everything looks good. Unfortunately the utility does not report the length of time of each output state so I can't tell if this is a Mame issue or hardware issue. I have tried various configurations - blinking/not blinking, active/inactive, etc. and still the same results.
ANy thoughts?
Here is the log
Great Job on the plugin It's Very Cool ;D
And Thank You for having a look, I'm using Mame122 so I will adjust the ini for Asteroids
Keg
As to the issue with the credit flashing feature - this turned out to be a major headache and a problem I've been working on for the past 3 weeks or so. It's actually not a bug in LEDBlinky but a thread priority issue between MaLa and Mame and LEDBlinky. Anyway, I have a fix which I'll post later this week.
Thanks,
arzoo
rdenis,
Post or pm your debug.log (see my prior reply to kegger), and we can figure out why the button is not lighting correctly. I've also fixed the mame output timing issue - see my prior post. Tx.
Alright I think I am starting to figure some of this out - put all my Mame General Input controls back to default configurations and then added the relevant Joycodes in GenLEdBlinkyInput for all my buttons. Works like a charm now.rdenis,
Another thing I am trying to figure out is how to light the Player and Credit buttons at the same time the game controls are dislayed when scrolling in the Mala UI screen.
Hi Arzoo. I have 2 problems with the ledblinky animation editor. My first problem is violation access errors. They occur everytime i try to create a cp layout (by selecting the deviceport-input file). Please see screenshots. The 2nd problem i'm having is i have a trackball with 4 single leds wired to 4 ports of my ledwiz. I have given them mousecodes but when i try to create a cp layout (i did manage to open it once without a violation access error) i only see one led on my cp layout instead of 4 leds. I would like to be able to control the 4 trackball leds individually for animation purposes. Any advice would be great. Thanks for the app.
ian.
:)
Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT
Hi Arzoo. I have 2 problems with the ledblinky animation editor. My first problem is violation access errors. They occur everytime i try to create a cp layout (by selecting the deviceport-input file). Please see screenshots. The 2nd problem i'm having is i have a trackball with 4 single leds wired to 4 ports of my ledwiz. I have given them mousecodes but when i try to create a cp layout (i did manage to open it once without a violation access error) i only see one led on my cp layout instead of 4 leds. I would like to be able to control the 4 trackball leds individually for animation purposes. Any advice would be great. Thanks for the app.
ian.
:)
Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT
Ian,
Looking at your DevicePort-Input.ini, I noticed that you don't have any port labels defined for ports 17, 18, 19, and 20 on device 1 (the mouse ports). I wonder if that's the problem? I'll look over my code tonight and see what's going on.
By the way - that's an awesome idea to use 4 LEDs under the mouse to indicate up/down/left/right. I only wired three LEDs under my mouse, and they're in a triangle pattern - looks like I'll be reworking that! As long as you provide a different port label for each mouse LED, the animation editor will treat them as separate controls.
arzoo
Port17=Trackball1,S,MOUSECODE_1_UP
Port18=Trackball2,S,MOUSECODE_1_RIGHT
Port19=Trackball3,S,MOUSECODE_1_DOWN
Port20=Trackball4,S,MOUSECODE_1_LEFT
Now we just need arzoo to check out the errors :)
Now we just need arzoo to check out the errors :)
If you provide the port labels for all the ports, do you still get the error?
A few suggestions Arzoo for your LEDBlinky Animation Editor (if you don't mind) when you click an led the color sliders don't adjust to the color of the selected led. So when you go to change the color it will start at white.I agree - but it was a 50/50 decision - should clicking the button set the current color or clicking the current color set the button? There are times when I'm working on an animation and I feel it should work the way you describe - but other times it seems right the way it is. Anyway, you can right-click a button and select "Get Color" which sets the current color box.
Also, for every frame intensity is set, even if the values are the same between two frames. The intensity command is quite bandwidth expensive. Perhaps add a button called "Optimize" which will got through and remove commands that repeat between frames (or even better would be to calculate that "on the fly").The editor handles each frame individually with no memory of the prior frame. But when you save the animation is will be fully optimized.
Also I noticed it changes commands that are sent to id 0 (all) into individual commands for each id 1 and 2. Not sure why it would do that (again if the state/intensity of led's for id 1 and 2 are the same you could have it send it to id 0).Here's my thinking on this - the editor works with individual buttons, not ports. So the concept of all on or off across multiple devices doesn't make sense. Conceivably you could wire RGBs across devices.
It also seemed to remove the PacDrive commands because I didn't have it plugged in.Not sure about this, I'll have to try it myself.
I'm not sure why the display is so slow as your only drawing a few ellipses with some text. GDI+ should be fast enough to draw the frames in realtime.A lot is going on under the covers - but I agree, it should be faster. I'll see what I can do.
Finally I like the new animation control buttons but it would make sense to also add a |> play button that turns into || pause when it's playing. Thanks!Good idea. Thanks for the feedback!
Is there a way to have LEDs for each Player buttons light within Mala, so that you can tell how many players a game supports?
Right now, my Players 1-4 buttons are off in Mala and it would be cool if they would light depending on whether the game was a one player or four player game etc.
Great job!!
Just one point , in the documentation i think you have forgotten to update your index table. ;)
Quick question as I don't have my cab with my right now - is there are way to light different LEDs based on whether the game is a 4-way/8-way/Analog/Diagonal?As it stands all you could do is light a button based on the input codes for up/down/left/right or analog. There would be no way to distinguish between 4-way and 8-way, nor would there be any way to identify 2-way or 4-way diagonal. So basically the answer is no.
And thanks for the update - its a great plugin.
As it stands all you could do is light a button based on the input codes for up/down/left/right or analog. There would be no way to distinguish between 4-way and 8-way, nor would there be any way to identify 2-way or 4-way diagonal. So basically the answer is no.
Vista 64 Issues:
Just finsihed setting up a Vista 64 bit machine with Mame 122, Mala and LED Blinky 3.5. Some weird stuff happens in the 64 bit world with Blinky 3.5:
1) Microsoft Sam has been replaced with Microsoft Anna in the 64 bit OS. Microsoft Mary and David install but when you try and select them in the Other Options menu of Blinky, there is an error.
2) Speech only enables AFTER pausing a game (where you have selected the Mame in game option to speak and flash controls when pausing or entering the admin menu). Once you do this, all speech options seem to work (except I can't confirm when Mala starts as you need to go ingame and pause first....).
Weird huh? Not sure if anyone has encountered the above or if Arzoo has any suggestions. I haven't noticed any other weird issues with Vista 64 but I'll post if I do.
Hey Arzoo this seems to be a great application. I just cant seem to get it to work in AtomicFE. I have followed all of the instructions in the document but I don't get anything at all. In all of the LED Blinkey apps it seems my LEDS function correctly. It seems that none of the information is getting over to Atomic FE. Can you help me at all with this?
:-\
I have run the GenLEDBlinkyInputMap.exe and completed that. All my lights work correctly in there. Then I ran the LEDBlinkyConfig.exe. All of my animation tests work fine. I do get an error when I try to test any of the speaking options "SAPI Error Speaking: OLE error 8004503a" that's is a very cool feature but all i really want are for my LEDs to respond. I'm not too concerned about the voices. Like I say every hing seems fine until I run Atomic FE. Nothing happens.... :cry:
Please Help I have been working on this for over 24 hours and cant sleep.... :banghead:
Ok after trying to get this debug file created I think I see part of the problem. :banghead: I see that the LEDBlinky must be executed in order for the debug to be created. Well the LEDBlinky is not being executed.
I have the 2 AtomicFE Files in the plugins folder
LEDBlinky.atoplug
LEDBlinky.plugcfg
I even put
Mala and GameEX in there just to see if it helps... it didn't. :dunno
I checked the structure and everything seems ok...
I just totally reinstalled the plugin and get the same thing. :hissy:
After looking into AtomicManager I see that the LEDBlinky plugin is over on the left side under available plugins. When I move it over to Enabled plugins and save, it will not save. ??? If I reopen the cfg its not over there.
also just a little more information I am using AtomicFE in "plugnplay" mode...
:-\
Any further help would very much be appreciated... I would really love to get this to work.... :cry:
I do thank you for trying to help me :notworthy:
I've noticed that also - when you enable a plugin and then reload the config (AtomicManager), it does not show up in the enabled list
Hey I was just wondering. I see your stand alone mode can work with any FE. I was trying to make batch files to send the same codes to the ledblinky.exeYou can, but it wasn't really meant to work that way. What you can do is configure the "FE Active Animation" option and then start LEDBlinky with the FEStart command - LEDBlinky.exe 1. This will play the animation until you send the FEQuit command - LEDBlinky.exe 2. If you just want to light up some individual lights, then create a single frame animation - I know, it' a bit convoluted, but as I say, this is not how I intended LEDBlinky to be used. Maybe it warrants a future enhancement.
I was just wondering if there is a way to send a message for individual lights or an animation to light up through a batch file with LEDBlinky?
Thanks again with you r help earlier. :)
I just used your program to config my panel and its just awsome. Using LED-WIZ and single color buttons. Have a few questions.Yes - this is how LEDBlinky should work. You need to correctly specify the path to the mame\cfg folder. From the config app on the MAME tab, when selecting the MAME config folder make sure that the cfg folder is highlighted on the "Select Directory" dialog. This should solve the problem. In the settings.ini file you should see:
I have it configured right now in MALA and when a game is launched to light up only the controls the game uses. However there are a few games I have remapped from mame defaults. Lednlinky seems to light up buttons based on default controls and not the custom ones for that game. Meaning its not reading a specific romname.cfg file in cfg folder in mame dir.
Is it possible?
?
Randomly when jumping between emulators in MALA ill get an I/O error 6 from LEDBlinky and also sometimes access violation at addess 0047BD00 and read address 00000000 in xp and idea why? I attached my config and log files.I see errors in your log when switching emulators. It seems like your Control-Color_emu.ini or Control-Color_mame.ini has an invalid value:
Lastly are there any plans to add functionality similar to Lumniaudio application that Randy wrote?Not likely, unless Randy wants to give me his code ;D
Here is the complete set of ini's. I didnt touch the color ones since I dont have any rgb lights.
One last thing I also noticed. On certain 2 player games button 5,6,7 on 2 player light up when they should not. Any 3 or 4 player game. Now I suspect what might be happing is this. Since my control panel has extra buttons that are mapped twice. For example I have 3 buttons wired to the same IPAC port. Now when I config my LEDWIZ button assignments in the LEDBLINKY INPUT MAP program I cant assign the same port label more then once. Since I have three player one buttons on my control panel I needed to use alternate port labels. Since these port labels are assigned specific keycodes and the keycodes can be use multiple times I would think that LEDblinky uses the keycodes to light up buttons and not the port label.
Am I correct in assuming? If so why does button 5 6 7 light up?
Ok I will test when I get home. I did already fix the problem with mame pointing to the proper directory (C:\mame\cfg) yesteraday and that solved mame specific game light mappings.Sorry, your most recent zip file must still have the old settings.ini file. Glad that's one thing fixed!
How do I label p1b1a, p1b1b. For what I remeber those portlabels are from a pull down menu. I dont see the option for subsets of ports. Again I can be wrong. If the port label has no effect on mame lighting up buttons then its no big deal. I have made a map on paper of my button layout, portname, and keycodes.It is a drop-down menu, but you can still edit or add your own values - just type over the existing value. Others have been confused with this also. The list of values is just a default set of port labels.
another thing Ive noticed is when I hit Pause button it used to play an animation, but now it doesnt. Not sure.It should work unless you've disabled the feature. Could you turn on the debug log (config - Misc Options tab - Enable Debug Log) Also check the Verbose option. Then run MaLa, launch a game (one with the wrong buttons lighting) and try the pause feature. Afterwards, zip up debug.log and post it. Don't forget to disable the logging - it slows things down a bit.
Thanks again for all your help and for such a well written program.It's not perfect, but getting better ;D
I also went back to a stock controls_emi.ini same thing. when it chrashes i get tgat windows address error. ledblinky is still running on the taskbar and will continue to crash unitl you right click and exit out. The thing is it only does it with daphne and not any other emulators. Could it be that some roms have [] in their name? Could it be that I am using .bat files to lauch daphne in Mala?
Just wanted to let you know that after I shortened my intro animation i think it took care of that error. I guess it was sending commands while the intro was playing and it bogged it up or something. Just letting you know.
---edit---
Sorry it still does it but it seems less often
Also p2 buttons 5 6 7 still light up on certain games like nba jam, pit fighter
Just wanted to let you know that after I shortened my intro animation i think it took care of that error. I guess it was sending commands while the intro was playing and it bogged it up or something. Just letting you know.
---edit---
Sorry it still does it but it seems less often
Did you try the latest patch? - I pm'd you last night with the link.
I'm also having this problem, but I haven't tried shortening the animation yet. Is there something newer than the 3.5 update that will fix this issue?
Thanks
I am still getting the error even with the new patch
Thanks as always
:cheers:
I am still getting the error even with the new patchCatttDaddy,
Thanks as always
:cheers:
Thank you so much for 3.6 !!! I have been pulling my hair out trying to figure out why LED Blinky crashes Mala.
The new log file gave me the answer :applaud:
It would appear that my PCGames list does not have an emulator executable - thus no Emulator Name for LedBlinky.
I am using .bat files to launch my games and it has always worked fantastic for launching games.
Thank you so much for 3.6 !!! I have been pulling my hair out trying to figure out why LED Blinky crashes Mala.
The new log file gave me the answer :applaud:
It would appear that my PCGames list does not have an emulator executable - thus no Emulator Name for LedBlinky.
I am using .bat files to launch my games and it has always worked fantastic for launching games.
Bloodwyn,
I'll look into a fix for LEDBlinky to handle this case, but I won't be able to get to this until Monday. You say MaLa crashes - can you elaborate?
arzoo
I also am having error messages that "Mala has encountered a problem and had to shut down" about 1 time in 5. It leaves LEDBlinky running in the tray and will always repeat the message unless LEDBlinky is shut down so this could be an LEDBlinky problem?
Yarb
I am also sondering if there is a way to change what control buttons are lit upon pressing the shift key. I have a single admin button on my cab which is mapped to P and Player 2 button 8 on my iPaq so it works nicely as both pause and shift. I would like to have some controlls light when shift is held so users know which buttons to press to exit and the like.
For those having problems with LEDBlinky and MaLa executing batch files to launch the games, try this version of the plugin.
The 'Name' field will be used in place of the 'Executable' with all spaces replaced by underscores (_). So for example, if you specify the name as 'PC Games', then LEDBlinky will see 'PC_Games' as the executable and that's what you would use to set up any custom control/color profiles.
Let me know if it solves the problem and then I'll include it with the latest release. Thanks.
Arzoo, a couple things...
1. I get a virus warning when I DL the 3.6 zip of LED blinky zip
2. when I get around that, I get a warning from winzip that the file is not the first file in the zip set.
I'm sure it's just something I'm not doing right, not that DL'ing a file is difficult or anything. Anyone see these?
ultrageek
As a matter of fact, I do use Trend. Version 7.3 with todays virus file.
Arzoo,
Have you ever thought about putting fade effects generators in the software?
This would probably be limited to something like.....
fade port1, startcolor=<48,0,0>, endcolor=<0,0,48>, transitiontime(sec)=2
The above would fade port 1 from bright red to bright blue over a 2 second period.
In practice, the program might just generate all of the individual frames in the LWAX to do the above with existing syntax.
Just an I dea that I've been trying to do manually, but its a pain to generate all of those frames individually.
Ultrageek
any shot of this working with maximus arcade?
any shot of this working with maximus arcade?
I seem to be having trouble getting the player start buttons on my cab to light when there is a credit available, any suggestions?
Ok, i do that when i get home, i have notice hen it speaks the controls of a game is it flashes the player start button with button 1 on all players. So basically what ever the first command is, be it, jump, shoot etc the player start buttons flash at the same time as button 1
Ok, ill give that a go. Should this then get the player start buttons to flash for the games that support this feature?
Ok, ive sorted the button conflicts now, thanks. I have gotten the player start buttons to light (permently) for the amount of players a game uses, ie Alien VS predator lights player start buttons 1 to 3, but not 4. But i cant seem to get the player start buttons to flash when a credit has been inserted. Now i know that the UK arcade version of TMNT use to have the player start buttons flash when u inserted a credit, but i cant seem to get this to work on mame. That said the UK version used to have just one coin shutte, and was able to select which turtle you wanted via the start button you pressed, on mame you cant do this!!?, you cant select just 1 coin shutte in the mame menu (although alot of the options are listed as unknown??) and adding a credit (button 5) always only allows you to select leonardo, so i dont think this is anything to go on. I'll try Dig dug later
OK just took a quick look at the readme, and noticed in the list for mame 0.111 Alien Vs Predator is listed (avsp), would some of these rom of been removed from version 0.111 to 0.125 which im using now?. As i said above i have tried to get the player start lights to flash on a credit insert, but on alien vs predator they dont flash at all. Any ideas?
Hey arzoo, I was wondering if you had given any more thought to the LED sequencer idea we spoke about a while ago to combine .lwax's etc?
(http://www.ftooc.org/phpbb/images/smiles/woohoo.gif)
Thanks for working on the import/export!
The fade in/out will be handy too as sequencing fades can be a pain. What are your plans for the fade in/out? Could you select something like:
- Output(s) to fade in/out
- Type of Fade (Fade in/Fade out/Fade In-Out/Fade Out-In)
- Start intensity
- Finish intensity
- Fade frame length
- Number of fade cycles
Does this program work with Ultimarc's PacDrive?
Does this program work with Ultimarc's PacDrive?
Hi Arzoo
Thanks a bunch for this plugin, I have it up and running, all is well and bright and colorful.
I have a second project that i want to do that would involve controlling the LED's with Variable, Strings and other datatypes coming out of a realtime (modern) 3d game engine. The game engine would kick out some data, say the letter "B", and that should turn on LEdWiz1:Port1 to 100%.. Is this possible with your plugin? Is that example clear?
thanks!
MikeO
I'm trying to setup LEDblinky to work with Mamewah and FastMAME.84. My searches around here haven't turned up anything, unless I just missed it.
So far I've only setup the layout and made some animations, but verything I've tried config-wise does nothing for me.
Is there a tutorial anywhere? (edit: Guess I could start by reading readme.txt and install and config.doc...)
Azroo with version 3.72. Can I configure it to work standalone with Hyperspin and be able to have it light mame mame controls like it does with Mala?
I spoke to Bill about Pre and Post commands for Emualtors like Sega Saturn and PCE CD using Deamon Tool pre and post. He is working on that now and will add this feature shortly through app called Hyper Launch
arzoo, would it be possible to change the Animation Editor so that you can maximise the window? The standard area where you place the buttons/LEDs is a little on the small size for larger configurations.
arzoo, would it be possible to change the Animation Editor so that you can maximise the window? The standard area where you place the buttons/LEDs is a little on the small size for larger configurations.
I designed all the LEDBlinky apps to run at 640x480 - but I agree, for the animation editor it can be tight for a really large cp. I'll look into a fix for a future release.
And a minor update to the MaLa plugin for the new PluginConfigure event.
I just noticed this today, but for some reason I can't get the resizable popup screens on the LEDBlinky Tools tab of LEDBlinkyConfig.exe to maximize or to stretch beyond the size in the pic below.
I took a look in the Settings.ini file to see if there was saved window size settings but I didn't see anything. I couldn't find any settings of such in the registry by searching for LEDBlinky. This was occurring in LEDBlinky 3.7.2 and I just upgraded to 3.7.3 and it is still happening.
Anyone else have this happen when they open the LEDBlinky Profile Editor window? Or did I muck something up on my computer? Is the MaxWidth (or whatever the propery is) of the form set to a low value possilby?
Melikes this app!
The profile app has a fixed width (and variable height) - there's no ini or registry setting. It's really odd how it's clipping the controls. What's your OS and display resolution? Also, can you check your display properties to see if you're using a font size other than 'normal'? Maybe it's your dpi setting? Are the other LEDBlinky config apps displaying correctly?
Just got this going last night with my new pacdrive. I have 4 atari volcano buttons/LED's for P1-P4 start, so that's all I'm using it for right now. May use it to drive the coin lights and magnetic coin mechanisms at some point, but that's no priority right now.
I totally understand that only a subset of games has LED outputs based on credits, but I wonder if we (maybe I) assembled a comprehensive list of games that have LED outputs, then could the list be used as a way to do something special in-game for all other games? It would be cool if there was some way to have it only light up during attract mode, though I imagine there's no way to detect that. Of course it would be cool to light up based on credits but I know anything relating to coin counting is not gonna happen.
Is the idea of differentiating between the 2 categories of games (output and no output) possible now, or maybe possible if arzoo is kind enough to add support? If so, any creative ideas on what cool things would be possible beyond the normal LED sequences or just plain "always on"?
Arzoo - thanks so much for this plugin! :cheers:
I just upgraded both my MALA and LEDBlinky versions and now I cannot get LEDBlinky to light the game controls while I scroll through the list in MALA. Attached is the Debug.log file. I know it is loading the colors.ini file and it successfully lights the game controls once I select a game. It lights them during the speak and flash part as well as once the game begins. But I cannot get it to light them while I scroll through the different games. My previous version of LEDBlinky did this properly.
Thanks for the help.
I'm not able to get LEDBlinky to work with Hyperspin 7.
Is there something in particular I hould be looking at?
There is no interaction with LEDBlinky and Hyperspin and no log file created to look into.
Test animations and such work while configuring LEDBlinky but nothing happens when I start Hyperspin.
I enabled LED Blinky in Hyperspin HQ and pointed the directory of where LED blinky is and setup LEDblinky with an input map and enabled debug log...but still nothing?
Any suggestions?
Yes I configured LEDblinky...
I told it what buttons are mapped to the ports on the pac drives via genledblinkyinputmap.exe...check
I setup mame settings, 'mame config tab' via ledblinkyconfig.exe, ....check
I setup hyperspin unfer 'Hyperspin Options tab' (originally i did not have anything checked here because I did not want the hyperspin specific controls to be lit up, but for this case I checked it all and hyperspin settins.ini path was input before here as well.) this all done in 'Hyperspin Controls' tab via ledblinkyconfig.exe ...check
I setup the hyperspin animations to play in 'FE Options' tab in ledblinkyconfig.exe, such as startup animations, speech and closing animations etc...)...check
All tests work within LEDBlinky (I can see animations on CP etc.. when pressing the test buttons)
I setup a hyperspin Profile under 'Led blinky tools' tab again in ledblinkyconfig.exe. Made sure everyhing was set (all single bulbs at 49)...check
Am I missing something very important?
Was there anything else I needed to setup in Hyperspin?
The only thing I did within Hyperspin is made sure that Hyperspin was enabled and added the backslash to the ledblinky path...all within Hyperspin's settings.ini.
UPDATE UPDATE UPDATE!!!
I Downloaded just the Hyperspin.exe file again and it is now working!
My first cab and CP so not as nice as MANY others I have seen but I am happy with it! Especially with LEDBlinky working on it and Hyperspin as the FE!, I can't keep this smile off my face!
First off, I must say that LedBlinky is very impressive. Great work. :applaud:
I did have a feature request though. It would be nice to have the option to run an animation when a person chooses a gamelist, picks a category, etc.
I'm not trying to compare your plugin to Headkaze's by any means but when browsing gameex, everytime you make a menu selection or go back a page it flashes an animation, it's a pretty cool feature. I thought it would be nice if LedBlinky had this option. I suppose it is somewhat dependent on the frontend. I plan on using it with Hyperspin.
Is there a way to change the controls.ini file (or any other file) so that led blinky speaks additional control information?You can edit the controls.ini and modify the action for any button. For example, you could change button one to "Fire, hold for special attack". As for combo buttons, there's currently no way to flash and speak both buttons at the same time. I may be able to enhance this in a future release.
For example for "19XX: The War Against Destiny"
Button 1 is fire
Button 2 is bomb
But if you hold down button1 (fire) you get a special attack.... Is there a way for the voice to tell you to hold down fire for the special attack?
Is there also a way for it to tell you moves which require you to hold down 2 buttons at the same time?
(such as 1943 Kai: Midway Kaisen (Japan) pressing button 1 and 2 together allows you to loop)
-Thanks!
One more question though,
If controls.ini is what LEDBlinky reads for mame what file does it read for other emulators such as Daphne so I can edit it appropriately?
As for combo buttons, there's currently no way to flash and speak both buttons at the same time. I may be able to enhance this in a future release.
Arzoo, I was wondering about a setting and I currently have no way to test it.It should do both. The game controls can be configured to stay lit for a few seconds, then return to the fe controls.
If I have ledblinky set up to light up gameex's controls, will those controls stay lit when I load up the mame list or will it only light up the controls that the highlighted game uses? Is this something that is configurable?
Thanks
First off, I must say that LedBlinky is very impressive. Great work. :applaud:This will be included with the upcoming release (in beta now) :)
I did have a feature request though. It would be nice to have the option to run an animation when a person chooses a gamelist, picks a category, etc.
Hey i am running hyperspin 8.0.0.1 with ledblinky 3.7.3.
It works perfect however i must have done something wrong.
When i edit the butting mapping in mame with the tab key a perfect cfg file is created.
In ledblinky config i repeatadly selected the cfg folder of mame to point to this direction.
However for some reason the lights do not map to my newley chosen button layout.
How can i get this to work? Or do i need to create 1 big ctrlr file with all the games and mapped buttons in it?
thanks,
Jeffry
There's a bug in LEDBlinky when used with newer versions of mame which prevents it from correctly reading the cfg files. It's been fixed in the current code in beta - which should be ready for general release in a couple weeks.
New Release - v3.7.4
See the first post for download links.
Thanks to all the beta testers! :cheers:
Just wanted to say thanks! Especially for the new release!
This is just so awesome
So glad I'm able to run this with Maximus Arcade
You are truly a genius, as well as generous to do all the work on this :notworthy: :notworthy: :notworthy:
Hey arzoo,
First, :cheers:, never has being pretty been so easy.
Secondly, I'm running into issues when enabling the speaking of controls. For some games, it works, and for others it doesn't. After I play a game where it doesn't work and close Mala, I get the following error:
"Control List and Control Speech List do not have the same number of values."
Also, would it be possible to set LEDBlinky up so it can both display the controls and play an animation while the front end is active? There's a timer setting for demoing the controls, would it be possible to allow the animation to play after the demo period? If you enable one, the other is disabled. It took me a while to figure that out as they're on separate pages and there's no note that they don't work together. (That I saw, but I'm good at missing things.)
Heh, like I said, I'm good at missing things. I generally look once, don't find it, ask about it, look more and then find it. :laugh:
I can't say for sure, as this was two days ago, but I don't think the 194X games work or the Raiden games. Metal Slug didn't work. I don't think Sunset Riders worked. I tried some random game and that did work, but I can't remember what it was. If I enable say primary controls, that always works (joystick type, etc).
I will do my best to make a more concrete list when I get home.
Hmmm, found Sunset Riders (ssriders) in controls.ini - so there goes that theory :(
Metal Slug is a neogeo - that would not have any controls defined for speech. But you can import the neogeo games into the controls editor and assign the voice actions (if you want).
I'll check out what's going on with ssriders tonight. Let me know if you think of one or two more games not speaking correctly (not neogeo). Thanks.
Since you're checking... I ran into a peculiar problem with the programwith the rom "eprom" (Escape from the Planet of the Robot Monsters). The rom exists in both colors.ini and controls.ini, but yet no buttons light up nor are controls spoken. I even added it manually with the controls editor with the same results.
I haven't had a chance to play with it recently. But just wanted to see if you had any ideas. I can have more information for you tomorrow if needed.
Since you're checking... I ran into a peculiar problem with the programwith the rom "eprom" (Escape from the Planet of the Robot Monsters). The rom exists in both colors.ini and controls.ini, but yet no buttons light up nor are controls spoken. I even added it manually with the controls editor with the same results.
I haven't had a chance to play with it recently. But just wanted to see if you had any ideas. I can have more information for you tomorrow if needed.
Wow, you’ve stumbled across a really obscure bug! LEDBlinky was originally coded as a MaLa plugin and for some reason (that I no longer remember ::)), there's a line of code that specifically ignores the value 'eprom' when a game is selected. I guess I never thought that any game had a rom with the name 'eprom' - but... Escape from the Planet of the Robot Monsters!
Mmmmk. After farting around and trying a few games, two that didn't work were Splatter House and Ultimate MK3.
My controls light up just fine, but don't actually get announced.
My controls light up just fine, but don't actually get announced.
Darn - then I'm doing something seriously wrong. :burgerking: Unless it's a Hyperspin thing.
Me again. Something else I noticed is that LEDBlinky doesn't light up the game you start on when you open Mala nor does it light up the game you land on when you switch lists.You're referring to the demo mode; correct - that's the way it works, by design.
So if I turn off demo mode, then they'll always be lit or never be lit? Is demo mode just to light them for a short time? I turned on demo mode and set the timer to 50000 or something because I didn't want them to shut off but I was under the impression that demoing had to be on because I guess I'm stupid.
I think of questions or things to try while I'm at work, so that's why I ask a lot of stuff I could just test... because I can't just test it. =\
They're LEDs, they're supposed to be on looking pretty. I'd have them on for 5-10 seconds if the animations also worked at the same time, but they don't so I figured I might as well just leave the game controls lit.
My controls light up just fine, but don't actually get announced.
Darn - then I'm doing something seriously wrong. :burgerking: Unless it's a Hyperspin thing.
It does seem like you may have something configured wrong - If LEDBlinky doesn't find a game in the controls.ini it will look in the mame.xml file. So those games (like neogeo) should light up correctly - they just won't speak the button actions.
Unfortunately the debug file you sent me a few days ago seems to be corrupted - it only contains a few dozen log entries from the end of the file. So I can't really tell what's going on. If you want, turn on the debug/verbose option again, play some games that don't light up and email me the debug.zip file again.
I must say that I LOVE LEDBlinky, Its the best in its class of software IMHO.
I only would have one request. Do you have a request board or anything BTW?
Well I was wondering if it would be possible or how difficult it would be to reflect colors on the monitor on the LEDs on the CP. I understand that you have far fewer LEDs than pixels on a monitor but I mean just general colors.
Segment the monitor into 8x8 segments or something and take that color and display it on a set of LEDS. that way you could decently reflect the color on the monitor onto the CP. at very lease have an item going across the screen actually "reflect" on the LEDs. I'm sure it would be a ton of work but just an Idea I had.
I actually built a cabinet with a translucent top with lights under it. I guess I'm being selfish cause I would LOVE to have my TV control the colors and have my TV mounted above the cabinet.
Hope you get what i am trying to say with the Idea. I'm sure it would open up a lot of things for people.
I must say that I LOVE LEDBlinky, Its the best in its class of software IMHO.
I only would have one request. Do you have a request board or anything BTW?
Well I was wondering if it would be possible or how difficult it would be to reflect colors on the monitor on the LEDs on the CP. I understand that you have far fewer LEDs than pixels on a monitor but I mean just general colors.
Segment the monitor into 8x8 segments or something and take that color and display it on a set of LEDS. that way you could decently reflect the color on the monitor onto the CP. at very lease have an item going across the screen actually "reflect" on the LEDs. I'm sure it would be a ton of work but just an Idea I had.
I actually built a cabinet with a translucent top with lights under it. I guess I'm being selfish cause I would LOVE to have my TV control the colors and have my TV mounted above the cabinet.
Hope you get what i am trying to say with the Idea. I'm sure it would open up a lot of things for people.
That 8x8 section you're talking about would be the size of your thumbnail on the monitor, but would be over a foot wide of buttons on your CP. It would take 64 buttons and at $7 a piece that'd be well over $300... not to mention you'd need 2 LEDWizs just to accommodate them.
Is there a way to have a different profile for each emulator other than MAME?
I am using MaLa and LEDBlinky to light the game-specific controls when a MAME game is launched. I set it up to use a profile for "Other Emulators", but can I have a different profile for each "Other Emulator"? In other words, can I have it light P1B1 when Atari 2600 is selected, and P1B1-4 when SNES is selected, etc.? Also, is there a way to set it so it lights these emu controls when the emu is selected from the tree, rather than on game launch?
Does LedBlinky allow you to make a RGB button change colour when pressed while in a game.
For instance I would like the buttons to display as blue....but when pressed while playing the game to turn green
Thanks,
Lance
First of all.....LEDblinky is great! (lol drove myself crazy trying to make it work....helps if you setup the mame.xml list and the controller.ini....lol). Two quick questions, when using the trackball during a game, is there a way to make the colors change or do you have to just set it to a standard color? I also wanted two of my admin buttons to be lighted during game play, how/where do i set this up? Thanks in advance!
You mention that two controllers are needed when using in collaboration with a screensaver. I'm only having two lit buttons, the start buttons which I'd like to light up when credits are available, and the other outputs will be used for some cabinet lights I'd like to flash when a screensaver is on. Would I need two controllers for this?
Great additions on the latest toolset!
Is there a way to force Mame to light my start buttons and playerX buttons to colors other then the values defined in the Common tab? Mame seems to be ignoring my color overrides defined in the PlayerX group, however the same basic color configuration for the Stella emulator works as expected.
Any help much appreciated. I'm using 3.7.4.3
-csa
csa,
I assume you're not using the colors.ini file (if you are then mame will always use those colors for the defined games).
I did a quick test and you're correct - LEDBlinky does not use the colors in the default group for mame. I guess I never tested this case without the colors.ini file :o. I'm very close to going into beta on the next release and I should be able get a fix in for this issue.
I haven't looked much into the issue, but is there way to get "other emulators" to recognize the trackball as an option to light up, short of going into a specific game config and forcing it on? I'm assuming that's probably the solution, unless the other emulator somehow notifies LED Blinky about the trackball input??
Thanks
-csa
I am using ledblinky with mala and it works great with mame.
Now I want to Lite some Buttons of other emulators. eg. PC-Engine, SNES
But I didn´t know how to lite some buttons for these emulators.
In the first step I want to lite 2 buttons and the stick for all pc-engine games
How will this work?
thanks
thanks,
Via import Unknown Games i could see the right names for the emulators and it works *great*
But I have a little problem with the emulator mess.
I want to set default button lights for each emulator.
eg I use mess for vectrex, atari 800, atari 5200
is there a way to set default buttons for each mess emulator
default for all atari 800 games via mess one button
default for all vectrex games via mess four buttons?
But I have a little problem with the emulator mess.
I want to set default button lights for each emulator.
eg I use mess for vectrex, atari 800, atari 5200
is there a way to set default buttons for each mess emulator
default for all atari 800 games via mess one button
default for all vectrex games via mess four buttons?
I'd be down, but I can't seem to get my sh*t together. When I add plugins to mala it crashes/freezes...
Basically, I've created a few lwax animations and I only want them to run once the screensaver starts (or a timed period of inoperation). Then I either want all the lights on during both fe and mame use or all off.
Sorry to post this here, but I figured this would get the best responses. I know you, and those who view this, are likely to have faced a similar issue before.
I guess I am asking for a piece of software that will run a lwax file after a period of inoperation. Anybody seen this before? Controlling the lights always on/always off behavior would be a plus.
Thanks guys
Hi there,
it is possible to display the associated controls from a Mame Rom by "Selecting" a Game in Hyperspin? Atm work this only at "Starting" a Game.
In MaLa is this possible.
Sorry for my bad English. :)
Hey guys,
I am a led newbie and could use some guidance on a few issues:
My configuration
4 x Ledwiz + GP
Hyperspin (latest)
Mame 1.32
LedBlinky 3.7.4.3
Windows XP SP3 32-bit
My Problem
"Access violation at address 004997C3 in module 'LEDBlinky.exe'. Read of address 00000000."
error after launching Hyperspin. Controls just all blink on when touching any button on either keyboard or controller, but normally stay off. Same thing in mame.
What I have tried
- reading everything I could get my virtual hands on the topic
- updating all software to latest versions
- re-installing the software from scratch.
I am sure this comes down to my lack of experience with the software/hardware. Any one have words of wisdom for me? Or need more information?
Contents of ledblinky.log
/16/2009 20:17:32] Missing value in Settings.ini: [MameControlsFile].
I am under the assumption that this file was optional.
Thanks in advance for any help!
Daniel
I am running HyperSpin and the LEDBlinky works great with Mame. But I want to make a Default control for each emulator. I have 20 emulators so far. And for Atari 2600 I only need 1 button lit, And for Daphne I need 3 lit. ect... Do I make Bat files? and if so HOW? :dizzy:
I see a bunch of people have asked the same type question. Will you be adding this feature into your next version? :notworthy:
Okay! Now I get it! I configed NES And it works great!! But I had to turn this option off (LightPlayerStartCoin=0) So that the coin would be off during NES, But now it is also off during MAME Games. And I also noticed this turns off the Player 1 and 2 LED's Also? How can I get them on for Mame, and Off for the other Emulators? Well just the Coin, I use the Player 1 button as the Start Button for my emulators Start Button. Thanks!!!! :dizzy:
I just wanted to say thanks for this app. This makes having a control panel with LED's so cool. :applaud:
I've just begun to learn how it works and configure it, but with the depth you can customize it I can tell already that it's going to be top notch.
Great work arzoo !!! :cheers:
I was wondering if someone could help me. I'm using Hyperspin. I keep getting memory access violations when selecting my MAME list. I also get an error saying missing value in settings.ini [mamecontrolsfile] I've attached my log. Thanks for any help.
ok.. I'm having a couple of issues that I though someone could help me correct.
1. When I generate the input map, it doesn't seems to be saving the config I set up. For example, in the input map I set the player1 button1 for the top left button on my control panel, but when I go to the button configure editor and test the led it is lighting the top left button on my control panel as player1 button7 ? :dunno
2. I have something messed up with my trackball config somewhere also. I'm using a Ultimarc U-trac that has a RGB LED under it. When I test the LED it lights the green LED as blue and the blue LED as red. I can't seem to figure out how to configure which one goes to the correct color.
3. In the button config editor under mame, there are only like 5 roms to edit, the ones that are there by default I think. The common games like centiped are not there to edit. I'm not sure if it is the correct way, but what I did was added the game manually and I was able to edit it that way. Is there a way to find these games and edit them without having to add each one?
Any help with this is appreciated.... :)
Well I got the last issue sorted out. The application is great. I'm sure that I'm missing something since it's lighting up oddly. One example is, I want to keep the tab, pause, esc buttons lit, but it thinks player 3 button 1 is escape (blinks and speaks it when paused.) But I can't see where it's getting confused at. It also lights/blinks P1B1 & P1B2 as the same but they function as they should in the game. Maybe I screwed something up when configuring the buttons. What is the easiest way to assign labels/ports if I start from scratch? The way I initially did it was add a button with the GenLEDBlinkyInputMap app, save, open that in LEDBlinkyAnimationEditor app, see which button lit up, change the label etc... (but I think the joycodes got messed up since I'm using 2 GP-Wiz,) so it took me quite a while to do it that way. I figure there has got to be an easier way. Any help would be greatly appreciated.
I think I may have found the little snag. I have two GP-Wiz40 encoders that the control panel is hooked up to. The inputs start with JOYCODE_1_BUTTON0, which registers and works fine in MAME. I got those inputs (also JOYCODE_1_BUTTON20, and JOYCODE_2_BUTTON24) added into LEDBlinky, but they still light up the wrong buttons. I then noticed in my default.cfg I received from the guy who built the panel, that the button labels were shifted up one (started from JOYCODE_1_BUTTON1.) So then I changed all of those in my default.cfg... LEDBlinky worked lighting up the correct buttons. But then the buttons did not work correctly in MAME. I went through all of the ports in the LED-wiz and configured the input file to make sure it had what was shown in MAME when configuring the inputs. I've spent the last 2 days trying to get it going, and I don't know what else to try. Any suggestions?
Here is the debug.zip
http://rapidshare.com/files/257850100/Debug.zip
Edit: It's really weird because mame sees the buttons starting with 0, but when I go into the default.cfg (new one from scratch,) it has P1B1 as JOYCODE_1_BUTTON1 instaed of JOYCODE_1_BUTTON0. And the other buttons are shifted up as well. Also, when I go into the control panel to check the joysticks, it is registering button 1 as button 1 on the little graphic chart. When I tried editing the input map in LEDBlinky to match the new default.cfg, it still did not light up the correct buttons. Everything I can see seems to line up correctly, but it just doesn't want to work. I have the feeling it's going to be something simple that I can't believe I overlooked and my head will explode. :timebomb:
Is there any updated or user-modified controls.ini that has been updated with all of the newer games?
Is it possible to have only non-mame games speak the controls/name at launch? I would like to be able to hear the controls when MAME is paused, but not upon launching the game, but would like to hear controls for other games when launched.
Also, I have one small issue that I'm not sure where it's coming from. When I first go into my MAME wheel, when I scroll through the list, player 1 buttons are shifted down one. Example, in 19xx only the 1st button is lit on player 1, but player 2 is normal (B1 and B2.) It speaks the control for button 2 while blinking P1B1 and P2B2, then speaks the control for button 1 while blinking P2B1. When I exit the game, all of the games, including the 1st one I chose, are all correct and the issue is no longer there. It only does it with the MAME wheel. I don't know if I'm the only one it does it to, but it's not terrible.
To answer your questions:
-yes, all games have the issue
-always player 1, none of the others are affected
-yes, the 1st play, the P1 controls are lit wrong in the list and in the game. after that, they light fine
-yes, all works fine when scrolling and playing after the first game played is exited.
Here is the new debug.zip
http://rapidshare.com/files/258510132/Debug.zip
hey Arzoo,
I seemed to have inadvertently erased my Mame default file from the controls editor, is there a way to replace it without starting from scratch?
Thanks!
Bender
just the <default>
everything still seems to work fine, I just can't edit it cause it's not there
Hey Arzoo,
I just started lighting up my coin and players buttons, and I love it!
except for one thing it seems that for Player Buttons if you a default active set to a color it will put that in even if the button is not supposed to be active
a good example is Star Wars,(tetris is another) it has no player one start button it's just one of the fire buttons, but the player buttons lights up anyway(and don't do anything)
I tried setting the player 1 and 2 buttons in the mame default to 0,0,0,0 but the still light up white (my default active color)
any ideas?
I have to have default active set to a color or games with no button colors won't light up. Again Star Wars is a good example
it seem that Ledblinky lights up the player buttons regardless if a game uses them or not
again I can't thank you enough for this great program and al your help!
Bender
I tried that but nothing lights up?
I'll do a little more experimenting
and by custom do you mean individual roms modified in the controls editor? or do you mean custom settings in the <default> file
that worked!
seems to me there are quite a few games like this, even spy hunter
how come ledblinky treats the coin and player buttons differently than the other buttons?
is there a way to edit the controls.ini file so that a game has no color for the player buttons
seems like this would be a lot faster than making a file for each game in the controls editor
Thanks for the awesome app Arzoo, I'm about to get a control panel with LEDs from mameroom.com, but I was wondering before I spend the money on it, do I have to know which port each button is wired to? Because they don't really give that information, and I can see a big headache if I have to open it up and trace each wire.
Yo Arzoo,
ledblinky crashes on me setup.
1. i select mame from maximus arcade
2. the preview movie of a game starts and but before that you hear the windows error sound.
3. ledblinky access violation
can you help? i included my debug
me stupid here u are might arzoo lol
well it all works now it wont crash anymore but i have some questions:
1. the option flash player 1 button when credit is added does not work it lights or it dont
2. how do i configure the other emus control leds?
i have
Visual Pinball
Future Pinball
Nes
Snes
N64
Batch files
how does ledblinky now what to do ?
Arzoo,
a feature request:
is it possible to make the flash start1 button when credits added per emu? or is that hard?
and do you know if someone is working on adding more mameoutput so more games support the flash start button?
Hello Arzoo,
I'm testing Ledblinky with other device USB and it doesn't work. This is device is a IOWarrior24 Starter Kit. I bought it to use with an LCD display in MaLa and also I would like to use with Ledblinky.
This is the Starter Kit:
http://www.codemercs.com/index.php?id=127&L=1
http://www.codemercs.com/index.php?id=79&L=1
Could Ledblinky support to work with the IOWarrior24 Starter Kit?
Here is software kit: http://rapidshare.com/files/276529465/iow24sdk.rar
Thank you very much
Losing my hair fast.
Almost there.
Switched from Mame32 to Mame.
Now getting results from the Control Editor.
Not getting results in MAME yet (or Hyperspin)
If you can look (for the last time I hope).
Hi, I am running my cab using an Athlon XP 2500+ with 2 Gb of RAM. I've set my cab up using Hyperspin with LEDBlinky. I've noticed that when LEDBlinky recieves the first list change, etc, it load Controls.ini and the mame.xml. This just happens to set the CPU usage of LEDBlinky between 75 and 99% on my system causing Hyperspin to slow to a crawl. After processing the two files, the usage goes back to a respectable few percent.
What are the cpu requirements? I an putting off purchasing a new cab computer till later. Is there anything I can do here?
Thanks in advance and for the great program.
Firstly can I add my name to the big list of thankyous ! This program has bought my cab back to life.
I'm running Hyperspin with MAME and Silverjuke jukebox software (setup as another emulator as per Hyperspin forums). All initially running well with separate cab leds (Pacdrive) as well as the main control leds (Ledwiz).
I've been playing around trying to use the new audio animations, but for the jukebox only, and not during MAME gameplay. To achieve this I have written script for Silverjuke which runs ledblinky at startup to enable audio animations and again at the end with command 11 to stop animation. After some playing, I have this working fine if I run silverjuke standalone.
If I launch silverjuke from Hyperspin, I get a brief few flashes then no control panel LEDs at all, however if I launch silverjuke standalone, which leaves LEDBlinky in the system tray, and then run Hyperspin, initially I get no LED action until I select the Jukebox menu, when it spring back to life with the gamelist animation and the hyperspin controls then lightup as they should. The jukebox then works fine, with animations and all is well with other hyperspin LED stuff until I exit hyperspin which closes LEDBlinky and I'm back to square one.
I was wondering if you can point me at what might be happening, ideally if I can get it all to function by just starting Hyperspin it would be ideal, or if there is an easier approach to achieve the goal.
I have attached a debug file in which I first start Hyperspin and enter Jukebox and audio animation does not work, then I run silverjuke standalone, then I run Hyperspin again and after the initial lack of leds in the frontend, I enter the jukebox and audio animation is working fine.
If I could add the feature request to allow changing of gameplay animation by emulator to make this easier in the longrun !
All the best, thanks again
Rob.
Arzoo! LedBlinky is an awesome piece of software! I'm finally getting into it as I switch FEs. I was previously using a plugin in GameEx.
I've got most of my LEDWiz issues sorted. I do get Access Violation errors on animations, but I haven't really worked on that. I see there are a number of posts- the solution is probably in there.
The problem I'm working on now is with my UltraSticks. I have 4 of them, but it appears that maps are not loaded into all of them. I have the the primary control set correctly (I think), and all software appears to be running. I have attached a debug log for one example. In this case, 3 of the UltraSticks are used for the game (mwalk). The Player3 (UltraStick 2) stick is loaded correctly as 8-way, but Player1 (UltraStick 1) and Player2 (UltraStick 3) remain as 4-way. It looks like the sticks are detected, but I must have screwed up the config somewhere.
Any ideas?
Thanks!
The config looks fine. LEDBlinky detects your 4 u360's and it should be sending the primary control map to all 4 sticks every time you start a game (and then back to 4-way when you exit the game). Have you tried using the UltraMap app to see if you can manually change the map for all your sticks? If that works, try setting all 4 to 8-way, then start HS and then exit HS (without running any games). Check if all 4 sticks are in 4-way mode. Let me know the results.
Anyone have any quick ideas why LedBlinky isn't working for me. I have the newest version of LedBlinky and the newest version of Maximus Arcade. I went through the installation pdf step by step but nothing is happening. I have MA running LedBlinky.exe at startup. I closed the mameroom.com LedWiz configurator which I normally use to light the LEDs.
Anyone have any quick ideas why LedBlinky isn't working for me. I have the newest version of LedBlinky and the newest version of Maximus Arcade. I went through the installation pdf step by step but nothing is happening. I have MA running LedBlinky.exe at startup. I closed the mameroom.com LedWiz configurator which I normally use to light the LEDs.
I've attached a screen shot of my MA config for LEDBlinky. If you have that all set correctly and it's still not working then from the LEDBlinky config - turn on the Debug and Verbose options. Run MA and start a game, then quit. Email me the debug.zip file in the LEDBlinky folder and I'll take a look.
I have no clue what I did but it suddenly started working for MA. I'm still having problems lighting all the LEDs for the emulators. The joysticks aren't lighting up and I don't know how to add the extra buttons like the 4-way joystick buttons which are basically the same as Player 1 buttons. Same with the trackball buttons which are assigned to mouse buttons. I want all the LEDs always lit up.
I have no clue what I did but it suddenly started working for MA. I'm still having problems lighting all the LEDs for the emulators. The joysticks aren't lighting up and I don't know how to add the extra buttons like the 4-way joystick buttons which are basically the same as Player 1 buttons. Same with the trackball buttons which are assigned to mouse buttons. I want all the LEDs always lit up.
If all you want to do is light all the LEDs at all times then you really don't need LEDBlinky - it's overkill. I think you can use the LumaAudio software provided by GroovyGameGear to turn on all the ports when the pc first boots up. But if you want to stick with LEDBlinky then one solution would be to use the Animation Editor to create a single frame animation with all the LEDs lit. Then you can launch LEDBlinky from a batch file at boot time with this command:
<path>ledblinky.exe <animation>.lwax
With this method you would not use any of the MA LEDBlinky options. If you want to stick with MA launching blinky then you could turn off all the FE and Game Start options and just use the Cabinet Animation feature (on the Misc. Options tab). Either way you'll need to create the animation to turn on all the LEDs.
I want to have all the LEDs lit up during gameplay. But I still want to use the animations and stuff when starting the FE and games etc.
Now the LEDs are lit up the way I wanted for all the emulators except for MAME. I don't understand what is going on with mame. I'm trying to use the same default mapping for MAME but it won't work 100% correct. Some of the LEDs are not lighting up. And it also complains about not finding <default> when trying to edit the default mame buttons after editing them once.
I'm also getting these weird errors while navigating the FE. Something about a launch.bat and the location or something. And the FE active animation won't play after exiting a game. Only after starting the FE.
It seems as if removing the controls.ini takes care of the LED problem with MAME. But it also seems to disable Speak Name on Game Start :(
The FE Active Animation also seems to disrupt when ever scrolling games. If I scroll the games fast, all the LEDs will blink for a while before the animation continues. Is there a reason for this?
It seems as if removing the controls.ini takes care of the LED problem with MAME. But it also seems to disable Speak Name on Game Start :(
The FE Active Animation also seems to disrupt when ever scrolling games. If I scroll the games fast, all the LEDs will blink for a while before the animation continues. Is there a reason for this?
The FE Active Animation will stop while scrolling games if you have the "Demo Game Controls" option on. As you scroll through each game, the controls for that game light up. If you don't want the animation interrupted then just turn off that feature.
I'll take a look at the log and get back to you.
The option isn't on for me and it still does that. All the lights blink at each game.
The option isn't on for me and it still does that. All the lights blink at each game.
Yup - checked your config and you're not using the demo mode. But I do see you have the "Button Flash" feature turned on - try that off.
Hi Guys- well, I can't seem to knock this "Access violation at address 00494892 in module "LEDBlinky.exe". Read address 00000000"
Everthing runs fine if I have animations turned off. Game controls light up as programmed. In the Hyperspin setup, I can play animations, and they work well without crashing. However, when I select a game through Hyperspin with animations turned on, the animation sequence will play and then I get the error.
I've made sure that all entries in the DevicePort-Input.ini file have labels and keycodes assigned. I've tried both MAME32 and MAME.
I actually got it too work once by removing all the extra blank LEDWiz and PacDrive entries from the DevicePort-Input.ini file, but it only worked once. Weird.
I think these were all the solutions to this problem that I could find in this thread. Did I miss anything?
I'm very happy with just having the controls light up, but those animations are too cool to ignore :)
Thanks!
O arzoo, where art thou?
Could you resend the files please?
-Thanks
Hey guys, I am evaluating Hyperspin and so far I am loving it. Once I work out a few issues, it will likely be my go-to FE. However, I am having a rough go getting LEDBlinky to work with it.
I made sure I have the latest versions of both programs. I mapped my LED's and even created a couple of animations and had them working on the panel, so LEDBlinky is fine up to that point. I went to the configure program in LEDBlinky and I think I have everything pointing to the correct folders. I enabled LEDBlinky in HS and pointed it to the correct folder. However, when I start HS, I get nothing. No animations, no lit MAME controls. Any ideas?
Thanks!
Released version 3.8.1
Added feature to designate a game or emulator as a 'Jukebox' so that audio animations can be restricted to jukebox applications only. Fixed a few bugs also.
Arzoo,
i'm running ledblinky and Hyperspin. i have the ledblinky configured to map the controls for MAME.
mame.ini has the following settings:
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
do these settings have any relevance if i'm using ledblinky to map the u360's? i would expect no, but when i turn joystick_map to 0 then my joysticks no longer work in MAME. if i have them on auto, it appears to be mapping my u360 correctly.
Thanks for the quick reply.
I wanted to make sure that my maps were being applied correctly so i replaced the Joy8Way map with the mapping info from Joy4Way. I then tried playing street fighter and it was obvious i was in 4-way mode. so i'm confident that my maps are being applied.
i only recently realized that mame was doing my mapping! i checked the debug log from ledblinky and found that it couldn't load any of my maps. i went into the directory and all my maps were named 1, 2, 3, 4, 5, etc. that must have been from the previous version of ledblinky. i renamed them to the appropriate names (Joy8Way, Joy4Way, Analog, etc.) and ledblinky appears to be working correctly.
One more question...
When i'm adding games in the Controls Editor, is there an easy way to copy the buttons from player 1 to player 2, 3, and 4? or do i need to enter the button colors for each player?
For example, let's say i wanted players 1, 2, 3, and 4 to all have buttons 12 be white, and 34 be blue.
It really is great app. Thanks for your hard work developing and supporting it!
I think I found a bug while running LEDBlinky with GameEx. When I go to emulators, select Arati 2600, and then launch a game, it works great (speaks game, speaks control functions, and lights button), and mame works great too when I go through the main menu. The problem is when I select a game from recently played (or, I believe, from favorites or most played). Then, it remebers the last emulator I selected through the main menu system and announces that emulator. Example: I launch an Atari 2600 game through the emulator menu, then go back and select a mame game from the recently played list and it announces the Atari 2600 controls and lights the Atari 2600 button instead of the mame game and controls. Ditto vice versa.
It seems that the way that GameEx is passing info to LEDBlinky is different when you select a game from one of the auto generated lists, rather than going through the main menu. This is a real problem because 90% of the games I play are selected from going to the recently played list or favorites, thus making LEDBlinky useless. :-(
Any ideas?
As for the controls editor - the copy menu has an option to 'Copy Player 1' - this will copy the player 1 buttons to all the other players.
Hey arzoo,
Did the MA crew ever get back to you regarding the launch.bat issue? I have yet to get a response from anyone on their forums.
I was messing with my cab today and was trying to configure a FE setup for Mala. I currently have various front end commands tied to the default mame player 1 commands, such as L_CTL, L_Alt, L_Shift, and Space. LED Blinky does not allow me to custom configure any Mala keys, and assumes them read from I'm supposing Mala config somehow. The problem is, that those windowy keys I mentioned earlier never get lit up. If I change the function in Mala to use any other 'standard' keys, they do light up.
Is there any solution which allows me to not have to change my hotkeys?
-csa
I was messing with my cab today and was trying to configure a FE setup for Mala. I currently have various front end commands tied to the default mame player 1 commands, such as L_CTL, L_Alt, L_Shift, and Space. LED Blinky does not allow me to custom configure any Mala keys, and assumes them read from I'm supposing Mala config somehow. The problem is, that those windowy keys I mentioned earlier never get lit up. If I change the function in Mala to use any other 'standard' keys, they do light up.
Is there any solution which allows me to not have to change my hotkeys?
-csa
MaLa doesn't differentiate between the left and right ctrl, alt, and shift keys. So try this - using the GenInputMap app, add the non left/right version of the keycodes to those ports. For example, the port assigned to KEYCODE_LCONTROL - also add KEYCODE_CONTROL. So the port will have two input codes. This should solve your problem (as long as you don't use both the left and right windowy buttons).
Thanks for looking into it. While you're at it, I have another problem too. LEDBlinky insists on being located here:
C:\Documents and Settings\username\plugins\LEDBlinky
But I really want it here:
Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky
Every now and then, it changes where it thinks it is. So Ill get the error message:
LEDBlinky WriteToFile [Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log] ERROR: Could not find part of the path 'Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log'.
Well, that's because I put it where it wanted to be, on the C: drive. But now it wants to be on the Z: drive (where I want it). This fixes itself after a computer reboot (Restarting GameEx and LEDBlinky is not enough).
Plug-in works great and I love all the features you've added in the latest version. I am however having a small problem I was hoping someone could help me with. For some reason player 2 buttons 5 and 6 don't light although player 1 buttons 5 and 6 light up just fine. For example, when playing Streetfighter III (sfIII), all six buttons are illuminated appropriately for player 1 but only buttons 1 through 4 are illuminated for player 2.
This happens with just about any game that uses buttons 5 and 6 so I'm hoping it's a configuration error on my part. Attached is the debug info so any help would be appreciated.
Plug-in works great and I love all the features you've added in the latest version. I am however having a small problem I was hoping someone could help me with. For some reason player 2 buttons 5 and 6 don't light although player 1 buttons 5 and 6 light up just fine. For example, when playing Streetfighter III (sfIII), all six buttons are illuminated appropriately for player 1 but only buttons 1 through 4 are illuminated for player 2.
This happens with just about any game that uses buttons 5 and 6 so I'm hoping it's a configuration error on my part. Attached is the debug info so any help would be appreciated.
Make sure LEDBlinky has the correct path to mame's config folder; it should end with \cfg.
Hi Arzoo,
i switched from MA to HS and have the following issue:
ledblinky works fine with hs but when i am launching a mame game the wrong controls light up, i did nothing in the controls editor when i changed frontends, any idea? in MA it worked fine
1) Is there a way to set an animation button to 'don't change'? I ask because I wanted to set it up so that when I hit my (normally lit) Pause button in MAME, the Pause button would flash until I unpaused. It was easy enough to make a 1-frame animation that featured the UI_PAUSE LED triggering the LEDWIZ blink. The problem is that when I do that, it clears out all the other buttons, which are normally set to light based on game via colors.ini. So is there a way to set up an animation so UI_PAUSE blinks, but all other buttons stay with what they were before?If I understand correctly - you've created an animation that blinks the pause button and you want the game buttons to remain lit while the pause animation is running. Unfortunately that's not possible - but the game buttons should return to their prior state after the animation stops (on unpause) - is this not the case?
2) I set player and coin lights to light for MAME. I also set it to blink the player1 and player2 lights on those rare games that support it. I'm wondering if it's possible to make these two features mesh better. Currently, if I enter a game with coin-triggered blinking (say, galaxian), the player1 and player 2 lights stay off until I put in coins, unlike the other games. Is there a way to set it to always light, but still blink on coin insert?
but the game buttons should return to their prior state after the animation stops (on unpause) - is this not the case?
mamewah.ini
### External Application Settings ###
startup_app_commandlines c:\ledblinky\ledblinky.exe 1{nowait}
exit_app_commandlines c:\ledblinky\ledblinky.exe 2{nowait}
exit_and_run_app_commandlines
mame.ini
### Execution Settings ###
pre_emulator_app_commandlines c:\ledblinky\ledblinky.exe [name]{nowait}
emulator_commandline c:\mame\mame.exe [name]{nodosbox}
post_emulator_app_commandlines c:\ledblinky\ledblinky.exe 4{nowait}
general_app_commandlines {music}c:\cpv2\cpv2.exe -r=[name];{music}c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"
n64.ini
### Execution Settings ###
pre_emulator_app_commandlines c:\ledblinky\ledblinky.exe test.lwax{nowait}
emulator_commandline c:\n64\project64.exe [rompath]\[name].[romext]{nodosbox}{safelaunch}
post_emulator_app_commandlines c:\ledblinky\ledblinky.exe 11{nowait}
general_app_commandlines c:\cpv2\cpv2.exe -p=nintendo 64;c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"
One question, how FE random animation is intended to work? Is it supposed to cycle thru lwax every so often? Or is it picking a different one on every start? Mine appears to pick different animation at first start, but when coming back from an emulator the same animation is picked every time. Reading your manual I don't think this is how it is supposed to work, I might be doing something wrong.
Thanks for your help.
One more question as I am digging into this. Would it be possible to use Ledblinky Control Editor with Mamewah? Does Mamewah pass emulator mane to ledbllinky and how do I find out what it is?
Thank you for the software and support you are providing.
I guess emulator name is obtained from the ini file in the config folder. So if I have mamewah\config\n64\n64.ini directory structure, I should use n64 as an emulator name. I'll play around with it tonight. Getting very close to getting it to work 100%.
I might be out of luck. Take a look at the log below. This is one game from mame load followed by n64 game load. Looks like emulator name is missing all together, just an empty [-]. Also looks like it keeps loading the same lwax file on FE start for whatever reason. What do you think?
Hey arzoo.
Have you yet heard anything from the MA crew regarding the launch.bat problem?
Hey arzoo, first off thanks for a great app. It's amazing the effort you programmers put into improving the community.
I'm using LEDBlinky with 2 LedWiz, RGB-LEDs and Hyperspin and everything works, but I'm unable to configure it the way I want. Basically, I'd like all of the buttons to light up when I launch Hyperspin and stay lit until I select a game, then flash/speak the controls and remain lit while the game is played. Also I'd like all the P1 buttons to be one color and the P2 Buttons another.
So far I have only been able to define a button color for those that have a function in Hyperspin. All the others just use the default color when playing a game, and don't light at all when in the FE. I don't care about identify the functions in Hyperspin since I will eventually have labels for them. Hopefully I explained what I'm trying to do sufficiently and there is a simple solution that I haven't figured out.
I figured out a way to accomplish what I was trying to do. Not sure it's the best way but it seems to work so far. I ended up defining all of my buttons in Hyperspin's settings.ini and then added them in the LEDBlinky controls XML and set the color there. The key was the naming convention in the XML. For example, I defined B1 under Player 1 controls in settings.ini and the corresponding control in the XML file had to be named P1_B1. Hope this helps someone else, but if there is a better way please let me know.
You know, that's pretty much how I have my panel set up - all the buttons lit when the FE is active (different colors for each player). I think the easier way to do it (how I did it) is to create a single frame animation for when the FE is active. Actually, I created an animation that switches the colors for each player every couple of minutes.
LEDBlinky looks like a great app!! Well done on creating the software for the on-going development.
Just wondering if there are any plans for LEDBlinky to run on linux?
I seem to have run into one last problem. How do I get the game controls to stay lit when playing a game? I have LEDBlinky pointed to the control.ini and it will correctly preview the controls while in Hyperspin. It will speak and blink controls when I launch a game, but the LEDs just go back to either the FE active animation or FE controls, depending on configuration. I even tried disabling both options and you guessed it, all the LEDs turn off after the controls are spoken. I thought my previous edit of the controls xml could be causing a problem so I started over from scratch and still get the same result. Could it have something to do with the focus because Hyperspin still runs in the background while MAME or Stella are active (these are the only emus I have configured in LEDBlinky so far)?
I'm planning to look into the stand alone options tonight and test launching a game directly to see if I get a different result, but figured I'd post here in the mean time in case there is a simple fix I am overlooking.
Do you have the "Light Game Controls" option checked and the Game Play animation off?
is there anyone who has got a reply from MA crew? :banghead:
BTW, BBB is very close to releasing a new version of HS, and I believe one of the last things he's working on is LEDBlinky integration. If you have any contact with him you might let him no what the issue was. I'd hate to see it carry over to the new version. I'm surprised no one else has had the same problem.
is there anyone who has got a reply from MA crew? :banghead:
Anyone have an alternate link to download this software? The main link I tried is dead.
Thanks in advance!
I think I found a bug in either LEDBlinky or its integration into Hyperspin. This is the behavior I'm seeing when using HS as a frontend and LEDBlinky to set U360 maps: When I launch a game that has a 2-way joystick map, like Defender (two-way up/down) then the map is set correctly when launching the game, but the map remains when I exit the game and return to HS, so now I can't use HS functions that require left or right. It's really a problem when the map has been set to 2-way left-right, because then I can't even scroll though games when I return to HS (which requires up/down). Is this a bug, or I'm doing something wrong??
Im having some issues with the controls editor. Im not getting the emulator name with the unknown import. Its giving me the second word in the file name as the emulator. example, "(U) | GAME" or "MARIO | SUPER". :banghead:
couldnt find anything in any of the pdfs or google. any help please?
I just ran a quick test running HS and launching Defender and the u360 returned to 4-way after exiting the game. I'm still using HS version 0.8.0.1 - I wonder if there's a problem with the latest release. Which are you using?
Do me a favor and turn on the Debug and Verbose options, run HS and Defender, then email me the debug.zip file so I can see what's going on. Thanks.
I am using the latest Hyperspin 1.1. I will PM you the Debug file.
Im having some issues with the controls editor. Im not getting the emulator name with the unknown import. Its giving me the second word in the file name as the emulator. example, "(U) | GAME" or "MARIO | SUPER". :banghead:
couldnt find anything in any of the pdfs or google. any help please?
What FE are you using?
Im having some issues with the controls editor. Im not getting the emulator name with the unknown import. Its giving me the second word in the file name as the emulator. example, "(U) | GAME" or "MARIO | SUPER". :banghead:
couldnt find anything in any of the pdfs or google. any help please?
What FE are you using?
Maximus Arcade
thanks for the new download link, that worked, eventually.
?
1) I like using the "Light Game Controls" feature in conjunction with MAME. I was curious if there was a way to reduce/control the intensity of the LEDs that light up for the particular game. As it stands now, when I launch DK for example, P1 B1 lights, as do the P1 Start, Coin, etc. buttons (as configured and expected). The intensity is full and when I stand over it I feel like my retinas are going to burn out from how bright it is (I'm using Novagems). Is there a way to reduce the intensity or manipulate the animation profile for the "game control" profile that I'm not seeing?
2) Along the same lines as 1), I would like to light up a couple of auxilliary buttons at all times when the game controls are also lit. What I mean is, if I'm playing DK and LED Blinky is lighting up P1 B1, P1 Start and COIN, I'd also by default like it to light up my PAUSE, ENTER and EXIT buttons. Essentially, I'd like COIN, PAUSE, ENTER and EXIT to always be lit while playing games, and have the controls lit independently of that.
3) Not sure why, but I have an issue with 4 player games that is sort of odd. I've tested a range of 1 player and 2 player games, and the game controls light up perfectly (which is really awesome by the way). This said - when I run 3 or 4 player games, everything works (4 player controls are all lit up as expected) EXCEPT it ALWAYS lights up Player 2 Button 5 and 6, regardless of whether or not they should be used. For example, X-men 4-player, where you would expect to see Players 1-4, Buttons 1-3 lit for all, has Player 2's buttons 5 and 6 lit (everything else is fine). I tried 4 player Gauntlet, the same issue occurs, and Xenophobe (3 player) and again, P2 B5 and P2 B6 are incorrectly lit. I've checked the control profile using your utility, and the Player 2 data is 100% correct from what I can see. I'd appreciate any assistance or insight you can provide here - I'm obviously happy to provide logs if that will help.
3) Not sure why, but I have an issue with 4 player games that is sort of odd. I've tested a range of 1 player and 2 player games, and the game controls light up perfectly (which is really awesome by the way). This said - when I run 3 or 4 player games, everything works (4 player controls are all lit up as expected) EXCEPT it ALWAYS lights up Player 2 Button 5 and 6, regardless of whether or not they should be used. For example, X-men 4-player, where you would expect to see Players 1-4, Buttons 1-3 lit for all, has Player 2's buttons 5 and 6 lit (everything else is fine). I tried 4 player Gauntlet, the same issue occurs, and Xenophobe (3 player) and again, P2 B5 and P2 B6 are incorrectly lit. I've checked the control profile using your utility, and the Player 2 data is 100% correct from what I can see. I'd appreciate any assistance or insight you can provide here - I'm obviously happy to provide logs if that will help.
Just wondering if there was a way to save individual audio animation profiles? ie. Load a profile if techno is playing, or a different profile if slow music is on? I don't want to have to change everything depending on which song comes on...
Thanks
I'm having a little problem with audio animation.
Starting hyperspin and then going through the list of games the audio animation works well.
When I start a game (light game controls on) and then exit the game , the audio animation doesn't kick in and the game controls stay lit in hyperspin.
In the log it says "unknown animation file extension" and after that unable to load.
What version of HyperSpin are you running?
@ ARzoo
Just curious, once we pay for the full (non trail) version, does that include free upgrades to later versions of LEDBlinky?
Thanks!
i have just about every console along with mame set up. i'm using a stand alone neo geo/capcom emu called winkawaks. since this emu uses the same roms as mame, is there anyway to add winkawaks and have it read the controls.ini/xml files of mame?
hope that makes sense and thanks for all the hard work!
gave it a shot arzoo... changed the emu name to winkawaks_mame. added winkawaks_mame to LEDblinky controlseditor. made sure my FE line was correct. emu starts but buttons are dark :(
damn shame, have most others up and running. i guess i can light the standard neo geo buttons for kawaks but the darn thing also plays capcom games and all of those have different button configs.
any chance this could maybe be addressed in a future version? i'm thinking the easiest way would be in the blinky controls editor, after adding an emu in the left window, maybe add another button for the rom window where we could point to xml/ini's for a specific emu?
just my two cents :)
thanks again, tony
p.s. what is the current version of blinky? i'm running 3.7.3
im getting the controls.bat error too
could it possibly be caused by having a file path to LED blinky that has a space in it? mine is on the desktop and has a space in it file path
im getting the controls.bat error too
could it possibly be caused by having a file path to LED blinky that has a space in it? mine is on the desktop and has a space in it file path
Not sure what you're asking here? Need more info.
im getting the controls.bat error too
could it possibly be caused by having a file path to LED blinky that has a space in it? mine is on the desktop and has a space in it file path
Not sure what you're asking here? Need more info.
sorry i mean im getting the launch.bat error not controls.bat. Im not at home right now to get the exact error but its the same one from page 9
"File Write Error: File not open
The file "D:\Maximus Arcade\LEDBlinky380\LEDBlinky\Launch.bat" could not be written. Verify that the folder structure of the file location exists."
just a different file location on mine. i noticed that person has a space in the path also though. mine has a space bc im on windows 7 and the path includes /documents and settings/ or whatever it is.
my last build didnt have a space and didnt have this error. i may have had other settings different but either way..
this one has a space and has the error, so does the page 9 person... i guess ill test it when i can
Hello
I am not the right place to post but hey, I'm starting. :dunno
Here I bought the latest LED Blinky for my Ultimarc UH-ID card (with FW 1.25), normally this card works with LEd Blinky. But at home I have a big bug.
In fact this bug only happens if I use LED Blinky or its configuration tools, I made tests with Led Test.exe of Ultimarc and I is not a problem.
Symptoms:
Here I have tested on six LEDs (three buttons per player)
1 / In U-config I program map
2 / I tested with notepad, all the button works, it's good.
3/ I teste the LED with "LEd teste.exe of Ultimarc", and it works very well.
4 / start I "Blinky LED Input Map"
After a few minutes of use everything block (or part), LED / Switch the block.
If I return to the note pad, the buttons "up" and "down" no longer works, sometimes I have no key, or there is a blockage of a button. Sometimes the LED remains on and fixed, the switch no longer respond.
Clearly, I have this problem at launch LED Blinky. :(
Thank you for your Help ;D
No, the PC does not crash, it is the key (boutons.. Up, down, left ...) which are locked. the keyboard still works.
Just as I start LED Blinky or "Blinky LED Input Map.exe", as I turn on the LEDs, then I leave "Blinky LED Input Map", then my panel does not respond.
and sometimes a button can remain blocked (like leaving the finger on the keyboard.)
bool PacProgramUHid(int id, PCHAR sFilePath)
- Programs a U-HID device using a .raw file exported from U-Config
- Returns 1 for success and 0 for failure
um ... that brings up a question, I'm building a swappable cp. My plan was to use 1 LED controler for both panels by just keeping everything (wire wise) the same location for each button. Will there be any problems if I tell LEDBlinky that my panel has (for example) P1 - Buttons 1-8, when one of the panels is only using 1-4?
Not sure if that makes sense ... just want to make sure NOT having an input active (since the panels are different) won't cause a problem.
Hi
Im having a bit of a problem and cant tell if its hardware or software related and wondered if you could help.
I just got 2 LEDWiz boards and 17 RGB buttons and one single led all running off LEDBlinky. im using Hyperspin FE on windows XP. The problem im having is when i power up my cab my lights either come on and run for 10 sec to a min or dont start at all.
I have tried to isolate the problem by dissconnecting 1 of the LEDWiz boards and seemingly Board 2 can run for a little longer than board 1.
Also when both boards run at the same time they seem to run out of sync, Is this normal?
The LedWiz boards are wired up with 10RGB leds on board 1 and 7RGB and 1 single on board 2.
Any ideas?
Thanks in advance
Damien
Thanks for the quick reply :)
no they stay out till a reboot after that.
and by out of sync i mean when using a generic pattern on both boards you can tell that they are running two seperate boards. If that makes any sence lol its really hard to explain! Fer example all the lights on board 1 will flash but the lights on board 2 wont
Thanks
Damien
What happens if you unplug and then reconnect the controllers after they go out - do they start working again?No they stay off
Do the LEDs go out when you're doing something specific - like running a game or pressing a button?No they seem to go off at different times sometimes its before the Hyperspin intro video finishes and sometimes they work for a few mins
Are you supplying 5v to the boards or just using the USB connections?Currently im just using the usb connections
After the LEDs go out, can you run the LEDBlinky Config app and try testing any animation - what happens?Sometimes yes but the leds dont work and other times i get an error saying that there are no led devices connected
After the LEDs go out, can you run the LED test software that came with the boards (from GGG) - does it work?no i couldnt get this to work.
Also i have just noticed that my second board seems to carry on working.
I think it might be that board 1 isnt getting enough power. (Atleast thats what im hoping lol)
Could you possibly explain how to add more power? can i run a wire from my computers PSU? If so how does it need wireing?
Thanks for the help!
Damien
Sometimes yes but the leds dont work and other times i get an error saying that there are no led devices connected
Hello All,
I searched and read through all the threads trying to find a solution to my problem with no luck, so I apologize if this was addressed earlier.
System Specs...
Windows 7, MALA 1.05A, LED Blinky 4.0
Problem...
I have "Light Up MALA Controls" and "Speak MALA Controls" enabled but all the buttons do not light up or speak.
Here is my scenario...
MALA – Controls - Keyboard Settings. Note: I am only providing the settings for the buttons that have RGB LED’s attached.
Up by Letter ---------------------- Key = “ctrl” ---- Does not light ---- Does not speak.
Down by Letter ------------------- Key = “alt” ----- Does not light ---- Does not speak.
Start Game ----------------------- Key = “1” ------ Does Light -------- Does Speak.
Open Menu ----------------------- Key = “2” ------ Does Light -------- Does speak.
Menu Select ---------------------- Key = “1 ------- Does Light -------- Does speak.
Open Information Window --------- Key = “Z” ------ Does Light -------- Does Speak.
Toggle Information Window -------- Key = “Shift” --- Does not light ---- Does not speak.
Steady Key (Shift Key) ------------ Key = “X” ------ Does Light -------- Does Speak.
Am I missing something here? For the life of me I can’t figure out why those 3 controls wont light/speak :angry:
Thanks in advance.
My guess is you're using the left and/or right keycodes for the ALT, CTRL, and SHIFT buttons - MaLa does not differentiate between left and right for these keys. You'll need to add the non left/right keycodes to those ports. Here's more info:
http://www.dndw.com/ledblinky/Support.htm#MaLaShiftAltCtrl (http://www.dndw.com/ledblinky/Support.htm#MaLaShiftAltCtrl)
I'll look into it, although when I start a game in MAME, all the lights light up correctly. It's only when I press the dfined key to announce and blink the MALA controls that those 3 buttons do not work.
I'll look into it, although when I start a game in MAME, all the lights light up correctly. It's only when I press the dfined key to announce and blink the MALA controls that those 3 buttons do not work.
Yup - MAME uses the left and right special keys correctly - only MaLa has the problem.
Hi Arzoo,
I have some trouble lighting the correct controls in the Hyperspin menu's. Perhaps you can help me out here...
I Have a couple of buttons (like the exit button) connected to a keyboard encoder, but I also use two U360's with attached buttons (so my computer see's them as joystick buttons instead of key-presses). The problem with this setup seems to be that i can only get the buttons connected to the keyboard encoder to light in Hyperspin. I have my Joystick button 1 selected as the 'game start' button selected in hyperspin, but those do not seem to light up, even though i selected the 'game start' button to light in the FE options of Ledblinky controls editor...
I tried to solve the problem by going in the hyperspin settings.ini and change the button to start a game (the keyboard imput, not the joystick imput, which is a different part of the settings.ini and is already correctly setup as joystick button 1) to joystick button 1, but that didn't have any effect.
Any suggestions?
thanks!
Hello Arzoo!
First off I just want to thank you for all of your hard work and dedication to this project! LedBlinky is a fantastic piece of software! I'm getting ready to purchase it as well to get rid of the nag screen in hyperspin of course and to show my thanks to you! (also once I purchase ledblinky, does it just get rid of the nag screen?) Only having one problem so far, Basically i want my coin buttons to ramp up/ramp down during mame games, and always be on as well (except for when there is only 1 player coin availbe), and that is where i'm having problems. I have to go into the custom editor and set both player 1 and player 2 coin button with the ramp settings to always on, to make the ramping effect work, but there lies to problem to when there is a 1 player game, coin 2 is always lit up? Is there any work around for this with the most important factor being the ramp effect? And one last question, I love the pulsing button effect for all buttons in one of your videos on your site, do you have a .lwax loop for something like this, or is it something fairly easy to accomplish through the editor? Thanks again for a wonderful program and expect my purchase very soon!
In other words, when I play a game, I don't want the buttons to flash with the sounds of the game. The only time I want the buttons to flash with the sounds is when I am using my jukebox. Is that possible with the LEDBlinky software?
Thanks!
Hello,
I am using LEDBlinky but when I click on the Audio Animation tab in LEDBlinkyConfig the following error pops up:
Error Initializing Audio Functions
BASS_RecordSetInput failed. Error: BASS_ERROR_NOTAVAIL (37)
This has happened to me under both Win7 64bit and now XP sp3 32bit.
I am using a Dell Optiplex 960 which is using, according to the device manager, "SoundMAX Integrated Digital High Definition Audio".
The sound works fine when playing system sounds, music, videos, and MAME -- as well as LED blinky's Microsoft Sam speech.
What do I do?
No the LEDBlinky speech works no matter what. This crash is only when I launch LEDBlinkyConfig.exe and then click on the "Audio Animation" tab.
These are 2 separate hard drives. Both fresh installs of the 2 OS's -- no other apps on them (other than mame, hyperspin and LEDBlinky).
So if I were to launch hyperspin right now LEDBlinky would speak and do all that. But if I quit and go into the LEDBlinkyConfig.exe and click on the Audio Animations tab the error pops up. Note: this is not while mame or hyperspin is running.
Two things:
1. Your suggestion did fix it.
2. This may be the coolest thing I've ever seen.
:applaud:
Just purchased your software m8! (like two seconds ago...lol) Just my simple way to say thanks for all of the hard work you've poured into your product.....simply an amazing piece of software! (and I can get that nag screen to go away!.....lol)
Arzoo - really quick couple of questions for you:LEDBlinky looks for "mame" anywhere in the emulator name - so try renaming the Raine exe to something like "raine-mame". That should work.
1) I'm using MA as my FE and am using a slight hack to run two versions of MAME. I've got MAME .95 running under the emulator "MAME", and through some fiddling around described here (http://forum.arcadecontrols.com/index.php?topic=100463.0) I am running MAME .134 under the emulator "RAINE". When I run MAME .95 LEDBlinky correctly lights the default controls for any game I launch (and previews them, a feature I am using). However, when I run the newer version of MAME under the "Raine" profile, LEDBlinky is lighting all P1 and P2 buttons, for any game I pick. Is there a way to get LEDBlinky to see two MAME instances in MA that you're aware of? Any tricks you can suggest outside of needing to setup ALL the games manually?
2) In MAME .95 I am getting funky behavior with the Trackball/Spinner/Joysticks. To be honest I'm unsure if this is related to LEDBlinky but I wanted to check. I have two U360's (set to run in Analog in UltraMap which I understand is the way I'm to do it). When I launch trackball or spinner games I'm getting interference from the U360's moving slightly out of center - essentially makes the controls dart all over and is generally unusable. Is there a way to tell LEDBlinky to set the joysticks to a 4-way profile or something along these lines for select games so this stops? Oddly enough, this issue isn't present in MAME .134...which I'm chalking up to a different way of handling analog or USB devices. Looking for any and all suggestions you might have.If you're using the LEDBlinky u360 digital restriction option (enabled on the Misc Options tab), then using the Controls Editor, import each mame game that's causing a problem, delete the existing primary control (on the Common Controls tab), and then re-add a new control with type JOY4WAY (don't forget to check the Primary Control box).
Thanks arzoo.
Thanks arzoo - I'll give #2 a shot.
For #1 - it is actually running mame.exe even though it is under the Raine emulator category in MA. Is there a command line option I could throw or anything else you can think of?
Thanks.
Just registered the dl'd the latest version. Dang, you've done a lot of work on this thing since I last pulled it down! Nice stuff!
I realized something as I've been setting it up and didn't see any option, so I thought I'd just ask.
Is there any way to have LEDBlinky indicate "secondary" control keys differently from the primary keys.
For instance, in Mame, I can set P1-Button1 to Left-Control, and B (and maybe a few other keystrokes as well). BUT from the standpoint of illuminating the buttons on my control panel, I'd like to either
1) Only illuminate the primary (ie first listed) control
2) Illuminate all controls, but flash the primary controls (or the secondary controls, not sure).
3) Illuminate all controls but light the secondary controls in a different color (maybe just a dimmer color, maybe completely different)
The purpose being to reduce confusion when someone sits down to play. Only the primary controls for the game would light.
Granted, I +could+ just remove the secondary controls from Mames config, but sometimes, it's nice to have the secondary controls available, even though I might not want to light them on the panel
Does that make sense?
I couldn't find any other suggestions along this line, so if it's already been commented on, I apologize for the duplication.
It's not a bad idea - I'm just concerned that it could add more complexity to an already complex and option heavy configuration.
Hey Arzoo
I have the REG file you sent me, put it in the LEDBlinky folder under mala\Plugins
But I'm still getting the TRIAL version wording on the splash page. Plus, i +thought+ I had it set right and spent about 2 hours configing all my buttons, but when I just now loaded the Animation editor back up, they've all reverted to what they were before.
I know the trial version says it has a 20 frame limit, but I didn't setup any frames, I was just laying out what led's were hooked up to what controls. <sigh>
Anyway, if it was still in trial mode, would it fail to save changes to the layout file like that?
And any ideas about why It would still be in trial mode when I've got that reg.dat file in the folder?
I searched on the boards here but didn't see any posts about a prob like this..
Thanks!
Hmm, more weirdness
I turned on LEDBLinky's debug verbose mode, and I'm getting confirmation of the registration in the log file
[10/23/2010 08:49:27]
[10/23/2010 08:49:27] LEDBlinky v4.0.0.3
[10/23/2010 08:49:27] Registered To: {My Name from the REG.DAT file}
[10/23/2010 08:49:40] Event: FEQuit
[10/23/2010 08:50:00]
[10/23/2010 08:50:00] LEDBlinky v4.0.0.3
[10/23/2010 08:50:00] Registered To: {My Name from the REG.DAT file}
So at least LEDBlinky itself appears to be working right, now.
The Animation editor is from 4.21/2010. I'm gonna see if maybe that's an older version.
Hey Arzoo
Thanks for getting back to me.
Well, there's no LOG file in the LEDBlinky folder.
I renamed the INI and ran the editor, When it first came up, there was no TRIAL wording in the title bar so I though I was good.
But, as soon as I loaded my layout, I get the trial wording and a message box saying it'll only save 20 frames.
So I downloaded the copy from the link you posted, extracted to a new empty folder.
Copied the REG.dat over and ran the ani editor.
Exactly the same behavior.
I tried the same steps on a completely different machine as well, with the same results.
Hey guys,
My CP is now nearing completion. All I have to do is get LEDblinky configured, which proves to be a big PITA...
I have everything configured for HS as the guide on the site told me (set everything to "random" for testing purposes), but when I launch HS, nothing happens. At all... During configuration however, all LEDs worked fine.
I have no idea where to start looking for the cause, so could you kindly point me in the right direction?
Many thanks!
Hey Arzoo,
got a question for ya
I made a new light up joystick and I'd like it to flash when the rest of the controls are flashed and spoken at game start up, but it appears that the only way to get it to work is to uncheck primary control, but obviously I don't want to do that for every rom
So in short is there a way to get LEDBlinky to flash the primary controls too?
Thanks,
Bender
Hey Arzoo-
I am running into an error when importing an Unknown Game. I have gridwars.exe installed on my machine. I made a shortcut to the gridwars.exe file. I put the shortcut in my C:\emulators\Shortcuts directory. Within my front end, Mala, I made a new 'Emulator' named "Other", that points to the Shortcuts folder. So it looks for lnk files as "roms". I launched GridWars through Mala and it worked fine as I have it set up. Now I wanted to create a lighting profile for GridWars. I went to import GridWars into the Controls Editor. I've attached a screenshot of it being imported below. When I click OK to import it, I get an error message. I've attached the error message below.
Do you have any idea why I would be getting an error message when importing this?
Let me know if you need any more details!
Also, for what it's worth, I tried creating a batch file as well, to launch Grid Wars, and I launched it from my Mala menu. The BAT file also gets me the same error as the shortcut when I try to import it into the controls editor for some reason.
The batch directly.
So initially when I first posted, I was trying to use a shortcut that pointed to the exe.
Just now, when I posted, I was stating that I tried using a batch file which executes the exe file, no shortcut.
You know - I did some testing and you're right - you can't get the primary control to speak and blink (it's name). You can only get it to speak and blink the functions (up, down, left, right, etc.).
I'm not sure what my thinking was way back when I programmed this - but it's a very easy code fix. I'll let you know when I've got a patch ready to test.
I had posted this in the Mala forum, but have got no response. Since it is more of a LEDBlinky problem, I figured I would post it here in the LEDBlinky thread. Hope you guys can help me!
I am using three LED Wiz's to control 30 RGB modules (all from GGG). I have everything working properly in MAME and in Mala. I have taken great care, and written down all my mappings: which CP button goes to which input on IPAC64, which output goes to which three LED's, etc..
It is all working in Mala, the FE controls are lighting like they should.
Its all working well in MAME, Mala is lighting and speaking all the controls like it should.
When I switch to FCEU, Mala is "previewing" only P1_BUTTON2 for some reason. When I launch a game, I wish to light:
P1_BUTTON1
P1_BUTTON2
P1_START
P4_LEFT (its a misc button on my CP, but that's what it is mapped to on my IPAC, so that's what it is called)
Similar setup for Player 2. When I launch a FCEU game, it lights B1, B2, and START for both sides, but not the other misc button (P4_left and P4_UP). I used the Mala Controls Editor to try to create what I need to make it happen, including speaking buttons, but it only speaks B1 and B2 for both players. Does not speak coin and does not speak OR light the misc other button.
Can someone take a look at the attached debug file, and give me some guidance? I am tearing my hair out!!
Thanks for looking,
FJ
Using the LEDBlinky controls editor, select the FCEU emulator and edit the default controls group. For each of the following controls, you need to uncheck the Always Active option:
P1_BUTTON1
P2_BUTTON1
P2_BUTTON2
Always Active buttons are not previewed - that's why those 3 are not lighting with the MaLa demo/preview.
To get your P4_LEFT (KEYCODE_V) and P4_UP (KEYCODE_Y) buttons to light up, you can add two additional buttons - it doesn't matter which you use - try P1_BUTTON9 and P1_BUTTON10. For each make sure you assign the correct keycode (KEYCODE_V and KEYCODE_Y) and specify the button name you want spoken.
As for coin and start- blinky doesn't normally speak those buttons. There may be a configuration work-around but I'd have to do some testing.
Hi, first off I would like to say LEDBlinky is a amazing program. But right now I am having a small issue with it & mame. In some games (I believe it just games that has analog controls) my control panel will light up the pause button (G key) and clam it to be right, and my P2B5 (F key) claiming it to be down. I went to the mame control inputs and made sure the G key was set only as the pause function, and the F key only as player 2 button 5. But it didn't solve the problem. Any suggestions would be grateful.mame uses G and F as default values for right and down and a bunch of other analog controls. The easiest way to solve this for blinky is to manually edit the LEDBlinkyControls.xml file (using notepad) and remove all the references to KEYCODE_G and KEYCODE_F under the <controlDefaults groupName="MAME"> node.
mame uses G and F as default values for right and down and a bunch of other analog controls. The easiest way to solve this for blinky is to manually edit the LEDBlinkyControls.xml file (using notepad) and remove all the references to KEYCODE_G and KEYCODE_F under the <controlDefaults groupName="MAME"> node.
For example, change this line:
<control name="P2_JOYSTICK_DOWN" inputCodes="|KEYCODE_F|JOYCODE_2_DOWN" allowConfigPlayerNum="2"/>
to this:
<control name="P2_JOYSTICK_DOWN" inputCodes="|JOYCODE_2_DOWN" allowConfigPlayerNum="2"/>
Using Hyperspin as FE.
Using LEDBlinky for mapping U360's and speaking.
Did a quick check on net for error code, but couldn't find anything.
Get this error at Hyperspin start up:
Access violation of address 013013Fa in module 'PacDrive.dll'. Read of address 01326F90.
Let me know what else I need to let everyone know to diagnose issues.
Thanks.
Eric
Quick question I'm running pacled64 with hyperspin and my buttons blink a couple times when hyperspin loads and then only 5 ramdom buttons light up and stay lit then all buttons blink when a button is push or joystick moved. When I exit it out I will get a error saying "error parsing mame cfg file. And ledblinky.exe is not runnig in taskbar.
Any help will be appreciated
Thanks
Chris
I am loving this software but have one issue that hopefully someone can help out with. I am using LedBlinky with Hyperspin, Ledwiz, & RGB LED's and it's working great in Hyperspin. The issue that I am having is that in MAME it lights the correct buttons but it won't speak the action. The only way I have found to fix this is to go into LEDBlinky Contorls Editor and import each rom and assign an Action (Voice) to each button. I am assuming the issue is with the controls.ini file that I am using but I have the latest one from the controls.dat project. I'm sure this is something obvious that I am just overlooking.
Thanks
I am loving this software but have one issue that hopefully someone can help out with. I am using LedBlinky with Hyperspin, Ledwiz, & RGB LED's and it's working great in Hyperspin. The issue that I am having is that in MAME it lights the correct buttons but it won't speak the action. The only way I have found to fix this is to go into LEDBlinky Contorls Editor and import each rom and assign an Action (Voice) to each button. I am assuming the issue is with the controls.ini file that I am using but I have the latest one from the controls.dat project. I'm sure this is something obvious that I am just overlooking.
Thanks
You are correct - the controls.ini file provides the data to speak the button actions. Are you sure the config is pointing to the correct file (controls.ini)? If you turn on the debug and verbose options, run HS and some games, then email me the debug.zip file, I'll take a look. Maybe also email me the controls.ini file you are using.
Also, the 3rd value is the input code and that's only required for my LEDBlinky app.
Does this mean I cannot run LEDBlinky through commandline without assigning input codes to the device ports? I am using gamepads, so if I have LEDs, none of them will have input codes to assign.
I'm assuming you have a cp or cab with LEDs that are not under any buttons - yes?
One more thing, is there any limitations on animation length? Max number of frames or total time?
Another quick questions I ordered another Pacled 64 for my cab, but ledblinky is not seeing it? My leds are working they go through the cycle when computer is turn on and keep running, but the mapping programs doesn't see them and also the led test program only see my 1st pacled64. Any ideas?
Thanks
Chris
Quick Question Arzoo.
When I load Hyperspin up, I have some on the controls set to "scroll up" and one to "scroll down". I set them correctly (I believe) in hyperspin, but for some reason one of the buttons won't light up. they will light up in the game itself, but not within the hyperspin program.
To be clear. Both player 1 and 2 have this feature. The only one that does light up is Player 2's "scroll up" ... which I think is set as the Left Ctrl button.
Is there something that I should be looking closer at, or something I should send you? (I'm running the most current ledblinky 5, but had the same problem with 4)
Arzoo,
Is it possible to run 2 different rgbs for one trackball? What I'm trying to do is run 2 leds at the same time for my only trackball to make it brighter.
Chris
Quick question.....
When I launch hyperspin LED blinky pops a box aswell saying what version, trial version, etc and speaks LEDblinky. This is all over top of my intro video. How can I disable this?
Can someone point me in the right direction in configuring LedBLinky to use without a frontend? Here is my situation on what I was trying to do. Ok so i have my rgb leds and led-wiz under the trackball and my trackball doubles as a mouse. Is there a way to map just my left click button and my right click button to light up my trackball? Like if I left click the ball turns red and if I right click it would turn blue? and if both are pressed obviously it would be a purpleish hue. Is this idea at all possible with the current build of LedBlinky? And if it is can someone assist me in making this happen? Thanks for your time.
Hey, can LEDBlinky work off the line-in or microphone of a computer? Used as a standalone, to react to music via line-in or ambient sound (from mic)?
Hey, can LEDBlinky work off the line-in or microphone of a computer? Used as a standalone, to react to music via line-in or ambient sound (from mic)?
Yes - using the audio animation feature.
Hi, I am using LedBlinky 5.0 with hyperspin emu. I am running it all on windows xp sp3. I have a two player setup with 6 buttons for each player and 2 joysticks.
When I load the emu the lights work fine. When I select a mame game, the leds corresponding to that game will light up.
The ONLY problem I am having is that when I play games that require all six buttons to light up like killer instinct, the last 2 buttons (4 & 6) for player 2 ONLY, will NOT light up. The buttons will light up while im in the hyperspin menu, but not in the game. If I disable ledbliky and leave all leds on, the 4 & 6 will work fine.
I was reading on some issues similar to what I have hear on this forum, but they seem somewhat different. Any help would be appreciated. thanks
-Alex
Hi, I am using LedBlinky 5.0 with hyperspin emu. I am running it all on windows xp sp3. I have a two player setup with 6 buttons for each player and 2 joysticks.
When I load the emu the lights work fine. When I select a mame game, the leds corresponding to that game will light up.
The ONLY problem I am having is that when I play games that require all six buttons to light up like killer instinct, the last 2 buttons (4 & 6) for player 2 ONLY, will NOT light up. The buttons will light up while im in the hyperspin menu, but not in the game. If I disable ledbliky and leave all leds on, the 4 & 6 will work fine.
I was reading on some issues similar to what I have hear on this forum, but they seem somewhat different. Any help would be appreciated. thanks
-Alex
Long time no see. Finally getting a chance to get back in after crazy job stuff over the last 2 years.
Nice to see that ledblinky is going strong and already on version 5. I think I am still rolling with V3.0 beta. What kind of new toys have you added since the old days?
[10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir.cfg]. A string literal was not closed. Line: 2 <system name ="dir.txt ddd eee fff
[10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir2xml.cfg]. A string literal was not closed. Line: 2 <system name ="dir2xml.exe ddd eee f
[10/16/2011 09:48:24] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\goodgames.cfg]. A string literal was not closed. Line: 2 <system name ="goodgames.xml ddd eee
[10/16/2011 09:48:30] Timeout waiting for Primary Instance Handle.
[10/16/2011 09:48:30] Event Dropped [2].
I'm having a couple issues with LEDBlinky/Hyperspin. First, in LEDBlinky config, when I select a preprogrammed animation from a drop down menu and click on test, nothing happens, none of my LEDs light. Second, even though I have LEDBlinky config set to light Hyperspin's controls, no controls light in Hyperspin. However, while in Hyperspin, the game controls will preview for however long I have them set to be previewed, but it only does this after I move the wheel to a different game than Hyperspin started on. All my LEDs seem to be working just fine in MAME itself. When I close out of Hyperspin I get an error log. This log was taken from running Hyperspin, starting a MAME game, and exiting out of MAME then out of Hyperspin.Quote[10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir.cfg]. A string literal was not closed. Line: 2 <system name ="dir.txt ddd eee fff
[10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir2xml.cfg]. A string literal was not closed. Line: 2 <system name ="dir2xml.exe ddd eee f
[10/16/2011 09:48:24] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\goodgames.cfg]. A string literal was not closed. Line: 2 <system name ="goodgames.xml ddd eee
[10/16/2011 09:48:30] Timeout waiting for Primary Instance Handle.
[10/16/2011 09:48:30] Event Dropped [2].
That's pretty much greek to me. Any help would be appreciated. Thank you.
LEDBlinky really isn't designed to respond to keyboard events (although it does have a few features that do). As I recall, someone else coded a simple app that lit the buttons as they were pressed - try searching the forums (I did a quick search but could not find it - sorry).
It still might be possible to use LEDBlinky - you could create a single frame animation for each button color, then use something like AutoHotKey to send the LEDBlinky commands to start each animation when the button is pressed. I'm just not sure if the response would be too slow.
#SingleInstance Force
#Persistent
#NoEnv
SetWorkingDir, %A_ScriptDir%
; Uses of the PacDrive.dll
; First, Load the Library with DllCall("LoadLibrary", "str", "PacDrive.dll")
; Then Initialize the PacDrive with DllCall("PacDrive.dll\PacInitialize")
; To set the LEDs as a whole use DllCall("PacDrive.dll\PacSetLEDStates",Int,0,UShort,0) - Note (integer, pacdrive ID, short integer, decimal value for LEDs)
; To set induvidual LEDs, use DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,0,Int,1) - Note (integer, pacdrive ID, integer, pin0, integer, 1 means ON)
;
; This program, loads the PacDrive.dll (which should be in the same folder as the AHK file you ran) and initializes it.
; Then it will refresh the LED output status for Pin 0 -3 (ie the first 4 LED ports on the PacDrive) after reading what the status of the joystick buttons are
;
; For this program, I used a basic gamepad and wired the buttons to some Arcade LED buttons on my Sega Touring Car Arcade to simulate the Sega VR Buttons.
; My Buttons from left to right are, RED, YELLOW, GREEN and BLUE. It just so happened as I wired them that RED = Joy6, Yellow = Joy8, Green = Joy5 and Blue = Joy7
; Every 100ms the ChangeLED routine is called from the settimer command and it reads a Joy button, checks to see if it's (D) Down and if so, sets the LED port pin
; to (1) ON. If it is not Down, then it sets the LED port to (0) OFF.
;
; So, in the routine for checking the Joy Buttons, I can also trigger a Keystroke send too. So if you want to reconfigure a Joypad button to a Keystroke... thats's
; where you would put it.
; Also have the PACdrive.dll in the same folder you execute the ahk file from.... otherwise it won't find it to launch.
If DllCall("LoadLibrary", "str", "PacDrive.dll")
If DllCall("PacDrive.dll\PacInitialize")
DllCall("PacDrive.dll\PacSetLEDStates",Int,0,UShort,0) "`n`nError: " ErrorLevel
Else
ExitApp
SetTimer, ChangeLED, 50
Return
ChangeLED:
GetKeyState, state, 1joy6 ;Red Button
if state = D
{
DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,0,Int,1)
}
else
{DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,0,Int,0)
}
GetKeyState, state, 1joy8 ;Yellow Button
if state = D
{
DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,1,Int,1)
}
else
{DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,1,Int,0)
}
GetKeyState, state, 1joy5 ;Green Button
if state = D
{
DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,2,Int,1)
}
else
{
DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,2,Int,0)
}
GetKeyState, state, 1joy7 ;Blue Button
if state = D
{
DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,3,Int,1)
}
else
{DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,3,Int,0)
}
return
<?xml version="1.0"?>
<!-- (31B6905D01F51AFC4BC12516CF56C6DF02DAB185) -->
<!-- File created by LEDBlinkyAnimationEditor.exe -->
<!-- DO NOT EDIT THIS FILE MANUALLY -->
<LEDAnimation>
<Frame Number="1" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="2" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="3" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="4" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="5" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="6" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="7" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="8" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="9" Duration="50">
</Frame>
<Frame Number="10" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
</Frame>
<Frame Number="11" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="12" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
</Frame>
<Frame Number="13" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="14" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
</Frame>
<Frame Number="15" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="16" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
</Frame>
<Frame Number="17" Duration="50">
<State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
</Frame>
<Frame Number="18" Duration="50">
</Frame>
</LEDAnimation>
LEDBlinky must use the DLL Call to set all the outputs in one go, rather than changing only the outputs that need to be changed?
bool PacSetLEDState(int id, int port, bool state)
I thought perhaps if the LEDs were set to perminently on, then I'd also have the same issue of them staying on whilst I may wish to turn them off with the script. Like the Brakelight for example. Where it needs to be completely independant of any animation so that when the brake pedal is pressed, the AHK script can control the Pin on it's own.
Arzoo, LEDBlinky doesn't seem to be picking up GameEx controls correctly - not sure if it's something to do with what controls are detected or if it's the way I have things setup. Select and back work, as does volume down, but page up/page down light and neither does Volume up. Kind of odd...
I thought perhaps if the LEDs were set to perminently on, then I'd also have the same issue of them staying on whilst I may wish to turn them off with the script. Like the Brakelight for example. Where it needs to be completely independant of any animation so that when the brake pedal is pressed, the AHK script can control the Pin on it's own.
I thought about this a bit further and unfortunately I don't think my suggestion (fake emu) will work :(. LEDBlinky keeps track of which ports are on or off based on its own control logic - but it does not expect any other controller to alter the port states. So even though my code can virtually lock a port to keep it's state, in reality it's still sending commands to those ports. In other words, it does not ignore the locked ports, just keeps them the same value.
The only other solution I can think of to achieve what you want, would be to use two PACDrives - one for the LEDs controlled by LEDBlinky and one for the LEDs controlled by your scripts.
Headkaze, do I use the new dll on LEDBlinky or AutoHotkey or both? At the moment AHK and LEDBlinky are launched from different folders using their own copy of the dll each. Reckon there would be an issue running a AHK script using the same DLL that LEDBlinky is also trying to use... actually I'll have a go and find out what happens....
It's 12:10am here in Australia and the GF isn't happy because I've been up for hours playing Police Lights on the coffee table.
Arzoo, LEDBlinky doesn't seem to be picking up GameEx controls correctly - not sure if it's something to do with what controls are detected or if it's the way I have things setup. Select and back work, as does volume down, but page up/page down light and neither does Volume up. Kind of odd...
Try this - turn on the debug.log and verbose options, then run MA. Look in the ledblinky folder and open the debug.zip file. From the zip, extract or view the Debug_FEControl.log file. This text file will list all the controls for MA and what keycodes are assigned. If you don't have those keycodes assigned to ports in the LEDBlinky input map then they won't light up. Hope this makes sense - if not, email me the debug.zip and I'll take a look.
The specific items I'm using are called the following (In GameEx Setup Wizard, Input Settings, Advanced Keyboard Input):
- Page Up
- Page Down
- Volume Up
- Volume Down
I think I can hardcode it into the profile editor, no problem, if it's a PITA to capture - just wanted to see if it was user error or the software itself.
Also - should the software be detecting menu changes, etc., in GameEx? (the unregistered LEDBlinky) I'd love to get that working and a few of the other 'detect' items, but understand if it's just out of scope for the program.
What's considered 'changing a menu' - just so I know what is 'proper' function and what isn't?
And if the advanced commands got added in that would be great...(In case you're wondering, I did try to use the GameEx LED Plugin originally since it was built for GameEx but that had some other issues of it's own with profiles (GameEx profile always on) that kind of killed it as an option).
<frontEnd fename="GameEx">
<controlGroup groupName="DEFAULT" defaultActive="48,48,48,48" defaultInactive="0,0,0,0">
<player number="0">
<control name="SELECT" voice="Select"/>
<control name="BACK" voice="Back"/>
<control name="SHIFT1_PAGING" voice="Shift Paging"/>
<control name="SHIFT2_VOLUME" voice="Shift Volume"/>
<control name="UP" voice="Up"/>
<control name="DOWN" voice="Down"/>
<control name="LEFT" voice="Left"/>
<control name="RIGHT" voice="Right"/>
<control name="PREVTRACK" voice="Previous Track"/>
<control name="NEXTTRACK" voice="Next Track"/>
<control name="HOME" voice="Home"/>
<control name="STOPSTARTJUKE" voice="Start or Stop Jukebox"/>
--------- new lines -----------------------------------------------------------------
<control name="FOWARD" voice="Foward"/>
<control name="REWIND" voice="Rewind"/>
<control name="PAGEUP" voice="Page Up"/>
<control name="PAGEDOWN" voice="Page Down"/>
<control name="VOLUMEUP" voice="Volume Up"/>
<control name="VOLUMEDOWN" voice="Volume Down"/>
<control name="STOP" voice="Stop"/>
<control name="PLAY" voice="Play"/>
-------------------------------------------------------------------------------------
</player>
</controlGroup>
</frontEnd>
<controlDefaults groupName="GameEx" description="Default voice only used by LEDBlinky Controls Editor.">
<control name="SELECT" voice="Select"/>
<control name="BACK" voice="Back"/>
<control name="SHIFT1_PAGING" voice="Shift Paging"/>
<control name="SHIFT2_VOLUME" voice="Shift Volume"/>
<control name="UP" voice="Up"/>
<control name="DOWN" voice="Down"/>
<control name="LEFT" voice="Left"/>
<control name="RIGHT" voice="Right"/>
<control name="PREVTRACK" voice="Previous Track"/>
<control name="NEXTTRACK" voice="Next Track"/>
<control name="HOME" voice="Home"/>
<control name="STOPSTARTJUKE" voice="Start or Stop Jukebox"/>
--------- new lines -----------------------------------------------------------------
<control name="FOWARD" voice="Foward"/>
<control name="REWIND" voice="Rewind"/>
<control name="PAGEUP" voice="Page Up"/>
<control name="PAGEDOWN" voice="Page Down"/>
<control name="VOLUMEUP" voice="Volume Up"/>
<control name="VOLUMEDOWN" voice="Volume Down"/>
<control name="STOP" voice="Stop"/>
<control name="PLAY" voice="Play"/>
-------------------------------------------------------------------------------------
<control name="CONTROL_TRACKBALL" voice=""/>
<control name="CONTROL_JOY4WAY" voice=""/>
<control name="CONTROL_JOY8WAY" voice=""/>
<control name="CONTROL_STICK" voice=""/>
</controlDefaults>
Arzoo - all is working perfectly and good with the world. Again, you rock. Thanks much.
Can LED Blinky be used to animate leds to music? And if so is there anyway to use the port input keys you assign when you generate the input map to animate the songs real time by pressing the keys and that registering on or off for that led?
Does a game have to be listed in controls.ini before its buttons will light up to MAME's active default colors? I find it a little crazy that all those mahjong games are in controls.ini, but games like Metal Slug and Raiden are left out.
And is there currently a way to set control groups to light active only buttons different colors from each other (when using MAME defaults)? Say I wanted my player 1 buttons to be default red and player 2's to be default blue, but only light active controls. If not, is there a way this could be implemented in a future revision?
The game button colors are defined in the colors.ini file. If the rom is not listed in colors.ini, then it will use the mame default active colors. Both mslug and raiden should be listed in colors.ini.
Using the controls editor you can define the specific (default) colors for each player's buttons - but these will only be used for roms that are not listed in the colors.ini file.
From the controls editor, select MAME, then edit the <default> controls group. Select each player tab and add (New) buttons. For example, P1_Button1, P1_Button2, etc. From there you can set the color.
I sent you my debug file a little bit ago, but I just found the problem. I would have emailed you again, but I figured this might be of some use to somebody else. It was in fact an issue with my controls.ini. As soon as I added Metal Slug [mslug] to my controls.ini, all of the buttons lit up correctly. I'll be spending alot of my down time adding games to my controls.ini.
[11/13/2011 12:03:12] 1056 games loaded from controls.ini
[11/13/2011 12:03:13] 1334 games loaded from Mame.xml
[11/13/2011 12:03:13] 0 clones loaded from Mame.xml
[11/13/2011 12:03:13] 1389 games loaded from Colors.ini
[mslug]
gamename=Metal Slug
numPlayers=2
alternating=0
mirrored=1
tilt=0
cocktail=0
usesService=0
miscDetails=
P1NumButtons=4
P1Controls=8-way Joystick=joy8way
P1_BUTTON1=
P1_BUTTON2=
P1_BUTTON3=
P1_BUTTON4=
[raiden]
numPlayers=2
alternating=0
P1NumButtons=2
P1Controls=8-way Joystick+joy8way
P1_BUTTON1=
P1_BUTTON2=
No dice with a complete mame.xml, same games light up, same games don't.
Hello!
At first, big THX for the great and wonderfull LEDBlinky Tool and great Support Documentary!
I have one simple question. Is there a way to get a current new colors.ini. Or is the only Version, they from 2007 how support "only" 1200 games?
THX&Cheers!
[02/27/2012 16:42:54] FEStart Event Completed.
[02/27/2012 16:43:02] Received Event - Queue:[1] Msg:[8].
[02/27/2012 16:43:02] Event: FEEmulatorSelected [MAME] []
[02/27/2012 16:43:02] Emulator: [MAME]
[02/27/2012 16:43:02] Controls.dat INI file Version=0.141.1, Time=2011-01-05 18:17:26, Generated by=SirPoonga
[02/27/2012 16:43:02] 1057 games loaded from controls.ini
[02/27/2012 16:43:02] MAME.xml v0.145 (FEB 23 2012)
[02/27/2012 16:43:02] Unknown Control Type in Mame.xml [2].
[02/27/2012 16:43:02] Unknown Control Type in Mame.xml [4].
...
[02/27/2012 16:43:12] 7592 games loaded from Mame.xml
[02/27/2012 16:43:12] 10018 clones loaded from Mame.xml
[02/27/2012 16:43:13] 1390 games loaded from Colors.ini
[02/27/2012 16:43:13] FEEmulaterSelected Event Completed.
[02/27/2012 16:44:10] Control List for 1941: |P1_BUTTON1|P1_BUTTON2|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP|P1_JOYSTICK_LEFT|P1_JOYSTICK_RIGHT|START1|COIN1|P2_BUTTON1|P2_BUTTON2|P2_JOYSTICK_DOWN|P2_JOYSTICK_UP|P2_JOYSTICK_LEFT|P2_JOYSTICK_RIGHT|START2|COIN2|CONTROL_JOY8WAY
[02/27/2012 16:44:13] Loaded LWAX File for FE Active: [Pattern04.lwax]. Start Frame: 20
[02/27/2012 16:44:35] Received Event - Queue:[1] Msg:[3~1941].
[02/27/2012 16:44:36] Received Event - Queue:[2] Msg:[3~1941].
[02/27/2012 16:44:36] Event: FEGameStart
[02/27/2012 16:44:36] Using Default Mame Outputs: LED0=Start1~LED1=Start2
[02/27/2012 16:44:36] ROM/Game: [1941] Controls: [MAME-1941]
[02/27/2012 16:44:36] Control List for 1941: |P1_BUTTON1|P1_BUTTON2|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP|P1_JOYSTICK_LEFT|P1_JOYSTICK_RIGHT|START1|COIN1|P2_BUTTON1|P2_BUTTON2|P2_JOYSTICK_DOWN|P2_JOYSTICK_UP|P2_JOYSTICK_LEFT|P2_JOYSTICK_RIGHT|START2|COIN2|CONTROL_JOY8WAY
[02/27/2012 16:44:36] P1_BUTTON1 (MAME-ALLGAMES): |KEYCODE_E
[02/27/2012 16:44:36] P1_BUTTON2 (MAME-ALLGAMES): |KEYCODE_R
[02/27/2012 16:44:36] P1_JOYSTICK_DOWN (MAME-DEFAULT): |KEYCODE_DOWN|JOYCODE_1_DOWN
[02/27/2012 16:44:36] P1_JOYSTICK_UP (MAME-DEFAULT): |KEYCODE_UP|JOYCODE_1_UP
[02/27/2012 16:44:36] P1_JOYSTICK_LEFT (MAME-DEFAULT): |KEYCODE_LEFT|JOYCODE_1_LEFT
[02/27/2012 16:44:36] P1_JOYSTICK_RIGHT (MAME-DEFAULT): |KEYCODE_RIGHT|JOYCODE_1_RIGHT
[02/27/2012 16:44:36] START1 (MAME-DEFAULT): |KEYCODE_1|JOYCODE_1_START
[02/27/2012 16:44:36] COIN1 (MAME-DEFAULT): |KEYCODE_5|JOYCODE_1_SELECT
[02/27/2012 16:44:36] P2_BUTTON1 (MAME-ALLGAMES): |KEYCODE_U
[02/27/2012 16:44:36] P2_BUTTON2 (MAME-ALLGAMES): |KEYCODE_I
[02/27/2012 16:44:36] P2_JOYSTICK_DOWN (MAME-DEFAULT): |KEYCODE_F|JOYCODE_2_DOWN
[02/27/2012 16:44:36] P2_JOYSTICK_UP (MAME-DEFAULT): |KEYCODE_R|JOYCODE_2_UP
[02/27/2012 16:44:36] P2_JOYSTICK_LEFT (MAME-DEFAULT): |KEYCODE_D|JOYCODE_2_LEFT
[02/27/2012 16:44:36] P2_JOYSTICK_RIGHT (MAME-DEFAULT): |KEYCODE_G|JOYCODE_2_RIGHT
[02/27/2012 16:44:36] START2 (MAME-DEFAULT): |KEYCODE_2|JOYCODE_2_START
[02/27/2012 16:44:36] COIN2 (MAME-DEFAULT): |KEYCODE_6|JOYCODE_2_SELECT
[02/27/2012 16:44:36] CONTROL_JOY8WAY (MAME-DEFAULT): JOY8WAY
[02/27/2012 16:44:36] Device 1; PBA:0,0,0,48,48,0,48,48,48,0,48,48,48,48,0,0,0,0,0,48,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
[02/27/2012 16:44:36] Device 1; SBA:216,61,24,0,0,0,0,0,3
[02/27/2012 16:44:36] Set UltraStik JDR Map [joy8way.um] for 1941.
some of my controls aren't lighting up correctly, so i turned on verbose debugging and here's what i found.
i omitted a ton of lines of "unknown control type..."
For 1941, 5 of the 6 buttons light up instead of the suspected 2.
Thanks in advance!
[LEDWiz-Device1]
Port01=TRACKBALL,R,TRACKBALL
Port02=TRACKBALL,G,TRACKBALL
Port03=TRACKBALL,B,TRACKBALL
Port04=P1B1,S,KEYCODE_E
Port05=P1B2,S,KEYCODE_R
Port06=P1B3,S,KEYCODE_T
Port07=P1B4,S,KEYCODE_D
Port08=P1B5,S,KEYCODE_F
Port09=P1B6,S,KEYCODE_G
Port10=P1B7,S,KEYCODE_S
Port11=P1COIN,S,KEYCODE_5
Port12=P1START,S,KEYCODE_1
Port13=P2B1,S,KEYCODE_U
Port14=P2B2,S,KEYCODE_I
Port15=P2B3,S,KEYCODE_O
Port16=P2B4,S,KEYCODE_J
Port17=P2B5,S,KEYCODE_K
Port18=P2B6,S,KEYCODE_L
Port19=P2B7,S,KEYCODE_N
Port20=P2COIN,S,KEYCODE_6
Port21=P2START,S,KEYCODE_2
Port22=MOUSEB1,S,MOUSECODE_1_BUTTON1
Port23=MOUSEB2,S,MOUSECODE_1_BUTTON2
Port24=FAVORITES,S,KEYCODE_Z
Port25=PAUSE,S,KEYCODE_P
Port26=EXIT,S,KEYCODE_ESC
Port27=CONFIG,S,KEYCODE_TAB
Port28=ENTER,S,KEYCODE_ENTER
Port29=SPEAKERS,R,PADDLE
Port30=SPEAKERS,G,PADDLE
Port31=SPEAKERS,B,PADDLE
Port32=
should be lighting up: ports 4, 5
lighting up: ports 4,5,7,8,9,
Hey Arzoo
I have a question for you. I've got my controllerremap utility working pretty good, except for one thing that I didn't realize when I first put it together.
The way I've set it up for defining the controls that will be remapped, causes LEDBlinky to not work quite right.
Basically, LED BLinky just can't see the remapping elements (which I wouldn't expect, unless you truly have Jedi mind powers ;D ).
So I've been doing some thinking about how I might rearrange how I'm reading the controller files for the remappable elements such that LED Blinky could still work with no changes, but the controls could still be automatically remapped as applicable when controller ids change out.
Hmmm. I guess I'm just posting to give you a heads up. I don't really have a good solution at the moment. If some inspiration strikes you, could you let me know. I'm +hoping+ that I can make some straightforward mods to the layout of the controller xml and ledblinky would just work with it, no mods required. I'm just not sure yet.
I am pretty sure LEDBlinky reads the active controller file if there is one (or does it, I haven't explicitly verified that yet?)
Anyway, not support, per se, just thinking out loud.
Like I said, though, LEDBlinky tends to want to read the CFG file only once, when it's first started, so that was something Arzoo has been looking into.
Cool. I did not know about the "mame in the file name" trick.
@arzoo yeah, i knew you'd added that, i just wanted to defer announcing it to you :)
Its on my list to try out this weekend. Life keeps getting in the way.
Hey Arzoo,
How do I configure LEDBlinky to synch with iTunes music? Is that just by adding iTunes as its on emulator and forcing it as "jukebox"?
Hey Arzoo,
How do I configure LEDBlinky to synch with iTunes music? Is that just by adding iTunes as its on emulator and forcing it as "jukebox"?
LEDBlinky doesn't have the ability to play any music files or sync with iTunes - but it can blink your LEDs in sync to whatever music is playing on the pc. If you configure your FE to launch iTunes (or any jukebox app), you can set it as a "Jukebox" in the LEDBlinky configuration. This is used in conjunction with the Game Play Animation to blink the LEDs in sync with the music. More info here: http://www.dndw.com/ledblinky/Support.htm#Jukebox (http://www.dndw.com/ledblinky/Support.htm#Jukebox)
Another quick question, if I'm running Mess from Hyperspin to emulate various systems (Atari2600, 5800, etc...), will LEDBlinky still allow me to light active buttons per system, or will it only see Mess as one emulator and not allow different illumination scenes per system?
Okay new question...
Say I want the game to speak the controls and keep the buttons illuminated when finished. If I have two buttons that share the "7" key, they both light up and I would prefer that only one of those light up. How doi ensure that only one of those lights?
Okay new question...
Say I want the game to speak the controls and keep the buttons illuminated when finished. If I have two buttons that share the "7" key, they both light up and I would prefer that only one of those light up. How doi ensure that only one of those lights?
If you don't want them both to light up, you could remove the keycode assignment for one of them - but then it will only light up during animations. If you want each one to light up for different situations, then I'd need more info on exactly how you want it to work.
Darn it, another question!
Im using HS and LED Blinky 5.0.0.5
What might the problem be if I have "light player start and coin buttons" and "flash player start with credits + other Mame outputs (Mame only)" checked in the Game Options tab of the Configure LEDBlinky app and my player start buttons don't flash?
The credits have been applied, the credit and player buttons are lit, but the player buttons don't flash with that option checked. All my lights otherwise work fine.
Okay new question...
Say I want the game to speak the controls and keep the buttons illuminated when finished. If I have two buttons that share the "7" key, they both light up and I would prefer that only one of those light up. How doi ensure that only one of those lights?
If you don't want them both to light up, you could remove the keycode assignment for one of them - but then it will only light up during animations. If you want each one to light up for different situations, then I'd need more info on exactly how you want it to work.
Well, I have two buttons that register a key ode of "7", two that register a "H" and "9", "0", and a "Z". So if any configurations for ROMs that use any of those buttons, LEDBlinky speaks and illuminates both of those buttons. Instead of only 1 button for player 1 and 1 button for player 2, player 1 gets two buttons that govern the same keystroke and more buttons ofnthe control panel are illuminated than what I want.
I want to avoid that without having to select a different button for player 1 that doesn't share the same key code as the button I'm intending to use.
Arzoo,
Yes it does make sense. I guess the only way round this is if the buttons are assigned to different key codes.
I just think the control panel looks cleaner if only one button is lit if the player is only going to be using that button. I have an old CO2 control panel from Slik Stik that i recently installed the LED Wiz(s) x4 and 32 EI2 buttons into. The Slik Stik was designed with buttons that share the same key code. I'll give you another example...Asteroids uses a 5 button layout and when my buttons are lit, I have 3 other buttons physically lit and when they stay lit, it looks confusing. The LEDBlinky/Mala video on YouTube showing the Asteroids layout using 5 buttons lit using a different layout that I could use, but I'd have to go into the game and reassign the controls from within Mame and that defeats the purpose of my "asteroids button layout" that was designed into my control panel.
If I want to play a game (dkong) that uses the 4-way joystick, I'll stand in the middle and the jump button is lit immediately to the right of the 4-way stick. This button is coded to the key code "7". But there is also a button for Player 1 on the left side of the control panel in the cluster of the typical 7-button fighter layout that shares that key code. So that button lights up too.
I was just wondering if LEDBlinky allowed a way around that so I could distinguish which physical button lit up instead of relying specifically on Mame's settings.
I still have a question about iTunes though...just to confirm, LEDBlinky will only sync/flash buttons to music playing if the "jukebox" program was launched from the FE? I'm trying to get Hyperspin to launch iTunes so I can get LEDBlinky to flash buttons with my music, but getting Hyperspin to launch iTunes as anything but a PC .exe has proven to be a real P.I.T.A. And doing so doesn't get iTunes to show up in LEDBlinky controls config app as an "unknown emulator".
Arzoo,
Yes it does make sense. I guess the only way round this is if the buttons are assigned to different key codes.
I just think the control panel looks cleaner if only one button is lit if the player is only going to be using that button. I have an old CO2 control panel from Slik Stik that i recently installed the LED Wiz(s) x4 and 32 EI2 buttons into. The Slik Stik was designed with buttons that share the same key code. I'll give you another example...Asteroids uses a 5 button layout and when my buttons are lit, I have 3 other buttons physically lit and when they stay lit, it looks confusing. The LEDBlinky/Mala video on YouTube showing the Asteroids layout using 5 buttons lit using a different layout that I could use, but I'd have to go into the game and reassign the controls from within Mame and that defeats the purpose of my "asteroids button layout" that was designed into my control panel.
If I want to play a game (dkong) that uses the 4-way joystick, I'll stand in the middle and the jump button is lit immediately to the right of the 4-way stick. This button is coded to the key code "7". But there is also a button for Player 1 on the left side of the control panel in the cluster of the typical 7-button fighter layout that shares that key code. So that button lights up too.
I was just wondering if LEDBlinky allowed a way around that so I could distinguish which physical button lit up instead of relying specifically on Mame's settings.
I still have a question about iTunes though...just to confirm, LEDBlinky will only sync/flash buttons to music playing if the "jukebox" program was launched from the FE? I'm trying to get Hyperspin to launch iTunes so I can get LEDBlinky to flash buttons with my music, but getting Hyperspin to launch iTunes as anything but a PC .exe has proven to be a real P.I.T.A. And doing so doesn't get iTunes to show up in LEDBlinky controls config app as an "unknown emulator".
There's no way to prevent LEDBlinky from lighting multiple buttons if they use the same keycode. As you suggested, you'll have to reprogram the keyboard emulator so the buttons did not share the keycodes. If you leave the 7 fighter buttons with the current keycodes and re-assign the other buttons, you should only have to use mame to remap the games that use those other buttons (like asteroids). I don't see any other option - sorry.
As for iTunes, blinky should sync the LEDs to any music playing regardless of the source (the FE is not required). From the config app, on the Audio Animation tab, make sure the Audio Input is set to "Stereo Mix" or "Line Out". You may need to enable the "Stereo Mix" or "What You Hear" option for you audio hardware. There's info in the LEDBlinky Install and Config.pdf under the Audio Animation section on how to do this.
Arzoo,
LED Blinky is fantastic! I'm really digging it. Thank you!
I have a new question...I imported my Intellivision emulator via "unknown games" and I've designated colors for all the buttons I'm using. I'm running my Intellivision through MESS v145.
The Intellivision controllers have a lot of buttons. 9 numbers, a '0', ENTER, CLEAR, and three side buttons.
MESS has the ability to assign all of these button, but I'm having trouble getting LEDBlinky Controls Editor to assign them all correctly to active colors.
If you add up all the buttons on the Intellivision controller that I'm trying to assign colors in the Config app, that's 15 buttons. I'm able to assign buttons 1-9 in the "Control" drop down of the Editor app like this (P1_Button1, P1_Button2, etc...) and I can do this all the way to 10. After that, there are no more options.
I have assigned the Intellivision controller's ENTER button to "UI_Select" and the CLEAR button to my "UI_Clear" button.
All of my controls are spoken and lit up except the following:
I have two of my fire buttons (what would be the left top/bottom fire buttons on an INTV controller) assigned to "Start1" and "Coin1" controls within the editor. The button light up and they work fine, but they are not spoken. I would like those controls to speak. Running short on options for assigning my only remaining button (the Top Right Fire button) I chose to assign that to P1_Select in the editor. This button doesn't even light up the color I want it to (let alone speak its function).
I think what I'm looking for is the ability to add more P1 buttons in the Editor app so I can assign more than ten. Can I do this or am I limited to only what I see in the config drop down?
Mame has a "controls.ini" file which (I guess) helps LED Blinky know what to speak. But the LEDBlinky Controls Editor allows some speaking definitions as well. I don't have a "controls.ini" file for MESS. I guess I don't know what constitutes when LEDBlinky speaks a user defined control or not.
Could you enlighten me? Thanks.
<controlDefaults groupName="MAME"
<control name="P1_BUTTON11" inputCodes="|JOYCODE_1_BUTTON11" allowConfigPlayerNum="1"/>
<control name="P1_BUTTON12" inputCodes="|JOYCODE_1_BUTTON12" allowConfigPlayerNum="1"/>
evh347 - you can add additional player controls to the controls editor by manually editing the LEDBlinkyControls.xml file (using notepad or any text/xml editor).
Locate this section:Code: [Select]<controlDefaults groupName="MAME"
For each player you'll need to add the additional controls as follows (this example adds P1 buttons 11 and 12, but you can add as many as you wish):Code: [Select]<control name="P1_BUTTON11" inputCodes="|JOYCODE_1_BUTTON11" allowConfigPlayerNum="1"/>
<control name="P1_BUTTON12" inputCodes="|JOYCODE_1_BUTTON12" allowConfigPlayerNum="1"/>
After you've modified the xml file, you should see the additional controls in the drop-down list. The "Name" of the control (as assigned in the controls editor) is what will be spoken. Make sure the correct keycodes are assigned - if not, the button may not light up. Also, the Coin, Start, and other admin buttons are never spoken.
Let me know how it goes.
Is the ledblinky.net site down? Cant get to it to download.
Thanks,
Brett
Arzoo,Need more info on what you're asking here.
I got my cabinet lighting running, and LEDBlinky has been on my mind again lately. I was wondering if any changes or additional features were in LEDBlinky's future. Some things I have been thinking about are:
- Being able to define cabinet lighting LEDs as such (Cab1, Cab2, Cab3, and so on) instead of defining them as a control that isn't used.
From the animation editor, you can create an LED layout for you control panel and another one for you cab LEDs. Both layouts would include all the LEDs, but you could push aside the ones not in use. Or better yet, make copies of your DevicePort-Input.ini, manually edit out the cp controller(s) in one and the cab controller(s) in the other, then point each animation layout to the edited files.
- Have a seperate animation editor for cabinet lighting. (Or can I do this by having 2 animation editors named differently already?)
Possible in a future upgrade, but you're the only one who's asked for this feature.
- Mentioned before, but be able to have different cabinet animations for FE, gameplay, and screensaver (I would really like to see different cab lighting based on game selection as well, but that seems like a huge undertaking on many levels).
This seems like an odd request as the default colors are only used for games not defined in the colors.ini file. I guess you could edit the colors.ini file and make changes like replace all P1_BUTTON1=Red with P1_BUTTON1=White for example.
- A little flexibility with default control colors. At the least, I would like to have different default colors per player. What would be great, would be to choose different default colors per player per button (or other control).
Possible in a future upgrade, but you're the only one who's asked for this feature.
- Mentioned before, but be able to have different cabinet animations for FE, gameplay, and screensaver (I would really like to see different cab lighting based on game selection as well, but that seems like a huge undertaking on many levels).
That actually sounds like a good idea to me too. Could have the cabinet animations in a bright flashy attract mode when it's in FE/Screensaver mode and have things perhaps dim down and be less distracting (or perhaps react to the audio) during actual gameplay...
When defining LEDs in the config menu, you can assign them to P1B1, P2Start, Pause, up to something like P1B83 I think; but there is no option to assign an LED as a cabinet lighting LED (as far as I know), only to controls. Not that it really matters I guess, maybe I'm just nit picking?Arzoo,Need more info on what you're asking here.
I got my cabinet lighting running, and LEDBlinky has been on my mind again lately. I was wondering if any changes or additional features were in LEDBlinky's future. Some things I have been thinking about are:
- Being able to define cabinet lighting LEDs as such (Cab1, Cab2, Cab3, and so on) instead of defining them as a control that isn't used.
I'll have to mess around with it some more.QuoteFrom the animation editor, you can create an LED layout for you control panel and another one for you cab LEDs. Both layouts would include all the LEDs, but you could push aside the ones not in use. Or better yet, make copies of your DevicePort-Input.ini, manually edit out the cp controller(s) in one and the cab controller(s) in the other, then point each animation layout to the edited files.
- Have a seperate animation editor for cabinet lighting. (Or can I do this by having 2 animation editors named differently already?)
neohusky brought it up back last November (http://forum.arcadecontrols.com/index.php?topic=115894.msg1228968#msg1228968), which is what planted it into my head. I know there's not too many people that have controlled LED cabinet lighting though... :-\QuotePossible in a future upgrade, but you're the only one who's asked for this feature.
- Mentioned before, but be able to have different cabinet animations for FE, gameplay, and screensaver (I would really like to see different cab lighting based on game selection as well, but that seems like a huge undertaking on many levels).
No, I like colors.ini just the way it is, LOVE colors.ini. But for games not listed in colors.ini, that use the default colors, it would be nice to have, let's say, P1's controls in red and P2's controls in blue instead of both players' controls being in the same color. Or if someone wanted to, to have the default colors set up like: P1B1 - Red, P1B2 - Yellow, P1B3 - Blue, P2B1 - Red, P2B2 - Yellow, P2B2 - Blue; or some other combination of colors - for games not listed in colors.ini.QuoteThis seems like an odd request as the default colors are only used for games not defined in the colors.ini file. I guess you could edit the colors.ini file and make changes like replace all P1_BUTTON1=Red with P1_BUTTON1=White for example.
- A little flexibility with default control colors. At the least, I would like to have different default colors per player. What would be great, would be to choose different default colors per player per button (or other control).
When defining LEDs in the config menu, you can assign them to P1B1, P2Start, Pause, up to something like P1B83 I think; but there is no option to assign an LED as a cabinet lighting LED (as far as I know), only to controls. Not that it really matters I guess, maybe I'm just nit picking?Arzoo,Need more info on what you're asking here.
I got my cabinet lighting running, and LEDBlinky has been on my mind again lately. I was wondering if any changes or additional features were in LEDBlinky's future. Some things I have been thinking about are:
- Being able to define cabinet lighting LEDs as such (Cab1, Cab2, Cab3, and so on) instead of defining them as a control that isn't used.
No, I like colors.ini just the way it is, LOVE colors.ini. But for games not listed in colors.ini, that use the default colors, it would be nice to have, let's say, P1's controls in red and P2's controls in blue instead of both players' controls being in the same color. Or if someone wanted to, to have the default colors set up like: P1B1 - Red, P1B2 - Yellow, P1B3 - Blue, P2B1 - Red, P2B2 - Yellow, P2B2 - Blue; or some other combination of colors - for games not listed in colors.ini.
If I understand correctly, you're referring to the port labels you assign in the GenLEDBlinkyInputMap app. Actually - you can type any value you want (not just select from the list).
No, I like colors.ini just the way it is, LOVE colors.ini. But for games not listed in colors.ini, that use the default colors, it would be nice to have, let's say, P1's controls in red and P2's controls in blue instead of both players' controls being in the same color. Or if someone wanted to, to have the default colors set up like: P1B1 - Red, P1B2 - Yellow, P1B3 - Blue, P2B1 - Red, P2B2 - Yellow, P2B2 - Blue; or some other combination of colors - for games not listed in colors.ini.
Now that I think about it, you can already do this with the controls editor. For each emulator, you would create a <default> set of controls and assign any colors you want. If a game doesn't have an entry in the colors.ini, blinky will use the defaults you defined in the <default> controls.
I had a thought about cabinet lighting last night. Would it be possible to treat it similar to control colors? Have LEDBlinky look in colors.ini (or some other file) for which animation to pull up when a game starts. If the game doesn't have a cab animation defined in colors.ini, LEDBlinky would pull up a default animation for gameplay. This way I could create animations for certain games that I wanted them for, but still have a decent animation (default) for games that don't get played as much or games I haven't yet created animations for. I don't know how hard or easy this would be to add to LEDBlinky, but it seems like it could give users (all 2 or 3 of them? :-\) a little more flexibility with cabinet animations if they wished to do all the work for creating the animations and editing colors.ini when appropriate. Thoughts?
I had a thought about cabinet lighting last night. Would it be possible to treat it similar to control colors? Have LEDBlinky look in colors.ini (or some other file) for which animation to pull up when a game starts. If the game doesn't have a cab animation defined in colors.ini, LEDBlinky would pull up a default animation for gameplay. This way I could create animations for certain games that I wanted them for, but still have a decent animation (default) for games that don't get played as much or games I haven't yet created animations for. I don't know how hard or easy this would be to add to LEDBlinky, but it seems like it could give users (all 2 or 3 of them? :-\) a little more flexibility with cabinet animations if they wished to do all the work for creating the animations and editing colors.ini when appropriate. Thoughts?
What I would probably do to implement this feature is to use animation files with the rom name. So for example, if you created an animation called joust.lwax, then it would only load for Joust. If the <rom>.lwax file did not exist, then use the default animation.
SWEET! ;D
I'm swamped with other work - so no promises on when this feature will be added, but I will get to it.
First up, thanks for the great software! I have a couple queries:
My setup: Windows 7 32bit, Hyperspin FE, Jamma connection to jpac, pacled64, ledblinky full version.
My problem: I've got ledblinky set up with mame, my hyperspin buttons light up and correct buttons light up when starting a game. The problem occurs when I scroll up or down a few games or skip to a specific letter. The buttons all blink white and it takes forever (if at all) for it to catch up. If I start a game with the blinking buttons they stay like this throughout the game. What do I need to do to prevent this? If I scroll up or down one game it blinks all the buttons white, ideally I'd like to prevent this as well or maybe change the colours of them. Many thanks!
Quick question for you Arzoo. Would it be possible to, on the computer going to sleep, send a command to turn off all LEDs. Then, once awakened, to turn them back to their previous state? My LED controller is leaving the LEDS on during sleep and, since my cab is in my basement/media area, it's kind of annoying.
Hey arzoo,
Finally got my cabinet lighting done. You mentioned earlier about possibly adding a feature that would allow game specific cabinet animations. I was wondering if it would be possible to have game specific audio animations as well? I like the audio animation now, but it would be cool if different colors could be used for different games' audio animations, something that might match the game a little better.
Another thing I was thinking, would it be possible to give a specified LED a "handicap"? To reduce an LED's brightness by x% compared to the other LEDs around it. Maybe have an option for it in the Input Map Application? The reason I'm asking, is I use 3 RGBs to light my joysticks. Two are off center and one is centered. The centered LED causes a "hot spot" in the lighting, but when the intensity on that LED is reduced by about 50%, the hot spot goes away and the color is uniform across the joystick lighting. I don't know if either of things would be possible, or easy, just some thoughts I had...
About the "handicap" idea. Really, you should be able to do that just by adjusting the strength of that one color in your animations.
I am having problems with LED Blinky, my U360 joysticks and Hyperspin. I can't seem to get the joysticks to work in Hyperspin. They work fine in the Ultimarc configurator. They work fine when I go into Mame directly and they work fine if I go into Hyperspin and launch a game with the keyboard. I just cannot get them to respond in the Hyperspin front end. I have checked everything I can think of. I have included the log file from Hyperspin as well as the ErrorLog I get from LEDBlinky. I am using LEDBlinky 5.0.0.5. I just launched Hyperspin, tried to move the wheel with my joystick, then exited. I see the log references a startup program and a exit program. I do not have anything set for either of these, is this normal? Any help would be greatly appreciated.
Hyperspin Log file:
11:46:00 AM | HyperSpin Started
11:46:00 AM | Going windowed mode
11:46:00 AM | LEDBlinky is set to active
11:46:00 AM | Found LEDBlinky.exe
11:46:00 AM | Running LEDBlinky
11:46:00 AM | Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 1
11:46:00 AM | Checking for updates
11:46:00 AM | Update Check Complete
11:46:00 AM | Startup program unavailable
11:46:00 AM | Error intializing joysticks
11:46:00 AM | Menu Mode is single
11:46:00 AM | Loading MAME.xml
11:46:00 AM | Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 7 "MAME"
11:46:01 AM | themes_only is true, checking files
11:46:01 AM | MAME.xml successfully loaded
11:46:02 AM | MAME wheel loaded successfully
11:46:04 AM | Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "dkong"
11:46:15 AM | Exit program unavailable
11:46:15 AM | Quiting Hyperspin
11:46:15 AM | Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 2
11:46:15 AM | Bye!
LEDBlinky Error Log:
[08/18/2012 11:48:01] Timeout waiting for Primary Instance Handle.
[08/18/2012 11:48:01] Event Dropped [2].
Clayton
Hi Arzoo,
Does LEDBLinky read the meta data from roms that relates to landscape/portrait mode?
The reason I ask is I saw a setup where a guy was using LEDBlinky to activate a button based on the ROM being launched being landscape or portrait, he then used this activated button to automatically switch the motor controller and rotate the screen.
I'm building a rotating cab right now with dual PAC64 controllers and was interested in this appraoch.
Arzoo.... I have a really old LEDWiz. The "new" version of ledblinky was 3.5 when I got the wiz...
Anyway..Will the newest version of LEDBlinky work with my LEDWiz?
lee@theultrageek.com
Still, great news! :applaud:
I know I had already asked arzoo about using Rope Lights with LED Blinky, but what I'd like to do is see if there's a way that I can control the lights so that they do effects based on events that happen during the game. Here's an example: Let's say that either a friend of mine or the computer is playing against me in Street fighter II. Let's also say that either player's health drains. I'd like to have either side of the rope light do a red strobe sequence.
I'm stuck, I have an 8 way Joystick1 and a 4 way Joystick1, along with 2 different buttons for P1 Buttons 1-3. Each of them have their own RGB LED wired into different ports of my PAC LED 64. How do I set that up in my input config. It won't let me make two RGB LED setups using the same port label Joystick1, even if I am using two different quick keys. How do you map this in the input map config. I can't find any double options for when you have multiple Joystick 1/P1 button setups.
I'm stuck, I have an 8 way Joystick1 and a 4 way Joystick1, along with 2 different buttons for P1 Buttons 1-3. Each of them have their own RGB LED wired into different ports of my PAC LED 64. How do I set that up in my input config. It won't let me make two RGB LED setups using the same port label Joystick1, even if I am using two different quick keys. How do you map this in the input map config. I can't find any double options for when you have multiple Joystick 1/P1 button setups.
Port label really doesn't matter, and you can name the port label anything you want. What's important is the input associated with that particular port. I have 3 RGB LEDs for each of my joysticks. They're labelled "up", "left", and "right" due to not being able to have the same port label, but all three for each joystick are assigned to "left" so all of them act as one LED for each game. To help you differentiate between the ports, you may want to name them uniquely, like 8Joystick1 and 4Joystick1 or something along those lines.
Still not sure if it's possible to turn off the 4 way 1 player buttons without going into MAME and doing a whole reconfig of 4 way games to different key codes.
That's correct, if the buttons use the same input codes then they will always light up together. It might be possible to change the 4-way button input codes to JOY4WAY and then they will only light when the ROM's primary control is the 4-way joystick.
Nephasth - thanks for helping out here!
Anyone know where I can get LEDBlinky? their site seems to be down. I cannot find the software anywhere.
Anyway we could get some kinda of logic in a new input code that the joy4way has to be on for player 1 button 1 - button 3 to be lit? Have like a joy4way player 1 button 1 type deal. Some kind of AND logic code for the input codes so both player 1 button 1 and joy4way have to be lit.
I am having trouble getting the correct buttons to light up in some games and also only some of the Hypersoin FE controls do not light correctly. For some reason it lights all the player 2 buttons and maybe half of the rest of the controls are lit correctly. I am sure I just dont have something set right but I am not sure what that is.
And hey Arzoo, I just bought LEDBlinky after finally getting tired of the splash screen. :) Plus I figured I might want to start making some more complex animations.
Anyway, I'm having some odd problems. Basically LEDBlinky works sometimes and not others. I have it set to do some pretty conventional stuff currently. Light the HyperSpin controls, run an animation when HyperSpin does its attract mode, and light the buttons used by games. I have no button flashing, no demo game controls, no speech. Just three instances where I want my buttons to be lit basically.
It always works with HyperSpin controls.
It always runs its animation when HyperSpin attracts.
But when I start a game (say, Killer Instinct for instance) sometimes it lights up and sometimes it doesn't. If my buttons light up, they will remain lit for the duration of the game. But if I exit and restart HyperSpin and load Killer Instinct a second time, it might not light up at all this time. I can't seem to reproduce it with consistency - it's random.
Similarly, I just tried setting up a non-MAME emulator for the first time. I setup NES, just with a <default> controls to light 2 buttons. The first time I tried going into HyperSpin and launching a game, it worked. The two buttons were lit. Then I exited and restarted HyperSpin and tried again, and this time the buttons did not light up.
The errors I get are always the same:
Timeout waiting for Primary Instance Handle.
Event Dropped blah blah blah.
Any ideas? Do I need to send you the debug log?
Does LEDBlinky parse/honor the CTRLR setting in a MAME ini\{game}.ini file?
I'm in the process of refreshing my 3-sided cocktail cabinet, and adding RGB controls. Because of the 3-sided nature of the cab, the nature of "P1" or "P2" or "P3" controls change based on the video orientation of the game that is running. Rather than manually remap practically every ROR or ROL game, I'm considering creating three different CTRLR files and assigning the appropriate one to games via their {game}.ini file (which I can do pretty quickly with ROMLister lists and simple batch files). This way, inputs will always have an appropriate set of defaults regardless of which side of the machine you need to sit at to play, and has other nice benefits such as UI Controls being appropriate for the side you are sitting at, etc.
I haven't started working with LEDBlinky yet (but will be soon!) but I want to use it to color the game inputs automatically. Reading through the documentation, it appears that LEDBlinky allows you to select a specific CTRLR file in the MAME Config dialog, but won't actually track what MAME will use based on INI settings. Without it, I fear my ctrlr config approach will wreck havok on LEDBlinky's ability to automatically light up my inputs.
With that in mind, can I make a feature request of LEDBlinky:
Instead of just asking for the ctrlr file in the UI, follow this logic:
- look for the %MAMEDIR%\ini\%ROM%.ini file
- if found, look at the CTRLR parameter (%CTRLR%) and then use %MAMEDIR$%\ctrlr\%CTRLR%.cfg as the ctrlr file
- if not found, look for %MAMEDIR%\mame.ini file and use the CTRLR parameter from that
- if no mame.ini file, don't use any CTRLR file for LEDBlinky auto mappings
While I'm probably in the minority in how I setup my controls, I think a lot of scenarios could benefit from this (modular control panels, cocktails, etc).... thoughts?
LEDBlinky v5.1 9/26/2012
- Added new option to specifiy unique animations on a game-by-game basis. Games which do not have a unique animation specified will continue to use the selected default animation.
- Added new option to specify Cabinet animations for the following events; FE Start, FE Quit, FE Active, FE Screen Saver, FE List Change, Game Start, Game Play, and Game Pause.
- Added Randome Montage to FE Active Animation list.
- Modified FE Screen Saver behavior; when a FE Active animation is selected and a FE Screen Saver animation is not selected, the FE Active animation will stop running when the screen saver is active. Prior to this modfication, the FE Active animation would continue to run while the screen saver was active. You can replicate the original behavior by specifying the same animation for both FE Active and FE Screen Saver.
- Modified FE List Change animation behavior when "Random" is selected; a random animation will now run each time the FE list is changed. Prior to this modification, a random animation was only selected for the first list change event.
- Added support for Ultimarc ServoStik; ServoStik(s) will be switched to 4-way mode for 2-way and 4-way games, all other games will switch to 8-way.
- Increased Primary Instance wait time from 2 seconds to 5 seconds; this should reduce the occurance of timeout errors.
Animation Editor v5.1
- Added new option to create device independent (generic) animations that will run on all compatible LED controllers for use with any system regardless of the LED configuration or layout.
LEDBlinky Troubleshooter v5.1
- New application to help troubleshoot various LEDBlinky configuration issues.
I have a Player 1 setup with an 8-way and 6 buttons. I have a Player 1 4-way with 2 buttons. These 2 buttons with the 4-way are the same as the P1 8-way buttons 1 and 2. When I map 8-way P1B1 in the software, I cannot map another P1B1 (for the 4-way).
So, my question is, how do I get my P1B1 on my 4-way to light up with the "blink controls" feature if I can't map it correctly in the software?
Thanks,
JD
Hi Arzoo
Had a quick question, and maybe a feature suggestion for another version.
Is there any way to set Blinky up so that it performs a sound triggered animation (say amplitude trigger of a specified animation), but when there's no sound at all either
1) fall back to a specific other animation
or
2) default to no animation (ie all leds off).
?
If not, could this be something for a future version?
Hi Arzoo. I have everything working correctly with LED blinky and MAME, but I cannot get my Player 1/2 start buttons to flash when a credit is inserted for the life of me. The option is checked in the config screen.
Every other thing works flawlessly e,g Controls light, Controls spoken during beginning and pause of MAME, literally everything but this one feature. I'm on 147u1. Any idea what can be wrong?
Hi Arzoo. I have everything working correctly with LED blinky and MAME, but I cannot get my Player 1/2 start buttons to flash when a credit is inserted for the life of me. The option is checked in the config screen.
Every other thing works flawlessly e,g Controls light, Controls spoken during beginning and pause of MAME, literally everything but this one feature. I'm on 147u1. Any idea what can be wrong?
Only works for games that support that function. Try Galaga.
Nephasth is correct. Only some of the older classics support this feature. Along with Galaga, I know it works for Asteroids and Digdug (and I'm sure there are others).
Nephasth is correct. Only some of the older classics support this feature. Along with Galaga, I know it works for Asteroids and Digdug (and I'm sure there are others).
This is a feature that i wish worked everywhere.
Are you able to control the ledout's based on a keypress?
if(creditAdded) //mapped coindoor
AddCredit();
if(creditCount >0)
FlashInput(x);
That would be amazing if you could toggle something like that on and off for all games. But then again, i have no idea what you're dealing with in ledblinky.
Arzoo - LedBlinky is flashing all of my button lights white/on -off (I'm running all RGB buttons). From time to time it will go back to the correct patterns that have been selected but more often than not it fast flashes the buttons white.
Hi, I had a question about setting up LEDBlinky's MAME credit 'flashing'..
Right now when I coin up a game in mame, it will flash the player 1 or player 2 credit button(s)... however, I noticed on a game like Battlezone, instead of LED0 and LED1 being turned on and off, it's trying to cycle LEDSTART which, from using the mame monitor tool you included with LEDBlinky, tells me that LEDSTART is [unassigned]. Question - where is this supposed to be 'assigned', exactly? Seems like I just need to mark this someplace, but wasn't quite sure where...I wasn't real clear on where it was getting LED0 and LED1 from either, as it's probably the same place..
Thanks!
Pete
I got it working, but it didn't seem to like using my port tags... For example, under [default], I needed LED0=PACLED64,1,10,24
Putting LED0=P1START or LED0=JOYCODE_1_BUTTON1 didn't do anything...unless, now that I'm typing this...you were saying I should put 'LED0=<P1START>'?
Pete
Where are you finding the 'START1' part? ..or shall I say, who resolves START1, and what are they resolving it to? Is START1 a variable for the PACLED64 interface port in ledblinky, or is it a variable in mame for a LEDBlinkey port, etc...
If I use the mame troubleshooter tool, it's basically saying what mame is looking for...turning on/off LEDSTART.... In the LEDBlinkey input tool, you have two tags, the P1START, which you can set to whatever you want, and the Joycode_1_Button1 (in my example, since my start button is wired up to one of the joypad buttons on the u360 joystick interface from ultimarc).
I have it working with LED=PACLED64,1,10,24 and the mame troubleshooter shows PACLED64,1,10,24 instead of unassigned...but i'm trying to figure out how to connect the dots between all these apps...:) Almost need a small flowchart..heh.
I have been searching for hours and I haven’t found such awesome work.
Two questions :
I have a dedicated start button and a dedicated genre button on my hyperspin setup. Now I really don't know which port label should be used to get those working. Exit does light up though.
Second:
I want all neo geo games to light up in the 4 buttons (red, yellow, green, blue) but most of them are actually unknown to led blinks (although they are in the colors.ini!?) Controls ini only uses the system name (neogeo) though... any way to set this up?
I have a modified controls.ini that I added all the neogeo games (and other games found in colors.ini that were missing from controls.ini) to. If you want, I can post it up later today.
Would it be possible to set neo geo up as an emulator in the control editor although it's running through mame?
I have an old Hellomat Cab with a 21" PC-CRT, an old PC, MaximusArcade with MAME and LEDBlinky.
Everything works fine, but in one game one button didn´t light correctly:
Lunar lander
In MAME the configuration is
P1 Pedal analog n/a
P1 Pedal analog Dec none
P1 Pedal analog Inc key Y
So when i press the button assigned to "Y" on my control panel (IPac64), the lander fires his rocket and moves up. Great.
But the button didn´t light. This button lights correct in other games, but not in Lunar Lander.
I assume it has to do with "P1 Pedal analog". How can i light this LED for a game that uses "P1 Pedal analog"?
And if i want LEDBlinky to announce this button, what must i do?
All buttons in all games are announced correctly, like "Turn left", "thrust" or "Fire",
but i have no idea how to configure the speech in control.ini for P1 pedal analog. :(
Any solutions for this two problems?
Hi Arzoo, I'm having some issues over here. Actually first I have a question. I'm running rgb led's in my X Arcade Tankstick, which when all 3 colors light up together the color of the button is white. When I'm scrolling through games in HyperSpin, the games that don't have any entries in the color.ini files, the buttons light up white. Is there any way I can change that so the left side is default Red and the right side is default blue without importing each game manually to change? Also is there any way I can blink and speak my p1 start and p2 start buttons? Ever since I installed lb it only lit these controls and never spoke them or blinked them.
The other issue is, ledblinky does not like playchoice 10 games. It will not correctly speak and blink the Channel Enter, Channel Select, or Reset keys. When I add these keys in the controls editor after importing the mame game, it screws everything up. If I just have it display just the B and A for p1 and p2 button's as on the original PC10 cabs, everything is correct. But when I add the extra keys, my player2 A button does not light and for whatever reason it speaks Channel Select and Channel Enter on my p1 side on my A and B buttons, not the keys I have assigned them to. Also when these extra buttons are added in I have my keys assigned to p1 and p2 button 8 in mame on my cp light up white, which should not happen because these are not even an option to use in the Playchoice 10 cfg screens.
I also tried to use your troubleshooter, and I'm getting a memory access violation error when I boot it up, so I can't even attempt to repair it myself.
Help?
The coin and start button in mame is only blinking in some games, what could be the reason for that?
Gesendet von meinem HTC Desire HD A9191 mit Tapatalk 2
Arzoo,
I recently updated my computer in my Mame machine. I went from XP to Win7. Basically, I just copied over my LED Blinky software.
The only issue I've had is with the Audio Animation. Ultimately, I want be able to stick this app in TEST mode again so the lights will coordinate with audio playback.
I used to be able to open up the Configure LEDBlinky utility and then the "Audio Animation" tab.
Now when I do that, I get a popup box that says, "Invalid Audio Device value. This may occur if you have changed audio hardare. Please re-select the Audio DEVICE."
I click OK and then I get an "Error initializing Audio functions. BASS_RecordInit failed. Error: BASS_ERROR_DEVICE (23)"
I click OK on that popup and then try to select from the "Audio Device and Input" dropdown and there is nothing to select.
So, obviously this has something to do with LEDBlinky looking for my old audio device and not finding it, right?
What configuration changes do I do to get this working again? Is it just a Windows thing?
If all I need to do is reinstall (which I'm close to doing) what files do I have to make sure I don't delete so that I do lose everything I've worked on (my button config)?
Thanks (as always)!
EDIT: I'm running an upgrade of 5.1 LED Blinky
Arzoo,
I recently updated my computer in my Mame machine. I went from XP to Win7. Basically, I just copied over my LED Blinky software.
The only issue I've had is with the Audio Animation. Ultimately led (http://www.niceledlights.com) , I want be able to stick this app in TEST mode again so the lights will coordinate with audio playback.
I used to be able to open up the Configure LEDBlinky utility and then the "Audio Animation" tab.
Now when I do that, I get a popup box that says, "Invalid Audio Device value. This may occur if you have changed audio hardare. Please re-select the Audio DEVICE."
I click OK and then I get an "Error initializing Audio functions. BASS_RecordInit failed. Error: BASS_ERROR_DEVICE (23)"
I click OK on that popup and then try to select from the "Audio Device and Input" dropdown and there is nothing to select.
So, obviously this has something to do with LEDBlinky looking for my old audio device and not finding it, right?
What configuration changes do I do to get this working again? Is it just a Windows thing?
If all I need to do is reinstall (which I'm close to doing) what files do I have to make sure I don't delete so that I do lose everything I've worked on (my button config)?
Thanks (as always)!
EDIT: I'm running an upgrade of 5.1 LED Blinky
My guess is this is an issue with Win7 using the motherboard audio drivers - other users have had similar problems. First try this; edit the ledblinky settings.ini file (using notepad or any text editor) and change the AudioDevice value to 0. Then run the config app and see if any audio devices show up in the Audio Device list.
[AudioAnimation]
AudioDevice=0
If that doesn’t work then try this:
1. Right click the volume icon in the system tray and select “Recording Device”. Or you can open the “Sounds” dialog from the control panel.
2. On the Sound “Recording” tab, right click on any blank area and select “Show Disabled Devices”. This should then add a device that may be called “Stereo Mix” or “What You Hear”.
3. Right click the new device and select “Enable”.
4. Back in the LEDBlinky config, select the device.
If Win7 will not let you enable the “Stereo Mix” recording device then you could try upgrading your audio drivers or purchase an inexpensive audio card.
Arzoo,
I opened "Configure LED Blinky" app and I have "Light Hyperspin Controls" option checked.
I opened the LEDBlinky Controls Editor app and I clicked on the "FE" button to configure the colors of my Hyperspin frontend controls.
The colors/controls/speech will be verbalized in Hyperspin if I hit the ENTER button, but it skips the "P1_SKIP UP" and "P1_SKIP DOWN". Why is that?
Also, once it has cycled through all the controls/decriptions, the only Hyperspin control that stays configured the color that I chose is "Genre". Otherwise, all the other controls are lit white only and not the colors I chose.
How can I fix this?
Hello you seems to be an experienced person. I am looking to design led system operated by computer. Can you help me
For the Skip Up and Skip Down buttons to light up (and speak), they need to be assigned to keyboard values in HS and those keycodes must be assigned to LED ports (in the LEDBlinky Device/Port Input map). Do they light up correctly and just not blink/speak when you press Enter? You could try the Troubleshooting app to see if it can identify the problem. If not, email me the debug.ZIP file in the ledblinky folder and I’ll take a look.[\quote]
Problem#1 = LED Blinky will not verbalize HS controls for "Skip Up Num" & "Skip Down Num"
In Hyper HQ under the "controls" tab, there are options "Skip Up" & "Skip Down" and then there are options "Skip Up Num" & "Skip Down Num".
I have "Skip Up" & "Skip Down" mapped to my 4-way joystick and I have "Skip Up Num" & "Skip Down Num" mapped to my "0" & "Z" buttons respectively.
My "0" & "Z" buttons light up when I start HS and they stay lit, but they are colored white only. These buttons are mapped correctly to their ports and they normally display all RGB colors within all other apps.
Within the "LED Blinky Controls Editor" app under the "FE" button, all of my controls are mapped to the correct keys and have indiviual colors mapped to each button. I do see one problem here and that is that if you go to add a control for HS using the editor app, only "P1_SKIPUP" & "P1_SKIPDOWN" (excluding P2 controls for this discussion of course) appear. There are no "P1_SKIPUPNUM" & "P1_SKIPDOWNNUM" options. Therefore, I can't select the verbiage for those controls. According to HyperHQ, there is a difference between what "skipdown" and "skipdownnum" should do, correct?
Ultimately, I just want all the controls verbalized including "skip up" & "skip down". The buttons are lit (albeit, only white) but you don't know what they do.QuoteAs for the other problem – let me see if I understand correctly: When HS starts, all the FE buttons are lit with the correct color. Then you press Enter to activate the help feature and each FE button is spoken and blinks (the correct color). But after each button stops blinking it remains white?
Problem #2 = All FE controls are lit an incorrect color
When I press "Enter" to activate the help feature within HS to speak the controls, all controls are correctly verbalized (except the "0" & "Z" keys mapped to "Skip Up Num" & "Skip Down Num").
As each control description is verbalized, the button flashes the correct user defined color, but upon help completion the buttons revert to white. Only one button ("Genre" mapped to "Q") remains lit in the user defined color.
All the HyperHQ configured buttons perform the FE functions they were mapped to do correctly.
Arzoo,QuoteFor the Skip Up and Skip Down buttons to light up (and speak), they need to be assigned to keyboard values in HS and those keycodes must be assigned to LED ports (in the LEDBlinky Device/Port Input map). Do they light up correctly and just not blink/speak when you press Enter? You could try the Troubleshooting app to see if it can identify the problem. If not, email me the debug.ZIP file in the ledblinky folder and I’ll take a look.[\quote]
Problem#1 = LED Blinky will not verbalize HS controls for "Skip Up Num" & "Skip Down Num"
In Hyper HQ under the "controls" tab, there are options "Skip Up" & "Skip Down" and then there are options "Skip Up Num" & "Skip Down Num".
I have "Skip Up" & "Skip Down" mapped to my 4-way joystick and I have "Skip Up Num" & "Skip Down Num" mapped to my "0" & "Z" buttons respectively.
My "0" & "Z" buttons light up when I start HS and they stay lit, but they are colored white only. These buttons are mapped correctly to their ports and they normally display all RGB colors within all other apps.
Within the "LED Blinky Controls Editor" app under the "FE" button, all of my controls are mapped to the correct keys and have indiviual colors mapped to each button. I do see one problem here and that is that if you go to add a control for HS using the editor app, only "P1_SKIPUP" & "P1_SKIPDOWN" (excluding P2 controls for this discussion of course) appear. There are no "P1_SKIPUPNUM" & "P1_SKIPDOWNNUM" options. Therefore, I can't select the verbiage for those controls. According to HyperHQ, there is a difference between what "skipdown" and "skipdownnum" should do, correct?
Ultimately, I just want all the controls verbalized including "skip up" & "skip down". The buttons are lit (albeit, only white) but you don't know what they do.QuoteAs for the other problem – let me see if I understand correctly: When HS starts, all the FE buttons are lit with the correct color. Then you press Enter to activate the help feature and each FE button is spoken and blinks (the correct color). But after each button stops blinking it remains white?
Problem #2 = All FE controls are lit an incorrect color
When I press "Enter" to activate the help feature within HS to speak the controls, all controls are correctly verbalized (except the "0" & "Z" keys mapped to "Skip Up Num" & "Skip Down Num").
As each control description is verbalized, the button flashes the correct user defined color, but upon help completion the buttons revert to white. Only one button ("Genre" mapped to "Q") remains lit in the user defined color.
All the HyperHQ configured buttons perform the FE functions they were mapped to do correctly.
Ok - it took about two hours but I figured out what's going on with your configuration.
First, the Skip Up Number and Skip Down Number are missing from the list of default HS controls in the LEDBlinkyControls.xml file. Either I missed these when I first created the xml data years ago or they have been added since. Regardless, you'll need to add them manually: edit your LEDBlinkyControls.xml file using notepad (or any text editor) and add the highlighted lines in the attached image. Then when you run the Controls Editor and click the FE button, you should be able to add the missing controls.
The second problem with the HS controls blinking the correct colors but then going white was the one that really stumped me. Here's the problem - using the Controls Editor, you defined the colors for the HS Player 1 controls, but not the Player 2 controls. Since your HS config uses the same keyboard values for both P1 and P2, and P2 has no colors defined, LEDBlinky is using the default color (white). All you need to do is define the P2 controls and make sure they have the same colors as the P1 controls.
Arzoo,QuoteFor the Skip Up and Skip Down buttons to light up (and speak), they need to be assigned to keyboard values in HS and those keycodes must be assigned to LED ports (in the LEDBlinky Device/Port Input map). Do they light up correctly and just not blink/speak when you press Enter? You could try the Troubleshooting app to see if it can identify the problem. If not, email me the debug.ZIP file in the ledblinky folder and I’ll take a look.[\quote]
Problem#1 = LED Blinky will not verbalize HS controls for "Skip Up Num" & "Skip Down Num"
In Hyper HQ under the "controls" tab, there are options "Skip Up" & "Skip Down" and then there are options "Skip Up Num" & "Skip Down Num".
I have "Skip Up" & "Skip Down" mapped to my 4-way joystick and I have "Skip Up Num" & "Skip Down Num" mapped to my "0" & "Z" buttons respectively.
My "0" & "Z" buttons light up when I start HS and they stay lit, but they are colored white only. These buttons are mapped correctly to their ports and they normally display all RGB colors within all other apps.
Within the "LED Blinky Controls Editor" app under the "FE" button, all of my controls are mapped to the correct keys and have indiviual colors mapped to each button. I do see one problem here and that is that if you go to add a control for HS using the editor app, only "P1_SKIPUP" & "P1_SKIPDOWN" (excluding P2 controls for this discussion of course) appear. There are no "P1_SKIPUPNUM" & "P1_SKIPDOWNNUM" options. Therefore, I can't select the verbiage for those controls. According to HyperHQ, there is a difference between what "skipdown" and "skipdownnum" should do, correct?
Ultimately, I just want all the controls verbalized including "skip up" & "skip down". The buttons are lit (albeit, only white) but you don't know what they do.QuoteAs for the other problem – let me see if I understand correctly: When HS starts, all the FE buttons are lit with the correct color. Then you press Enter to activate the help feature and each FE button is spoken and blinks (the correct color). But after each button stops blinking it remains white?
Problem #2 = All FE controls are lit an incorrect color
When I press "Enter" to activate the help feature within HS to speak the controls, all controls are correctly verbalized (except the "0" & "Z" keys mapped to "Skip Up Num" & "Skip Down Num").
As each control description is verbalized, the button flashes the correct user defined color, but upon help completion the buttons revert to white. Only one button ("Genre" mapped to "Q") remains lit in the user defined color.
All the HyperHQ configured buttons perform the FE functions they were mapped to do correctly.
Ok - it took about two hours but I figured out what's going on with your configuration.
First, the Skip Up Number and Skip Down Number are missing from the list of default HS controls in the LEDBlinkyControls.xml file. Either I missed these when I first created the xml data years ago or they have been added since. Regardless, you'll need to add them manually: edit your LEDBlinkyControls.xml file using notepad (or any text editor) and add the highlighted lines in the attached image. Then when you run the Controls Editor and click the FE button, you should be able to add the missing controls.
The second problem with the HS controls blinking the correct colors but then going white was the one that really stumped me. Here's the problem - using the Controls Editor, you defined the colors for the HS Player 1 controls, but not the Player 2 controls. Since your HS config uses the same keyboard values for both P1 and P2, and P2 has no colors defined, LEDBlinky is using the default color (white). All you need to do is define the P2 controls and make sure they have the same colors as the P1 controls.
Arzoo...you are the man! Thanks a million! Looks fantastic! :)
So I've been playing with LEDBlinky for a few days now and running into a slight problem which I know is lack of knowledge.
I set P1/P2 Start, Exit, Pause, MouseB1/B2 and trackball in the input map program. RGB LEDs on a PACLED64.
I basically (for now) want those LEDs to be blue during the game. For some reason P1/P2 is coming up red, how do I make it blue?
Also if I check the Flash Player Start with Credits it's also flashing red, how do I make it blue? (not sure which one I like so I'll ask both questions at once)
Z
So I've been playing with LEDBlinky for a few days now and running into a slight problem which I know is lack of knowledge.
I set P1/P2 Start, Exit, Pause, MouseB1/B2 and trackball in the input map program. RGB LEDs on a PACLED64.
I basically (for now) want those LEDs to be blue during the game. For some reason P1/P2 is coming up red, how do I make it blue?
Also if I check the Flash Player Start with Credits it's also flashing red, how do I make it blue? (not sure which one I like so I'll ask both questions at once)
Z
Check your MAME "colors.ini" and verify the color for the ROM in question? Otherwise, have you set up a specific color config for the emulator/rom in question? That has to be done through the "import" feature.
Hi all,
I'm new to ledblinky and also justtrying to finish a cp using pacled64 + ledblinky+ hyperspin
I'm having a little trouble with hyperspin + ledblinky when i searc hmy game list wheel .
When a game is at the bottom of list i have to hold joystick down for ages ...pacled64 stop its current animation cycle and starts to flash on off on all lights constantly as if its now hanging? and then usually i have to taskmanager end the ledblinky as otherwise it would continue to flash even when hyperspin has shutdown?
Could i have a faulty pacled64? i can recreate that every time if i dont hold it down and just scroll the wheel one game name at a time it doesn't trigger this 'hang' state?
thanks ,
piklz
Tried to setup some colours for a few games and while they appear to work when i use the ledblinky test option in the editor, when im in hyperspin its all wrong, possibly the board is about to fail big time getting worse each time i run it(lowpower output missing lights etc) . But while i wait for new board Is there a way to batch import all mame games to the colour editor? Or am i missing something? Cheers, piklz
I did try your suggested troubleshooting tool [neat idea]but i get a violation error dialog box popping up ?
Hi Arzoo,
Here is what I am trying to accomplish: While playing Golden Tee Classic with 4 players, I want the controls to light up the same as the color of the active player. So when player 1 (Blue) is playing the [face left], [face right], and [trackball] are all blue. Then when player 2 is up, everything changes to yellow, player 3: everything changed to red, player 4: everything changes to purple.
I have tried going into the Controls Editor, but cannot seem to pull this off. I know that I need to have the [aletrnating} box checked, since 4 players are sharing the same controls, but then it will only let me set colors for player 1 only.
My guess is that this may not be possible, bc LEDBlinky would somehow need to know which player is up to be able to change to its respective color.
Just wondering if you know how to accomplish this, or if there are any other folks you know who are a little more versed, and know of some kind of trick to pull this off.
Thanks! - Hoffy
I installed this last night to use with HS and Mame. Having a few issues. I sat up all the buttons in the config file but for whatever reason when I run games in Mame, the buttons work right but light wrong. What should I be looking for?Hi,
Also most all the options in Configure LED Blinky to Test are grey out when selecting options from the drop down boxes, is this a limitation of the trail mode?
I installed this last night to use with HS and Mame. Having a few issues. I sat up all the buttons in the config file but for whatever reason when I run games in Mame, the buttons work right but light wrong. What should I be looking for?Hi,
Also most all the options in Configure LED Blinky to Test are grey out when selecting options from the drop down boxes, is this a limitation of the trail mode?
There's no limitations in the trial version. If all the 'Test' buttons are disabled (gray), then is sounds like the app is not detecting any LED controller (LEDWiz, PacLED64, etc.). Are you getting any error messages? Try using the SimpleLEDTest.exe app to see if you're LEDs are wired correctly. If the buttons are lighting up with the test app, then try the LEDBlinkyTroubleshooting.exe app and see if that can identify the problem.
I installed this last night to use with HS and Mame. Having a few issues. I sat up all the buttons in the config file but for whatever reason when I run games in Mame, the buttons work right but light wrong. What should I be looking for?Hi,
Also most all the options in Configure LED Blinky to Test are grey out when selecting options from the drop down boxes, is this a limitation of the trail mode?
There's no limitations in the trial version. If all the 'Test' buttons are disabled (gray), then is sounds like the app is not detecting any LED controller (LEDWiz, PacLED64, etc.). Are you getting any error messages? Try using the SimpleLEDTest.exe app to see if you're LEDs are wired correctly. If the buttons are lighting up with the test app, then try the LEDBlinkyTroubleshooting.exe app and see if that can identify the problem.
I will give it a shot when I get home from work today.
I was able to program all the LEDs correctly when configuring the app. and I am pretty sure SimpleLEDTest.exe worked correctly too.
I will reply back in a little to confirm when in front of my machine.
Thanks for the reply..
ps. Controller File
Controller files are usually supplied by Control Panel vendors (xArcade, SlikStik, etc.). They provide the default input controls for their layout. If you use a controller file when running MAME, set the path to that file.
Is this something I need to provide when using a I-Pac?
Trouble shooting app is showing...
Mame is configured player 1 button 1 as the following...
Keycode L Control
Joycode 1 Button 1
Mousecode 1 Button 1
When really Player 1 Button 1 is "a" and only "a".
What gets me is the controlls always function correctly but don't display correctly. :dizzy:
Maybe my mame.ini is the problem??
Trouble shooting app is showing...
Mame is configured player 1 button 1 as the following...
Keycode L Control
Joycode 1 Button 1
Mousecode 1 Button 1
When really Player 1 Button 1 is "a" and only "a".
What gets me is the controlls always function correctly but don't display correctly. :dizzy:
Maybe my mame.ini is the problem??
Not likely the mame.ini is causing the problem. Is it possible you have mame installed in more than one location or you're pointing LEDBlinky to the wrong folder for the mame cfg files (should be /cfg)? If you email me the debug.ZIP file I'll take a look.
Pretty sure I solved my problem, reinstalled Mame and reconfigured.
Question... Can CPWizard be ran with LED Blinky?
Pretty sure I solved my problem, reinstalled Mame and reconfigured.
Question... Can CPWizard be ran with LED Blinky?
LEDBlinky and CPWizard should work fine together.
I'm struggling to get led blinky working with mame, I have it playing different animations on start/exit of hyperspin just fine. I'm sure I have all settings correct but can't get mame to speak/flash the controls for each game.
I'm struggling to get led blinky working with mame, I have it playing different animations on start/exit of hyperspin just fine. I'm sure I have all settings correct but can't get mame to speak/flash the controls for each game.
Make sure you have the "Speak & Blink Controls On Game Start" option checked (on the Game Options tab). If you already have that checked, you can try the LEDBlinkyTroubleshooter app to see if it can identify the problem.
I'm struggling to get led blinky working with mame, I have it playing different animations on start/exit of hyperspin just fine. I'm sure I have all settings correct but can't get mame to speak/flash the controls for each game.
Make sure you have the "Speak & Blink Controls On Game Start" option checked (on the Game Options tab). If you already have that checked, you can try the LEDBlinkyTroubleshooter app to see if it can identify the problem.
Those are checked, no idea what is wrong. I've tried renaming mame64.exe to mame.exe.
Is there an update to the colors.ini? Who is maintaining that file?
I'm having issues with LEDBlinky not toggling my servo-stiks back to 4 way on game exit. I'm running hyperspin, and when I open an 8-way game, it switches the servos to 8 way properly. When i quit the game, it doesn't toggle back to 4 Way, so when I then open a 4 way game, it doesn't toggle to 4 way for the game. Hope this makes sense. Is anyone else experiencing this or know how to correct?
I'm having issues with LEDBlinky not toggling my servo-stiks back to 4 way on game exit. I'm running hyperspin, and when I open an 8-way game, it switches the servos to 8 way properly. When i quit the game, it doesn't toggle back to 4 Way, so when I then open a 4 way game, it doesn't toggle to 4 way for the game. Hope this makes sense. Is anyone else experiencing this or know how to correct?
Hello all,
Is there anyway I can get LED Blinky to start when I use Spotify? That is what I use for my jukebox on my arcade and it would be sweet to have all my buttons dance to the music.
Thanks,
Craig
[10/15/2013 16:54:24]
[10/15/2013 16:54:24] LEDBlinky v5.1.0.1
[10/15/2013 16:54:24] Event: FEStart
[10/15/2013 16:54:24] Settings.ini ******************** BEGIN
[10/15/2013 16:54:24] [GameOptions]
[10/15/2013 16:54:24] LightGameControls=0
[10/15/2013 16:54:24] GamePlayLWAFile=
[10/15/2013 16:54:24] GamePlayAniJukeboxOnly=0
[10/15/2013 16:54:24] GamePauseLWAFile=
[10/15/2013 16:54:24] GamePauseSpeakControls=0
[10/15/2013 16:54:24] UseMameOutputs=0
[10/15/2013 16:54:24] LightPlayerStartCoin=0
[10/15/2013 16:54:24] GameStartLWAFile=
[10/15/2013 16:54:25] GameStartSpeakControls=0
[10/15/2013 16:54:25] GameStartSpeakPrimaryControls=0
[10/15/2013 16:54:25] GameStartSpeakName=0
[10/15/2013 16:54:25] GameStartStrobeName=0
[10/15/2013 16:54:25] GameStartSpeakText=
[10/15/2013 16:54:25] GameStartStrobeText=0
[10/15/2013 16:54:25] AbortSpeechAnyKey=0
[10/15/2013 16:54:25] SpeakControlsPrefix=
[10/15/2013 16:54:25] SpeakPrimaryControlsPrefix=Primary Control
[10/15/2013 16:54:25] [FEOptions]
[10/15/2013 16:54:25] FE=hyperspin
[10/15/2013 16:54:25] LightFEControls=0
[10/15/2013 16:54:25] DemoGameControls=0
[10/15/2013 16:54:25] DemoScrollDelay=0
[10/15/2013 16:54:25] DemoDuration=5
[10/15/2013 16:54:25] FELWAFile=
[10/15/2013 16:54:25] FEScreenSaverLWAFile=
[10/15/2013 16:54:25] FEScreenSaverRandomText=0
[10/15/2013 16:54:25] FEScreenSaverRandomTextDelay=60
[10/15/2013 16:54:25] FEScreenSaverRandomTextBerzerkMode=0
[10/15/2013 16:54:25] FEStartLWAFile=
[10/15/2013 16:54:25] FEStartSpeakText=
[10/15/2013 16:54:25] FEStartStrobeText=0
[10/15/2013 16:54:25] FEQuitLWAFile=
[10/15/2013 16:54:25] FEQuitSpeakText=
[10/15/2013 16:54:25] FEQuitStrobeText=0
[10/15/2013 16:54:25] FESpeakControlsKey=0
[10/15/2013 16:54:25] FEListSelectedLWAFile=
[10/15/2013 16:54:25] FEButtonFlash=0
[10/15/2013 16:54:25] FEButtonFlashSpeed=50
[10/15/2013 16:54:25] FESettingsFile=C:\HyperSpin\Settings\settings.ini
[10/15/2013 16:54:25] [MAMEConfig]
[10/15/2013 16:54:25] Colors_ini=
[10/15/2013 16:54:25] Mame_cfg_folder=C:\MAME 0.149\cfg
[10/15/2013 16:54:25] MameControllerFile=
[10/15/2013 16:54:25] UseMameDefaultForOtherEmulators=1
[10/15/2013 16:54:25] MameOutputBufferSize=
[10/15/2013 16:54:25] MameControlsFile=C:\MAME 0.149\controls.ini
[10/15/2013 16:54:25] MameXmlFile=C:\MAME 0.149\mame.xml
[10/15/2013 16:54:25] UseMameToTriggerGameStart=0
[10/15/2013 16:54:25] [RandomText]
[10/15/2013 16:54:25] Text0=Get The Intruder
[10/15/2013 16:54:25] Text1=Intruder Alert!
[10/15/2013 16:54:25] Text2=I detect coin in pocket.
[10/15/2013 16:54:25] [Speech]
[10/15/2013 16:54:25] SpeechRate=0
[10/15/2013 16:54:25] SpeechVolume=100
[10/15/2013 16:54:25] Voice=Microsoft Anna - English (United States)
[10/15/2013 16:54:25] [AudioAnimation]
[10/15/2013 16:54:25] AudioDevice=-1
[10/15/2013 16:54:25] AudioInput=-1
[10/15/2013 16:54:25] SampleRate=30
[10/15/2013 16:54:25] AmplitudeMultiplier=0
[10/15/2013 16:54:25] AutoAmpMultTargetAvgLow=8
[10/15/2013 16:54:25] AutoAmpMultTargetAvgHigh=14
[10/15/2013 16:54:25] AutoAmpMultUpdateRate=2000
[10/15/2013 16:54:25] AAMode=1
[10/15/2013 16:54:25] AAGamePlayLWAFile=
[10/15/2013 16:54:25] AAGamePauseLWAFile=
[10/15/2013 16:54:25] AAFEActiveLWAFile=
[10/15/2013 16:54:25] AAFEScreenSaverLWAFile=
[10/15/2013 16:54:25] AACabAttractLWAFile=
[10/15/2013 16:54:25] TriggerMode=2
[10/15/2013 16:54:25] TriggerThreshold=25
[10/15/2013 16:54:25] TriggerFrequency=1
[10/15/2013 16:54:25] TriggerDeadZone=5
[10/15/2013 16:54:25] ControlFrequencyList=
[10/15/2013 16:54:25] ControlThresholdList=
[10/15/2013 16:54:25] LockTriggerFrequency=0
[10/15/2013 16:54:25] LockTriggerThreshold=1
[10/15/2013 16:54:25] Decay=4
[10/15/2013 16:54:25] SpectrumMode=1
[10/15/2013 16:54:25] SpectrumColor1=clBlue
[10/15/2013 16:54:25] SpectrumColor2=clFuchsia
[10/15/2013 16:54:25] SpectrumColor3=clFuchsia
[10/15/2013 16:54:25] SpectrumColor4=clRed
[10/15/2013 16:54:25] SpectrumSingleAmpRange=1
[10/15/2013 16:54:25] [CabLEDs]
[10/15/2013 16:54:25] CabLEDsMode=0
[10/15/2013 16:54:25] CabLEDDevices=
[10/15/2013 16:54:25] CabFEStartLWAFile=
[10/15/2013 16:54:25] CabFEQuitLWAFile=
[10/15/2013 16:54:25] CabFEActiveLWAFile=
[10/15/2013 16:54:25] CabFEScreenSaverLWAFile=
[10/15/2013 16:54:25] CabGameStartLWAFile=
[10/15/2013 16:54:25] CabGamePlayLWAFile=
[10/15/2013 16:54:25] CabGamePauseLWAFile=
[10/15/2013 16:54:25] CabFEListSelectedLWAFile=
[10/15/2013 16:54:25] [JDR]
[10/15/2013 16:54:25] UseGPWiz49=0
[10/15/2013 16:54:25] UseUltraStik=0
[10/15/2013 16:54:25] UltraStikRestrictorType=0
[10/15/2013 16:54:25] UseServoStik=1
[10/15/2013 16:54:25] [OtherSettings]
[10/15/2013 16:54:25] MaxPlayers=4
[10/15/2013 16:54:25] CocktailMode=0
[10/15/2013 16:54:25] RandomAniExcludeSelected=0
[10/15/2013 16:54:25] PreloadAudioLib=0
[10/15/2013 16:54:25] GameStartDelayTimeout=20
[10/15/2013 16:54:25] LogFile=Debug.log
[10/15/2013 16:54:25] Verbose=1
[10/15/2013 16:54:25] DisplayErrorsOnExit=0
[10/15/2013 16:54:25] ZipDebugFiles=1
[10/15/2013 16:54:25] DeviceListOverride=
[10/15/2013 16:54:25] JDROverride=0
[10/15/2013 16:54:25] NoLEDs=0
[10/15/2013 16:54:25] SaveUnknownGames=1
[10/15/2013 16:54:25] Settings.ini ******************** END
[10/15/2013 16:54:25] No LED Devices Detected
[10/15/2013 16:54:49] Received Event - Queue:[1] Msg:[8].
[10/15/2013 16:55:19] Received Event - Queue:[1] Msg:[2].
[10/15/2013 16:55:19] Event: FEQuit
[10/15/2013 16:56:17]
[10/15/2013 16:56:17] LEDBlinky v5.1.0.1
[10/15/2013 16:56:17] Event: FEStart
[10/15/2013 16:56:17] Settings.ini ******************** BEGIN
[10/15/2013 16:56:17] [GameOptions]
[10/15/2013 16:56:17] LightGameControls=0
[10/15/2013 16:56:17] GamePlayLWAFile=
[10/15/2013 16:56:17] GamePlayAniJukeboxOnly=0
[10/15/2013 16:56:17] GamePauseLWAFile=
[10/15/2013 16:56:17] GamePauseSpeakControls=0
[10/15/2013 16:56:17] UseMameOutputs=0
[10/15/2013 16:56:17] LightPlayerStartCoin=0
[10/15/2013 16:56:17] GameStartLWAFile=
[10/15/2013 16:56:17] GameStartSpeakControls=0
[10/15/2013 16:56:17] GameStartSpeakPrimaryControls=0
[10/15/2013 16:56:17] GameStartSpeakName=0
[10/15/2013 16:56:17] GameStartStrobeName=0
[10/15/2013 16:56:17] GameStartSpeakText=
[10/15/2013 16:56:17] GameStartStrobeText=0
[10/15/2013 16:56:17] AbortSpeechAnyKey=0
[10/15/2013 16:56:17] SpeakControlsPrefix=
[10/15/2013 16:56:17] SpeakPrimaryControlsPrefix=Primary Control
[10/15/2013 16:56:17] [FEOptions]
[10/15/2013 16:56:17] FE=hyperspin
[10/15/2013 16:56:17] LightFEControls=0
[10/15/2013 16:56:17] DemoGameControls=0
[10/15/2013 16:56:17] DemoScrollDelay=0
[10/15/2013 16:56:17] DemoDuration=5
[10/15/2013 16:56:17] FELWAFile=
[10/15/2013 16:56:17] FEScreenSaverLWAFile=
[10/15/2013 16:56:17] FEScreenSaverRandomText=0
[10/15/2013 16:56:17] FEScreenSaverRandomTextDelay=60
[10/15/2013 16:56:17] FEScreenSaverRandomTextBerzerkMode=0
[10/15/2013 16:56:17] FEStartLWAFile=
[10/15/2013 16:56:17] FEStartSpeakText=
[10/15/2013 16:56:17] FEStartStrobeText=0
[10/15/2013 16:56:17] FEQuitLWAFile=
[10/15/2013 16:56:17] FEQuitSpeakText=
[10/15/2013 16:56:17] FEQuitStrobeText=0
[10/15/2013 16:56:17] FESpeakControlsKey=0
[10/15/2013 16:56:17] FEListSelectedLWAFile=
[10/15/2013 16:56:17] FEButtonFlash=0
[10/15/2013 16:56:17] FEButtonFlashSpeed=50
[10/15/2013 16:56:17] FESettingsFile=C:\HyperSpin\Settings\settings.ini
[10/15/2013 16:56:17] [MAMEConfig]
[10/15/2013 16:56:17] Colors_ini=
[10/15/2013 16:56:17] Mame_cfg_folder=C:\MAME 0.149\cfg
[10/15/2013 16:56:17] MameControllerFile=
[10/15/2013 16:56:17] UseMameDefaultForOtherEmulators=1
[10/15/2013 16:56:17] MameOutputBufferSize=
[10/15/2013 16:56:17] MameControlsFile=C:\MAME 0.149\controls.ini
[10/15/2013 16:56:17] MameXmlFile=C:\MAME 0.149\mame.xml
[10/15/2013 16:56:17] UseMameToTriggerGameStart=0
[10/15/2013 16:56:17] [RandomText]
[10/15/2013 16:56:17] Text0=Get The Intruder
[10/15/2013 16:56:17] Text1=Intruder Alert!
[10/15/2013 16:56:17] Text2=I detect coin in pocket.
[10/15/2013 16:56:17] [Speech]
[10/15/2013 16:56:17] SpeechRate=0
[10/15/2013 16:56:17] SpeechVolume=100
[10/15/2013 16:56:17] Voice=Microsoft Anna - English (United States)
[10/15/2013 16:56:17] [AudioAnimation]
[10/15/2013 16:56:17] AudioDevice=-1
[10/15/2013 16:56:17] AudioInput=-1
[10/15/2013 16:56:17] SampleRate=30
[10/15/2013 16:56:17] AmplitudeMultiplier=0
[10/15/2013 16:56:17] AutoAmpMultTargetAvgLow=8
[10/15/2013 16:56:17] AutoAmpMultTargetAvgHigh=14
[10/15/2013 16:56:17] AutoAmpMultUpdateRate=2000
[10/15/2013 16:56:17] AAMode=1
[10/15/2013 16:56:17] AAGamePlayLWAFile=
[10/15/2013 16:56:17] AAGamePauseLWAFile=
[10/15/2013 16:56:17] AAFEActiveLWAFile=
[10/15/2013 16:56:17] AAFEScreenSaverLWAFile=
[10/15/2013 16:56:17] AACabAttractLWAFile=
[10/15/2013 16:56:17] TriggerMode=2
[10/15/2013 16:56:17] TriggerThreshold=25
[10/15/2013 16:56:17] TriggerFrequency=1
[10/15/2013 16:56:17] TriggerDeadZone=5
[10/15/2013 16:56:17] ControlFrequencyList=
[10/15/2013 16:56:17] ControlThresholdList=
[10/15/2013 16:56:17] LockTriggerFrequency=0
[10/15/2013 16:56:17] LockTriggerThreshold=1
[10/15/2013 16:56:17] Decay=4
[10/15/2013 16:56:17] SpectrumMode=1
[10/15/2013 16:56:17] SpectrumColor1=clBlue
[10/15/2013 16:56:17] SpectrumColor2=clFuchsia
[10/15/2013 16:56:17] SpectrumColor3=clFuchsia
[10/15/2013 16:56:17] SpectrumColor4=clRed
[10/15/2013 16:56:17] SpectrumSingleAmpRange=1
[10/15/2013 16:56:17] [CabLEDs]
[10/15/2013 16:56:17] CabLEDsMode=0
[10/15/2013 16:56:17] CabLEDDevices=
[10/15/2013 16:56:17] CabFEStartLWAFile=
[10/15/2013 16:56:17] CabFEQuitLWAFile=
[10/15/2013 16:56:17] CabFEActiveLWAFile=
[10/15/2013 16:56:17] CabFEScreenSaverLWAFile=
[10/15/2013 16:56:17] CabGameStartLWAFile=
[10/15/2013 16:56:17] CabGamePlayLWAFile=
[10/15/2013 16:56:17] CabGamePauseLWAFile=
[10/15/2013 16:56:17] CabFEListSelectedLWAFile=
[10/15/2013 16:56:17] [JDR]
[10/15/2013 16:56:17] UseGPWiz49=0
[10/15/2013 16:56:17] UseUltraStik=0
[10/15/2013 16:56:17] UltraStikRestrictorType=0
[10/15/2013 16:56:17] UseServoStik=1
[10/15/2013 16:56:17] [OtherSettings]
[10/15/2013 16:56:17] MaxPlayers=4
[10/15/2013 16:56:17] CocktailMode=0
[10/15/2013 16:56:17] RandomAniExcludeSelected=0
[10/15/2013 16:56:17] PreloadAudioLib=0
[10/15/2013 16:56:17] GameStartDelayTimeout=20
[10/15/2013 16:56:17] LogFile=Debug.log
[10/15/2013 16:56:17] Verbose=1
[10/15/2013 16:56:17] DisplayErrorsOnExit=0
[10/15/2013 16:56:17] ZipDebugFiles=1
[10/15/2013 16:56:17] DeviceListOverride=
[10/15/2013 16:56:17] JDROverride=0
[10/15/2013 16:56:17] NoLEDs=0
[10/15/2013 16:56:17] SaveUnknownGames=1
[10/15/2013 16:56:17] Settings.ini ******************** END
[10/15/2013 16:56:17] No LED Devices Detected
[10/15/2013 16:56:23] Received Event - Queue:[1] Msg:[8].
[10/15/2013 16:56:25] Received Event - Queue:[1] Msg:[7~MAME].
[10/15/2013 16:56:27] Received Event - Queue:[1] Msg:[9~bublbobl].
[10/15/2013 16:56:28] Received Event - Queue:[1] Msg:[9~brutforc].
[10/15/2013 16:56:29] Received Event - Queue:[1] Msg:[9~bubl2000].
[10/15/2013 16:56:30] Received Event - Queue:[1] Msg:[9~bublbobl].
[10/15/2013 16:56:33] Received Event - Queue:[1] Msg:[3~bublbobl~MAME].
[10/15/2013 16:58:17] Received Event - Queue:[1] Msg:[4].
[10/15/2013 16:58:19] Received Event - Queue:[1] Msg:[9~bubblem].
[10/15/2013 16:58:21] Received Event - Queue:[1] Msg:[9~bubl2000].
[10/15/2013 16:58:22] Received Event - Queue:[1] Msg:[9~brix].
[10/15/2013 16:58:24] Received Event - Queue:[1] Msg:[9~breakrev].
[10/15/2013 16:58:25] Received Event - Queue:[1] Msg:[9~brkthru].
[10/15/2013 16:58:29] Received Event - Queue:[1] Msg:[9~bouldash].
[10/15/2013 16:58:32] Received Event - Queue:[1] Msg:[9~bosco].
[10/15/2013 16:58:32] Received Event - Queue:[1] Msg:[9~boothill].
[10/15/2013 16:58:42] Received Event - Queue:[1] Msg:[9~boogwing].
[10/15/2013 16:58:43] Received Event - Queue:[1] Msg:[9~bonzeadv].
[10/15/2013 16:58:44] Received Event - Queue:[1] Msg:[9~bjtwin].
[10/15/2013 16:58:46] Received Event - Queue:[1] Msg:[9~bldyror2].
[10/15/2013 16:58:48] Received Event - Queue:[1] Msg:[9~blazstar].
[10/15/2013 16:58:48] Received Event - Queue:[1] Msg:[9~blazer].
[10/15/2013 16:59:04] Received Event - Queue:[1] Msg:[9~blazeon].
[10/15/2013 16:59:05] Received Event - Queue:[1] Msg:[9~blstroid].
[10/15/2013 16:59:10] Received Event - Queue:[1] Msg:[9~blaster].
[10/15/2013 16:59:11] Received Event - Queue:[1] Msg:[9~blandia].
[10/15/2013 16:59:11] Received Event - Queue:[1] Msg:[9~bladestl].
[10/15/2013 16:59:12] Received Event - Queue:[1] Msg:[9~bwidow].
[10/15/2013 16:59:13] Received Event - Queue:[1] Msg:[9~blktiger].
[10/15/2013 16:59:15] Received Event - Queue:[1] Msg:[9~bionicc].
[10/15/2013 16:59:16] Received Event - Queue:[1] Msg:[9~biomtoy].
[10/15/2013 16:59:17] Received Event - Queue:[1] Msg:[9~bbbxing].
[10/15/2013 16:59:19] Received Event - Queue:[1] Msg:[9~bbusters].
[10/15/2013 16:59:22] Received Event - Queue:[1] Msg:[9~bgaregga].
[10/15/2013 16:59:28] Received Event - Queue:[1] Msg:[3~bgaregga~MAME].
[10/15/2013 17:01:03] Received Event - Queue:[1] Msg:[4].
[10/15/2013 17:01:04] Received Event - Queue:[1] Msg:[9~flipshot].
[10/15/2013 17:01:06] Received Event - Queue:[1] Msg:[4].
[10/15/2013 17:01:06] Received Event - Queue:[1] Msg:[8].
[10/15/2013 17:01:09] Received Event - Queue:[1] Msg:[2].
[10/15/2013 17:01:09] Event: FEQuit
[10/15/2013 17:01:37]
[10/15/2013 17:01:37] LEDBlinky v5.1.0.1
[10/15/2013 17:01:45] Received Event - Queue:[1] Msg:[1].
[10/15/2013 17:01:45] Event: FEStart
[10/15/2013 17:01:45] Settings.ini ******************** BEGIN
[10/15/2013 17:01:45] [GameOptions]
[10/15/2013 17:01:45] LightGameControls=0
[10/15/2013 17:01:45] GamePlayLWAFile=
[10/15/2013 17:01:45] GamePlayAniJukeboxOnly=0
[10/15/2013 17:01:45] GamePauseLWAFile=
[10/15/2013 17:01:45] GamePauseSpeakControls=0
[10/15/2013 17:01:45] UseMameOutputs=0
[10/15/2013 17:01:45] LightPlayerStartCoin=0
[10/15/2013 17:01:45] GameStartLWAFile=
[10/15/2013 17:01:45] GameStartSpeakControls=0
[10/15/2013 17:01:45] GameStartSpeakPrimaryControls=0
[10/15/2013 17:01:45] GameStartSpeakName=0
[10/15/2013 17:01:45] GameStartStrobeName=0
[10/15/2013 17:01:45] GameStartSpeakText=
[10/15/2013 17:01:45] GameStartStrobeText=0
[10/15/2013 17:01:45] AbortSpeechAnyKey=0
[10/15/2013 17:01:45] SpeakControlsPrefix=
[10/15/2013 17:01:45] SpeakPrimaryControlsPrefix=Primary Control
[10/15/2013 17:01:45] [FEOptions]
[10/15/2013 17:01:45] FE=hyperspin
[10/15/2013 17:01:45] LightFEControls=0
[10/15/2013 17:01:45] DemoGameControls=0
[10/15/2013 17:01:45] DemoScrollDelay=0
[10/15/2013 17:01:45] DemoDuration=5
[10/15/2013 17:01:45] FELWAFile=
[10/15/2013 17:01:45] FEScreenSaverLWAFile=
[10/15/2013 17:01:45] FEScreenSaverRandomText=0
[10/15/2013 17:01:45] FEScreenSaverRandomTextDelay=60
[10/15/2013 17:01:45] FEScreenSaverRandomTextBerzerkMode=0
[10/15/2013 17:01:45] FEStartLWAFile=
[10/15/2013 17:01:45] FEStartSpeakText=
[10/15/2013 17:01:45] FEStartStrobeText=0
[10/15/2013 17:01:45] FEQuitLWAFile=
[10/15/2013 17:01:45] FEQuitSpeakText=
[10/15/2013 17:01:45] FEQuitStrobeText=0
[10/15/2013 17:01:45] FESpeakControlsKey=0
[10/15/2013 17:01:45] FEListSelectedLWAFile=
[10/15/2013 17:01:45] FEButtonFlash=0
[10/15/2013 17:01:45] FEButtonFlashSpeed=50
[10/15/2013 17:01:45] FESettingsFile=C:\HyperSpin\Settings\settings.ini
[10/15/2013 17:01:45] [MAMEConfig]
[10/15/2013 17:01:45] Colors_ini=
[10/15/2013 17:01:45] Mame_cfg_folder=C:\MAME 0.149\cfg
[10/15/2013 17:01:45] MameControllerFile=
[10/15/2013 17:01:45] UseMameDefaultForOtherEmulators=1
[10/15/2013 17:01:45] MameOutputBufferSize=
[10/15/2013 17:01:45] MameControlsFile=C:\MAME 0.149\controls.ini
[10/15/2013 17:01:45] MameXmlFile=C:\MAME 0.149\mame.xml
[10/15/2013 17:01:45] UseMameToTriggerGameStart=0
[10/15/2013 17:01:45] [RandomText]
[10/15/2013 17:01:45] Text0=Get The Intruder
[10/15/2013 17:01:45] Text1=Intruder Alert!
[10/15/2013 17:01:45] Text2=I detect coin in pocket.
[10/15/2013 17:01:45] [Speech]
[10/15/2013 17:01:45] SpeechRate=0
[10/15/2013 17:01:45] SpeechVolume=100
[10/15/2013 17:01:45] Voice=Microsoft Anna - English (United States)
[10/15/2013 17:01:45] [AudioAnimation]
[10/15/2013 17:01:45] AudioDevice=-1
[10/15/2013 17:01:45] AudioInput=-1
[10/15/2013 17:01:46] SampleRate=30
[10/15/2013 17:01:46] AmplitudeMultiplier=0
[10/15/2013 17:01:46] AutoAmpMultTargetAvgLow=8
[10/15/2013 17:01:46] AutoAmpMultTargetAvgHigh=14
[10/15/2013 17:01:46] AutoAmpMultUpdateRate=2000
[10/15/2013 17:01:46] AAMode=1
[10/15/2013 17:01:46] AAGamePlayLWAFile=
[10/15/2013 17:01:46] AAGamePauseLWAFile=
[10/15/2013 17:01:46] AAFEActiveLWAFile=
[10/15/2013 17:01:46] AAFEScreenSaverLWAFile=
[10/15/2013 17:01:46] AACabAttractLWAFile=
[10/15/2013 17:01:46] TriggerMode=2
[10/15/2013 17:01:46] TriggerThreshold=25
[10/15/2013 17:01:46] TriggerFrequency=1
[10/15/2013 17:01:46] TriggerDeadZone=5
[10/15/2013 17:01:46] ControlFrequencyList=
[10/15/2013 17:01:46] ControlThresholdList=
[10/15/2013 17:01:46] LockTriggerFrequency=0
[10/15/2013 17:01:46] LockTriggerThreshold=1
[10/15/2013 17:01:46] Decay=4
[10/15/2013 17:01:46] SpectrumMode=1
[10/15/2013 17:01:46] SpectrumColor1=clBlue
[10/15/2013 17:01:46] SpectrumColor2=clFuchsia
[10/15/2013 17:01:46] SpectrumColor3=clFuchsia
[10/15/2013 17:01:46] SpectrumColor4=clRed
[10/15/2013 17:01:46] SpectrumSingleAmpRange=1
[10/15/2013 17:01:46] [CabLEDs]
[10/15/2013 17:01:46] CabLEDsMode=0
[10/15/2013 17:01:46] CabLEDDevices=
[10/15/2013 17:01:46] CabFEStartLWAFile=
[10/15/2013 17:01:46] CabFEQuitLWAFile=
[10/15/2013 17:01:46] CabFEActiveLWAFile=
[10/15/2013 17:01:46] CabFEScreenSaverLWAFile=
[10/15/2013 17:01:46] CabGameStartLWAFile=
[10/15/2013 17:01:46] CabGamePlayLWAFile=
[10/15/2013 17:01:46] CabGamePauseLWAFile=
[10/15/2013 17:01:46] CabFEListSelectedLWAFile=
[10/15/2013 17:01:46] [JDR]
[10/15/2013 17:01:46] UseGPWiz49=0
[10/15/2013 17:01:46] UseUltraStik=0
[10/15/2013 17:01:46] UltraStikRestrictorType=0
[10/15/2013 17:01:46] UseServoStik=1
[10/15/2013 17:01:46] [OtherSettings]
[10/15/2013 17:01:46] MaxPlayers=4
[10/15/2013 17:01:46] CocktailMode=0
[10/15/2013 17:01:46] RandomAniExcludeSelected=0
[10/15/2013 17:01:46] PreloadAudioLib=0
[10/15/2013 17:01:46] GameStartDelayTimeout=20
[10/15/2013 17:01:46] LogFile=Debug.log
[10/15/2013 17:01:46] Verbose=1
[10/15/2013 17:01:46] DisplayErrorsOnExit=0
[10/15/2013 17:01:46] ZipDebugFiles=1
[10/15/2013 17:01:46] DeviceListOverride=
[10/15/2013 17:01:46] JDROverride=0
[10/15/2013 17:01:46] NoLEDs=0
[10/15/2013 17:01:46] SaveUnknownGames=1
[10/15/2013 17:01:46] Settings.ini ******************** END
[10/15/2013 17:01:46] No LED Devices Detected
[10/15/2013 17:01:47] Received Event - Queue:[1] Msg:[8].
[10/15/2013 17:01:49] Received Event - Queue:[1] Msg:[7~MAME].
[10/15/2013 17:01:51] Received Event - Queue:[1] Msg:[9~flipshot].
[10/15/2013 17:01:53] Received Event - Queue:[1] Msg:[9~bgaregga].
[10/15/2013 17:01:54] Received Event - Queue:[1] Msg:[3~bgaregga~MAME].
[10/15/2013 17:03:21] Received Event - Queue:[1] Msg:[4].
[10/15/2013 17:03:23] Received Event - Queue:[1] Msg:[4].
[10/15/2013 17:03:23] Received Event - Queue:[1] Msg:[8].
[10/15/2013 17:03:27] Received Event - Queue:[1] Msg:[7~MAME].
[10/15/2013 17:03:28] Received Event - Queue:[1] Msg:[9~bgaregga].
[10/15/2013 17:03:42] Received Event - Queue:[1] Msg:[9~nam1975].
[10/15/2013 17:03:44] Received Event - Queue:[1] Msg:[9~mrdrillr].
[10/15/2013 17:03:44] Received Event - Queue:[1] Msg:[9~mspacman].
[10/15/2013 17:03:45] Received Event - Queue:[1] Msg:[3~mspacman~MAME].
[10/15/2013 17:04:01] Received Event - Queue:[1] Msg:[4].
[10/15/2013 17:04:03] Received Event - Queue:[1] Msg:[4].
[10/15/2013 17:04:03] Received Event - Queue:[1] Msg:[8].
[10/15/2013 17:04:06] Received Event - Queue:[1] Msg:[2].
[10/15/2013 17:04:06] Event: FEQuit
I'm trying to figure out a problem with getting a servo stik to switch with LEDblinky under hyperspin. In the LED config app, HS is selected as the emulator and the JDR option for servo stik is checked.
under hyperspin I have led blinky's path set up under hyperspin HQ/tools tab.
appreciate any ideas - Thanks
I'm using the latest version of Hyperspin.
I have the option to "strobe LED's with Speech" selected in the "game options" and "FE Options" tabs (all LEDs) but it's not working. It worked at some point in the past but not now.
Also
Everytime I use the arrow keys to change a game all my LEDs blink. This means if I scroll through games quickly the LED's can't keep up and it continues to blink even after I stop scrolling. Is it possible to turn this functionality off? I can't seem to find the correct option but I'm feeling a lil epileptic.
I'm using the latest version of Hyperspin.
I have the option to "strobe LED's with Speech" selected in the "game options" and "FE Options" tabs (all LEDs) but it's not working. It worked at some point in the past but not now.
Also
Everytime I use the arrow keys to change a game all my LEDs blink. This means if I scroll through games quickly the LED's can't keep up and it continues to blink even after I stop scrolling. Is it possible to turn this functionality off? I can't seem to find the correct option but I'm feeling a lil epileptic.
On the FE Options tab, uncheck the Button Flash option. That will solve the scroll strobe issue. It may also resolve the flash with speech not working. Let me know if otherwise.
AH, that took care of the blinking. Still have the problem with buttons not strobing with voice. I can post my settings if it would help. I enabled debugging in the config program but it dosen't show in the troubleshooting app. I do see there is now a debug zip file. I can post that if it would help but I see it also contains my registration info.
AH, that took care of the blinking. Still have the problem with buttons not strobing with voice. I can post my settings if it would help. I enabled debugging in the config program but it dosen't show in the troubleshooting app. I do see there is now a debug zip file. I can post that if it would help but I see it also contains my registration info.
email me he debug.zip and I'll take a look.
Hey guys,
I've been wrestling with LEDBlinky off and on (har har) for a couple days and am completely stuck. I've read through the documentation, but feel like I'm missing something obvious.
LEDBlinky works great, does the animation for launching Hyperspin, lights up the controls that work with Hyperspin, but does not light up the controls for any emulators. I know you have to set this up in LEDBlinky Controls Editor, but I did that, and it all seems fine to the best of my knowledge.
Here's the NES one I've built. I haven't messed with the <default> or MAME emulators on that list, and imported the NES emulator using the Import function.
When setting up the individual buttons, they all light up as they should, but nothing happens when I launch the emulator through Hyperspin!
Any guidance would be fantastic! Thanks! :)
[12/22/2013 17:56:47] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:47] Event Dropped [7~Nintendo Entertainment System].
[12/22/2013 17:56:49] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:49] Event Dropped [9~1942 (Japan, USA)].
[12/22/2013 17:56:49] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:49] Event Dropped [9~Addams Family, The (USA)].
[12/22/2013 17:56:50] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:50] Event Dropped [9~After Burner (USA) (Unl)].
[12/22/2013 17:56:52] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:52] Event Dropped [3~After Burner (USA) (Unl)~Nintendo Entertainment System].
The help was fantastic, THANK YOU! I've got the correct LEDs lit for all systems (I still want to go through and check all the MAME games, but I know how to fix them if they're not working right, now. :D )
I'm having a new issue though.
It seems about half the time, the first game I launch in a given emulator (I've had this happen with Nestopia and Fusion so far), the FE control lights don't turn off, the animation doesn't play, and the emulator's controls never light up. It basically just stays on Hyperspin's control scheme.
I turned off verbose logging and such, and when I exit, I get some variation on these lines of errors from LEDBlinky:Code: [Select][12/22/2013 17:56:47] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:47] Event Dropped [7~Nintendo Entertainment System].
[12/22/2013 17:56:49] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:49] Event Dropped [9~1942 (Japan, USA)].
[12/22/2013 17:56:49] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:49] Event Dropped [9~Addams Family, The (USA)].
[12/22/2013 17:56:50] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:50] Event Dropped [9~After Burner (USA) (Unl)].
[12/22/2013 17:56:52] Timeout waiting for Primary Instance Handle.
[12/22/2013 17:56:52] Event Dropped [3~After Burner (USA) (Unl)~Nintendo Entertainment System].
If I back out of the emulator, back to Hyperspin, and then launch the game again, it lights the controls correctly. It's like the system isn't passing the info to LEDBlinky fast enough?
Let's hope the Hyperspin editor sees this as I would love to see this dedicated support continue. I am a huge fan of the HS FE and would hate to be forced to change FE's after all of my hard work. No offence to you other FE developers out there, but HS was consistently the easiest FE to set-up and I have pretty much tried them all.
Arzoo: FYI The PacDrive dll has been updated to support Ultimarc's new NanoLED and I-PAC I/O hardware. You basically call the Pac64 functions the same way except the NanoLED supports 128 LEDs and the I-PAC Ultimate I/O supports 96 LEDs. For the most part you should only need to adjust the size of your LED arrays to support them. Also the dll now comes in both 32 and 64 bit versions (PacDrive32.dll / PacDrive64.dll).
Still trying to iron out a couple of bugs with my setup. Running two pac64 boards on Windows 7 x64 with Mame 0.153 and a full Mame.xml
Confirmed all my ports are mapped properly and ID the correct RGB color for each pin on each button.
In all games with 2 or more buttons,-P1 B2 never lights up (it's on PAC64 #2)EDIT: Wrong Key assigned - FIXED
-P2 B2 Always lights white (It's on PAC64 #1)
In All 2 player games that only use 1 button (Example Joust)
- P2 B2 Always lights up random color
In 1 player games with no buttons
- P2 B2 Always lights up random color
All buttons and RGB colors respond as they should in the configuration program
I have my LEDBLINKY setup working with MAME in Hyperspin, works great. However, I need help with the intro animation LEDBLINKY. Everytime I load HYPERSPIN, I have a custom intro done that is about 1:14 mins long. The LED Blinks about a few seconds and it reverts to hyperspin buttons. I would like the animation to blink for the same length of the intro then switches over to hyperspin buttons.
Is that possible?
Any help is appreciated. Thanks.
The Goto/Repeat works and I was able to match the length of the loop to the video. However, let say someone press the key to skip the intro, the animations is still going and the hyperspin lights doesn't light up until the loop is done, this also delays and crashes LEDBLINKY if let say, someone starts a MAME game before the looop is done... So I decided to not do this loop. Thank you for your help though.
Just one more question. I'm now finished with setting up MAME to light up correctly. Now I'm in the process to add other emulators such as NES, SNES, GENESIS, etc... What is the naming (value) I should use when adding a emulator in LEDBLINKY? For example for Nintendo, in my Hyperspin, I use nestopia, however the database xml is Nintendo Entertainment System.xml. Should I use NES? nestopia? or Nintendo Entertainment System? What naming should it match up?
Thank you.
Thank you for your reply arzoo. I will try to replicate the issues tonight and send you the debug.zip.
If I understand correctly, do I run the the emulators first before setting up controls editor? Do I run the emulators in hyperspin or outside hyperspin?
Thank you.
Thank you. Was able to set a few emulators last night. Just a quick question, there isn't a copy and paste to allow to copy of the key configs from one unknown emulator to the next? I know your able to copy from Player 1 to Player 2.
Also, I couldn't replicate the crashed I had earlier, however I did have a few EVENT fails in my log when I exit hyperspin. After searching through this thread, seems like its a normal instance?
Thank you.
Does anyone have the control.ini and colors.ini for the MAME .152 rom set. I have a lot of games missing the LEDBLinky effect.
Is there anybody else out there using LEDwiz together with LEDBlinky, that occasionally has the buttons not all light up? I've been trying to figure it out for months with no luck. Currently using Hyperspin and LEDBlinky, everything up to date. I have 2 LEDwiz boards, each powered by my PC's power supply. Everything is 5v, so I have the bank voltage select ports daisy chained together since it is all the same voltage. LEDs have one wire going into the LEDwiz board, and the other daisy chained and connected to my PC power supply 5v, with the PC power supply ground going to the ground port on the LEDwiz board.
What happens is this. In either attract mode demoing game controls OR upon launch of a game, there always is a small chance that not all buttons will light up. If I simply go on the Hyperspin wheel and go through the game list between say two games over and over, eventually a game will only light up some of the controls. Then I go away and back to the game and it lights up fine. I would say its a 5% chance or so of it happening but it's rather annoying.
I'm just looking for any kind of suggestion of guidance in getting the buttons to light up correctly 100% of the time.
Edit: Confirmed the problem is only using Hyperspin. Using a fresh GameEX install I did not encounter the above problem once. While using Hyperspin, I do have the "use hyperlaunch" option checked in ledblinky, and have it pointing to my settings.ini as well.
It is always some that do not light up, never all. And it is very random as to which ones will not light up. I just went to the N64 wheel in Hyperspin with demo controls set to 999 seconds. All buttons are set as default for that wheel, so all light up if everything is good. One time only player 4 buttons 1-4, player 3 start and coin, and player 2 start and coin lit up. Another time, everything but player 3 buttons 1-4 lit up. Then, all but player 1 buttons 1-6, and player 3 buttons 1 and 2 lit up. I can go a random number of times changing the game on the wheel before I see buttons that don't light up that should, sometimes only a few times, sometimes 30 times.
I've tried changing the delay for the demo controls function in ledblinky as well with no luck. As I said before, I can go through the GameEX list with no problems ever.
Edit: Opened it all up, took out one of the LEDwiz boards and then reprogrammed everything again. Now it's not lighting up the same exact buttons when it fails to light up correctly. N64 should light everything up, but when it fails it is not lighting up the same 7 buttons across the control panel.
I am testing ledblinky with mame from the command line.
When I run it, all the buttons flash white, the name of the game is announced, the buttons light up with the correct colors, and the description of each button is read.
After this sequence happens, the buttons are no longer lit up.
Is this expected behavior, or am I supposed to configure something so that the buttons remain lit up during gameplay?
Make sure you have the "Light Game Controls" option checked.
Hi!
I would really appreciate some help with LEDBlinky & MaLa/MaMe/i-Pac Ultimate I/O.
I have the following problem:
- Player one / two leds seems to be swapped.
- I'm not totally sure if there is some other mapping problems with the light/button conbinations. Is there a utility etc. to light the pushed buttons so that I could definitely see what buttons are bind to what leds?
- Otherwise it seems that lights work every time with right colors etc., only in wrong places / swapped.
I have checked/double checked and reconfigured the following:
- Checked that the mapping is right in "GenLEDBlinkyInputMap" app.
- Reconfigured the buttons 3 times now...
- I even tried to swap the button bindings in the "LEDBlinkyInputMap.xml" between the p1/p2. This seems to help but I suspect that some buttons are still wrongly mapped (p1 buttons 4&5). I am not 100% sure because there's no way to light buttons manually.
- I have tried ENG keyboard mapping in Windows (normal mapping is in Finnish).
Soooo... what should I do next to resolve this? :dizzy:
Have you tried the LEDBlinky Troubleshooting app? It may be able to identify what's going on.
Hey arzoo,
First, just wanted to say I love your software. The ability to make complex animations is awesome and I've been having a great time with it!
The reason I am posting is to find out whether it is possible to update individual LED's on-the-fly without resetting the status of the rest of the LEDs using LEDblinky. Basically I am trying to use LEDblinky in conjunction with the Skeeball software that I'm currently writing, and I need to be able to light up individual holes as opposed to refreshing all of the LEDs.
Right now each ring has an RGB LED installed, and using RandyT's software I can send a command to make the 10 ring red, then send a second command to make the 20 ring green and both the 10 ring will be red and the 20 ring will be green. Using LEDblinky, I send the command to change the 10 ring red, but when send the second command to change the 20 ring green it seems to reset the state of all LEDs and only lights the 20 ring green. This is just a very basic example and the hole lighting can get very complex using certain games, so creating individual LWAX files for each possible combination of colors wouldn't be practical.
I would love to be able to use LEDblinky with my project, as the LWAX files that I have created with LEDblinky are a lot cooler than the existing LWA files that I use. Is there a way to achieve my goal using LEDblinky, or am I out of luck here?
Quick question. I've checked through the website and everywhere I can think of, but haven't had much luck.
I'm trying to get LEDBlinky to start the "random montage" sequence from the command line
Is this possible?
Well, something a little odd is going on.
I upgraded to 6.0 (going through the 5.1 version as the instructs suggest).
That all seemed to work fine.
BUT, when I select the random montage option for the FE Active animation, I get no animation.
When I quit mala, I get this in the LEDBlinky log
[08/13/2014 18:26:23] Missing FE Active animation file [C:\Games\FrontEnds\Mala\Plugins\LEDBlinky\lwa\<Random Montage>].
It's as if it's actually trying to load an lwax called <Random Montage>
Any ideas?
Well, something a little odd is going on.
I upgraded to 6.0 (going through the 5.1 version as the instructs suggest).
That all seemed to work fine.
BUT, when I select the random montage option for the FE Active animation, I get no animation.
When I quit mala, I get this in the LEDBlinky log
[08/13/2014 18:26:23] Missing FE Active animation file [C:\Games\FrontEnds\Mala\Plugins\LEDBlinky\lwa\<Random Montage>].
It's as if it's actually trying to load an lwax called <Random Montage>
Any ideas?
I'll check into this and get back soon.
Thanks Arzoo!
I got it and put it in place.
But I'm still getting some weirdness. I can run LEDBlinkyConfig, set the Game Play animation to audio, and set a pattern to pattern01.lwax, then test it with a game running and I get the appropriate animation.
So I save config, then start mala.
Once in Mala, I start a game, and no animation.
When I exit mala, I get a msgbox from LEDBlinky asking if I want to see the log.
When I do, I have this message
[08/14/2014 10:57:05] Unable to load [PATTERN01.LWAX].
It's as if its not finding the pattern01.lwax file, but it's in the LWA folder.
I've tried specifing the current working dir, no change.
Same thing happens when I start it from the command line
LEDBlinky audio.lwax pattern01.lwax
call "whatever game"
LEDBlinky 11
The idea is to turn on audio animation, run the game, and when the game quits, turn off the animations.
when I exit the game, it invokes ledblinky to turn off animations, but again, I geta message and log saying it can't load the pattern01.lwax
Any thoughts?
I just installed two servostiks and enabled them in the LEDBlinky menu but I'm having trouble having them switch to 4-way for games in MAME, no matter what game I choose the sticks set themselves to 8-way regardless of what position they were in prior. I am using Hyperspin as my FE and they DO change to 4-way whenever I go back into the Hyperspin menus, but any game in MAME sets them to 8-way.
I used games like Donkey Kong, Ms. Pac-Man and Frogger to test for 4-way switching. In the logs I do see LEDBlinky purposely setting the sticks to 8-way and noting no change in state when I change between games if the sticks are already set to 8-way. The only time I see the command for 4-way in the logs is when returning to Hyperspin menus.
Using LEDBlinky 6.1 on Win 7 x64 with MAME 0.153 and Hyperspin.
Any help would be great, I'm really anxious to see these sticks switching properly for my 4-way games.
Logs sent via email, thanks
Hi there!
I just bought a pacdrive to customize my cab's leds, and registered ledblinky to create custom animations.
I'm using Gameex frontend, and although it has its own led plugin, I decided to go with ledblinky.
So far so good, but I had a little problem that I can't solve.
On Gameex forum we have a highscore competition, and there's a custom map for mame that lists only those games on the highscore competition.
They're mame games, they run the same emulator as the gameex' default mame, but the leds are not ok.
It's not recognised as mame, and I get the standard default pattern, all 6 buttons light, all spoken controls are "1,2,3,4,5,6".
Curiously, CPWizard do recognises it and shows the right controls.
Is there any way to make ledblinky recognises it as mame too?
I would like to keep using gameex' led events and I don't know if I could use the standalone ledblinky (and disable the plugin) for both emulators and gameex?
[09/07/2014 22:37:15] Missing Game Play animation file [G:\GameEx\PlugIns\LEDBLinky\lwa\].
Hi there Arzoo! Thanks for your help :D
I just changed the emulator name on gameex to include "mame" and now everything works fine :D
I'm getting an error everytime I exit gameex. There's a popup from ledblinky telling me there were errors, and I always see the same one.Quote[09/07/2014 22:37:15] Missing Game Play animation file [G:\GameEx\PlugIns\LEDBLinky\lwa\].
Although I have no game play animation selected to run, just the game controls' leds
Thanks Arzoo!
I got it and put it in place.
But I'm still getting some weirdness. I can run LEDBlinkyConfig, set the Game Play animation to audio, and set a pattern to pattern01.lwax, then test it with a game running and I get the appropriate animation.
So I save config, then start mala.
Once in Mala, I start a game, and no animation.
When I exit mala, I get a msgbox from LEDBlinky asking if I want to see the log.
When I do, I have this message
[08/14/2014 10:57:05] Unable to load [PATTERN01.LWAX].
It's as if its not finding the pattern01.lwax file, but it's in the LWA folder.
I've tried specifing the current working dir, no change.
Same thing happens when I start it from the command line
LEDBlinky audio.lwax pattern01.lwax
call "whatever game"
LEDBlinky 11
The idea is to turn on audio animation, run the game, and when the game quits, turn off the animations.
when I exit the game, it invokes ledblinky to turn off animations, but again, I geta message and log saying it can't load the pattern01.lwax
Any thoughts?
Thanks Arzoo!
I got it and put it in place.
But I'm still getting some weirdness. I can run LEDBlinkyConfig, set the Game Play animation to audio, and set a pattern to pattern01.lwax, then test it with a game running and I get the appropriate animation.
So I save config, then start mala.
Once in Mala, I start a game, and no animation.
When I exit mala, I get a msgbox from LEDBlinky asking if I want to see the log.
When I do, I have this message
[08/14/2014 10:57:05] Unable to load [PATTERN01.LWAX].
It's as if its not finding the pattern01.lwax file, but it's in the LWA folder.
I've tried specifing the current working dir, no change.
Same thing happens when I start it from the command line
LEDBlinky audio.lwax pattern01.lwax
call "whatever game"
LEDBlinky 11
The idea is to turn on audio animation, run the game, and when the game quits, turn off the animations.
when I exit the game, it invokes ledblinky to turn off animations, but again, I geta message and log saying it can't load the pattern01.lwax
Any thoughts?
I can confirm this behavior also after an upgrade to 6.1.
I am using AHK to start an attract mode animation and also start an audio mode from within PinballX - all worked fine upto the upgrade.
I kept a copy of my old install then upgraded to 6.1 and as above LEDblinky would not start the .lwax files.
Reverting back to the old install and all works as before.
BUT when the option to enable debug is selected from the config app, 6.1 works perfectly? - disable debug and again the .Lwax file cannot be started.
Hope this info is of some use, and thank`s for the new commandline options :applaud: .
Hi, thanks for the offer but I am happy to just leave debugging enabled for the interim.
I've been able to reproduce the problem and will have it fixed with the next release. If need be, I can get you a patch before then. Thanks for the help with this.
On a different note do you have any plans to support sainsmart devices in the future arzoo? a driver and discussion can be found HERE (http://vpuniverse.com/forums/topic/1069-i-created-a-sainsmart-cheap-relay-board-driver/)
First of all, I love LEDBlinky and I've been working on getting it to function with my Skeeball software and I think I'm getting there. I was stuck briefly because AS2 doesn't allow command line options when you launch executables, but I was able to write a short AutoHotKey script that monitors the clipboard and launches LEDBlinky using whatever arguments that you load into the clipboard. I feel like I'm really close to having this all working perfectly, but I am having one issue that is driving me crazy.
Basically, all LEDs turn off for a split second while loading animations. For example, certain games have all of the rings illuminated white... my goal was to have the ring turn red and then fade back to white when the player rolls a ball into that ring but have all other rings remain white. I've got the animations working and it's close to what I was envisioning, but the problem is that it while loading from one animation to another it turns off all of the LEDs for a brief moment. It's just a flicker really, but it's enough to be noticeable and detracts from the animations.
Is there an option that I am missing that makes it possible to seamlessly transition from one animation to another without having all of the LEDs shut off for a second? Ideally I would be able to have all holes lit but not have them flicker while switching animations.
First of all, I love LEDBlinky and I've been working on getting it to function with my Skeeball software and I think I'm getting there. I was stuck briefly because AS2 doesn't allow command line options when you launch executables, but I was able to write a short AutoHotKey script that monitors the clipboard and launches LEDBlinky using whatever arguments that you load into the clipboard. I feel like I'm really close to having this all working perfectly, but I am having one issue that is driving me crazy.
Basically, all LEDs turn off for a split second while loading animations. For example, certain games have all of the rings illuminated white... my goal was to have the ring turn red and then fade back to white when the player rolls a ball into that ring but have all other rings remain white. I've got the animations working and it's close to what I was envisioning, but the problem is that it while loading from one animation to another it turns off all of the LEDs for a brief moment. It's just a flicker really, but it's enough to be noticeable and detracts from the animations.
Is there an option that I am missing that makes it possible to seamlessly transition from one animation to another without having all of the LEDs shut off for a second? Ideally I would be able to have all holes lit but not have them flicker while switching animations.
That's correct - when you run an animation it will first turn off all the ports. Using the (new) command to set ports manually will clear the ports but then you can't do the fades. I guess I could add an option to not clear the ports between animations but this is a real edge case scenario. Let me think about it.
First of all, I love LEDBlinky and I've been working on getting it to function with my Skeeball software and I think I'm getting there. I was stuck briefly because AS2 doesn't allow command line options when you launch executables, but I was able to write a short AutoHotKey script that monitors the clipboard and launches LEDBlinky using whatever arguments that you load into the clipboard. I feel like I'm really close to having this all working perfectly, but I am having one issue that is driving me crazy.
Basically, all LEDs turn off for a split second while loading animations. For example, certain games have all of the rings illuminated white... my goal was to have the ring turn red and then fade back to white when the player rolls a ball into that ring but have all other rings remain white. I've got the animations working and it's close to what I was envisioning, but the problem is that it while loading from one animation to another it turns off all of the LEDs for a brief moment. It's just a flicker really, but it's enough to be noticeable and detracts from the animations.
Is there an option that I am missing that makes it possible to seamlessly transition from one animation to another without having all of the LEDs shut off for a second? Ideally I would be able to have all holes lit but not have them flicker while switching animations.
That's correct - when you run an animation it will first turn off all the ports. Using the (new) command to set ports manually will clear the ports but then you can't do the fades. I guess I could add an option to not clear the ports between animations but this is a real edge case scenario. Let me think about it.
Ahh ok I figured that was the case but I was hoping that I was doing something wrong haha. It would be awesome to have that option and it would definitely help me out, but I totally understand if you don't have the time to add support for such a fringe request. Either way I appreciate the consideration and I figure it couldn't hurt to ask! Thanks for the quick response and have a good one!
First of all, I love LEDBlinky and I've been working on getting it to function with my Skeeball software and I think I'm getting there. I was stuck briefly because AS2 doesn't allow command line options when you launch executables, but I was able to write a short AutoHotKey script that monitors the clipboard and launches LEDBlinky using whatever arguments that you load into the clipboard. I feel like I'm really close to having this all working perfectly, but I am having one issue that is driving me crazy.
Basically, all LEDs turn off for a split second while loading animations. For example, certain games have all of the rings illuminated white... my goal was to have the ring turn red and then fade back to white when the player rolls a ball into that ring but have all other rings remain white. I've got the animations working and it's close to what I was envisioning, but the problem is that it while loading from one animation to another it turns off all of the LEDs for a brief moment. It's just a flicker really, but it's enough to be noticeable and detracts from the animations.
Is there an option that I am missing that makes it possible to seamlessly transition from one animation to another without having all of the LEDs shut off for a second? Ideally I would be able to have all holes lit but not have them flicker while switching animations.
That's correct - when you run an animation it will first turn off all the ports. Using the (new) command to set ports manually will clear the ports but then you can't do the fades. I guess I could add an option to not clear the ports between animations but this is a real edge case scenario. Let me think about it.
Ahh ok I figured that was the case but I was hoping that I was doing something wrong haha. It would be awesome to have that option and it would definitely help me out, but I totally understand if you don't have the time to add support for such a fringe request. Either way I appreciate the consideration and I figure it couldn't hurt to ask! Thanks for the quick response and have a good one!
What I meant to say was Using the (new) command to set ports manually will NOT clear the ports.
Ahh ok I figured that was the case but I was hoping that I was doing something wrong haha. It would be awesome to have that option and it would definitely help me out, but I totally understand if you don't have the time to add support for such a fringe request. Either way I appreciate the consideration and I figure it couldn't hurt to ask! Thanks for the quick response and have a good one!
Ahh ok I figured that was the case but I was hoping that I was doing something wrong haha. It would be awesome to have that option and it would definitely help me out, but I totally understand if you don't have the time to add support for such a fringe request. Either way I appreciate the consideration and I figure it couldn't hurt to ask! Thanks for the quick response and have a good one!
I'll look at the code and if it's simple to add a setting (only in the ini) to not clear the ports between animations then I'll include it with the next release.
Did all steps in the Led blinky setup guide and still when i turn on hyper spin nothing lights up!
God... hyperspin and LED blinky is more complicated than woman, how is this possible ?!?! :cry: been sitting all day trying to config hyperspin and the only emulator i have working for now is Mame with videos and all. But LEDblinky is a killig me..............
Got the lights to play animations when in hyperspin, but when i go in to the mame section it doesnt light up any keys, i want it to light up the buttons that the game uses ingame, and if you enter the game the buttons that are active ingame lights up, how do you do that ?
What controller file do you point it to ? LEDblinky just wants a controller file but it doesnt say what kind of file like .ini or .xml
I have downloadet the controller file from
http://controls.arcadecontrols.com/controls/controls_dat.php (http://controls.arcadecontrols.com/controls/controls_dat.php)
I have everything working correctly with LED blinky and MAME, but I cannot get my Player 1/2 start buttons to flash when a credit is inserted for the life of me. The option is checked in the config screen.
Every other thing works flawlessly e,g Controls light, Controls spoken during beginning and pause of MAME, literally everything but this one feature. I'm on 147u1. Any idea what can be wrong?
I have LEDBLINKY installed, configured, and working for the most part in HYPERSPIN. However, I'm having this problem and I believe its causing the hyperspin, emulator or ledblinky to crash. Let say, when the user is scrolling to fast in the MAME collection, let say from A to D, and then select the game, the LEDs continue to blinks for every game from A to D, eventho the game has been selected.
I know certain MAME games has already pre-set leds so when you select the game, it shows which buttons are used. this option sometimes won't show up because when i'm scrolling through a bunch of games, the leds continue to blink for every game i scroll. this in most times, causes hyperspin to freeze up.
Is there an option I can disable to not have this?
Thanks
Hey Arzoo, now I'm having another problem. I had it set for Mame or any other system in HYPERSPIN when the game is loaded, it lights up the controls and speak the controls.
It is doing it, however once the controls are lighted up and done speaking, it reverts back to HYPERSPIN FE controls lights, it doesn't keep the game controls light up while I am playing that game. It affects MAME and other emulators that I had setup.
I'm not sure if this would cause an issue, but it was working before. I just setup XPADDER to control my FE MENU, and now this issue is showing up.
Any ideas?
LEDBlinky question!
Can you use the "Always active" feature outside of anything <default>?
I obviously have defaults set for non mame emulators, and then a default set inside of mame in the controls editor. But I want to light 4 buttons blue for Player 2, JUST for tron. (They are behind my tron joystick and it would illuminate the translucent joystick nicely!) But, anytime I in the controls editor I set a button to blue, it doesn't let me check always active as it's dimmed and from what I see, always active is only available in defaults.
If you can't do it via always active, is there another trick that might work to get certain buttons to light up just for one rom and stay on?
Thank you!!!
Best,
Matt Riggins
Hi Arzoo,
I'm trying to setup LEDBlinky to control my ServoStiks for MAME and other emulators. I'm using HyperSpin and I can successfully switch the already using JoyTray.
I'm using a fresh (registered) install of LEDBlinky 6.1. I've set LEDBlinkyConfig as follows:
I have NOT created any keymaps as I'm not using LEDs and it starts by asking me for my LED controller.
I turned on debugging, launched LEDBlinky, launched HyperSpin, launched MAME games, but my debug file just shows the version info:
[01/01/2015 11:02:37]
[01/01/2015 11:02:37] LEDBlinky v6.1.0.0
Thanks for your help. So excited to get this working!
Hi Arzoo,
OK, that last tip was perfect and I'm 99% there. I've started setting up additional emulators and everything is working perfectly.
One more question:
How to I set my master "default" to 8-way? Right now, when I load HyperSpin, LEDBlinky switches the joysticks to 4-way. I'd prefer they were in 8-way. Or, even better, is it possible to tell the joysticks to do "nothing" when entering the HyperSpin menu?
I don't really care about 4-way / 8-way switching inside of HyperSpin.
Thanks so much. This is so damn cool!
Owen
Thanks!
And what if I only want it to change between 4/8 way when in emulators?
Is it possible to set neither to primary, so it doesn't change back and forth when entering/exiting the frontend?
Hmmm...
I've removing both 4-way and 8-way designations form the FE section. I also tried leaving 8-way in, with Primary (UNCHECKED).
Both ways end up with the joysticks switching to 4-way...
Thoughts?
Hi Arzoo,
OK, tons of progress today and I had it working perfectly, but then I had to reformat the drive and start over...
Anyways, set it up pretty much exactly the same. It's switching fine for MAME, but it doesn't seem to find the 4-way default mapping for PacMAME.
LEDBlinkyControls.xml and Debug: http://pastebin.com/CKmLr7Z9 (http://pastebin.com/CKmLr7Z9)
Really, really appreciate the help!
Just did some testing and that doesn't seem to be the problem.
As a test, I switched Nintendo Entertainment System to 4-way. Same problem.
It doesn't seem to notice that Nintendo Entertainment System is set to 4-way.
I have my primary as 8-way, so it should definitely be switching...
http://pastebin.com/80BmmQpy (http://pastebin.com/80BmmQpy)
<emulator emuname="Nintendo Entertainment System" emuDesc="">
<controlGroup groupName="DEFAULT" voice="" numPlayers="1" alternating="0" jukebox="0" ledwizGlobalPulse="3" defaultActive="48,48,48,48" defaultInactive="0,0,0,0">
<player number="0">
<control name="CONTROL_JOY8WAY" voice="8-Way Joystick" alwaysActive="0" color="" inputCodes=""/>
</player>
<player number="1"/>
</controlGroup>
</emulator>
[01/04/2015 13:39:07] Received Event - Queue:[1] Msg:[7~Nintendo Entertainment System].
[01/04/2015 13:39:07] Event: EMULATOR_SELECTED [Nintendo Entertainment System] []
[01/04/2015 13:39:07] Emulator: [NINTENDO_ENTERTAINMENT_SYSTEM]
[01/04/2015 13:39:07] EMULATOR_SELECTED Event Completed.
[01/04/2015 13:39:08] Received Event - Queue:[1] Msg:[9~Battletank (USA)].
[01/04/2015 13:39:08] Event: LIST_SELECTED
[01/04/2015 13:39:08] Event: GAME_SELECTED [Battletank (USA)] [] []
[01/04/2015 13:39:08] Received Event - Queue:[1] Msg:[3~Battletank (USA)~Nintendo Entertainment System].
[01/04/2015 13:39:08] Event: EMULATOR_SELECTED [Nintendo Entertainment System] []
[01/04/2015 13:39:08] Emulator: [NINTENDO_ENTERTAINMENT_SYSTEM]
[01/04/2015 13:39:08] FEEmulaterSelected Event Completed.
[01/04/2015 13:39:08] Event: GAME_SELECTED [Battletank (USA)] [] []
[01/04/2015 13:39:08] Event: GAME_START
[01/04/2015 13:39:08] ROM/Game: [BATTLETANK_(USA)] Controls: [OTHER-DEFAULT]
>>>>[01/04/2015 13:39:08] No change to JDR mode for BATTLETANK_(USA).
Hi Arzoo,
Where can we download LEDBlinky 6.1?
Unless I'm going mad the LEDBlinky website only includes a link for v6.0.
Thanks,
Chris.
The link text on the site says 6.0, but actually points to a file called "LEDBlinky_6_1_0_0.zip"
Been playing with this to change maps on my u360 and it's working well thanks. One thing I can't find is if it's possible to load a map on mala exit in the mouse one?
<path>\ledblinky\LEDBlinky.exe 13 <map name>
The <map name> refers to the .um files in the /jdr folder. Typical values: analog, joy2way, joy4way, joy8way, joydiag, vjoy2way. Default is joy8way. For the mouse you would use Analog.
Hey arzoo!
I just saw that you released 6.2... excited to try it out! I don't want to be pushy or anything, but did you ever get a chance to take a look at the code and see if making an ini option to not clear the ports between animations was a possibility? I love your software and it would be awesome to be able to have it be the backbone of the lighting features of my Free Skee software. Again, not meaning to be pushy I was just curious if you've had a chance to see if it was a viable option.
Hey arzoo!
I just saw that you released 6.2... excited to try it out! I don't want to be pushy or anything, but did you ever get a chance to take a look at the code and see if making an ini option to not clear the ports between animations was a possibility? I love your software and it would be awesome to be able to have it be the backbone of the lighting features of my Free Skee software. Again, not meaning to be pushy I was just curious if you've had a chance to see if it was a viable option.
Hmmm, this never made it onto my requested enhancements list. No worries, I'll go back into the code and see if it's feasible. If so, I'll get you a beta version for testing. I'll let you know either way.
have the same issue with the other emulators not lighting up only MAME works any ideas ??
I think I figured it out. I was trying to use the same port label for all of them but it seems like coming up with unique port labels but still assigning them to the same input codes does what I want.
LEDBlinky Controls Editor Question
I have a paid license for LEDBlinky, but do not have my Ultimate I/O yet. I was trying to setup the other controls for the other wheels within Hyperspin, for example "Nintendo Entertainment System". Unless I am reading the instructions incorrectly, once I play a NES game, this should add the emulator name and rom game to the list. However if I perform this and run the "Import-->Unknown Games" action, I receive the following error, "There are no Unknown ROMs or Games".
I'm having issues with LEDBlinky not toggling my servo-stiks back to 4 way on game exit. I'm running hyperspin, and when I open an 8-way game, it switches the servos to 8 way properly. When i quit the game, it doesn't toggle back to 4 Way, so when I then open a 4 way game, it doesn't toggle to 4 way for the game. Hope this makes sense. Is anyone else experiencing this or know how to correct?
In case anyone else is having this issue, it seems HyperLaunch 3.0 loses focus and sends rogue FEGameQuit command immediately following the GameStart command.
There is a workaround posted here: http://www.hyperspin-fe.com/forum/showthread.php?26629-LEDBlinky-reverting-to-FE-controls-when-launching-emulator (http://www.hyperspin-fe.com/forum/showthread.php?26629-LEDBlinky-reverting-to-FE-controls-when-launching-emulator)
I was having a similar problem where after selecting a game, just before the fade screen would start, Hyperspin would move to the next game on the menu (causing HyperSpin to think the emulator had ended). This caused Hyperspin to still be running even though the emulator ran fine after the fade screen. After much trail and error I found the problem.
- Hyperspin was configured to use a spinner (or mouse doesn't matter)
- Hyperlaunch 3 was configured to "Hide the Cursor"
What was happening is that before starting the fade screen, HyperLaunch moved the mouse cursor off screen and this triggered Hyperspin to move one game. Because of the speed of HyperLaunch, HyperSpin did not recognize that it has lost focus.
The easy solution was - Configure HyperLaunch not to hide the cursor. A permanent solution would involve Hyperlaunch to hide the cursor after the fade screen or emulator has started.
Hope this helps others with this problem.
Cheers.
First, read the thread, and then here are some more details to the overall steps to complete in more detail:
1. Download the LEDBlinky Filter supplied by that thread, extract to your computer, and update the INI to link to your real LEDBlinky.exe file
2. Go to HyperHQ, change your LEDBlinky Link to the new folder with the filter from the Tools menu
a. (Optional) Add the 3rd variable as suggested by another user in thread to LEDBlinky.ahk script in the Filter folder
3. Go to Hyperlaunch/lib/user functions.ahk and add the exit script supplied in that thread. Change the LEDBlinky path to the path of your Filter LEDBlinky.exe supplied in #1.
Hope this helps!
I've been having a strange issue with my Howler controller and LEDBlinky (6.1 and 6.2). During game play (TMNT and BToads) the characters will start moving to the top left of the screen like the joysticks are stuck (there centered physically). Sometimes pausing the game will get it working again other times you have to stop and unplug the howler. I have not been able to recreate it with the debug log running yet. Front end is Mala 1.820 I'm using a merged XML made with Romlister. I've had it happen with two separate howlers and computers. I noticed colors.ini and controls.ini have been modified on the one machine (colors changed and number of players changed manually on a few games).
I'll do some more testing and see if I can't get a debug for the issue.
Any help would be greatly appreciated.
Just curious if anyone has come across this.
Ultimarc Ultimate I/O
Red Wire produces Red button color
Blue Wire produces Blue button color
Green Wire produces Green button color
All three connected produce White button color
When editing in ledblinkycontrolseditor, the color for Red turns the RGB button to Blue. The Green selection turns the RGB button to Purple. The Blue selection turns the RGB button to Yellow. I find no errors in the log, am I missing something?
Also while in the controls editor if I select P1B1 Red, the button turns Cyan, if I select P1B1 Green the button turns violet, and if I select P1B1 Blue the button turns light yellow.
I am having the exact same problem. For mine in SimpleLEDTest, ports 1, 2 and 3 act just as described , port 1 shows as light blue, port 2 lights as purple and port 3 lights as yellow. All others light as they should, example port 4 lights red, port 5 lights green and port 6 lights blue, etc. all the way through port 48, then port 49, 50 and 51 light just as ports 1, 2 and 3? I too am using the Ultimate I/O?
Mark
Thanks Arzoo, any help is greatly appreciated. FYI, I have 2 of the Ultimates on hand, each have the same symptoms.
Mark
I just tried that, when in SimpleLEDTest;
ports 1, 2 and 3 now work (Red, Green, Blue) as well as ports 4 through36. Ports 37, 38 and 39 are attached to my trackball led (also from Ultimarc), those 3 ports do not light at all (they did prior to today). Then ports 40 through 48 work (Red, Green, Blue); however ports 49, 50 and 51 (which are the last ports I have wired, and have them going to Player 2 Start); are now backwards, they go Blue, Green and Red? Additional information, when I boot up my system (Windows 7), and Mala boots up all Led's are scrolling Red, then Green, etc.; but as soon as I press any button, all Led's die and do not restart?
Any other thoughts, I am willing to change frontends, go to Hyperspin, anything...I have been working on and off with this for over 1 year : (
Thanks again for any help or input!
Mark
Thanks, I will try to contact him and see what I can work out. Thanks again for your help.
Mark
I'm having a problem getting LEDBlinky to light custom buttons in MAME. I have some MAME games where I have created a custom 3rd button.
Example would be the game 1944 which uses only 2 buttons (fire and bomb) by default. Pressing and holding fire (P1B1) normally charges your gun however I moved this button to P1B3. Inside MAME I have moved the fire button to P1B3 by making P1B3 be the normal fire action button. Then I have mapped P1 Custom 1 button to also be the fire button but set it to allow me to use auto fire on P1B1. I notice that this P1 Custom button is never lit. How can I resolve this so it's lit? The other two buttons P1B2 and P1B3 (bomb and fire) are lit.
Any ideas dealing with LEDBLINKY and custom buttons?
Thanks for the reply arzoo!
I was reading your support site to try to resolve a few of last remaining issues with my MaLa and LEDBlinky setup and some incorrect controls being lit (or not lit) in certain games. Can you confirm the following is still accurate for the current version of LEDBlinky and the way it works with MaLa?
1) You launch a MAME game and MaLa passes a ROM name to LEDBlinky.
2) The ROM name is used by LEDBlinky to look up a list of Control Names from the controls.ini file.
3) If the ROM name is not found in the controls.ini file, LEDBlinky will use the mame.xml file to get the list of Control Names
4) For each Control Name, LEDBlinky will look through the MAME config (.cfg) files (either ROM specific or the default.cfg) to determine the Input Codes (keyboard and/or joystick) assigned to the control.
5) For each Input Code, LEDBlinky will use the LED Controller/Port input mapping (as defined by the GenLEDBlinkyInputMap application) to determine which ports on each LED Controller should be turned on.
I'm thinking that having a basic understanding of how LEDBlinky Determines which LEDs to light will help me with my troubleshooting. :P
Hi
Is there a way to get LEDBlinky to speak the game controls when a particular button is pressed? I know you can do it for frontend controls but I wanted to do the same in game.
Basically, if it is possible, I wanted to set my pause key the same as the 'speak controls' key. Then any time you paused a game LEDBlinky would remind you of the controls.
Thanks for your help
Jon
Hi Arzoo
Thanks for the quick response. Is that button only for Mame games?
I was hoping to do it on all my emulators, triggered by a certain key?
Thanks
Jon
Hi Arzoo
Bit of a silly question this I know but I can't get LEDBLinky to work from the command line.
From the LEDBLinky folder, I run:
LEDBlinky.exe 1 - this correctly lights my frontend controls (Hyperspin)
I have then tried all sorts of different ways of entering the rom & emulator but the best I can get LEDBlinky to do is turn all the LED's off.
Can you provide an example of how I should enter the game start command, I've tried:
LEDBLinky.exe "BC Racers (USA)" "Sega 32X"
LEDBLinky.exe "BC Racers (USA).zip" "Sega 32X.exe"
LEDBLinky.exe BC Racers (USA) Sega 32X
LEDBlinky.exe <BC Racers (USA)> <Sega 32X>
LEDBLinky.exe (BC Racers (USA) (Sega 32X)
Is the problem the actual names I'm using? I'm entering them as they are shown in Hyperspin?
Hi Arzoo. I recently upgraded the hard drives in my computer and moved the folders around a bit. I'm running GameEx frontend now, but used to run Maximus Arcade. I have a PacLED 64 powering the LEDs on my CP. I had configured all the LEDs in the GenLEDBlinkyInputMap program before I changed hard drives and had created a custom layout in the LEDBlinkyAnimationEditor as well. Now, if i try to load the layout that I created in the LEDBlinkyAnimationEditor so that I can modify it, I get an error that I'm "Missing DevicePort-Input.ini file" and a path is shown that refers back to the location of my old front end on my old hard drive. A copy of the DevicePort-Input.ini file does currently exist in the same folder as the LEDBlinky executable (which is the "Plugins" folder for GameEx). And I can view/change the configuration of each LED on the PacLED 64 device in the GenLEDBlinkyInputMap program. So that program has no trouble finding the .ini file. But I'm not sure how I can tell the LEDBlinkyAnimationEditor program to look for the .ini file at its current location? When I launch GameEx, the custom layout file that I created appears to be lighting the LEDs as expected, because all lights are lit and the RGB LEDs are the correct color. I'm just not able to change the layout at this time due to the failure to locate the .ini file. Please let me know if there is a way I can specify the correct path for the DevicePort-Input.ini file so that LEDBlinkyAnimationEditor can find it. Thanks!
Hi Arzoo
A quick question regarding the voice assigned to the coin and start buttons.
I've set LEDBlinky up to speak and flash commands at game start, however, regardless of what I write in the text box for the start and coin buttons they always say start and coin.
Is there a way to get round this? Obviously I want them to say Start and Coin in MAME but in other emulators they have slightly different uses.
Thanks
Hi Arzoo
A quick question regarding the voice assigned to the coin and start buttons.
I've set LEDBlinky up to speak and flash commands at game start, however, regardless of what I write in the text box for the start and coin buttons they always say start and coin.
Is there a way to get round this? Obviously I want them to say Start and Coin in MAME but in other emulators they have slightly different uses.
Thanks
I'll look into this and get back to you.
Hi Arzoo,
Thanks for a great app! I am having some troubles though.
I am using Hyperspin, RocketLauncher, and LEDBlinky 62 on Vista.
1. I set HyperHQ startup program to LEDBlinky.exe
2. I set RocketLauncher to LEDBlinky.exe under the Third Party tab under General Settings
3. Also in RocketLauncher, I set the LEDBlinky option to TRUE under the Settings > Main Settings Tab
4. For my LEDBlinky config, I just want to test the lights turning on. Not interested in speech yet. I have the Hyperspin tab as well.
The problem I am having is that when I run Hyperspin, nothing lights up. The lights work fine in the LEDBLinky config TEST options. I go through, play a game, exit the FrontEnd, and back to my desktop.
The LEDBlinky app is running in my taskbar, still with no lights.
When I check out the LEDBlinky.log, its blank. The Debug.log just shows this:
[06/12/2015 01:44:43] LEDBlinky v6.2.0.0
[06/12/2015 01:44:43] Registered To: A****** P***[d**************@aol.com] 4m0CboGe1DQT1+Hi5RcO01i95zq7KaY7lzQvaUJMmtA1RHE+sDVtg9bxHXv3ilRfKiDj9jg1Uc/j93+NeKhNcg==
[06/12/2015 01:45:24] Event Started: FE_QUIT
[06/12/2015 01:45:24] Event Completed: FE_QUIT
I am completely baffled :banghead:
I got it to work by adding a parameter of "1" in HyperHQ under the startup program. I also am able to close it using Param "2" for the exit program. And it works beautifully!
The issue now is that according to LedBlinky's Debug Log, it doesnt look like it's receiving commands from Hyperspin or RocketLauncher when I enter a game. Thoughts?
Thanks so much for your help!
I wonder how can I use and how is the correct line to use the ledblinky 14 to control the gates of the LEDs ??
else I would like to have a more easy way to light up the LEDs to not MAME games without having to put the mame inputs ???
The command ledblinky 14 here is not working and had been giving port error and command error.Please turn on the Debug Log option (Misc Options tab), try sending your port commands, then email me back the debug.ZIP file and I'll take a look.
The command ledblinky 14 here is not working and had been giving port error and command error.Please turn on the Debug Log option (Misc Options tab), try sending your port commands, then email me back the debug.ZIP file and I'll take a look.
Is there a way I can get the joysticks to light a specific color for my FE, Hyperspin?
I've been able to successfully light all the buttons I wanted, but can't find a way to do it for joystick 1 and joystick 2 in the LEDBlinkyControlsEditor when i select 'FE'.
I tried the .lwax Animation method, but its causing lots of flickering when switching between button previews for games and systems.
Hi Arzoo
I'm currently working on triggering a Pause profile through Rocket Launcher. The issue I'm having is the way the System and Rom name is formatted for LEDBlinky.
If I open unknowngames.dat the output looks like this:
Game_Name System_Name
If I try the command line like this
LEDBlinky.exe "Game Name" "System Name"
Nothing happens. I have to put the underscores in to trigger the profile.
Can you tell me if the underscores are generated by Hyperspin? Or by LEDBlinky?
Thanks for your help
Jon
Hi Arzoo,
Thanks for coming back to me. Is there a particular reason for LEDBlinky generating the underscores?
The reason I ask is because Rocket Launcher pulls the Game and System information from Hyperspin without them. I can get RL to send the commands to end the game and switch to the Pause profile (set up as a dummy emulator). However, when I want to switch back to the current game/system, I'm having to use autohotkey to replace all the spaces with underscores. The concern with this is that it will be prone to errors.
If it's something that can't be changed, I'll try and work out a more reliable way round it. I just thought it didn't hurt to ask.
Thanks again for the great program and for taking the time to answer questions like this
Jon
Hi Arzoo
Sorry to be a pain but can you test it at your end.
If I use the command prompt:
LEDBlinky.exe "ALLADIN (EUROPE)" "SEGA MASTER SYSTEM"
LEDBlinky changes from the FE mode but doesn't light the game controls (basically all the LEDs turn off)
If I use:
LEDBlinky.exe "ALLADIN_(EUROPE)" "SEGA_MASTER_SYSTEM"
LEDBlinky lights the game controls correctly.
I'm just trying to ascertain if it is something to do with my set up that's causing this behaviour.
Note: I don't have controls set for Alladin specifically but do have default controls for the system. As above, the defaults light fine if I include the underscores.
Thanks
Jon
Hello,
I have LEDBlinky 6.2, Hyperspin 1.4, RocketLauncher 1.0 & mame .162 running on windows 7
running without ledblinky and everything was working as expected in hyperspin/rocketlauncher
As soon as I turned on and configured up ledblinky, hyperspin would crash during the startup. I turned off the voice explaining the FE buttons and hyperspin would go through the startup screen and allow me to get to the wheel. Anytime I went into a mame game ledblinky would start to talk and hyperspin/mame would crash and the system would lose the explorer/taskbar. I turned off all things that talk in ledblinky and things seemed ok, but I now notice that while switching through the wheel game selection that eventually hyperspin will just crash again (although several minutes (5-10) have passed). When it crashes it takes windows explorer and the taskbar with it.
any ideas as to why this would happen?
Thanks
Are you using other two joystick games? Like Total Carnage? How does it work with those?
Hi all,
I have a problem with LEDBlinky not setting my servosticks to 8 way when I play Robotron (in MAME). Can anyone help with this please? :)
All the other games I've tried work perfectly; the joysticks switch between 4 and 8 way with no issue. It's just Robotron which is a shame as it's probably my favourite game! ::)
It's great software though and I'm very happy with it. If we can resolve this Robotron issue, you have a definite purchase from me.
Any help, much appreciated...
I have LEDBlinky working almost to perfection, and I'm thrilled!
One issue, when I exit a game back to Hyperspin, Blinky stays on the buttons I lit via the Controls. For example, I have P1 Button 1 and 2 lit red for the NES games. I enter and play a game, no problem. When I exit the game, the buttons are still lit red, and dont go back to the FE Animation I set (Audio Animation).
Any thoughts?
Thanks!
Thanks for the help Arzoo, I figured by removing parameters from LEDBlinky completely in HyperEDS, it now works.
But when one door closes, another opens.
The issue I have now is this. I have a "Hyperspin Menu" LED animation, which lights up the Hyperspin controls in different colors, complete with a blinking light to start the game. I needed something to keep it idiot proof for guests. I select a game in the menu without starting it, and the Demo lights come on as expected for each game. When I enter a game, lights for that game are on perfectly (Commando). I exit the game, and then the problem starts.
LEDBlinky reverts to my Hyperspin Menu lights, and when I move the wheel to another game, the Demo lights do not appear. I enter a new game, no custom lights. Everything stays on the HSMenu lights.
I also have custom lights for NES and SNES emulators, and when I enter those wheels, the Demo lights for the game dont appear either. Am I wrong in thinking that Demo lights are reserved for Mame only, or for all emulators? When I enter a SNES or NES game, the lights for that system come on.
I was thinking Xpadder might be the issue? My Xpadder for some reason keeps flashing the screen, and causing HS to lose focus. I looked at the LEDBlinky log, and noticed a few things in there I've not seen in previous tests. Any insight you can provide would be most grateful.
My Debug.zip is attached.
Ive got LEDBlinky working like a charm, and have a question, or possible suggestion.
Audio Animation
Is there a way to set it for the FE intro? My intro video has music, and if I try to make an animation, if the video is skipped, the animation will still follow through to the end. Either can we have Audio Animation as a FE Startup Animation, or cancel the Startup Animation if the video is skipped?
Also, might there be a way to make different colored Audio Animations? I use AudioAnimation during gameplay to light the buttons not being used, and I would love to be able to change the colors to match the game being played.
Thanks for a great app, and look forward to advancements in the program!
Thanks! I have over a thousand hands for all systems, and making animations for each one would send me to an early grave. I love the effects of the Audio animation and would love to have that as an option in the animation editor, or have a more editable audio animation option. Also for my jukebox, the lights could blink in different color themes depending on the genre of music. Thanks again for your consideration.
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What I was thinking that I could have different audio animations pre set. Sort of like it is now, where I can pick four different colors for the audio wave, but save it as a file. If I could set it to have different sets that could be called up like a lwax for gameplay, then I could just set it using the rom name, sort of like game specific animations, just using audio animation instead.
In a nutshell, instead of game animations having to be created, just use audio animations. I suppose this could be implemented in the animation editor, like a button that sets it for Audio instead of frames, and four colors are picked.
Example, TMNT could flash green lights with audio, red for Mario Bros, etc.
Does that make any sense? :)
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x123
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A while ago there was a post with a user using MAME with a ctrlr file and LEDBlinky. The mapping for the buttons was working, but the incorrect lights were being turned on. Link:
http://forum.arcadecontrols.com/index.php?topic=79680.0 (http://forum.arcadecontrols.com/index.php?topic=79680.0)
The discussion just kinda stopped with no resolution listed. Was this something that was ever resolved? I seem to be having a similar issue and would like to know if there was any info on this.
In my case I have the controls for MK3 configured at the driver level in my ctrlr file (under 'midwunit') like so..Code: [Select]x123
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When I play the game the controls operate as expected, but the leds are lit using the 'default' layout. This is also confirmed by troubleshooter app. (That it thinks it is in the 'all' configuration.)Code: [Select]1234
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So it makes me think that the ctrlr file is OK and that there is something wrong with the way LEDBlinky is reading/loading/looking at the files..
I'm using the ctrlr layout in the default top down (default -> drivers -> parents) layout defined here if it helps.
http://wiki.arcadecontrols.com/wiki/Ctrlr_file (http://wiki.arcadecontrols.com/wiki/Ctrlr_file)
Was there any headway on that/this issue?
Thanks.
Wow, that's an old thread. And yours might be the first question about a controller files since then :)
I think the best way I can help with this is for you turn on the Debug Log option, run your FE and a few games that don't light correctly, then email me back the debug.ZIP file. Also include your ctrlr file. I'll take a look and get back to you.
arzoo
Hi,
About the recent post on ledblinky and a ctrlr file, I have a similar issue but related to the colors.ini
I have a ctrlr file for the neogeo system. I use a different button layout for that.
The ctrlr file is working. in the colors.ini however I also made a "game" entry for [neogeo] with the typical 4-color button layout.
However, althought ledblinky is lighting up the CORRECT buttons found in the ctrlr file, it lights them up all white. So it does not seem to link the neogeo games with the [neogeo] entry in the colors.ini.
Only when I specifically add the neogeo game itself (for example mslug) with the correct colors, then ledblinky lights them correct for that game.
But should I not be able to use the general [neogeo] color mapping instead of having to add each and every neogeo game in colors.ini in order for ledblinky to light up the correct colors?
Thanks
Patrick
I noticed on some games that game start button won't light up until after the credit button is pressed.That's a feature specific to a small subset of MAME games - mostly older single player games (Asteroids, DigDug, etc.). I works via MAME output data.
How do you light other buttons by pressing another?
is there a way to assign leds to emulators and or roms via ini files instead of going through the gui?For MAME you could modify the controls.ini file. For other emulators you need to use the Controls Editor.
Is there a way to let LEDBlinky know that another system is actually MAME? This is any subset database system like SNK Neo Geo MVS, Sega St-V, and Capcom Play System 1-3.
Looking at the HyperSpin logs, it looks like an LEDBlinky.exe 7 "MAME" needs to be sent before LEDBlinky.exe 9 "rom-name" works and lights up my LEDs using colors.ini and then subsequently rotates my ServoStiks when the game is launched.
When LEDBlinky.exe 7 "SNK Neo Geo MVS" is sent, then the 9 "rom-name" looks for a system specific configuration, and none of the MAME integration goodness works.
I'm thinking about trying to write a workaround listener that automatically sends a 7 "MAME" to LEDBlinky when a 7 is sent for a system that I've set in a text file (i.e. - it'll send 7 "MAME" when it hears 7 "SNK Neo Geo MVS". But before I do that I thought I'd ask if there was a better way.
Thanks!
I'm getting a "trial version" notification when using the animation editor. I'm sure it's because I have the directories screwed up and it's not reading the registration file. Can you advise me on the proper directory for the animation program?
Thanks!
Hi Arzoo,
After cutting my teeth learning the LEDBlinky software for my ServoStiks previously, I'm taking my first dive into using it to control LED buttons tonight. Everything is pretty straight forward so far, however, I'm not sure how to label a few of my buttons in the LED Input Map software:
Pinball Left Flipper
Pinball Right Flipper
Select (Admin Enter Key)
I'm on a 2 player, 6 button per play cabinet and I currently have them mapped as follows:
Pinball Left Flipper = P1B7
Pinball Right Flipper = P2B7
Select (Admin Enter Key) = P1B8
Since I only have 6 gameplay buttons per player, will the above mappings create any issues with MAME games that have more than 6 buttons? What approach do you recommend for this situation?
How?
Hey Arzoo,
Another question as I dig into LEDBlinky setup... What is the difference between Primary Controls vs all other controls?
Thanks!
Hey Arzoo,
Another question as I dig into LEDBlinky setup... What is the difference between Primary Controls vs all other controls?
Thanks!
The primary control is usually the joystick or trackball (something other than a button).
Hey Arzoo,
Another question as I dig into LEDBlinky setup... What is the difference between Primary Controls vs all other controls?
Thanks!
The primary control is usually the joystick or trackball (something other than a button).
Thanks, Arzoo. So on my cab, my buttons will light up, but not my joysticks. It sounds like there are some compromises with using Primary Controls -- they stay lit, even for games that don't use both joysticks.
What happens if I don't define a Primary Control/Joystick for MAME... what happens if I don't define a Primary Control/Joystick for all other systems (consoles)?
I'm having an issue where LEDBlinky is taking a really long time to start up. I'm using Hyperspin 1.4 and it eventually lights up all of my buttons, but it takes at least a minute to do so. This happens everytime I startup Hyperspin, whether I'm shelling directly into Hyperspin or starting it from explorer. I'm using XP if that makes any difference. Is there a setting or something that I missed to make LEDBlinky startup faster? Is there a log someplace to figure out what its doing during that time?
Hey Arzoo,
Another question as I dig into LEDBlinky setup... What is the difference between Primary Controls vs all other controls?
Thanks!
OK, thanks. I'm just anxiously waiting for my LED buttons and controller to arrive now... I've already created my input map and my control panel layout, in the meantime. However, when I try to select the CP Mapped Only option, the entire field is blank -- there are no available inputs. Do I need to have the LEDWiz plugged in and recognized before these inputs will show up, as I already mapped them in Input Map and CP layout...
(Let me know if you'd prefer I shoot you PM/email with questions, I'm reading the manuals like a hawk and trying to have everything as setup as possible by the time my parts arrive)
The primary control is usually the joystick or trackball (something other than a button).
Thanks, Arzoo. So on my cab, my buttons will light up, but not my joysticks. It sounds like there are some compromises with using Primary Controls -- they stay lit, even for games that don't use both joysticks.
What happens if I don't define a Primary Control/Joystick for MAME... what happens if I don't define a Primary Control/Joystick for all other systems (consoles)?
The main purpose of a primary control is for LEDBlinky to speak it when a game starts. Since most controls panels don't have illuminated joysticks (or trackballs etc), this is a way for the player to know what controls to use. Nothing happens if you don't define a primary control (other than it won't get spoken).
I'm having an issue where LEDBlinky is taking a really long time to start up. I'm using Hyperspin 1.4 and it eventually lights up all of my buttons, but it takes at least a minute to do so. This happens everytime I startup Hyperspin, whether I'm shelling directly into Hyperspin or starting it from explorer. I'm using XP if that makes any difference. Is there a setting or something that I missed to make LEDBlinky startup faster? Is there a log someplace to figure out what its doing during that time?
I'm guessing the delay is happening while LEDBlinky is loading your mame.xml file - later versions of mame generate very large xml files. For example, mame v111 generates a 29mb file while mame v162 generates a 179mb file. You can safely use an older mame.xml file with LEDBlinky.
Yes, there is a debug file; from the Misc Options tab, enable the Debug Log option.
Hmm. I'll check how big it actually is when I get home. Some quick searching didn't find anyone else with my issue. I assume normally the LEDs light up pretty instantly after the FE starts? Everything else is working great, it just takes minutes to get the LEDs to light. It did it when I had the trial version also, since I saw the banner come up really late too. I was assuming it was part of the trial limitations.
My computer is a core2duo, while not new, keeps up with everything I've thrown at it.
In regards to LEDBlinky loading the xml file, is it necessary if my setup doesn't have a Mame wheel but rather custom xml lists? I set each button and light to my own choosing in the LEDBlinky controls editor.
Hey Arzoo,
Another question as I dig into LEDBlinky setup... What is the difference between Primary Controls vs all other controls?
Thanks!
The primary control is usually the joystick or trackball (something other than a button).
Thanks, Arzoo. So on my cab, my buttons will light up, but not my joysticks. It sounds like there are some compromises with using Primary Controls -- they stay lit, even for games that don't use both joysticks.
What happens if I don't define a Primary Control/Joystick for MAME... what happens if I don't define a Primary Control/Joystick for all other systems (consoles)?
The main purpose of a primary control is for LEDBlinky to speak it when a game starts. Since most controls panels don't have illuminated joysticks (or trackballs etc), this is a way for the player to know what controls to use. Nothing happens if you don't define a primary control (other than it won't get spoken).
Hmm. I'll check how big it actually is when I get home. Some quick searching didn't find anyone else with my issue. I assume normally the LEDs light up pretty instantly after the FE starts? Everything else is working great, it just takes minutes to get the LEDs to light. It did it when I had the trial version also, since I saw the banner come up really late too. I was assuming it was part of the trial limitations.
My computer is a core2duo, while not new, keeps up with everything I've thrown at it.
There's an option on the MAME tab called "Preload MAME Data Files On Startup" - disabling this option will delay loading the mame.xml until the first time you try running a mame game. It might allow your startup LEDs to lightup quicker. But then the first mame game will have a delay before starting.
I'd suggest running with the debug log on - that way we can figure out exactly what's causing the delay.
That option made it seem much better. My xml for 151 is 150mb. 111 is 25mb. It feels weird that the xml doesn't match my rom set. What does it need out of the file that the version doesn't matter? Am I going to run into issues with games included after v111?
Are there extraneous fields in there that can be removed? Even at 25mb, it takes a little bit for it to parse the file.
Arzoo,
How are GAMENAME.cfg files used by LEDBlinky? From reading the manual, it sounded like LEDBlinky would read the GAMENAME.cfg and then match up any input remaps to the mapping LEDBlinkyInputMap.xml.
For example, if I remap P1B3 (C) -> P1B4 (D) in a GAMENAME.cfg, then I thought LEDBlinky would light the buttons respecting the GAMENAME.cfg changes.
When I load a game with a customized GAMENAME.cfg file, it still shows the original layout...
As a result, I need to import the game into LEDBlinky, delete the affected inputs, and add the correct changed button mapping/layout.
Am I missing something?
(Hopefully I explained that clearly enough)
Are there any complications if using MAME ctrl files for input mapping + LEDBlinky?
Why not? Problems w Mame or Binky?Are there any complications if using MAME ctrl files for input mapping + LEDBlinky?
A basic MAME controller file is supported but I don't recommend using it.
That's good to know, but unfortunately I'm unable to change all of my system names that use MAME since it means I fall out of 'compliance' with my other packages that are looking for the generally accepted names. I'm also working with Circo at EmuMovies to mint ~250,000 artwork, manual, and video files in this agreed on naming and it would hurt me inside to have to deviate from that. ;DIf you're using RocketLauncher, this will be addressed in the next update. They are adding the option to customize the name sent to LEDBlinky. For example, system name SNK Neo Geo can be setup to send MAME instead, to Blinky
I just spent the past couple of hours having mixed success with various methods to have a 7 "Atari Classics" trigger a 7 "MAME" in order to change the context for LEDBlinky. It seems there's a 3 for game launch too which is complicating things.
Here is a list of the systems that I'm using currently running MAME on the backend and are really subset DBs to give you some context of what I'm trying to accomplish:
Capcom Play System
Capcom Play System II
Capcom Play System III
Cave
Namco System 22
Sega ST-V
SNK Neo Geo AES
SNK Neo Geo MVS
Atari Classics
Capcom Classics
Data East Classics
Irem Classics
Konami Classics
Midway Classics
Namco Classics
Nintendo Classics
Sega Classics
SNK Classics
Taito Classics
Williams Classics
Why not? Problems w Mame or Binky?Are there any complications if using MAME ctrl files for input mapping + LEDBlinky?
A basic MAME controller file is supported but I don't recommend using it.
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If you're using RocketLauncher, this will be addressed in the next update. They are adding the option to customize the name sent to LEDBlinky. For example, system name SNK Neo Geo can be setup to send MAME instead, to Blinky
Sent from my HTC6535LVW using Tapatalk
Hey Arzoo,
Question about multiple games with the same controls. I have a wheel called "Shooter Games". In LEDBlinky Control Editor, in the <default> I have set the first two button for P1 and P2, and the Common buttons. I also have my joystick wells light up which I tell LEDBlinky is P1JoyButton1,2 etc. Now every game in the wheel has the same lights. In the default settings, I have checked "Always Active" for each button.
The anomaly is, there are a few games where I want to change the colors of the lights, add buttons, etc. The problem I am having is the default colors set are overriding the rom name settings when set to Always Active, and if its not set, then the defaults arent seen.
For example. Joystick 1 lights up White in <default> with P1B1 and P1B2 buttons red and blue. All are checked "Always Active"
Then a game I want to make the Joystick 1 light Green, and keep P1B1 and P1B2 the same, but add two more (P1b3,etc). The defaults still stay on white, and dont change. This leads me to believe the the settings in the ROM do not override the Default.
My only workaround is to color every game without a default setting, Always Active, etc.
Any tips on how I can achieve this? Or is it not implicated in the software yet?
Thanks! Hope this made sense.
Hi
I am having a bit of trouble with ledblinky 6.2.1.0 stopping mamehooker from working. I am using pinballx as a front end and running mameuifx64 with a few of the igt poker machine roms. When running a rom from within mame the lights function properly using mamehooker. I want to make the front end lights work using ledblinky which i can, but when running from pinballx the front end lights work fine but in the process it stops mamehooker from working when i start a game.I have to stop the mamehooker process and restart it.
What is strange is i had a pacled64 wired to the lights and it all worked fine, the front end lights worked and mamehooker still worked after starting from pinballx. The pacled64 had issues with a few outputs so i swapped it for a ledwiz that i pulled from another machine and that is when the trouble with the two started.
Any ideas on what the issue could be as the pacled64 was fine but with the ledwiz there is something going on.
Cheers
Just as a test i connected the pacled64 back up and wired it to one light and it works perfectly. It seems to be related to the ledwiz. The ledwiz seems to stop mamehooker whenever ledblinky is active. Even using the ledblinky simple led test will stop mamehooker with the ledwiz. I have registered the ledwizm.ocx file in the mamehooker folder do you think that could have something to do with it.
Cheers
Arzoo,
What would it take to get LEDBlinky to be compatible with RocketLauncher for HyperSpin? At this point, HyperLaunch is nearly dead and most people are using RocketLauncher, which is essentially the new and much improved upgrade to HyperLaunch.
Right now, anytime I launch a game, the controls light up and are spoken and then immediately revert back to Frontend layout, thinking that I exited the game...
I've asked around and it sounds like this is a common problem...
Arzoo,
What would it take to get LEDBlinky to be compatible with RocketLauncher for HyperSpin? At this point, HyperLaunch is nearly dead and most people are using RocketLauncher, which is essentially the new and much improved upgrade to HyperLaunch.
Right now, anytime I launch a game, the controls light up and are spoken and then immediately revert back to Frontend layout, thinking that I exited the game...
I've asked around and it sounds like this is a common problem...
The problem here is that when HyperLaunch (and I'm guessing also RocketLauncher) loses focus, HS sends a GameQuit command to LEDBlinky. This has been a long standing issue with HS and should really be resolved in the HS code. But I've included a workaround in LEDBlinky so that when "HyperLaunch.exe" is found in the process list, the extra GameQuit command is ignored. This should also work with RL; edit the LEDBlinky settings.ini file (use Notepad or any text editor), find the "HLExeName=HyperLaunch" line and change HyperLaunch to the executable (.exe) name for RocketLauncher. Let me know if that resolves the problem - if it does then I'll change the default value from "HyperLaunch" to the RocketLauncher .exe name.
Hey Arzoo!Access violations can be tricky to resolve - I'll need you to provide me with details on exactly when it occurs. It would also help if you could enable the Debug Log option (Misc Options tab), and email me the debug.ZIP after the error has occurred.
Any idea what might be causing this occasional error?:
Also, I'm attempting to set up an unusual programming scheme for my control panel. I have 8 LEDs that light up based on system selection. I found a workaround that is functioning fine for everything but MAME. Here, a test in SEGA;I would try using the Always Active option; from the Controls Editor, create a <default> control configuration for each emulator. Then on the Common control tab, add any unused control (choose from the UI_xxxx list), assign the correct keyboard input code for the port(s) you want to light up, and check the Always Active option. This support post might help http://ledblinky.net/Support.htm#LightMAMEUI (http://ledblinky.net/Support.htm#LightMAMEUI).
I "borrowed" the "Left, right, down" commands from player 1 and 2 to achieve this, since I knew those directions would already be mapped in those emulators. I used "up" in each system to assign a joystick color, hence using the other directions for the system names. Again, this works fine for everything but MAME, where of course many different system names will light up since all directions are mapped for lighting in most games. If the random system lighting in MAME is the worst side effect from having every other emulator light up a system name then that's fine, I can live with it. If there's a better method for programming this (admittedly odd) setup, let me know!
Thanks Arzoo!!
Hi Arzoo,
Nice looking product! Is there any support for chains of individually addressable RGB LEDs, or must we use one of the controllers listed (ie RGBwiz, PacLED64)?
Thanks,
JudgeRob
Having some trouble with LEDWiz not being detected by LEDBlinky. Clean install on a laptop, usb plugged in. The software downloaded from GGG lights up the LEDs no problem (RGB Led Helio9). When I start up a fresh install of LEDBlinky, in the Generate Input Map, it shows that the LEDWiz is not Active nor detected, whenever I try to open other software in LEDBlinky. The computer recognized the board, as well as its own software. Is there something I'm missing? I dont recall having this issue with the PACLed64 on my cab. I even checked all eight ID numbers in the Generate Input Map, nothing.
Also want to add the following specs
Laptop- Win8
LEDWiz - Dev1
LEDBlinky 6.2
I hooked up the LEDWiz into my arcade cab, and Blinky recognized it right away, and made it functional, on top of my three PACLed64s. So I know its not the card, nor Blinky.
Any ideas would be most appreciated.
It says No Led controller detected. Nothing in Blinky shows any sign of the Wiz connected. I also tried using the laptop to connect a PacLed64, and Blinky saw it easily.
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I've been running all the Blinky apps under administrator, and with SimpleLEDtest, the error pops up No LED Controllers Detected.
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No problem I can do that. The install is fresh from your site, ver 6.2.1. Do you think it might have anything to do with windows 8 on the laptop conflicting with the LEDwiz dev1?
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I've been running all the Blinky apps under administrator, and with SimpleLEDtest, the error pops up No LED Controllers Detected.remove the run on admin on the program... on windows 8, it will cause programs to not as expected
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Hi Arzoo,
I just came across this individually addressable board:
http://www.ultimarc.com/nanoled.html (http://www.ultimarc.com/nanoled.html)
Can you confirm if this board is fully compatible with LEDBlinky? I ask because your program is mentioned in that page.
Thanks!
JudgeRob
Sorry, one more question: is LEDBlinky compatible with I-PAC ULTIMATE I/O?
Thanks!
LEDBlinky is not compatible with the Nano.
Having a bit of an issue with my configuration. I have added all my buttons for my emulator LEDBlinky lights up the buttons upon start up of game but then they turn off. Basically the buttons/controls will not stay lit. I have tried checking the "always active" option with no luck.
Thanks for the help in advance.
RocketLauncher's LEDBlinky integration works 100% of the time for me. Try thatHaving a bit of an issue with my configuration. I have added all my buttons for my emulator LEDBlinky lights up the buttons upon start up of game but then they turn off. Basically the buttons/controls will not stay lit. I have tried checking the "always active" option with no luck.
Thanks for the help in advance.
About 1 in 10 times the button color assignments won't "take" for me as well. I believe it may have something to do with game loading detection during the Hyperspin fade screen. Restarting the game usually fixes the problem.
Having a bit of an issue with my configuration. I have added all my buttons for my emulator LEDBlinky lights up the buttons upon start up of game but then they turn off. Basically the buttons/controls will not stay lit. I have tried checking the "always active" option with no luck.
Thanks for the help in advance.
Hi:
Ok, I've got a weird one. I have a new IPAC Ultimate I/O (so current firmware) and LEDBlinky 6.2.1. Running Hyperspin.
I got things configured and they were working fine... specifically in MAME. Controls were lighting up correctly, everything was working.
I added some more LED Buttons to my machine and edited the various files to ensure that the new button LEDs were working.
Got everything working, but now whenever I'm running MAME and hit COIN1, the game doesn't coin up.
So, after running a mame game, I Alt-Tab out to a Notepad window to see if the IPAC is still sending characters. I hit the COIN1 button, I see the '5' appear in notepad, and then about 1 second later, the 5 starts repeating endlessly. Same thing happens with COIN2, START1 and START2 but no other buttons exhibit this behavior.
When I 'disable' LEDBlinky in HS, MAME works fine, no issues whatsoever.
Debug log shows nothing interesting.
I've noticed that on the IPAC, those buttons are unique in that they don't send the KeyCode until the button is released (KeyUp), unlike all of the other player buttons which send the Keycode out on the KeyDown.
Ok, so when I disable LEDBlinky, this problem goes away. My current LEDBlinky install used to work fine... and now this really weird behavior.
Any ideas for further troubleshooting?
The other issue I have is that my U360s are not recognized by LEDBlinky or the UltraStikTest app. "No devices detected". But they work fine in MAME, Windows sees them fine, the IDs are correctly set and Ultramap sees them and can write them without issue.
Any ideas?
Thanks,
Dave
Ok. Shift key has nothing to do with it.
Since the problem only occurs with MAME when LEDBlinky is running... I have to suspect LEDBlinky.
After a somewhat exhaustive series of changes to my LEDBlinky settings, I've isolated the setting that causes this issue on my setup.
If I have any animation specified in the 'Game Play Animation' field on the first tab, the issue described above occurs.
It does not matter which animation is selected, only that the field is not blank...
Also, in 6.2.1.0 you've got a UI bug. On the first tab, the 'Abort Speech' checkbox always comes up checked, even if disabled in the settings.
So, I'd like to have animations working in MAME as I want the non control related buttons to glow a bit with an animation.
This issue seems so obvious that I doubt it's a common problem, but it's not working for me.
Would you like me to send you a Debug.zip?
Thanks,
Dave
Hi Arzoo,
first thanks for this great software, I can not imagine my cabinet without it :applaud:
But I have a problem with mapping joystick configurations to my U360 joysticks. Neither LedBlinky nor the included test application can find my sticks, Ultramap is working flawlessly.
Log file shows 0 sticks found.
What could be wrong here, could you please help ?
Thanks in advance !
Thanks arzoo, I've been through all that. Still no joy.
I've been working with Andy on the other issue, you've both been very responsive.
In the end I replaced the pacdrive32.dll that you're shipping in 6.2.1.0 with the latest from Andy's SDk and the problem has gone away.
So, I think you'll want to grab the latest from him for future releases.
I forgot to ask him about the joystick issue... let me give that a try... I wonder if it could also be an old dll issue?
Dave
Ok, a new question now that I got the JDR stuff working in LEDBlinky.
I would like LEDBlinky to always load my Analog.um map for MAME.
Is there any way to accomplish this? It seems that adding a <default> controls group for MAME won't work because only 1 Primary Control is allowed. Is this correct?
So regardless of what MAME sez is the Primary Control for a game, I want my Analog map to load and the restrictor value because the analog mapping built into MAME seems to work better for me.
At the same time, for other emulators (since they don't necessarily include the same built in 'analog mapping' that MAME does, I would like LEDBlinky to load the appropriate map for the game.
What I've done is to copy my Analog.um file and overwrite all of the other maps with my analog map. That way, regardless of Primary control for MAME, the analog map is being loaded. This obviously causes an issue with other emulators where I can't or don't want the analog map to load.
Is it possible to change the path where LEDBlinky looks for the map files on an emulator by emulator basis? Or is there some other way that I can define a <default> control group for MAME that forces my analog map to load regardless of Primary Control type?
Thanks,
Dave
Hi Arzoo,
first thanks for this great software, I can not imagine my cabinet without it :applaud:
But I have a problem with mapping joystick configurations to my U360 joysticks. Neither LedBlinky nor the included test application can find my sticks, Ultramap is working flawlessly.
Log file shows 0 sticks found.
What could be wrong here, could you please help ?
Thanks in advance !
I downloaded the new version (BTW: many thanks !) but I have two more questions:
- UltraStikTest detects three Joysticks, but I have only two U360 devices installed. Any idea ?
- When I map the U360 using LedBlinky, shouldn't the new mapping be reflected in UltraMap ?
Regardless which map I set, in UltraMap the mapping remains "analog".
Hi Arzoo,
I was wondering if this might be possible...
On my CP, I have a dedicated button to start the game from Hyperspin. I want this button to be constantly lit above all animations. I have the game controls lit for 15 seconds upon selecting a game, and I have Audio Animation going on otherwise, having the lights blink with the music from the video sample of each game.
The Start Button, I would like it to be lit constantly throughout game selection, and when in a game, its off. The only way I've attempted so far is via the Hyperspin Controls lit, but then I lose Audio Animation. I also tried to make an Animation, where this single button is lit, but then I want the other buttons to blink via Audio.
Hope this makes sense. Is there a checkbox I can use to make this button constantly active in the FE, or do I need to set it in the Controls Editor? Thanks for any information you can provide.
I don't think the UltraMap app will detect a change to the joystick map from LEDBlinky. I would suggest opening the Windows USB Game Controllers dialog and check the properties of the u360. From there you can tell if the LEDBlinky test app is actually changing the map (if the test app detects the joystick then I'm sure it's changing the map).I assumed, Ultramap should show the new map. I will test the properties as suggested, thanks Arzoo !
Hi:
Nice script. It's really the only thing that worked for me to get my u360 analog joysticks working in Hyperspin.
Anyway, I am seeing an issue where LEDBlinky and HyperSpin Startup Script don't seem to be playing nice.
If you go into LEDBlinky and configure JDR mode for the u360, it will load a map file to the joysticks when a game is selected from the wheel.
In my case, I have LEDBlinky setup and turned on in HyperSpin.
Anyway, with the JDR u360 option enabled, during game launch it seems like random joystick movements are sent to the HyperSpin UI causing the wheel to move at the same time RocketLauncher is bringing up the emulator. I have also seen HyperSpin jump to my 'FAVORITES' screen in addition to the random wheel movements.
Needless to say, this tends to screw things up as HS doesn't really think it's a background application anymore, etc.
If LEDBlinky is configured to NOT send the map files to my u360s on game launch, this problem NEVER occurs.
So, there is some interplay between setting the maps in the U360s and the startup script.
I'm really surprised that I haven't seen any comments on this elsewhere.
Is this something the you could look into? I think it's the script behaving badly in this case.
Thanks,
Dave
I have a problem. I have a new IPAC Ultimate I/O (got for Christmas and new led buttons) and LEDBlinky 6.2.2. I have everything setup and it all works great it only lights up the buttons needed for a game in mame or for a different emulator.
Now my problem is with getting my led buttons to flash with music when using jukebox now in the ledblkinky configure utility if I turn on game play animation then the lights flash to music great but then they flash when playing games as well and do not light up the buttons needed to play the game. so how do I set it up so it only flashes to music and only lights up the buttons needed for games.
I also havce it set to light up the buttons needed to use maximus arcade but they do not light up. Any ideas why not.
Hi Arzoo,
sorry to bother you again, but I have a new problem with LedBlinky 6.2.2. I updated MAME to Version 0169 and generated a new MAME.xml. When LedBlinky tries to load this file, it hangs with 15% CPU and never comes back. XML file is readable with an editor and looks normal. Do you know any issues with version 0169 ?
BTW version 0168 works flawlessly !
Thanks and regards !
Something must have changed in .169 and broke LEDBlinky. I'll look into this.
All of a sudden when I start Hyperspin, LED Blinky takes about 30 seconds to start. Seems like it was instant before. Is there a certain setting that delays LED Blinky's launch once Hyperspin launches?
All of a sudden when I start Hyperspin, LED Blinky takes about 30 seconds to start. Seems like it was instant before. Is there a certain setting that delays LED Blinky's launch once Hyperspin launches?
There's an option on the MAME Config tab to "Preload MAME Data Files On Startup". If you uncheck this option the files will not be loaded until Hyperspin tells LEDBlinky that the MAME wheel is running. Most of LEDBlinky's startup delay can be attributed to the loading and parsing of the mame.xml file. Using an older (smaller) version of this file can also reduce the startup delay.
All of a sudden when I start Hyperspin, LED Blinky takes about 30 seconds to start. Seems like it was instant before. Is there a certain setting that delays LED Blinky's launch once Hyperspin launches?
There's an option on the MAME Config tab to "Preload MAME Data Files On Startup". If you uncheck this option the files will not be loaded until Hyperspin tells LEDBlinky that the MAME wheel is running. Most of LEDBlinky's startup delay can be attributed to the loading and parsing of the mame.xml file. Using an older (smaller) version of this file can also reduce the startup delay.
Where can I download different voices for the LEDBlinky speech?
Where can I download different voices for the LEDBlinky speech?
What operating system are you running?
This did fix the problem...thanks very much. But now I have a new problem. The first few games I select from Hyperspin show the correct controls and the voice speaks the correct name, however, after that every game I choose loads the settings for Defender. Like if I choose X-Men the voice says Defender and lights up the controls for Defender. I have to restart Hyperspin to correct the problem but it happens again after the 3rd or 4th game I choose. Any ideas?
I just upgraded the PC in my Arcade machine to a new system that's running Windows 10. Since the upgrade to the new machine, my LEDBlinky no longer illuminates the proper buttons for MAME games. I've got colors.ini set up and have pointed to that file, but the only thing I can get to light up is the Coin and Start buttons. The wiring is fine, and I can light up all buttons using an animation, but I prefer to have the specific game buttons illuminated.
Any ideas?
When I boot HS LEDBlinky will start the FEActive animation.
Once I start scrolling through the emulators the FE Active animation stops and player 1 coin and start buttons light up.... and will stay lit for about 30 seconds of inactivity before the FE Active animation starts again. Once I start scrolling again the FEActive animation will kick in again... when I select an emulator like MAME it will light the proper controls and colors... although when I first select an emulator to browse the FEActive keeps running until I scroll one game.... then the game lights will start.
So how do I keep the FEActive animation going while scrolling through emulators or set select buttons to light up while doing so...including the buttons set up as mouse buttons... see below...
Also how do I get LEDBlinky Controls Editor to select mouse buttons? I have 2 buttons on my CP that act as left and right mouse buttons.
I want these lit but when I go for example to program lights for a game or emulator I can select these buttons as 'test RGB LED' and they will light up but on top on the 'control' drop down there is nothing indicating a mouse button... so I just select something at random and that doesn't work.
I've attached the LED debug from my last run.
When I boot HS LEDBlinky will start the FEActive animation.
Once I start scrolling through the emulators the FE Active animation stops and player 1 coin and start buttons light up.... and will stay lit for about 30 seconds of inactivity before the FE Active animation starts again. Once I start scrolling again the FEActive animation will kick in again... when I select an emulator like MAME it will light the proper controls and colors... although when I first select an emulator to browse the FEActive keeps running until I scroll one game.... then the game lights will start.
So how do I keep the FEActive animation going while scrolling through emulators or set select buttons to light up while doing so...including the buttons set up as mouse buttons... see below...
Also how do I get LEDBlinky Controls Editor to select mouse buttons? I have 2 buttons on my CP that act as left and right mouse buttons.
I want these lit but when I go for example to program lights for a game or emulator I can select these buttons as 'test RGB LED' and they will light up but on top on the 'control' drop down there is nothing indicating a mouse button... so I just select something at random and that doesn't work.
I've attached the LED debug from my last run.
Hey Hutt - I looked at your settings (from debug) and you have the Demo mode set to 30 seconds. So when you stop scrolling the current game's buttons will light for 30 seconds and then the FE Active animation will start again. For games/emulators that don't have any controls defined only the start and coin button light up. Using the controls editor you can define individual or default control setups and then those buttons will light up. The first time you switch to a new list (wheel), the demo mode does not kick in for the first game - this is by design.
For your mouse buttons I'm not sure if you're looking to light them while playing a specific game, all games, or when the FE is active - can you elaborate?
Ok, here is another question...
Mame games all display the appropriate colors using the .ini file...
However I would also like to have controls like pause and exit lit up. How I can make these light up for all games in addition to the game lights?
I'm referring the emulator wheel not the games wheel.
So when I'm scrolling through MAME, Commodore 64, Daphne etc.... that is when the player 1 coin and start buttons are the only ones lit....
So when I am scrolling to choose an emulator the FEActive animation stops and those 2 buttons light by themselves.... until I select an emulator or pause for 30 seconds and then FEActive will start again.
I don't know what setting to change to make something different happen here....
As for the mouse buttons it could actually be during any of those circumstances.... It just doesn't seem to want to light them no matter what I do... but they do work... they flash with the animations or if I selected a color for 'all inactive' buttons.
Hopefully I was more clear this time....
My understanding is that the ControlsEditors / LEDBlinkyControls.xml overrides the data from the controls.ini and colors.ini. If that is the case, then I have identified a bug.
If a game does not exist in the colors.ini, than no matter what I define in the ControlsEditor, Blinky refuses to light my Player 2 Coin/Start buttons any color other than white.
Recreate the problem:
1. Import MAME game 20pacgal
2. Change P1 + P2 Coin & Start to Yellow and then check the Alternating box
3. Save
4. CMD ledblinky 20pacgal
It lights the P1 start/coin yellow but lights P2 coin/start white
5. Now open your colors.ini and copy/paste the following into the bottom:
[20pacgal]
P1_COIN=Yellow
P1_START=Yellow
P2_COIN=Yellow
P2_START=Yellow
6. CMD ledblinky 20pacgal
It lights the P1 and P2 coin/start yellow, as desired
Again, my understanding is that the ControlsEditor data should supersede everything else. Is this a bug?
Sent from my HTC6535LVW using Tapatalk
Thanks!!!My understanding is that the ControlsEditors / LEDBlinkyControls.xml overrides the data from the controls.ini and colors.ini. If that is the case, then I have identified a bug.
If a game does not exist in the colors.ini, than no matter what I define in the ControlsEditor, Blinky refuses to light my Player 2 Coin/Start buttons any color other than white.
Recreate the problem:
1. Import MAME game 20pacgal
2. Change P1 + P2 Coin & Start to Yellow and then check the Alternating box
3. Save
4. CMD ledblinky 20pacgal
It lights the P1 start/coin yellow but lights P2 coin/start white
5. Now open your colors.ini and copy/paste the following into the bottom:
[20pacgal]
P1_COIN=Yellow
P1_START=Yellow
P2_COIN=Yellow
P2_START=Yellow
6. CMD ledblinky 20pacgal
It lights the P1 and P2 coin/start yellow, as desired
Again, my understanding is that the ControlsEditor data should supersede everything else. Is this a bug?
Sent from my HTC6535LVW using Tapatalk
Got your email on this. I'll have to do some testing but I'm guessing it has something to do with the "Alternating" option. I'll get back to you with an answer.
LEDBlinky was never designed to handle a list of Emulators but you should be able to disable the Start and Coin buttons for that list - here's how:
When HS switches to the wheel of emulators it is passing a "FE List" command to LEDBlinky with the name of the wheel. Using the Controls Editor - Import Unknown Game menu, you should see the name of the emulator wheel listed. Select it and when prompted to create a Default Control Group click Yes. Change the Number of Players to 2 (because you want to stop P1 and P2 Start and Coin buttons from lighting). Then on the Player 1 tab, add two new controls; one for Start and one for Coin. For each of those controls set the correct Input Code for the port(s) that are lighting up and set the Color/Intensity to zero (0). Repeat for Player 2. I think this should do the trick.
Lighting the mouse buttons when the FE is active can't be done because you've selected to use the FE Active animation. Lighting the mouse buttons when playing a MAME game should be working as long as you have the correct ports assigned to the MOUSECODE_x_BUTTONx input code (from the Generate LEDBlinky Input Map app). Lighting the mouse buttons when playing any other emulator requires creating default or game specific control groups (using the Controls Editor) for each emulator and assigning the MOUSECODE_x_BUTTONx input code. Hope this makes sense.
However with MAME <default>
I click a new control and go to the common tab
The new window tells me that 'Input codes are not required for MAME' and I can't select mouse1button1 or 2... so all I can do is select from the control tab on the top...
Now I can select the 'UI_Pause' and 'UI_Cancel' and this works my Pause and Exit buttons but there is nothing up there resembling a mouse button....
This is where I'm lost on what to do....
[02/07/2016 12:27:56]
[02/07/2016 12:27:56] LEDBlinky v6.2.1.0
[02/07/2016 12:27:56] Registered To: *********************
[02/07/2016 12:27:56] Event Started: FE_START
[02/07/2016 12:27:56] Settings.ini ******************** BEGIN
[02/07/2016 12:27:56] [VersionInfo]
[02/07/2016 12:27:56] Major=6
[02/07/2016 12:27:56] Minor=2
[02/07/2016 12:27:56] Release=1
[02/07/2016 12:27:56] Build=0
[02/07/2016 12:27:56] [GameOptions]
[02/07/2016 12:27:56] LightGameControls=1
[02/07/2016 12:27:56] GamePlayLWAFile=
[02/07/2016 12:27:56] GamePlayAniJukeboxOnly=0
[02/07/2016 12:27:56] GamePauseLWAFile=
[02/07/2016 12:27:56] GamePauseSpeakControls=0
[02/07/2016 12:27:56] UseMameOutputs=1
[02/07/2016 12:27:56] LightPlayerStartCoin=1
[02/07/2016 12:27:56] GameStartLWAFile=
[02/07/2016 12:27:56] GameStartSpeakControls=0
[02/07/2016 12:27:56] GameStartSpeakPrimaryControls=0
[02/07/2016 12:27:56] GameStartSpeakStartCoin=0
[02/07/2016 12:27:56] GameStartSpeakName=0
[02/07/2016 12:27:56] GameStartStrobeName=1
[02/07/2016 12:27:56] GameStartSpeakText=
[02/07/2016 12:27:56] GameStartStrobeText=2
[02/07/2016 12:27:56] AbortSpeechAnyKey=0
[02/07/2016 12:27:56] SpeakControlsPrefix=
[02/07/2016 12:27:56] SpeakPrimaryControlsPrefix=Primary Control
[02/07/2016 12:27:56] SpeakStartButton=Start Game
[02/07/2016 12:27:56] SpeakCoinButton=Insert Coin
[02/07/2016 12:27:56] GameStartDelay=0
[02/07/2016 12:27:56] GameStartDelayLEDsOff=0
[02/07/2016 12:27:56] [FEOptions]
[02/07/2016 12:27:56] FE=hyperspin
[02/07/2016 12:27:56] LightFEControls=0
[02/07/2016 12:27:56] DemoGameControls=1
[02/07/2016 12:27:56] DemoScrollDelay=0
[02/07/2016 12:27:56] DemoDuration=30
[02/07/2016 12:27:56] FELWAFile=Pattern07.lwax
[02/07/2016 12:27:56] FEScreenSaverLWAFile=
[02/07/2016 12:27:56] FEScreenSaverRandomText=0
[02/07/2016 12:27:56] FEScreenSaverRandomTextDelay=60
[02/07/2016 12:27:56] FEScreenSaverRandomTextBerzerkMode=0
[02/07/2016 12:27:56] FEStartLWAFile=Pattern07.lwax
[02/07/2016 12:27:56] FEStartLWASingleLoop=0
[02/07/2016 12:27:56] FEStartLWADuration=5
[02/07/2016 12:27:56] FEStartSpeakText=
[02/07/2016 12:27:56] FEStartStrobeText=2
[02/07/2016 12:27:56] FEQuitLWAFile=first try.lwax
[02/07/2016 12:27:56] FEQuitSpeakText=
[02/07/2016 12:27:56] FEQuitStrobeText=2
[02/07/2016 12:27:56] FESpeakControlsKey=0
[02/07/2016 12:27:56] FEStartSpeakControls=0
[02/07/2016 12:27:56] FEListSelectedLWAFile=
[02/07/2016 12:27:56] FEButtonFlash=0
[02/07/2016 12:27:56] FEButtonFlashSpeed=50
[02/07/2016 12:27:56] FESettingsFile=E:\Hyperspin\Settings\settings.ini
[02/07/2016 12:27:56] HLActive=1
[02/07/2016 12:27:56] HLExeName=RocketLauncher
[02/07/2016 12:27:56] [MAMEConfig]
[02/07/2016 12:27:56] Colors_ini=E:\Hyperspin\LED BLinky\LEDBlinky\Colors.ini
[02/07/2016 12:27:56] Mame_cfg_folder=E:\Hyperspin\Emulators\MAME\cfg
[02/07/2016 12:27:56] MameControllerFile=
[02/07/2016 12:27:56] UseMameDefaultForOtherEmulators=0
[02/07/2016 12:27:56] MameOutputBufferSize=
[02/07/2016 12:27:56] MameControlsFile=E:\Hyperspin\LED BLinky\LEDBlinky\controls.ini
[02/07/2016 12:27:56] MameXmlFile=E:\Hyperspin\Databases\MAME\MAME.xml
[02/07/2016 12:27:56] UseMameToTriggerGameStart=0
[02/07/2016 12:27:56] LoadMameFilesAtStartup=0
[02/07/2016 12:27:56] [RandomText]
[02/07/2016 12:27:56] Text0=Get The Intruder
[02/07/2016 12:27:56] Text1=Intruder Alert!
[02/07/2016 12:27:56] Text2=I detect coin in pocket.
[02/07/2016 12:27:56] [Speech]
[02/07/2016 12:27:56] SpeechRate=0
[02/07/2016 12:27:56] SpeechVolume=100
[02/07/2016 12:27:56] Voice=IVONA 2 Salli - US English female voice [22kHz]
[02/07/2016 12:27:56] [AudioAnimation]
[02/07/2016 12:27:56] AudioDevice=-1
[02/07/2016 12:27:56] AudioInput=0
[02/07/2016 12:27:56] SampleRate=30
[02/07/2016 12:27:56] AmplitudeMultiplier=0
[02/07/2016 12:27:56] AutoAmpMultTargetAvgLow=8
[02/07/2016 12:27:56] AutoAmpMultTargetAvgHigh=14
[02/07/2016 12:27:56] AutoAmpMultUpdateRate=2000
[02/07/2016 12:27:56] AAMode=1
[02/07/2016 12:27:56] AAGamePlayLWAFile=
[02/07/2016 12:27:56] AAGamePauseLWAFile=
[02/07/2016 12:27:56] AAFEActiveLWAFile=
[02/07/2016 12:27:56] AAFEScreenSaverLWAFile=
[02/07/2016 12:27:56] AACabAttractLWAFile=
[02/07/2016 12:27:56] TriggerMode=2
[02/07/2016 12:27:56] TriggerThreshold=25
[02/07/2016 12:27:56] TriggerFrequency=1
[02/07/2016 12:27:56] TriggerDeadZone=5
[02/07/2016 12:27:56] ControlFrequencyList=PAUSE|1,P2B5|2,P2B2|3,P4START|4,P2B4|5,P2B6|6,TRACKBALL2|1,P2B3|8,P4COIN|9,P4B4|10,P4B1|11,P2COIN|12,P4B3|13,P4B2|14,P2START|15,P2B1|16,EXIT|17,P1COIN|18,P1B6|19,P3B4|20,P3B2|21,P1START|22,TRACKBALL1|1,P3B3|24,P3B1|25,P3COIN|26,P1B4|27,TRACKBALL|28,P1B5|29,P3START|30,P1B1|31,P1B2|32,P1B3|33
[02/07/2016 12:27:56] ControlThresholdList=PAUSE|33,P2B5|32,P2B2|31,P4START|30,P2B4|29,P2B6|28,TRACKBALL2|24,P2B3|26,P4COIN|25,P4B4|24,P4B1|23,P2COIN|22,P4B3|21,P4B2|20,P2START|19,P2B1|18,EXIT|17,P1COIN|16,P1B6|15,P3B4|14,P3B2|13,P1START|12,TRACKBALL1|24,P3B3|10,P3B1|9,P3COIN|8,P1B4|7,TRACKBALL|6,P1B5|5,P3START|4,P1B1|3,P1B2|2,P1B3|1
[02/07/2016 12:27:56] LockTriggerFrequency=0
[02/07/2016 12:27:56] LockTriggerThreshold=1
[02/07/2016 12:27:56] Decay=4
[02/07/2016 12:27:56] SpectrumMode=1
[02/07/2016 12:27:56] SpectrumColor1=clBlue
[02/07/2016 12:27:56] SpectrumColor2=clFuchsia
[02/07/2016 12:27:56] SpectrumColor3=clFuchsia
[02/07/2016 12:27:56] SpectrumColor4=clRed
[02/07/2016 12:27:56] SpectrumSingleAmpRange=1
[02/07/2016 12:27:56] [CabLEDs]
[02/07/2016 12:27:56] CabLEDsMode=0
[02/07/2016 12:27:56] CabLEDControllers=
[02/07/2016 12:27:56] CabFEStartLWAFile=
[02/07/2016 12:27:56] CabFEQuitLWAFile=
[02/07/2016 12:27:56] CabFEActiveLWAFile=
[02/07/2016 12:27:56] CabFEScreenSaverLWAFile=
[02/07/2016 12:27:56] CabGameStartLWAFile=
[02/07/2016 12:27:56] CabGamePlayLWAFile=
[02/07/2016 12:27:56] CabGamePauseLWAFile=
[02/07/2016 12:27:56] CabFEListSelectedLWAFile=
[02/07/2016 12:27:56] [JDR]
[02/07/2016 12:27:56] UseGPWiz49=0
[02/07/2016 12:27:56] UseUltraStik=0
[02/07/2016 12:27:56] UltraStikRestrictorType=9
[02/07/2016 12:27:56] UseServoStik=1
[02/07/2016 12:27:56] [OtherSettings]
[02/07/2016 12:27:56] MaxPlayers=4
[02/07/2016 12:27:56] CocktailMode=0
[02/07/2016 12:27:56] RandomAniExcludeSelected=0
[02/07/2016 12:27:56] PreloadAudioLib=0
[02/07/2016 12:27:56] GameStartDelayTimeout=20
[02/07/2016 12:27:56] ButtonFlashPreventQDelay=750
[02/07/2016 12:27:56] LogFile=Debug.log
[02/07/2016 12:27:56] DisplayErrorsOnExit=0
[02/07/2016 12:27:56] ZipDebugFiles=1
[02/07/2016 12:27:56] LEDControllersOverride=
[02/07/2016 12:27:56] JDROverride=0
[02/07/2016 12:27:56] NoLEDs=0
[02/07/2016 12:27:56] SaveUnknownGames=1
[02/07/2016 12:27:56] Settings.ini ******************** END
[02/07/2016 12:27:56] Detected LED Controllers: PL1,PL2
[02/07/2016 12:27:56] Mapped LED Controllers: PL1,PL2
[02/07/2016 12:27:56] LEDBlinkyInputMap.xml ******************** BEGIN
[02/07/2016 12:27:56] [PACLED64-1]
[02/07/2016 12:27:56] Port001=PAUSE,R,KEYCODE_P
[02/07/2016 12:27:56] Port002=PAUSE,G,KEYCODE_P
[02/07/2016 12:27:56] Port003=PAUSE,B,KEYCODE_P
[02/07/2016 12:27:56] Port004=P2B5,R,KEYCODE_I
[02/07/2016 12:27:56] Port005=P2B5,G,KEYCODE_I
[02/07/2016 12:27:56] Port006=P2B5,B,KEYCODE_I
[02/07/2016 12:27:56] Port010=P2B2,R,KEYCODE_S
[02/07/2016 12:27:56] Port011=P2B2,G,KEYCODE_S
[02/07/2016 12:27:56] Port012=P2B2,B,KEYCODE_S
[02/07/2016 12:27:56] Port013=P4START,R,KEYCODE_4
[02/07/2016 12:27:56] Port014=P4START,G,KEYCODE_4
[02/07/2016 12:27:56] Port015=P4START,B,KEYCODE_4
[02/07/2016 12:27:56] Port016=P2B4,R,KEYCODE_W
[02/07/2016 12:27:56] Port017=P2B4,G,KEYCODE_W
[02/07/2016 12:27:56] Port018=P2B4,B,KEYCODE_W
[02/07/2016 12:27:56] Port019=P2B6,R,KEYCODE_K
[02/07/2016 12:27:56] Port020=P2B6,G,KEYCODE_K
[02/07/2016 12:27:56] Port021=P2B6,B,KEYCODE_K
[02/07/2016 12:27:56] Port022=TRACKBALL2,R,TRACKBALL
[02/07/2016 12:27:56] Port023=TRACKBALL2,G,TRACKBALL
[02/07/2016 12:27:56] Port024=TRACKBALL2,B,TRACKBALL
[02/07/2016 12:27:56] Port025=P2B3,R,KEYCODE_9_PAD
[02/07/2016 12:27:56] Port026=P2B3,G,KEYCODE_9_PAD
[02/07/2016 12:27:56] Port027=P2B3,B,KEYCODE_9_PAD
[02/07/2016 12:27:56] Port028=P4COIN,R,KEYCODE_8
[02/07/2016 12:27:56] Port029=P4COIN,G,KEYCODE_8
[02/07/2016 12:27:56] Port030=P4COIN,B,KEYCODE_8
[02/07/2016 12:27:56] Port031=P4B4,R,KEYCODE_M
[02/07/2016 12:27:56] Port032=P4B4,G,KEYCODE_M
[02/07/2016 12:27:56] Port033=P4B4,B,KEYCODE_M
[02/07/2016 12:27:56] Port034=P4B1,R,KEYCODE_B
[02/07/2016 12:27:56] Port035=P4B1,G,KEYCODE_B
[02/07/2016 12:27:56] Port036=P4B1,B,KEYCODE_B
[02/07/2016 12:27:56] Port037=P2COIN,R,KEYCODE_6
[02/07/2016 12:27:56] Port038=P2COIN,G,KEYCODE_6
[02/07/2016 12:27:56] Port039=P2COIN,B,KEYCODE_6
[02/07/2016 12:27:56] Port046=P4B3,R,KEYCODE_H
[02/07/2016 12:27:56] Port047=P4B3,G,KEYCODE_H
[02/07/2016 12:27:56] Port048=P4B3,B,KEYCODE_H
[02/07/2016 12:27:56] Port049=P4B2,R,KEYCODE_E
[02/07/2016 12:27:56] Port050=P4B2,G,KEYCODE_E
[02/07/2016 12:27:56] Port051=P4B2,B,KEYCODE_E
[02/07/2016 12:27:56] Port052=P2START,R,KEYCODE_2
[02/07/2016 12:27:56] Port053=P2START,G,KEYCODE_2
[02/07/2016 12:27:56] Port054=P2START,B,KEYCODE_2
[02/07/2016 12:27:56] Port061=P2B1,R,KEYCODE_5_PAD
[02/07/2016 12:27:56] Port062=P2B1,G,KEYCODE_5_PAD
[02/07/2016 12:27:56] Port063=P2B1,B,KEYCODE_5_PAD
[02/07/2016 12:27:56] [PACLED64-2]
[02/07/2016 12:27:56] Port001=EXIT,R,KEYCODE_ESC
[02/07/2016 12:27:56] Port002=EXIT,G,KEYCODE_ESC
[02/07/2016 12:27:56] Port003=EXIT,B,KEYCODE_ESC
[02/07/2016 12:27:56] Port004=P1COIN,R,KEYCODE_5
[02/07/2016 12:27:56] Port005=P1COIN,G,KEYCODE_5
[02/07/2016 12:27:56] Port006=P1COIN,B,KEYCODE_5
[02/07/2016 12:27:56] Port007=P1B6,R,KEYCODE_X
[02/07/2016 12:27:56] Port008=P1B6,G,KEYCODE_X
[02/07/2016 12:27:56] Port009=P1B6,B,KEYCODE_X
[02/07/2016 12:27:56] Port010=P3B4,R,KEYCODE_O
[02/07/2016 12:27:56] Port011=P3B4,G,KEYCODE_O
[02/07/2016 12:27:56] Port012=P3B4,B,KEYCODE_O
[02/07/2016 12:27:56] Port013=P3B2,R,KEYCODE_RSHIFT
[02/07/2016 12:27:56] Port014=P3B2,G,KEYCODE_RSHIFT
[02/07/2016 12:27:56] Port015=P3B2,B,KEYCODE_RSHIFT
[02/07/2016 12:27:56] Port019=P1START,R,KEYCODE_1
[02/07/2016 12:27:56] Port020=P1START,G,KEYCODE_1
[02/07/2016 12:27:56] Port021=P1START,B,KEYCODE_1
[02/07/2016 12:27:56] Port022=TRACKBALL1,R,TRACKBALL
[02/07/2016 12:27:56] Port023=TRACKBALL1,G,TRACKBALL
[02/07/2016 12:27:56] Port024=TRACKBALL1,B,TRACKBALL
[02/07/2016 12:27:56] Port025=P3B3,R,KEYCODE_ENTER
[02/07/2016 12:27:56] Port026=P3B3,G,KEYCODE_ENTER
[02/07/2016 12:27:56] Port027=P3B3,B,KEYCODE_ENTER
[02/07/2016 12:27:56] Port028=P3B1,R,KEYCODE_G
[02/07/2016 12:27:56] Port029=P3B1,G,KEYCODE_G
[02/07/2016 12:27:56] Port030=P3B1,B,KEYCODE_G
[02/07/2016 12:27:56] Port034=P3COIN,R,KEYCODE_7
[02/07/2016 12:27:56] Port035=P3COIN,G,KEYCODE_7
[02/07/2016 12:27:56] Port036=P3COIN,B,KEYCODE_7
[02/07/2016 12:27:56] Port037=P1B4,R,KEYCODE_LSHIFT
[02/07/2016 12:27:56] Port038=P1B4,G,KEYCODE_LSHIFT
[02/07/2016 12:27:56] Port039=P1B4,B,KEYCODE_LSHIFT
[02/07/2016 12:27:56] Port043=TRACKBALL,R,TRACKBALL
[02/07/2016 12:27:56] Port044=TRACKBALL,G,TRACKBALL
[02/07/2016 12:27:56] Port045=TRACKBALL,B,TRACKBALL
[02/07/2016 12:27:56] Port049=P1B5,R,KEYCODE_Z
[02/07/2016 12:27:56] Port050=P1B5,G,KEYCODE_Z
[02/07/2016 12:27:56] Port051=P1B5,B,KEYCODE_Z
[02/07/2016 12:27:56] Port052=P3START,R,KEYCODE_3
[02/07/2016 12:27:56] Port053=P3START,G,KEYCODE_3
[02/07/2016 12:27:56] Port054=P3START,B,KEYCODE_3
[02/07/2016 12:27:56] Port055=P1B1,R,KEYCODE_A
[02/07/2016 12:27:56] Port056=P1B1,G,KEYCODE_A
[02/07/2016 12:27:56] Port057=P1B1,B,KEYCODE_A
[02/07/2016 12:27:56] Port058=P1B2,R,KEYCODE_C
[02/07/2016 12:27:56] Port059=P1B2,G,KEYCODE_C
[02/07/2016 12:27:56] Port060=P1B2,B,KEYCODE_C
[02/07/2016 12:27:56] Port061=P1B3,R,KEYCODE_SPACE
[02/07/2016 12:27:56] Port062=P1B3,G,KEYCODE_SPACE
[02/07/2016 12:27:56] Port063=P1B3,B,KEYCODE_SPACE
[02/07/2016 12:27:56] LEDBlinkyInputMap.xml ******************** END
[02/07/2016 12:27:56] LEDBlinkyControls.xml: v1.0 01/16/2009 15:38:09
[02/07/2016 12:27:56] 10 mame games loaded from LEDBlinkyControls.xml
[02/07/2016 12:27:56] 3 emulator games loaded from LEDBlinkyControls.xml
[02/07/2016 12:27:56] Game Start Key (P1): 65
[02/07/2016 12:27:56] Game Start Key (P2): 101
[02/07/2016 12:27:56] Set ServoStik to 4-Way for FE.
[02/07/2016 12:27:56] Loaded LWAX File for FE Start: [Pattern07.lwax]. Run for [5] seconds.
[02/07/2016 12:28:02] Loaded LWAX File for FE Active: [Pattern07.lwax]. Start Frame: -1
[02/07/2016 12:28:02] Event Completed: FE_START
[02/07/2016 12:28:02] Received Event - Queue:[1] Msg:[9~Super Nintendo Entertainment System~Main Menu].
[02/07/2016 12:28:02] Event Started: EMULATOR_SELECTED [MAME] []
[02/07/2016 12:28:02] Emulator: [MAME]
[02/07/2016 12:28:02] Controls.dat INI file Version=0.141.1, Time=2011-01-05 18:17:26, Generated by=SirPoonga
[02/07/2016 12:28:02] 1057 games loaded from controls.ini
[02/07/2016 12:28:02] 62 games loaded from Mame.xml
[02/07/2016 12:28:02] 0 clones loaded from Mame.xml
[02/07/2016 12:28:03] 1390 games loaded from Colors.ini
[02/07/2016 12:28:03] Event Completed: EMULATOR_SELECTED
[02/07/2016 12:28:03] Event Started: LIST_SELECTED
[02/07/2016 12:28:03] Event Completed: LIST_SELECTED
[02/07/2016 12:28:03] Event Started: GAME_SELECTED [Super Nintendo Entertainment System] [Main Menu] []
[02/07/2016 12:28:04] Received Event - Queue:[1] Msg:[9~Sony PlayStation~Main Menu].
[02/07/2016 12:28:04] Event Started: GAME_SELECTED [Sony PlayStation] [Main Menu] []
[02/07/2016 12:28:04] Event Completed: GAME_SELECTED
[02/07/2016 12:28:06] Received Event - Queue:[1] Msg:[9~Daphne~Main Menu].
[02/07/2016 12:28:06] Event Started: GAME_SELECTED [Daphne] [Main Menu] []
[02/07/2016 12:28:06] Event Completed: GAME_SELECTED
[02/07/2016 12:28:09] Received Event - Queue:[1] Msg:[9~MAME~Main Menu].
[02/07/2016 12:28:10] Event Started: GAME_SELECTED [MAME] [Main Menu] []
[02/07/2016 12:28:10] Event Completed: GAME_SELECTED
[02/07/2016 12:28:15] Received Event - Queue:[1] Msg:[8].
[02/07/2016 12:28:15] Event Started: LIST_SELECTED
[02/07/2016 12:28:15] Loaded LWAX File from cache for FE Active: [Pattern07.lwax]. Start Frame: 24
[02/07/2016 12:28:15] Event Completed: LIST_SELECTED
[02/07/2016 12:28:15] Received Event - Queue:[1] Msg:[7~MAME].
[02/07/2016 12:28:15] Event Started: EMULATOR_SELECTED [MAME] []
[02/07/2016 12:28:15] Emulator: [MAME]
[02/07/2016 12:28:15] EMULATOR_SELECTED Event Completed.
[02/07/2016 12:28:17] Received Event - Queue:[1] Msg:[9~gauntleg].
[02/07/2016 12:28:17] Event Started: LIST_SELECTED
[02/07/2016 12:28:17] Event Completed: LIST_SELECTED
[02/07/2016 12:28:17] Event Started: GAME_SELECTED [gauntleg] [] []
[02/07/2016 12:28:20] Received Event - Queue:[1] Msg:[9~gaunt2].
[02/07/2016 12:28:20] Event Started: GAME_SELECTED [gaunt2] [] []
[02/07/2016 12:28:20] Event Completed: GAME_SELECTED
[02/07/2016 12:28:22] Received Event - Queue:[1] Msg:[9~gauntdl].
[02/07/2016 12:28:22] Event Started: GAME_SELECTED [gauntdl] [] []
[02/07/2016 12:28:22] Event Completed: GAME_SELECTED
[02/07/2016 12:28:24] Received Event - Queue:[1] Msg:[9~gauntlet].
[02/07/2016 12:28:24] Event Started: GAME_SELECTED [gauntlet] [] []
[02/07/2016 12:28:24] Event Completed: GAME_SELECTED
[02/07/2016 12:28:27] Received Event - Queue:[1] Msg:[9~gauntdl].
[02/07/2016 12:28:27] Event Started: GAME_SELECTED [gauntdl] [] []
[02/07/2016 12:28:27] Event Completed: GAME_SELECTED
[02/07/2016 12:28:31] Received Event - Queue:[1] Msg:[9~gaunt2].
[02/07/2016 12:28:31] Event Started: GAME_SELECTED [gaunt2] [] []
[02/07/2016 12:28:31] Event Completed: GAME_SELECTED
[02/07/2016 12:28:33] Received Event - Queue:[1] Msg:[9~gauntleg].
[02/07/2016 12:28:33] Event Started: GAME_SELECTED [gauntleg] [] []
[02/07/2016 12:28:33] Event Completed: GAME_SELECTED
[02/07/2016 12:28:35] Received Event - Queue:[1] Msg:[4].
[02/07/2016 12:28:35] Event Started: GAME_QUIT
[02/07/2016 12:28:35] Loaded LWAX File from cache for FE Active: [Pattern07.lwax]. Start Frame: -1
[02/07/2016 12:28:35] No change to JDR mode for FE.
[02/07/2016 12:28:35] Event Completed: GAME_QUIT
[02/07/2016 12:28:36] Received Event - Queue:[1] Msg:[9~MAME~Main Menu].
[02/07/2016 12:28:37] Event Started: GAME_SELECTED [MAME] [Main Menu] []
[02/07/2016 12:28:37] Event Completed: GAME_SELECTED
[02/07/2016 12:28:40] Received Event - Queue:[1] Msg:[2].
[02/07/2016 12:28:40] Event Started: FE_QUIT
[02/07/2016 12:28:40] Loaded LWAX File for FE Quit: [first try.lwax]. Single loop only.
[02/07/2016 12:28:49] Event Completed: FE_QUIT
@chrisvg:
Attention, your debug log contains personal information (registration data, email). It could be better to remove this ;)
Hey ArzooThe syntax for running an animation would be LEDBlinky.exe <animation>.lwax
Mind my first post here cause could not see solution on this.
I have Ultimate I/O ID1 and added a PACDrive ID1
I start my topper leds with the UI/O on Windows startup bat file but both boards start up
I need to tell that only the U I/o to start and then the Pacdrive to control feedback toys
Currently i tried in red as follows but fails:
cd C:\PinballX\Plugins\LEDBlinky\
start LEDBlinky.exe IP, Pattern10.lwax
timeout /t 3
Any suggestions please?
I was wondering if support was added yet for the Nanoled
Quick question, I just got the full version of LEDBlinky and I was wondering if there was a way to set it up so that the startup animation for Hyperspin will either run for the allotted time or stop on a key press? My hope is to put the duration of the startup animation for the full length of the startup video, but if someone wants to skip the intro then it will stop the animation and light up the proper control buttons for Hyperspin? Thanks for any help in advance!
I apologize if this has been brought up before, but I am wondering if there is a way to have just one list of controls for my setup as opposed to numerous emulators.
Right now I have my Mame broken up into categories including Puzzle, Fighter, Shooter, etc.
My Blinky control set up has each category with its set of buttons (Puzzle, Classics, Shooter.etc.)
This was extremely time consuming as there are easily 100 games in each category, and since I use ControllerRemap, using my existing cfg files wasn't an option.
What I would love to do is have one definitive list of controls for all the games on my cabinet, and have each emulate work off this one list. That way I'm not constantly copying over the same game controls, and basically losing track of what has been done or not.
Is there an existing way to have one list feed multiple HS lists?
Thanks again for any info you can provide.
Sent from my iPhone using Tapatalk
Exactly. I have eight categories right now in my HS setup. In Blinky I have 8 different "emulators" which are Fighter, Shooter, etc.
in theses lists I have 100 games each. Some of these games are in other lists as well, meaning I've had to copy the Rom info from one emu to another in Blinky. I want one complete list, that the eight emus can pick out of instead of creating 8 lists of controls.
Sent from my iPhone using Tapatalk
Since I use ControllerRemap, I keep the cfg files empty and work off of a cfg file in the ctrlr folder of Mame.
Sent from my iPhone using Tapatalk
[03/31/2016 11:56:29]
[03/31/2016 11:56:29] LEDBlinky Controls Editor Test
[03/31/2016 11:56:29] Event Started: FE_START
[03/31/2016 11:56:29] Settings.ini ******************** BEGIN
[03/31/2016 11:56:29] [VersionInfo]
[03/31/2016 11:56:29] Major=6
[03/31/2016 11:56:29] Minor=2
[03/31/2016 11:56:29] Release=2
[03/31/2016 11:56:29] Build=1
[03/31/2016 11:56:29] [GameOptions]
[03/31/2016 11:56:29] LightGameControls=1
[03/31/2016 11:56:29] GamePlayLWAFile=3backsweep.lwax
[03/31/2016 11:56:29] GamePlayAniJukeboxOnly=1
[03/31/2016 11:56:29] GamePauseLWAFile=3backsweep.lwax
[03/31/2016 11:56:29] GamePauseSpeakControls=1
[03/31/2016 11:56:29] UseMameOutputs=1
[03/31/2016 11:56:29] LightPlayerStartCoin=1
[03/31/2016 11:56:29] GameStartLWAFile=curtainclose.lwax
[03/31/2016 11:56:29] GameStartSpeakControls=1
[03/31/2016 11:56:29] GameStartSpeakPrimaryControls=1
[03/31/2016 11:56:29] GameStartSpeakStartCoin=0
[03/31/2016 11:56:29] GameStartSpeakName=1
[03/31/2016 11:56:29] GameStartStrobeName=0
[03/31/2016 11:56:29] GameStartSpeakText=Get ready to play!
[03/31/2016 11:56:29] GameStartStrobeText=2
[03/31/2016 11:56:29] AbortSpeechAnyKey=0
[03/31/2016 11:56:29] SpeakControlsPrefix=
[03/31/2016 11:56:29] SpeakPrimaryControlsPrefix=Primary Control
[03/31/2016 11:56:29] SpeakStartButton=Start Game
[03/31/2016 11:56:29] SpeakCoinButton=Insert Coin
[03/31/2016 11:56:29] GameStartDelay=0
[03/31/2016 11:56:29] GameStartDelayLEDsOff=0
[03/31/2016 11:56:29] [FEOptions]
[03/31/2016 11:56:29] FE=hyperspin
[03/31/2016 11:56:29] LightFEControls=1
[03/31/2016 11:56:29] DemoGameControls=1
[03/31/2016 11:56:29] DemoScrollDelay=0
[03/31/2016 11:56:29] DemoDuration=5
[03/31/2016 11:56:29] FELWAFile=
[03/31/2016 11:56:29] FEScreenSaverLWAFile=<Random>
[03/31/2016 11:56:29] FEScreenSaverRandomText=0
[03/31/2016 11:56:29] FEScreenSaverRandomTextDelay=60
[03/31/2016 11:56:29] FEScreenSaverRandomTextBerzerkMode=0
[03/31/2016 11:56:29] FEStartLWAFile=Hyperspin Startup.lwax
[03/31/2016 11:56:29] FEStartLWASingleLoop=0
[03/31/2016 11:56:29] FEStartLWADuration=5
[03/31/2016 11:56:29] FEStartSpeakText=Welcome to Hyperspin, get ready to play!
[03/31/2016 11:56:29] FEStartStrobeText=0
[03/31/2016 11:56:29] FEQuitLWAFile=curtainclose.lwax
[03/31/2016 11:56:29] FEQuitSpeakText=Thanks for playing! See you again next time.
[03/31/2016 11:56:29] FEQuitStrobeText=0
[03/31/2016 11:56:29] FESpeakControlsKey=13
[03/31/2016 11:56:29] FEStartSpeakControls=1
[03/31/2016 11:56:29] FEListSelectedLWAFile=3backsweep.lwax
[03/31/2016 11:56:29] FEButtonFlash=0
[03/31/2016 11:56:29] FEButtonFlashSpeed=50
[03/31/2016 11:56:29] FESettingsFile=D:\Games\Hyperspin\Settings\Settings.ini
[03/31/2016 11:56:29] HLActive=1
[03/31/2016 11:56:29] HLExeNameOverride=
[03/31/2016 11:56:29] GameExRunGameFromSS=0
[03/31/2016 11:56:29] [MAMEConfig]
[03/31/2016 11:56:29] Colors_ini=D:\Games\LEDBlinky\LEDBlinky\Colors.ini
[03/31/2016 11:56:29] Mame_cfg_folder=D:\Games\mame\cfg\
[03/31/2016 11:56:29] MameControllerFile=D:\Games\mame\ctrlr\SlikStik.cfg
[03/31/2016 11:56:29] UseMameDefaultForOtherEmulators=0
[03/31/2016 11:56:29] MameOutputBufferSize=
[03/31/2016 11:56:29] MameControlsFile=D:\Games\mame\controls.ini
[03/31/2016 11:56:29] MameXmlFile=D:\Games\Hyperspin\Databases\MAME\MAME.xml
[03/31/2016 11:56:29] UseMameToTriggerGameStart=0
[03/31/2016 11:56:29] LoadMameFilesAtStartup=1
[03/31/2016 11:56:29] [RandomText]
[03/31/2016 11:56:29] Text0=Get The Intruder
[03/31/2016 11:56:29] Text1=Intruder Alert!
[03/31/2016 11:56:29] Text2=I detect coin in pocket.
[03/31/2016 11:56:29] [Speech]
[03/31/2016 11:56:29] SpeechRate=0
[03/31/2016 11:56:29] SpeechVolume=100
[03/31/2016 11:56:29] Voice=Microsoft David Desktop - English (United States)
[03/31/2016 11:56:29] [AudioAnimation]
[03/31/2016 11:56:29] AudioDevice=0
[03/31/2016 11:56:29] AudioInput=0
[03/31/2016 11:56:29] SampleRate=30
[03/31/2016 11:56:29] AmplitudeMultiplier=900
[03/31/2016 11:56:29] AutoAmpMultTargetAvgLow=8
[03/31/2016 11:56:29] AutoAmpMultTargetAvgHigh=14
[03/31/2016 11:56:29] AutoAmpMultUpdateRate=2000
[03/31/2016 11:56:29] AAMode=0
[03/31/2016 11:56:29] AAGamePlayLWAFile=Pattern34.lwax
[03/31/2016 11:56:29] AAGamePauseLWAFile=
[03/31/2016 11:56:29] AAFEActiveLWAFile=
[03/31/2016 11:56:29] AAFEScreenSaverLWAFile=Pattern13.lwax
[03/31/2016 11:56:29] AACabAttractLWAFile=Pattern53.lwax
[03/31/2016 11:56:29] TriggerMode=1
[03/31/2016 11:56:29] TriggerThreshold=29
[03/31/2016 11:56:29] TriggerFrequency=5
[03/31/2016 11:56:29] TriggerDeadZone=3
[03/31/2016 11:56:29] ControlFrequencyList=PINBALL1|7,PINBALL2|1,PAUSE|3,P1START|4,P1COIN|5,CENTER1|1,CENTER2|1,P1B1|1,P1B2|2,P1B3|6,CENTER3|3,MOUSEB1|24,MOUSEB2|25,MOUSEB3|26,P1B4|7,P1B5|8,P1B6|9,P1B7|10,ENTER|1,PINBALL3|1,PINBALL4|1,P2START|1,P2COIN|1,CENTER5|1,CENTER4|1,P2B3|1,P2B2|1,P2B1|1,P2B6|1,P2B5|1,P2B4|1,P2B7|1,TRACKBALL|1
[03/31/2016 11:56:29] ControlThresholdList=PINBALL1|30,PINBALL2|24,PAUSE|8,P1START|7,P1COIN|6,CENTER1|24,CENTER2|24,P1B1|10,P1B2|9,P1B3|5,CENTER3|30,MOUSEB1|24,MOUSEB2|7,MOUSEB3|24,P1B4|4,P1B5|3,P1B6|2,P1B7|1,ENTER|24,PINBALL3|24,PINBALL4|24,P2START|24,P2COIN|24,CENTER5|24,CENTER4|24,P2B3|24,P2B2|24,P2B1|24,P2B6|24,P2B5|24,P2B4|24,P2B7|24,TRACKBALL|24
[03/31/2016 11:56:29] LockTriggerFrequency=0
[03/31/2016 11:56:29] LockTriggerThreshold=0
[03/31/2016 11:56:29] Decay=1
[03/31/2016 11:56:29] SpectrumMode=2
[03/31/2016 11:56:29] SpectrumColor1=clBlue
[03/31/2016 11:56:29] SpectrumColor2=clGreen
[03/31/2016 11:56:29] SpectrumColor3=clRed
[03/31/2016 11:56:29] SpectrumColor4=clYellow
[03/31/2016 11:56:29] SpectrumSingleAmpRange=0
[03/31/2016 11:56:29] [CabLEDs]
[03/31/2016 11:56:29] CabLEDsMode=0
[03/31/2016 11:56:29] CabLEDControllers=
[03/31/2016 11:56:29] CabFEStartLWAFile=
[03/31/2016 11:56:29] CabFEQuitLWAFile=
[03/31/2016 11:56:29] CabFEActiveLWAFile=
[03/31/2016 11:56:29] CabFEScreenSaverLWAFile=
[03/31/2016 11:56:29] CabGameStartLWAFile=
[03/31/2016 11:56:29] CabGamePlayLWAFile=
[03/31/2016 11:56:29] CabGamePauseLWAFile=
[03/31/2016 11:56:29] CabFEListSelectedLWAFile=
[03/31/2016 11:56:29] [JDR]
[03/31/2016 11:56:29] UseGPWiz49=0
[03/31/2016 11:56:29] UseUltraStik=0
[03/31/2016 11:56:29] UltraStikRestrictorType=0
[03/31/2016 11:56:29] UseServoStik=1
[03/31/2016 11:56:29] [OtherSettings]
[03/31/2016 11:56:30] MaxPlayers=4
[03/31/2016 11:56:30] CocktailMode=0
[03/31/2016 11:56:30] RandomAniExcludeSelected=0
[03/31/2016 11:56:30] PreloadAudioLib=0
[03/31/2016 11:56:30] GameStartDelayTimeout=20
[03/31/2016 11:56:30] ButtonFlashPreventQDelay=750
[03/31/2016 11:56:30] LogFile=Debug.log
[03/31/2016 11:56:30] DisplayErrorsOnExit=0
[03/31/2016 11:56:30] ZipDebugFiles=1
[03/31/2016 11:56:30] LEDControllersOverride=
[03/31/2016 11:56:30] JDROverride=0
[03/31/2016 11:56:30] NoLEDs=0
[03/31/2016 11:56:30] SaveUnknownGames=1
[03/31/2016 11:56:30] SingleDebugSession=1
[03/31/2016 11:56:30] Settings.ini ******************** END
[03/31/2016 11:56:30] Detected LED Controllers: LW1,LW2,LW3,LW4
[03/31/2016 11:56:30] Mapped LED Controllers: LW1,LW2,LW3,LW4
[03/31/2016 11:56:30] LEDBlinkyInputMap.xml ******************** BEGIN
[03/31/2016 11:56:30] [LEDWiz-1]
[03/31/2016 11:56:30] Port001=PINBALL1,B,KEYCODE_L
[03/31/2016 11:56:30] Port002=PINBALL1,R,KEYCODE_L
[03/31/2016 11:56:30] Port003=PINBALL1,G,KEYCODE_L
[03/31/2016 11:56:30] Port004=PINBALL2,B,KEYCODE_X
[03/31/2016 11:56:30] Port005=PINBALL2,R,KEYCODE_X
[03/31/2016 11:56:30] Port006=PINBALL2,G,KEYCODE_X
[03/31/2016 11:56:30] Port007=PAUSE,B,KEYCODE_P
[03/31/2016 11:56:30] Port008=PAUSE,R,KEYCODE_P
[03/31/2016 11:56:30] Port009=PAUSE,G,KEYCODE_P
[03/31/2016 11:56:30] Port010=P1START,B,KEYCODE_1
[03/31/2016 11:56:30] Port011=P1START,R,KEYCODE_1
[03/31/2016 11:56:30] Port012=P1START,G,KEYCODE_1
[03/31/2016 11:56:30] Port013=P1COIN,B,KEYCODE_5
[03/31/2016 11:56:30] Port014=P1COIN,R,KEYCODE_5
[03/31/2016 11:56:30] Port015=P1COIN,G,KEYCODE_5
[03/31/2016 11:56:30] Port016=CENTER1,B,KEYCODE_0
[03/31/2016 11:56:30] Port017=CENTER1,R,KEYCODE_0
[03/31/2016 11:56:30] Port018=CENTER1,G,KEYCODE_0
[03/31/2016 11:56:30] Port019=CENTER2,B,KEYCODE_Z
[03/31/2016 11:56:30] Port020=CENTER2,R,KEYCODE_Z
[03/31/2016 11:56:30] Port021=CENTER2,G,KEYCODE_Z
[03/31/2016 11:56:30] Port022=P1B1,B,KEYCODE_7
[03/31/2016 11:56:30] Port023=P1B1,R,KEYCODE_7
[03/31/2016 11:56:30] Port024=P1B1,G,KEYCODE_7
[03/31/2016 11:56:30] Port025=P1B2,B,KEYCODE_H
[03/31/2016 11:56:30] Port026=P1B2,R,KEYCODE_H
[03/31/2016 11:56:30] Port027=P1B2,G,KEYCODE_H
[03/31/2016 11:56:30] Port028=P1B3,B,KEYCODE_9
[03/31/2016 11:56:30] Port029=P1B3,R,KEYCODE_9
[03/31/2016 11:56:30] Port030=P1B3,G,KEYCODE_9
[03/31/2016 11:56:30] [LEDWiz-2]
[03/31/2016 11:56:30] Port001=CENTER3,B,KEYCODE_9
[03/31/2016 11:56:30] Port002=CENTER3,R,KEYCODE_9
[03/31/2016 11:56:30] Port003=CENTER3,G,KEYCODE_9
[03/31/2016 11:56:30] Port004=MOUSEB1,B,MOUSECODE_6_BUTTON1
[03/31/2016 11:56:30] Port005=MOUSEB1,R,MOUSECODE_6_BUTTON1
[03/31/2016 11:56:30] Port006=MOUSEB1,G,MOUSECODE_6_BUTTON1
[03/31/2016 11:56:30] Port007=MOUSEB2,B,KEYCODE_L
[03/31/2016 11:56:30] Port008=MOUSEB2,R,KEYCODE_L
[03/31/2016 11:56:30] Port009=MOUSEB2,G,KEYCODE_L
[03/31/2016 11:56:30] Port010=MOUSEB3,B,MOUSECODE_6_BUTTON2
[03/31/2016 11:56:30] Port011=MOUSEB3,R,MOUSECODE_6_BUTTON2
[03/31/2016 11:56:30] Port012=MOUSEB3,G,MOUSECODE_6_BUTTON2
[03/31/2016 11:56:30] Port013=P1B4,B,KEYCODE_0
[03/31/2016 11:56:30] Port014=P1B4,R,KEYCODE_0
[03/31/2016 11:56:30] Port015=P1B4,G,KEYCODE_0
[03/31/2016 11:56:30] Port016=P1B5,B,KEYCODE_Z
[03/31/2016 11:56:30] Port017=P1B5,R,KEYCODE_Z
[03/31/2016 11:56:30] Port018=P1B5,G,KEYCODE_Z
[03/31/2016 11:56:30] Port019=P1B6,B,KEYCODE_X
[03/31/2016 11:56:30] Port020=P1B6,R,KEYCODE_X
[03/31/2016 11:56:30] Port021=P1B6,G,KEYCODE_X
[03/31/2016 11:56:30] Port022=P1B7,B,KEYCODE_LSHIFT
[03/31/2016 11:56:30] Port023=P1B7,R,KEYCODE_LSHIFT
[03/31/2016 11:56:30] Port024=P1B7,G,KEYCODE_LSHIFT
[03/31/2016 11:56:30] [LEDWiz-3]
[03/31/2016 11:56:30] Port001=ENTER,B,KEYCODE_ENTER
[03/31/2016 11:56:30] Port002=ENTER,R,KEYCODE_ENTER
[03/31/2016 11:56:30] Port003=ENTER,G,KEYCODE_ENTER
[03/31/2016 11:56:30] Port004=PINBALL3,B,KEYCODE_RSHIFT
[03/31/2016 11:56:30] Port005=PINBALL3,R,KEYCODE_RSHIFT
[03/31/2016 11:56:30] Port006=PINBALL3,G,KEYCODE_RSHIFT
[03/31/2016 11:56:30] Port007=PINBALL4,B,KEYCODE_K
[03/31/2016 11:56:30] Port008=PINBALL4,R,KEYCODE_K
[03/31/2016 11:56:30] Port009=PINBALL4,G,KEYCODE_K
[03/31/2016 11:56:30] Port010=P2START,B,KEYCODE_2
[03/31/2016 11:56:30] Port011=P2START,R,KEYCODE_2
[03/31/2016 11:56:30] Port012=P2START,G,KEYCODE_2
[03/31/2016 11:56:30] Port013=P2COIN,B,KEYCODE_6
[03/31/2016 11:56:30] Port014=P2COIN,R,KEYCODE_6
[03/31/2016 11:56:30] Port015=P2COIN,G,KEYCODE_6
[03/31/2016 11:56:30] Port016=CENTER5,B,KEYCODE_H
[03/31/2016 11:56:30] Port017=CENTER5,R,KEYCODE_H
[03/31/2016 11:56:30] Port018=CENTER5,G,KEYCODE_H
[03/31/2016 11:56:30] Port019=CENTER4,B,KEYCODE_7
[03/31/2016 11:56:30] Port020=CENTER4,R,KEYCODE_7
[03/31/2016 11:56:30] Port021=CENTER4,G,KEYCODE_7
[03/31/2016 11:56:30] Port022=P2B3,B,KEYCODE_Q
[03/31/2016 11:56:30] Port023=P2B3,R,KEYCODE_Q
[03/31/2016 11:56:30] Port024=P2B3,G,KEYCODE_Q
[03/31/2016 11:56:30] Port025=P2B2,B,KEYCODE_S
[03/31/2016 11:56:30] Port026=P2B2,R,KEYCODE_S
[03/31/2016 11:56:30] Port027=P2B2,G,KEYCODE_S
[03/31/2016 11:56:30] Port028=P2B1,B,KEYCODE_A
[03/31/2016 11:56:30] Port029=P2B1,R,KEYCODE_A
[03/31/2016 11:56:30] Port030=P2B1,G,KEYCODE_A
[03/31/2016 11:56:30] [LEDWiz-4]
[03/31/2016 11:56:30] Port001=P2B6,B,KEYCODE_K
[03/31/2016 11:56:30] Port002=P2B6,R,KEYCODE_K
[03/31/2016 11:56:30] Port003=P2B6,G,KEYCODE_K
[03/31/2016 11:56:30] Port004=P2B5,B,KEYCODE_I
[03/31/2016 11:56:30] Port005=P2B5,R,KEYCODE_I
[03/31/2016 11:56:30] Port006=P2B5,G,KEYCODE_I
[03/31/2016 11:56:30] Port007=P2B4,B,KEYCODE_W
[03/31/2016 11:56:30] Port008=P2B4,R,KEYCODE_W
[03/31/2016 11:56:30] Port009=P2B4,G,KEYCODE_W
[03/31/2016 11:56:30] Port010=P2B7,B,KEYCODE_RSHIFT
[03/31/2016 11:56:30] Port012=P2B7,R,KEYCODE_RSHIFT
[03/31/2016 11:56:30] Port013=P2B7,G,KEYCODE_RSHIFT
[03/31/2016 11:56:30] Port014=TRACKBALL,B,TRACKBALL
[03/31/2016 11:56:30] Port015=TRACKBALL,R,TRACKBALL
[03/31/2016 11:56:30] Port016=TRACKBALL,G,TRACKBALL
[03/31/2016 11:56:30] LEDBlinkyInputMap.xml ******************** END
[03/31/2016 11:56:30] Using Test Controls File [D:\Games\LEDBlinky\LEDBlinky\LEDBlinkyControls_Test.xml].
[03/31/2016 11:56:30] LEDBlinkyControls_Test.xml: v1.0 01/16/2009 15:38:09
[03/31/2016 11:56:30] 214 mame games loaded from LEDBlinkyControls_Test.xml
[03/31/2016 11:56:30] 132 emulator games loaded from LEDBlinkyControls_Test.xml
[03/31/2016 11:56:30] Controls.dat INI file Version=0.141.1, Time=2011-01-05 18:17:26, Generated by=SirPoonga
[03/31/2016 11:56:30] 935 games loaded from controls.ini
12:33:10 PM | HyperSpin Started
12:33:10 PM | Going FullScreen
12:33:10 PM | LEDBlinky is set to active
12:33:10 PM | Found LEDBlinky.exe
12:33:10 PM | Running LEDBlinky
12:33:10 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 1
12:33:10 PM | Checking for updates
12:33:10 PM | Update Check Complete
12:33:10 PM | Startup program unavailable
12:33:10 PM | Playing intro video
12:33:11 PM | Error intializing joysticks
12:33:11 PM | Menu Mode is multi
12:33:11 PM | Loading Main Menu.xml
12:33:11 PM | Main Menu.xml successfully loaded
12:33:12 PM | Main Menu wheel loaded successfully
12:33:12 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 8
12:33:12 PM | Loading MAME.xml
12:33:12 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 7 "MAME"
12:33:13 PM | Main Menu.xml successfully loaded
12:33:14 PM | MAME wheel loaded successfully
12:33:14 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "centiped"
12:33:15 PM | Launching Game
12:33:15 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 3 "centiped" "MAME"
12:33:15 PM | Using HyperLaunch
12:33:15 PM | Getting Launcher path
12:33:15 PM | Launcher located at D:\Games\Hyperspin\RocketLauncher\RocketLauncher.exe
12:33:15 PM | Running Launcher
12:33:15 PM | Launcher Command Line is: D:\Games\Hyperspin\RocketLauncher\RocketLauncher.exe "MAME" "centiped"
12:33:27 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 4
12:33:27 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 4
12:33:28 PM | Loading Main Menu.xml
12:33:28 PM | Main Menu.xml successfully loaded
12:33:28 PM | Main Menu wheel loaded successfully
12:33:29 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "MAME" "Main Menu"
12:33:29 PM | Exit program unavailable
12:33:29 PM | Quiting Hyperspin
12:33:29 PM | Command Line is: "D:\Games\LEDBlinky\LEDBlinky\LEDBlinky.exe" 2
12:33:29 PM | Bye!
[03/31/2016 12:33:15] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:15] Event Dropped [1].
[03/31/2016 12:33:17] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:17] Event Dropped [8].
[03/31/2016 12:33:17] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:17] Event Dropped [7~MAME].
[03/31/2016 12:33:20] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:20] Event Dropped [9~centiped].
[03/31/2016 12:33:20] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:20] Event Dropped [3~centiped~MAME].
[03/31/2016 12:33:33] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:33] Event Dropped [4].
[03/31/2016 12:33:33] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:33] Event Dropped [4].
[03/31/2016 12:33:34] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:34] Event Dropped [9~MAME~Main Menu].
[03/31/2016 12:33:34] Timeout waiting for Primary Instance Handle.
[03/31/2016 12:33:34] Event Dropped [2].
04:59:39 PM | HyperSpin Started
04:59:39 PM | Going FullScreen
04:59:39 PM | LEDBlinky is set to active
04:59:39 PM | Found LEDBlinky.exe
04:59:39 PM | Running LEDBlinky
04:59:39 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 1
04:59:39 PM | Checking for updates
04:59:39 PM | Update Check Complete
04:59:39 PM | Startup program: CtrlRemapGUI.exe
04:59:39 PM | Startup params: -rmap CRG_Blank.cfg
04:59:39 PM | Working directory: C:\remap\
04:59:39 PM | Window State: NORMAL
04:59:39 PM | Launching CtrlRemapGUI.exe
04:59:39 PM | Command Line is CtrlRemapGUI.exe -rmap CRG_Blank.cfg
04:59:39 PM | Error intializing joysticks
04:59:39 PM | Menu Mode is multi
04:59:39 PM | Loading Main Menu.xml
04:59:39 PM | Main Menu.xml successfully loaded
04:59:39 PM | Main Menu wheel loaded successfully
04:59:40 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "Sega Naomi" "Main Menu"
04:59:41 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "Sammy Atomiswave" "Main Menu"
04:59:42 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "Sega Naomi" "Main Menu"
04:59:45 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "MAME" "Main Menu"
04:59:45 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 8
04:59:45 PM | Loading Sega Naomi.xml
04:59:45 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 7 "Sega Naomi"
04:59:45 PM | Main Menu.xml successfully loaded
04:59:46 PM | Sega Naomi wheel loaded successfully
04:59:49 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "confmiss"
04:59:49 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "csmash"
04:59:51 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "doa2"
04:59:51 PM | Launching Game
04:59:51 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 3 "doa2" "Sega Naomi"
04:59:51 PM | Using HyperLaunch
04:59:51 PM | Getting Launcher path
04:59:52 PM | Launcher located at C:\rocketlauncher\rocketlauncher.exe
04:59:52 PM | Running Launcher
04:59:52 PM | Launcher Command Line is: C:\rocketlauncher\rocketlauncher.exe "Sega Naomi" "doa2"
04:59:52 PM | Launching Game
04:59:52 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 3 "doa2" "Sega Naomi"
04:59:52 PM | Using HyperLaunch
04:59:52 PM | Getting Launcher path
04:59:52 PM | Launcher located at C:\rocketlauncher\rocketlauncher.exe
04:59:52 PM | Running Launcher
04:59:52 PM | Launcher Command Line is: C:\rocketlauncher\rocketlauncher.exe "Sega Naomi" "doa2"
04:59:52 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 4
04:59:52 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "crzytaxi"
05:00:05 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 4
05:00:05 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 4
05:00:06 PM | Loading Main Menu.xml
05:00:06 PM | Main Menu.xml successfully loaded
05:00:06 PM | Main Menu wheel loaded successfully
05:00:07 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 9 "Sega Naomi" "Main Menu"
05:00:08 PM | Exit program unavailable
05:00:08 PM | Quiting Hyperspin
05:00:08 PM | Command Line is: "C:\Led Blinky\LEDBlinky.exe" 2
05:00:08 PM | Bye!
[04/30/2016 18:56:47] LEDBlinky v6.2.2.0
[04/30/2016 18:56:47] Event Started: FE_START
[04/30/2016 18:56:47] Settings.ini ******************** BEGIN
[04/30/2016 18:56:47] [VersionInfo]
[04/30/2016 18:56:47] Major=6
[04/30/2016 18:56:47] Minor=2
[04/30/2016 18:56:47] Release=2
[04/30/2016 18:56:47] Build=1
[04/30/2016 18:56:47] [GameOptions]
[04/30/2016 18:56:47] LightGameControls=1
[04/30/2016 18:56:47] GamePlayLWAFile=
[04/30/2016 18:56:47] GamePlayAniJukeboxOnly=0
[04/30/2016 18:56:47] GamePauseLWAFile=
[04/30/2016 18:56:47] GamePauseSpeakControls=0
[04/30/2016 18:56:47] UseMameOutputs=0
[04/30/2016 18:56:47] LightPlayerStartCoin=1
[04/30/2016 18:56:47] GameStartLWAFile=
[04/30/2016 18:56:47] GameStartSpeakControls=0
[04/30/2016 18:56:47] GameStartSpeakPrimaryControls=0
[04/30/2016 18:56:47] GameStartSpeakStartCoin=0
[04/30/2016 18:56:47] GameStartSpeakName=0
[04/30/2016 18:56:47] GameStartStrobeName=0
[04/30/2016 18:56:47] GameStartSpeakText=
[04/30/2016 18:56:47] GameStartStrobeText=0
[04/30/2016 18:56:47] AbortSpeechAnyKey=0
[04/30/2016 18:56:47] SpeakControlsPrefix=
[04/30/2016 18:56:47] SpeakPrimaryControlsPrefix=Primary Control
[04/30/2016 18:56:47] SpeakStartButton=Start Game
[04/30/2016 18:56:47] SpeakCoinButton=Insert Coin
[04/30/2016 18:56:47] GameStartDelay=0
[04/30/2016 18:56:47] GameStartDelayLEDsOff=0
[04/30/2016 18:56:47] [FEOptions]
[04/30/2016 18:56:47] FE=hyperspin
[04/30/2016 18:56:47] LightFEControls=0
[04/30/2016 18:56:47] DemoGameControls=1
[04/30/2016 18:56:47] DemoScrollDelay=0
[04/30/2016 18:56:47] DemoDuration=60
[04/30/2016 18:56:47] FELWAFile=
[04/30/2016 18:56:47] FEScreenSaverLWAFile=
[04/30/2016 18:56:47] FEScreenSaverRandomText=0
[04/30/2016 18:56:47] FEScreenSaverRandomTextDelay=60
[04/30/2016 18:56:47] FEScreenSaverRandomTextBerzerkMode=0
[04/30/2016 18:56:47] FEStartLWAFile=MCP_OpenClose.lwax
[04/30/2016 18:56:47] FEStartLWASingleLoop=1
[04/30/2016 18:56:47] FEStartLWADuration=
[04/30/2016 18:56:47] FEStartSpeakText=
[04/30/2016 18:56:47] FEStartStrobeText=0
[04/30/2016 18:56:47] FEQuitLWAFile=
[04/30/2016 18:56:47] FEQuitSpeakText=
[04/30/2016 18:56:47] FEQuitStrobeText=0
[04/30/2016 18:56:47] FESpeakControlsKey=0
[04/30/2016 18:56:47] FEStartSpeakControls=0
[04/30/2016 18:56:47] FEListSelectedLWAFile=
[04/30/2016 18:56:47] FEButtonFlash=1
[04/30/2016 18:56:47] FEButtonFlashSpeed=50
[04/30/2016 18:56:47] FESettingsFile=C:\Hyperspin\Settings\Settings.ini
[04/30/2016 18:56:47] HLActive=0
[04/30/2016 18:56:47] HLExeNameOverride=
[04/30/2016 18:56:47] GameExRunGameFromSS=0
[04/30/2016 18:56:47] [MAMEConfig]
[04/30/2016 18:56:47] Colors_ini=C:\Users\MCP\Desktop\Program Files\LEDBlinky\LEDBlinky\Colors.ini
[04/30/2016 18:56:47] Mame_cfg_folder=D:\Arcade\MAME\mame 0169\cfg
[04/30/2016 18:56:47] MameControllerFile=D:\Arcade\MAME\mame 0169\ctrlr\CRG_MyRemap.cfg
[04/30/2016 18:56:47] UseMameDefaultForOtherEmulators=0
[04/30/2016 18:56:47] MameOutputBufferSize=
[04/30/2016 18:56:47] MameControlsFile=
[04/30/2016 18:56:47] MameXmlFile=C:\Hyperspin\Databases\Mame\MAME.xml
[04/30/2016 18:56:47] UseMameToTriggerGameStart=0
[04/30/2016 18:56:47] LoadMameFilesAtStartup=1
[04/30/2016 18:56:47] [RandomText]
[04/30/2016 18:56:47] Text0=Get The Intruder
[04/30/2016 18:56:47] Text1=Intruder Alert!
[04/30/2016 18:56:47] Text2=I detect coin in pocket.
[04/30/2016 18:56:47] [Speech]
[04/30/2016 18:56:47] SpeechRate=0
[04/30/2016 18:56:47] SpeechVolume=100
[04/30/2016 18:56:47] Voice=Microsoft Anna - English (United States)
[04/30/2016 18:56:47] [AudioAnimation]
[04/30/2016 18:56:47] AudioDevice=-1
[04/30/2016 18:56:47] AudioInput=-1
[04/30/2016 18:56:47] SampleRate=30
[04/30/2016 18:56:47] AmplitudeMultiplier=0
[04/30/2016 18:56:47] AutoAmpMultTargetAvgLow=8
[04/30/2016 18:56:47] AutoAmpMultTargetAvgHigh=14
[04/30/2016 18:56:47] AutoAmpMultUpdateRate=2000
[04/30/2016 18:56:47] AAMode=1
[04/30/2016 18:56:47] AAGamePlayLWAFile=
[04/30/2016 18:56:47] AAGamePauseLWAFile=
[04/30/2016 18:56:47] AAFEActiveLWAFile=
[04/30/2016 18:56:47] AAFEScreenSaverLWAFile=
[04/30/2016 18:56:47] AACabAttractLWAFile=
[04/30/2016 18:56:47] TriggerMode=2
[04/30/2016 18:56:47] TriggerThreshold=25
[04/30/2016 18:56:47] TriggerFrequency=1
[04/30/2016 18:56:47] TriggerDeadZone=5
[04/30/2016 18:56:47] ControlFrequencyList=P1START|1,P3START|2,P1B2|3,P3B5|4,P3B1|5,JOYSTICK3|6,SPINNER|7,P3COIN|8,P3B2|9,P3B4|10,EXIT|11,SHIFT|12,P1B3|13,P1B6|14,JOYSTICK1|15,P1COIN|16,P1B5|17,P1B1|18,P1B4|19,P3B6|20,P3B3|21,P4COIN|22,P2COIN|23,P4B2|24,P4START|25,P2START|26,PAUSE|27,TRACKBALL|28,P4B1|29,P4B5|30,P2B3|31,P2B2|32,P2B5|33,P4B6|34,P4B3|35,P4B4|36,P2B1|37,P2B6|38,P2B4|39,LEFTNUDGE|40,START|41,JOYSTICK4|42,LAUNCHER|43,LEFTFLIPPER|44,JOYSTICK2|45,RIGHTFLIPPER|46,RIGHTNUDGE|47
[04/30/2016 18:56:47] ControlThresholdList=P1START|47,P3START|46,P1B2|45,P3B5|44,P3B1|43,JOYSTICK3|42,SPINNER|41,P3COIN|40,P3B2|39,P3B4|38,EXIT|37,SHIFT|36,P1B3|35,P1B6|34,JOYSTICK1|33,P1COIN|32,P1B5|31,P1B1|30,P1B4|29,P3B6|28,P3B3|27,P4COIN|26,P2COIN|25,P4B2|24,P4START|23,P2START|22,PAUSE|21,TRACKBALL|20,P4B1|19,P4B5|18,P2B3|17,P2B2|16,P2B5|15,P4B6|14,P4B3|13,P4B4|12,P2B1|11,P2B6|10,P2B4|9,LEFTNUDGE|8,START|7,JOYSTICK4|6,LAUNCHER|5,LEFTFLIPPER|4,JOYSTICK2|3,RIGHTFLIPPER|2,RIGHTNUDGE|1
[04/30/2016 18:56:47] LockTriggerFrequency=0
[04/30/2016 18:56:47] LockTriggerThreshold=1
[04/30/2016 18:56:47] Decay=4
[04/30/2016 18:56:47] SpectrumMode=1
[04/30/2016 18:56:47] SpectrumColor1=clBlue
[04/30/2016 18:56:47] SpectrumColor2=clFuchsia
[04/30/2016 18:56:47] SpectrumColor3=clFuchsia
[04/30/2016 18:56:47] SpectrumColor4=clRed
[04/30/2016 18:56:47] SpectrumSingleAmpRange=1
[04/30/2016 18:56:47] [CabLEDs]
[04/30/2016 18:56:47] CabLEDsMode=0
[04/30/2016 18:56:47] CabLEDControllers=
[04/30/2016 18:56:47] CabFEStartLWAFile=
[04/30/2016 18:56:47] CabFEQuitLWAFile=
[04/30/2016 18:56:47] CabFEActiveLWAFile=
[04/30/2016 18:56:47] CabFEScreenSaverLWAFile=
[04/30/2016 18:56:47] CabGameStartLWAFile=
[04/30/2016 18:56:47] CabGamePlayLWAFile=
[04/30/2016 18:56:47] CabGamePauseLWAFile=
[04/30/2016 18:56:47] CabFEListSelectedLWAFile=
[04/30/2016 18:56:47] [JDR]
[04/30/2016 18:56:47] UseGPWiz49=0
[04/30/2016 18:56:47] UseUltraStik=0
[04/30/2016 18:56:47] UltraStikRestrictorType=0
[04/30/2016 18:56:47] UseServoStik=0
[04/30/2016 18:56:47] [OtherSettings]
[04/30/2016 18:56:47] MaxPlayers=4
[04/30/2016 18:56:47] CocktailMode=0
[04/30/2016 18:56:47] RandomAniExcludeSelected=0
[04/30/2016 18:56:48] PreloadAudioLib=0
[04/30/2016 18:56:48] GameStartDelayTimeout=20
[04/30/2016 18:56:48] ButtonFlashPreventQDelay=750
[04/30/2016 18:56:48] LogFile=Debug.log
[04/30/2016 18:56:48] DisplayErrorsOnExit=0
[04/30/2016 18:56:48] ZipDebugFiles=1
[04/30/2016 18:56:48] LEDControllersOverride=
[04/30/2016 18:56:48] JDROverride=0
[04/30/2016 18:56:48] NoLEDs=0
[04/30/2016 18:56:48] SaveUnknownGames=1
[04/30/2016 18:56:48] Settings.ini ******************** END
[04/30/2016 18:56:48] Detected LED Controllers: PL1,PL2,PL3
[04/30/2016 18:56:48] Mapped LED Controllers: PL1,PL2,PL3
[04/30/2016 18:56:48] LEDBlinkyInputMap.xml ******************** BEGIN
[04/30/2016 18:56:48] [PACLED64-1]
[04/30/2016 18:56:48] Port001=P1START,R,KEYCODE_1
[04/30/2016 18:56:48] Port002=P1START,G,KEYCODE_1
[04/30/2016 18:56:48] Port003=P1START,B,KEYCODE_1
[04/30/2016 18:56:48] Port004=P3START,R,KEYCODE_3
[04/30/2016 18:56:48] Port005=P3START,G,KEYCODE_3
[04/30/2016 18:56:48] Port006=P3START,B,KEYCODE_3
[04/30/2016 18:56:48] Port007=P1B2,R,KEYCODE_B
[04/30/2016 18:56:48] Port008=P1B2,G,KEYCODE_B
[04/30/2016 18:56:48] Port009=P1B2,B,KEYCODE_B
[04/30/2016 18:56:48] Port010=P3B5,R,KEYCODE_R
[04/30/2016 18:56:48] Port011=P3B5,G,KEYCODE_R
[04/30/2016 18:56:48] Port012=P3B5,B,KEYCODE_R
[04/30/2016 18:56:48] Port013=P3B1,R,KEYCODE_M
[04/30/2016 18:56:48] Port014=P3B1,G,KEYCODE_M
[04/30/2016 18:56:48] Port015=P3B1,B,KEYCODE_M
[04/30/2016 18:56:48] Port016=JOYSTICK3,R,JOYCODE_3_BUTTON1
[04/30/2016 18:56:48] Port017=JOYSTICK3,G,JOYCODE_3_BUTTON1
[04/30/2016 18:56:48] Port018=JOYSTICK3,B,JOYCODE_3_BUTTON1
[04/30/2016 18:56:48] Port019=SPINNER,R,DIAL
[04/30/2016 18:56:48] Port020=SPINNER,G,DIAL
[04/30/2016 18:56:48] Port021=SPINNER,B,DIAL
[04/30/2016 18:56:48] Port022=P3COIN,R,KEYCODE_7
[04/30/2016 18:56:48] Port023=P3COIN,G,KEYCODE_7
[04/30/2016 18:56:48] Port024=P3COIN,B,KEYCODE_7
[04/30/2016 18:56:48] Port025=P3B2,R,KEYCODE_N
[04/30/2016 18:56:48] Port026=P3B2,G,KEYCODE_N
[04/30/2016 18:56:48] Port027=P3B2,B,KEYCODE_N
[04/30/2016 18:56:48] Port028=P3B4,R,KEYCODE_Q
[04/30/2016 18:56:48] Port029=P3B4,G,KEYCODE_Q
[04/30/2016 18:56:48] Port030=P3B4,B,KEYCODE_Q
[04/30/2016 18:56:48] Port031=EXIT,R,KEYCODE_ESC
[04/30/2016 18:56:48] Port032=EXIT,G,KEYCODE_ESC
[04/30/2016 18:56:48] Port033=EXIT,B,KEYCODE_ESC
[04/30/2016 18:56:48] Port034=SHIFT,R,KEYCODE_LSHIFT
[04/30/2016 18:56:48] Port035=SHIFT,G,KEYCODE_LSHIFT
[04/30/2016 18:56:48] Port036=SHIFT,B,KEYCODE_LSHIFT
[04/30/2016 18:56:48] Port037=P1B3,R,KEYCODE_C
[04/30/2016 18:56:48] Port038=P1B3,G,KEYCODE_C
[04/30/2016 18:56:48] Port039=P1B3,B,KEYCODE_C
[04/30/2016 18:56:48] Port040=P1B6,R,KEYCODE_F
[04/30/2016 18:56:48] Port041=P1B6,G,KEYCODE_F
[04/30/2016 18:56:48] Port042=P1B6,B,KEYCODE_F
[04/30/2016 18:56:48] Port043=JOYSTICK1,R,JOYCODE_1_BUTTON1
[04/30/2016 18:56:48] Port044=JOYSTICK1,G,JOYCODE_1_BUTTON1
[04/30/2016 18:56:48] Port045=JOYSTICK1,B,JOYCODE_1_BUTTON1
[04/30/2016 18:56:48] Port046=P1COIN,R,KEYCODE_5
[04/30/2016 18:56:48] Port047=P1COIN,G,KEYCODE_5
[04/30/2016 18:56:48] Port048=P1COIN,B,KEYCODE_5
[04/30/2016 18:56:48] Port049=P1B5,R,KEYCODE_E
[04/30/2016 18:56:48] Port050=P1B5,G,KEYCODE_E
[04/30/2016 18:56:48] Port051=P1B5,B,KEYCODE_E
[04/30/2016 18:56:48] Port052=P1B1,R,KEYCODE_A
[04/30/2016 18:56:48] Port053=P1B1,G,KEYCODE_A
[04/30/2016 18:56:48] Port054=P1B1,B,KEYCODE_A
[04/30/2016 18:56:48] Port055=P1B4,R,KEYCODE_D
[04/30/2016 18:56:48] Port056=P1B4,G,KEYCODE_D
[04/30/2016 18:56:48] Port057=P1B4,B,KEYCODE_D
[04/30/2016 18:56:48] Port058=P3B6,R,KEYCODE_S
[04/30/2016 18:56:48] Port059=P3B6,G,KEYCODE_S
[04/30/2016 18:56:48] Port060=P3B6,B,KEYCODE_S
[04/30/2016 18:56:48] Port061=P3B3,R,KEYCODE_O
[04/30/2016 18:56:48] Port062=P3B3,G,KEYCODE_O
[04/30/2016 18:56:48] Port063=P3B3,B,KEYCODE_O
[04/30/2016 18:56:48] [PACLED64-2]
[04/30/2016 18:56:48] Port001=P4COIN,R,KEYCODE_8
[04/30/2016 18:56:48] Port002=P4COIN,G,KEYCODE_8
[04/30/2016 18:56:48] Port003=P4COIN,B,KEYCODE_8
[04/30/2016 18:56:48] Port004=P2COIN,R,KEYCODE_6
[04/30/2016 18:56:48] Port005=P2COIN,G,KEYCODE_6
[04/30/2016 18:56:48] Port006=P2COIN,B,KEYCODE_6
[04/30/2016 18:56:48] Port007=P4B2,R,KEYCODE_U
[04/30/2016 18:56:48] Port008=P4B2,G,KEYCODE_U
[04/30/2016 18:56:48] Port009=P4B2,B,KEYCODE_U
[04/30/2016 18:56:48] Port016=P4START,R,KEYCODE_4
[04/30/2016 18:56:48] Port017=P4START,G,KEYCODE_4
[04/30/2016 18:56:48] Port018=P4START,B,KEYCODE_4
[04/30/2016 18:56:48] Port019=P2START,R,KEYCODE_2
[04/30/2016 18:56:48] Port020=P2START,G,KEYCODE_2
[04/30/2016 18:56:48] Port021=P2START,B,KEYCODE_2
[04/30/2016 18:56:48] Port022=PAUSE,R,KEYCODE_P
[04/30/2016 18:56:48] Port023=PAUSE,G,KEYCODE_P
[04/30/2016 18:56:48] Port024=PAUSE,B,KEYCODE_P
[04/30/2016 18:56:48] Port028=TRACKBALL,R,TRACKBALL
[04/30/2016 18:56:48] Port029=TRACKBALL,G,TRACKBALL
[04/30/2016 18:56:48] Port030=TRACKBALL,B,TRACKBALL
[04/30/2016 18:56:48] Port031=P4B1,R,KEYCODE_T
[04/30/2016 18:56:48] Port032=P4B1,G,KEYCODE_T
[04/30/2016 18:56:48] Port033=P4B1,B,KEYCODE_T
[04/30/2016 18:56:48] Port034=P4B5,R,KEYCODE_X
[04/30/2016 18:56:48] Port035=P4B5,G,KEYCODE_X
[04/30/2016 18:56:48] Port036=P4B5,B,KEYCODE_X
[04/30/2016 18:56:48] Port037=P2B3,R,KEYCODE_I
[04/30/2016 18:56:48] Port038=P2B3,G,KEYCODE_I
[04/30/2016 18:56:48] Port039=P2B3,B,KEYCODE_I
[04/30/2016 18:56:48] Port040=P2B2,R,KEYCODE_H
[04/30/2016 18:56:48] Port041=P2B2,G,KEYCODE_H
[04/30/2016 18:56:48] Port042=P2B2,B,KEYCODE_H
[04/30/2016 18:56:48] Port043=P2B5,R,KEYCODE_K
[04/30/2016 18:56:48] Port044=P2B5,G,KEYCODE_K
[04/30/2016 18:56:48] Port045=P2B5,B,KEYCODE_K
[04/30/2016 18:56:48] Port046=P4B6,R,KEYCODE_Y
[04/30/2016 18:56:48] Port047=P4B6,G,KEYCODE_Y
[04/30/2016 18:56:48] Port048=P4B6,B,KEYCODE_Y
[04/30/2016 18:56:48] Port049=P4B3,R,KEYCODE_V
[04/30/2016 18:56:48] Port050=P4B3,G,KEYCODE_V
[04/30/2016 18:56:48] Port051=P4B3,B,KEYCODE_V
[04/30/2016 18:56:48] Port052=P4B4,R,KEYCODE_W
[04/30/2016 18:56:48] Port053=P4B4,G,KEYCODE_W
[04/30/2016 18:56:48] Port054=P4B4,B,KEYCODE_W
[04/30/2016 18:56:48] Port055=P2B1,R,KEYCODE_G
[04/30/2016 18:56:48] Port056=P2B1,G,KEYCODE_G
[04/30/2016 18:56:48] Port057=P2B1,B,KEYCODE_G
[04/30/2016 18:56:48] Port058=P2B6,R,KEYCODE_L
[04/30/2016 18:56:48] Port059=P2B6,G,KEYCODE_L
[04/30/2016 18:56:48] Port060=P2B6,B,KEYCODE_L
[04/30/2016 18:56:48] Port061=P2B4,R,KEYCODE_J
[04/30/2016 18:56:48] Port062=P2B4,G,KEYCODE_J
[04/30/2016 18:56:48] Port063=P2B4,B,KEYCODE_J
[04/30/2016 18:56:48] [PACLED64-3]
[04/30/2016 18:56:48] Port001=LEFTNUDGE,R,KEYCODE_4_PAD
[04/30/2016 18:56:48] Port002=LEFTNUDGE,G,KEYCODE_4_PAD
[04/30/2016 18:56:48] Port003=LEFTNUDGE,B,KEYCODE_4_PAD
[04/30/2016 18:56:48] Port016=START,R,KEYCODE_ASTERISK
[04/30/2016 18:56:48] Port017=START,G,KEYCODE_ASTERISK
[04/30/2016 18:56:48] Port018=START,B,KEYCODE_ASTERISK
[04/30/2016 18:56:48] Port031=JOYSTICK4,R,JOYCODE_4_BUTTON1
[04/30/2016 18:56:48] Port032=JOYSTICK4,G,JOYCODE_4_BUTTON1
[04/30/2016 18:56:48] Port033=JOYSTICK4,B,JOYCODE_4_BUTTON1
[04/30/2016 18:56:48] Port034=LAUNCHER,R,KEYCODE_DOWN
[04/30/2016 18:56:48] Port035=LAUNCHER,G,KEYCODE_DOWN
[04/30/2016 18:56:48] Port036=LAUNCHER,B,KEYCODE_DOWN
[04/30/2016 18:56:48] Port037=LEFTFLIPPER,R,KEYCODE_LEFT
[04/30/2016 18:56:48] Port038=LEFTFLIPPER,G,KEYCODE_LEFT
[04/30/2016 18:56:48] Port039=LEFTFLIPPER,B,KEYCODE_LEFT
[04/30/2016 18:56:48] Port046=JOYSTICK2,R,JOYCODE_2_BUTTON1
[04/30/2016 18:56:48] Port047=JOYSTICK2,G,JOYCODE_2_BUTTON1
[04/30/2016 18:56:48] Port048=JOYSTICK2,B,JOYCODE_2_BUTTON1
[04/30/2016 18:56:48] Port049=RIGHTFLIPPER,R,KEYCODE_RIGHT
[04/30/2016 18:56:48] Port050=RIGHTFLIPPER,G,KEYCODE_RIGHT
[04/30/2016 18:56:48] Port051=RIGHTFLIPPER,B,KEYCODE_RIGHT
[04/30/2016 18:56:48] Port052=RIGHTNUDGE,R,KEYCODE_6_PAD
[04/30/2016 18:56:48] Port053=RIGHTNUDGE,G,KEYCODE_6_PAD
[04/30/2016 18:56:48] Port054=RIGHTNUDGE,B,KEYCODE_6_PAD
[04/30/2016 18:56:48] LEDBlinkyInputMap.xml ******************** END
[04/30/2016 18:56:48] LEDBlinkyControls.xml: v1.0 01/16/2009 15:38:09
[04/30/2016 18:56:48] 1 mame games loaded from LEDBlinkyControls.xml
[04/30/2016 18:56:48] 666 emulator games loaded from LEDBlinkyControls.xml
[04/30/2016 18:56:48] Missing value in Settings.ini: [MameControlsFile].
[04/30/2016 18:56:48] Game Start Key: 106
[04/30/2016 18:56:48] Loaded LWAX File for FE Start: [MCP_OpenClose.lwax]. Single loop only.
[04/30/2016 18:56:48] Received Event - Queue:[1] Msg:[4].
[04/30/2016 18:56:49] Received Event - Queue:[2] Msg:[9~Classics].
[04/30/2016 18:56:50] Event Completed: FE_START
[04/30/2016 18:56:50] Event Started: GAME_QUIT
[04/30/2016 18:56:50] Event Completed: GAME_QUIT
[04/30/2016 18:56:50] Event Started: GAME_SELECTED [Classics] [] []
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [1].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [R] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [2].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [G] value.
[04/30/2016 18:56:50] Invalid Value List []. No value for index [3].
[04/30/2016 18:56:50] Invalid Intensity Definition []. Missing [B] value.
DISREGARD: I fixed it. I upgraded to 6.2.2.3 and wah lah...started working again. Weird.
Anyone having the same problem?
I was wondering if anyone knew of a place I could look at that walked through how to set up LEDBlinky to light up buttons for various Retroarch cores. I tried creating a button configuration for the Snes core, but I can't get any buttons to light up when a Snes game fires up. I tried following the controls editor setup (I believe its that one) that is provided with LEDBlinky, but am having no luck with it. Thanks in advance for any help anyone has.
I've done some more digging and here's what I'm finding. I am using HyperEDS to send the commands to LEDBlinky, and the issue I am having is that the error ( " is not a valid integer ) is brought up by LEDBlinky once the open animation starts and completes. I click on OK, then Blinky starts to work as normal.
Any ideas would be greatly appreciated!
Attached is my debug.zip, below is the log.
[05/04/2016 21:42:48]
[05/04/2016 21:42:48] LEDBlinky v6.2.2.3
[05/04/2016 21:42:48] Event Started: FE_START
[05/04/2016 21:42:48] Settings.ini ******************** BEGIN
[05/04/2016 21:42:48] [VersionInfo]
[05/04/2016 21:42:48] Major=6
[05/04/2016 21:42:48] Minor=2
[05/04/2016 21:42:48] Release=2
[05/04/2016 21:42:48] Build=3
[05/04/2016 21:42:48] [GameOptions]
[05/04/2016 21:42:48] LightGameControls=1
[05/04/2016 21:42:48] GamePlayLWAFile=
[05/04/2016 21:42:48] GamePlayAniJukeboxOnly=0
[05/04/2016 21:42:48] GamePauseLWAFile=curtainclose.lwax
[05/04/2016 21:42:48] GamePauseSpeakControls=1
[05/04/2016 21:42:48] UseMameOutputs=1
[05/04/2016 21:42:48] LightPlayerStartCoin=0
[05/04/2016 21:42:48] GameStartLWAFile=3forsweep.lwax
[05/04/2016 21:42:48] GameStartSpeakControls=0
[05/04/2016 21:42:48] GameStartSpeakPrimaryControls=0
[05/04/2016 21:42:48] GameStartSpeakStartCoin=0
[05/04/2016 21:42:48] GameStartSpeakName=0
[05/04/2016 21:42:48] GameStartStrobeName=0
[05/04/2016 21:42:48] GameStartSpeakText=
[05/04/2016 21:42:48] GameStartStrobeText=0
[05/04/2016 21:42:48] AbortSpeechAnyKey=0
[05/04/2016 21:42:48] SpeakControlsPrefix=
[05/04/2016 21:42:48] SpeakPrimaryControlsPrefix=Primary Control
[05/04/2016 21:42:48] SpeakStartButton=Start Game
[05/04/2016 21:42:48] SpeakCoinButton=Insert Coin
[05/04/2016 21:42:48] GameStartDelay=0
[05/04/2016 21:42:48] GameStartDelayLEDsOff=0
[05/04/2016 21:42:48] [FEOptions]
[05/04/2016 21:42:48] FE=hyperspin
[05/04/2016 21:42:48] LightFEControls=0
[05/04/2016 21:42:48] DemoGameControls=1
[05/04/2016 21:42:48] DemoScrollDelay=0.5
[05/04/2016 21:42:48] DemoDuration=5
[05/04/2016 21:42:48] FELWAFile=test.lwax
[05/04/2016 21:42:48] FEScreenSaverLWAFile=
[05/04/2016 21:42:48] FEScreenSaverRandomText=0
[05/04/2016 21:42:48] FEScreenSaverRandomTextDelay=60
[05/04/2016 21:42:48] FEScreenSaverRandomTextBerzerkMode=0
[05/04/2016 21:42:48] FEStartLWAFile=curtainclose.lwax
[05/04/2016 21:42:48] FEStartLWASingleLoop=1
[05/04/2016 21:42:48] FEStartLWADuration=
[05/04/2016 21:42:48] FEStartSpeakText=
[05/04/2016 21:42:48] FEStartStrobeText=0
[05/04/2016 21:42:48] FEQuitLWAFile=3backsweep.lwax
[05/04/2016 21:42:48] FEQuitSpeakText=
[05/04/2016 21:42:48] FEQuitStrobeText=0
[05/04/2016 21:42:48] FESpeakControlsKey=0
[05/04/2016 21:42:48] FEStartSpeakControls=0
[05/04/2016 21:42:48] FEListSelectedLWAFile=Pattern36.lwax
[05/04/2016 21:42:48] FEButtonFlash=0
[05/04/2016 21:42:48] FEButtonFlashSpeed=50
[05/04/2016 21:42:48] FESettingsFile=C:\HyperSpin\Settings\Settings.ini
[05/04/2016 21:42:48] HLActive=1
[05/04/2016 21:42:48] HLExeNameOverride=
[05/04/2016 21:42:48] GameExRunGameFromSS=0
[05/04/2016 21:42:48] [MAMEConfig]
[05/04/2016 21:42:48] Colors_ini=C:\LEDBlinky\Colors.ini
[05/04/2016 21:42:48] Mame_cfg_folder=C:\MAMEUIFX64\cfg
[05/04/2016 21:42:48] MameControllerFile=
[05/04/2016 21:42:48] UseMameDefaultForOtherEmulators=0
[05/04/2016 21:42:48] MameOutputBufferSize=
[05/04/2016 21:42:48] MameControlsFile=C:\LEDBlinky\controls.ini
[05/04/2016 21:42:48] MameXmlFile=C:\HyperSpin\Databases\MAME\MAME.xml
[05/04/2016 21:42:48] UseMameToTriggerGameStart=0
[05/04/2016 21:42:48] LoadMameFilesAtStartup=1
[05/04/2016 21:42:48] [RandomText]
[05/04/2016 21:42:48] Text0=Get The Intruder
[05/04/2016 21:42:48] Text1=Intruder Alert!
[05/04/2016 21:42:48] Text2=I detect coin in pocket.
[05/04/2016 21:42:48] [Speech]
[05/04/2016 21:42:48] SpeechRate=0
[05/04/2016 21:42:48] SpeechVolume=100
[05/04/2016 21:42:48] Voice=Microsoft Anna - English (United States)
[05/04/2016 21:42:48] [AudioAnimation]
[05/04/2016 21:42:48] AudioDevice=0
[05/04/2016 21:42:48] AudioInput=-1
[05/04/2016 21:42:48] SampleRate=30
[05/04/2016 21:42:48] AmplitudeMultiplier=0
[05/04/2016 21:42:48] AutoAmpMultTargetAvgLow=8
[05/04/2016 21:42:48] AutoAmpMultTargetAvgHigh=14
[05/04/2016 21:42:48] AutoAmpMultUpdateRate=2000
[05/04/2016 21:42:48] AAMode=1
[05/04/2016 21:42:48] AAGamePlayLWAFile=
[05/04/2016 21:42:48] AAGamePauseLWAFile=
[05/04/2016 21:42:48] AAFEActiveLWAFile=
[05/04/2016 21:42:48] AAFEScreenSaverLWAFile=
[05/04/2016 21:42:48] AACabAttractLWAFile=
[05/04/2016 21:42:48] TriggerMode=2
[05/04/2016 21:42:48] TriggerThreshold=25
[05/04/2016 21:42:48] TriggerFrequency=1
[05/04/2016 21:42:48] TriggerDeadZone=5
[05/04/2016 21:42:48] ControlFrequencyList=EXIT|1,P1START|2,P2START|3,PAUSE|4,P1B1|5,P1B4|6,P1B2|7,P1B5|8,P1B3|9,P1B6|10,P2B1|11,P2B2|12,P2B3|13,P2B6|14,P2B5|15,P2B4|16
[05/04/2016 21:42:48] ControlThresholdList=EXIT|16,P1START|15,P2START|14,PAUSE|13,P1B1|12,P1B4|11,P1B2|10,P1B5|9,P1B3|8,P1B6|7,P2B1|6,P2B2|5,P2B3|4,P2B6|3,P2B5|2,P2B4|1
[05/04/2016 21:42:48] LockTriggerFrequency=0
[05/04/2016 21:42:48] LockTriggerThreshold=1
[05/04/2016 21:42:48] Decay=4
[05/04/2016 21:42:48] SpectrumMode=1
[05/04/2016 21:42:48] SpectrumColor1=clBlue
[05/04/2016 21:42:48] SpectrumColor2=clFuchsia
[05/04/2016 21:42:48] SpectrumColor3=clFuchsia
[05/04/2016 21:42:48] SpectrumColor4=clRed
[05/04/2016 21:42:48] SpectrumSingleAmpRange=1
[05/04/2016 21:42:48] [CabLEDs]
[05/04/2016 21:42:48] CabLEDsMode=0
[05/04/2016 21:42:48] CabLEDControllers=
[05/04/2016 21:42:48] CabFEStartLWAFile=
[05/04/2016 21:42:48] CabFEQuitLWAFile=
[05/04/2016 21:42:48] CabFEActiveLWAFile=
[05/04/2016 21:42:48] CabFEScreenSaverLWAFile=
[05/04/2016 21:42:48] CabGameStartLWAFile=
[05/04/2016 21:42:48] CabGamePlayLWAFile=
[05/04/2016 21:42:48] CabGamePauseLWAFile=
[05/04/2016 21:42:48] CabFEListSelectedLWAFile=
[05/04/2016 21:42:48] [JDR]
[05/04/2016 21:42:48] UseGPWiz49=0
[05/04/2016 21:42:48] UseUltraStik=1
[05/04/2016 21:42:48] UltraStikRestrictorType=0
[05/04/2016 21:42:48] UseServoStik=0
[05/04/2016 21:42:48] [OtherSettings]
[05/04/2016 21:42:48] MaxPlayers=2
[05/04/2016 21:42:48] CocktailMode=0
[05/04/2016 21:42:48] RandomAniExcludeSelected=0
[05/04/2016 21:42:48] PreloadAudioLib=0
[05/04/2016 21:42:48] GameStartDelayTimeout=20
[05/04/2016 21:42:48] ButtonFlashPreventQDelay=750
[05/04/2016 21:42:48] LogFile=Debug.log
[05/04/2016 21:42:48] DisplayErrorsOnExit=0
[05/04/2016 21:42:48] ZipDebugFiles=1
[05/04/2016 21:42:48] LEDControllersOverride=
[05/04/2016 21:42:48] JDROverride=0
[05/04/2016 21:42:48] NoLEDs=0
[05/04/2016 21:42:48] SaveUnknownGames=1
[05/04/2016 21:42:48] Settings.ini ******************** END
[05/04/2016 21:42:48] Detected LED Controllers: PD1
[05/04/2016 21:42:48] Mapped LED Controllers: PD1
[05/04/2016 21:42:48] LEDBlinkyInputMap.xml ******************** BEGIN
[05/04/2016 21:42:48] [PACDrive-1]
[05/04/2016 21:42:48] Port001=EXIT,S,KEYCODE_ESC
[05/04/2016 21:42:48] Port002=P1START,S,KEYCODE_K
[05/04/2016 21:42:48] Port003=P2START,S,KEYCODE_D
[05/04/2016 21:42:48] Port004=PAUSE,S,KEYCODE_G
[05/04/2016 21:42:48] Port005=P1B1,S,KEYCODE_I
[05/04/2016 21:42:48] Port006=P1B4,S,KEYCODE_P
[05/04/2016 21:42:48] Port007=P1B2,S,KEYCODE_X
[05/04/2016 21:42:48] Port008=P1B5,S,KEYCODE_L
[05/04/2016 21:42:48] Port009=P1B3,S,KEYCODE_6
[05/04/2016 21:42:48] Port010=P1B6,S,KEYCODE_J
[05/04/2016 21:42:48] Port011=P2B1,S,KEYCODE_W
[05/04/2016 21:42:48] Port012=P2B2,S,KEYCODE_Q
[05/04/2016 21:42:48] Port013=P2B3,S,KEYCODE_S
[05/04/2016 21:42:48] Port014=P2B6,S,KEYCODE_R
[05/04/2016 21:42:48] Port015=P2B5,S,KEYCODE_F
[05/04/2016 21:42:48] Port016=P2B4,S,KEYCODE_A
[05/04/2016 21:42:48] LEDBlinkyInputMap.xml ******************** END
[05/04/2016 21:42:48] LEDBlinkyControls.xml: v1.0 01/16/2009 15:38:09
[05/04/2016 21:42:48] 5 mame games loaded from LEDBlinkyControls.xml
[05/04/2016 21:42:48] 1 emulator games loaded from LEDBlinkyControls.xml
[05/04/2016 21:42:48] Controls.dat INI file Version=0.141.1, Time=2011-01-05 18:17:26, Generated by=SirPoonga
[05/04/2016 21:42:48] 1297 games loaded from controls.ini
[05/04/2016 21:42:48] 1057 games loaded from Mame.xml
[05/04/2016 21:42:48] 0 clones loaded from Mame.xml
[05/04/2016 21:42:48] 1389 games loaded from Colors.ini
[05/04/2016 21:42:48] Speak [<pitch middle="9"><spell>LED</spell>Blinky.</pitch>]
[05/04/2016 21:42:56] Game Start Key (P1): 73
[05/04/2016 21:42:56] Game Start Key (P2): 69
[05/04/2016 21:42:56] UltraStik U360(s) detected: 2 Restrictor Type: None
[05/04/2016 21:42:56] Set UltraStik JDR Map [joy4way.um] for FE.
[05/04/2016 21:42:56] Loaded LWAX File for FE Start: [curtainclose.lwax]. Single loop only.
[05/04/2016 21:42:57] Loaded LWAX File for FE Active: [test.lwax]. Start Frame: -1
[05/04/2016 21:42:57] Event Completed: FE_START
[05/04/2016 21:43:00] Received Event - Queue:[1] Msg:[9~MAME~Main Menu].
[05/04/2016 21:43:00] Event Started: EMULATOR_SELECTED [MAME] []
[05/04/2016 21:43:00] Emulator: [MAME]
[05/04/2016 21:43:02] Event Completed: EMULATOR_SELECTED
[05/04/2016 21:43:02] Event Started: LIST_SELECTED
[05/04/2016 21:43:02] Event Completed: LIST_SELECTED
[05/04/2016 21:43:02] Event Started: GAME_SELECTED [MAME] [Main Menu] []
[05/04/2016 21:43:07] Received Event - Queue:[1] Msg:[8].
[05/04/2016 21:43:07] Event Started: LIST_SELECTED
[05/04/2016 21:43:07] Loaded LWAX File for List Select: [Pattern36.lwax]. Single loop only.
[05/04/2016 21:43:07] Received Event - Queue:[1] Msg:[7~MAME].
[05/04/2016 21:43:08] Received Event - Queue:[2] Msg:[9~astrob].
[05/04/2016 21:43:09] Loaded LWAX File from cache for FE Active: [test.lwax]. Start Frame: 0
[05/04/2016 21:43:09] Event Completed: LIST_SELECTED
[05/04/2016 21:43:09] Event Started: EMULATOR_SELECTED [MAME] []
[05/04/2016 21:43:09] Emulator: [MAME]
[05/04/2016 21:43:09] Event Completed: EMULATOR_SELECTED. Emulator already loaded.
[05/04/2016 21:43:09] Event Started: LIST_SELECTED
[05/04/2016 21:43:09] Loaded LWAX File from cache for List Select: [Pattern36.lwax]. Single loop only.
[05/04/2016 21:43:10] Loaded LWAX File from cache for FE Active: [test.lwax]. Start Frame: 1
[05/04/2016 21:43:10] Event Completed: LIST_SELECTED
[05/04/2016 21:43:10] Event Started: GAME_SELECTED [astrob] [] []
[05/04/2016 21:43:17] Received Event - Queue:[1] Msg:[9~asteroid].
[05/04/2016 21:43:17] Event Started: GAME_SELECTED [asteroid] [] []
[05/04/2016 21:43:17] Event Completed: GAME_SELECTED
[05/04/2016 21:43:22] Received Event - Queue:[1] Msg:[3~asteroid~MAME].
[05/04/2016 21:43:22] Event Started: EMULATOR_SELECTED [MAME] []
[05/04/2016 21:43:22] Emulator: [MAME]
[05/04/2016 21:43:22] Event Completed: EMULATOR_SELECTED. Emulator already loaded.
[05/04/2016 21:43:22] Event Started: GAME_SELECTED [asteroid] [] []
[05/04/2016 21:43:22] Event Completed: GAME_SELECTED
[05/04/2016 21:43:22] Event Started: GAME_START
[05/04/2016 21:43:22] Using Default Mame Outputs: LED0=Start1~LED1=Start2
[05/04/2016 21:43:22] ROM/Game: [ASTEROID] Controls: [MAME-ASTEROID]
[05/04/2016 21:43:22] Control List for ASTEROID: |P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|P1_BUTTON5
[05/04/2016 21:43:22] P1_BUTTON1 (MAME-ASTEROID): |JOYCODE_1_XAXIS_LEFT_SWITCH
[05/04/2016 21:43:22] P1_BUTTON2 (MAME-ASTEROID): |JOYCODE_1_XAXIS_RIGHT_SWITCH
[05/04/2016 21:43:22] P1_BUTTON3 (MAME-ASTEROID): |KEYCODE_I
[05/04/2016 21:43:22] P1_BUTTON4 (MAME-ASTEROID): |KEYCODE_X
[05/04/2016 21:43:22] P1_BUTTON5 (MAME-ASTEROID): |KEYCODE_6
[05/04/2016 21:43:22] Loaded LWAX File for Game Start: [3forsweep.lwax]. Single loop only.
[05/04/2016 21:43:23] Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016
[05/04/2016 21:43:23] LED Controller [PACDrive-1] Intens: 0, 0, 0, 0, 48, 0, 48, 0, 48, 0, 0, 0, 0, 0, 0, 0
[05/04/2016 21:43:23] LED Controller [PACDrive-1] States: 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0
[05/04/2016 21:43:23] No Primary Control found for ASTEROID
[05/04/2016 21:43:23] Event Completed: GAME_START
[05/04/2016 21:43:38] Received Event - Queue:[1] Msg:[4].
[05/04/2016 21:43:38] Event Started: GAME_QUIT
[05/04/2016 21:43:38] Loaded LWAX File from cache for FE Active: [test.lwax]. Start Frame: -1
[05/04/2016 21:43:38] No change to JDR mode for FE.
[05/04/2016 21:43:38] Event Completed: GAME_QUIT
[05/04/2016 21:43:42] Received Event - Queue:[1] Msg:[9~astdelux].
[05/04/2016 21:43:42] Event Started: GAME_SELECTED [astdelux] [] []
[05/04/2016 21:43:44] Received Event - Queue:[1] Msg:[9~astrob].
[05/04/2016 21:43:44] Event Started: GAME_SELECTED [astrob] [] []
[05/04/2016 21:43:44] Event Completed: GAME_SELECTED
[05/04/2016 21:43:44] Received Event - Queue:[1] Msg:[9~mf_achas].
[05/04/2016 21:43:44] Event Started: GAME_SELECTED [mf_achas] [] []
[05/04/2016 21:43:44] Event Completed: GAME_SELECTED
[05/04/2016 21:43:47] Received Event - Queue:[1] Msg:[9~astrof].
[05/04/2016 21:43:47] Event Started: GAME_SELECTED [astrof] [] []
[05/04/2016 21:43:47] Event Completed: GAME_SELECTED
[05/04/2016 21:43:52] Loaded LWAX File from cache for FE Active: [test.lwax]. Start Frame: 3
[05/04/2016 21:43:53] Received Event - Queue:[1] Msg:[3~astrof~MAME].
[05/04/2016 21:43:53] Event Started: EMULATOR_SELECTED [MAME] []
[05/04/2016 21:43:53] Emulator: [MAME]
[05/04/2016 21:43:53] Event Completed: EMULATOR_SELECTED. Emulator already loaded.
[05/04/2016 21:43:53] Event Started: GAME_SELECTED [astrof] [] []
[05/04/2016 21:43:53] Event Completed: GAME_SELECTED
[05/04/2016 21:43:53] Event Started: GAME_START
[05/04/2016 21:43:53] Using Default Mame Outputs: LED0=Start1~LED1=Start2
[05/04/2016 21:43:53] ROM/Game: [ASTROF] Controls: [MAME-ASTROF]
[05/04/2016 21:43:53] Control List for ASTROF: |P1_BUTTON1|P1_JOYSTICK_RIGHT|P1_JOYSTICK_LEFT|CONTROL_JOY2WAY
[05/04/2016 21:43:53] P1_BUTTON1 (MAME-ALLGAMES): |KEYCODE_I
[05/04/2016 21:43:53] P1_JOYSTICK_RIGHT (MAME-ALLGAMES): |JOYCODE_1_XAXIS_RIGHT_SWITCH
[05/04/2016 21:43:53] P1_JOYSTICK_LEFT (MAME-ALLGAMES): |JOYCODE_1_XAXIS_LEFT_SWITCH
[05/04/2016 21:43:53] CONTROL_JOY2WAY (MAME-DEFAULT): JOY2WAY
[05/04/2016 21:43:53] Loaded LWAX File for Game Start: [3forsweep.lwax]. Single loop only.
[05/04/2016 21:43:55] Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016
[05/04/2016 21:43:55] LED Controller [PACDrive-1] Intens: 0, 0, 0, 0, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[05/04/2016 21:43:55] LED Controller [PACDrive-1] States: 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[05/04/2016 21:43:56] Set UltraStik JDR Map [joy2way.um] for ASTROF.
[05/04/2016 21:43:56] Event Completed: GAME_START
[05/04/2016 21:44:14] Received Event - Queue:[1] Msg:[4].
[05/04/2016 21:44:14] Ignoring false FEGameQuit command from RocketLauncher.
[05/04/2016 21:44:15] Received Event - Queue:[1] Msg:[4].
[05/04/2016 21:44:15] Event Started: GAME_QUIT
[05/04/2016 21:44:15] Loaded LWAX File from cache for FE Active: [test.lwax]. Start Frame: -1
[05/04/2016 21:44:15] Set UltraStik JDR Map [joy4way.um] for FE.
[05/04/2016 21:44:15] Event Completed: GAME_QUIT
[05/04/2016 21:44:16] Received Event - Queue:[1] Msg:[9~MAME~Main Menu].
[05/04/2016 21:44:16] Event Started: GAME_SELECTED [MAME] [Main Menu] []
[05/04/2016 21:44:21] Received Event - Queue:[1] Msg:[2].
[05/04/2016 21:44:21] Event Started: FE_QUIT
[05/04/2016 21:44:21] Loaded LWAX File for FE Quit: [3backsweep.lwax]. Single loop only.
[05/04/2016 21:44:23] Event Completed: FE_QUIT
Hi Arzoo, I'm hoping maybe you can help me with an issue that I recently noticed. Anytime I pause a game within MAME, LEDBlinky will no longer speak & blink the controls, or even play a pause animation afterwards.
In Configure LEDBlinky, I have both “Speak and Blink Controls on Game Pause” & “Flash Player Start with Credits + Other MAME Outputs” checked, and I also have a game pause animation selected to play. But whenever I pause any game in MAME, none of those options work. (All the other options I have set in Configure LEDBlinky seems to be working just fine though.) The sad thing is, since I've been off & on updating the software on my cabinet over the past year and half, I don't have a clue on when this problem first occurred, or what is causing it.
As for as my setup, I have the latest versions of Hyperspin, RocketLauncher, MAMEUIFX, and LEDBlinky installed. (The only programs that I can think of that could have an affect on the way LEDBlinky works.) And just in case, here is my LEDBlinky debug log:
I also just remembered, if I set “Speak Name On Game Start” and/or “Speak/Blink On Game Start” with any of its options selected, it will work as intended.
I was wondering if anyone knew of a place I could look at that walked through how to set up LEDBlinky to light up buttons for various Retroarch cores. I tried creating a button configuration for the Snes core, but I can't get any buttons to light up when a Snes game fires up. I tried following the controls editor setup (I believe its that one) that is provided with LEDBlinky, but am having no luck with it. Thanks in advance for any help anyone has.
Give the LEDBlinky Troubleshooting app a try - it may help identify your problem. If not, email me the debug.ZIP file and I'll get back to you.
Well this is weird, the MameOutputsTest app doesn't display any outputs when I run a game in MAMEUIFX; either when I startup MAMEUIFX directly or through Hyperspin. And just to be sure it's not an issue with MAMEUIFX, I downloaded MAME 0.173 64-bit (also the 32-bit version) from mamedev.org, and the MameOutputsTest app still doesn't display any outputs when I run either of those versions as well.
I also tried running MAME 0.173 64-bit & 32-bit through Hyperspin/RocketLauncher, and LEDBlinky still doesn't speak & blink the controls or play a pause animation when a game is paused. So it seems that at least MAMEUIFX isn't the one causing the issue.
The main issue I'm having right now is that I'm not even sure if I'm doing anything even remotely correct. I tried creating a new emulator in the controls editor with a description of Snes. I went through and set up the 6 P1 buttons to various colors under the <default> rom/game. I'm not even sure that's how you're supposed to do this, but it's the only thing I know to do.
Is there something I'm doing wrong, something I can reference to get an initial setup done? I'm just wanting to setup one default color scheme for any given core in retroarch and use that scheme for every game. For example, setup the buttons as Snes colors and use that color scheme for all Snes games associated with that core.
The main issue I'm having right now is that I'm not even sure if I'm doing anything even remotely correct. I tried creating a new emulator in the controls editor with a description of Snes. I went through and set up the 6 P1 buttons to various colors under the <default> rom/game. I'm not even sure that's how you're supposed to do this, but it's the only thing I know to do.
Is there something I'm doing wrong, something I can reference to get an initial setup done? I'm just wanting to setup one default color scheme for any given core in retroarch and use that scheme for every game. For example, setup the buttons as Snes colors and use that color scheme for all Snes games associated with that core.
When you add an Emulator or Game/ROM to the Controls Editor, the name must match exactly what your FE is passing to LEDBlinky. The easiest way to do this is to use the Controls Editor "Import Unknown Games" menu option. When you import an unknown game for which the emulator is also unknown, you'll be provided with the option create create a <default> controls group from the emulator. Give it a try and see that gets it working for you.
One small addendum. I managed to get Snes and Nes running just fine, however they both have emulators in the import by default. How would I go about this with an emulator for something like the genesis or gameboy? I tried using the Turbografx as they have some systems as games/roms, but didn't have any luck. Again thanks for the help so far!!!
I just updated to 173b, noticed it doesn't call ledblinky or pass correct info. nothing in mameoutput test. If I flip back over to an older version of mame, it works fine.
Arzoo did you hear back about the issue yet?
Thanks.
Seems that the mame output system has been removed from mame. Not sure in which version of mame going forward this occurred or if it was intentional or an oversight. LEDBlinky, along with mamehooker, CPWizard, and other apps are all affected. More info here (http://forum.arcadecontrols.com/index.php/topic,62982.msg1574394.html#msg1574394).
I just bought LEDblinky about a week or so ago and was just in the steps of setting it up with Mala and mameuifx .173, do I need to go back to an earlier version of mamueuifx for it to work correctly to light up the buttons used per game? Or would you suggest something else?
thanks
Hi Arzoo
I'm trying to upgrade ledblinky to 6.2.2.3. When I run Generate LEDBlinky Input Map I get an error: Access Violation at address 00481E3E....
I'm running Windows 10.
Any advice on how I can get it to work?
Is there a way to force a button to light up based on the keyboard key for a Mame game? I know that Mame games don't require key codes to be specified in order to light buttons, but can I force it to anyway?
For example, I'm having an issue with Lunar Lander lighting up my P1B1 and P1B2 buttons. In Mame those buttons (currently Inc and Dec throttle) are set to paddle commands instead of player buttons. Due to their assignment those 2 refuse to light up, but P1B3 does which just happens to be set to a player button in Mame. So basically can I force LEDBlinky to light those other 2 buttons to whatever color I want based on the key code they are set to?
Hi friends,
I am new member and joined because I started to use ledblinky for my Hyperspin with rocket launcher.
I am having problems from the Day 1 for improper colours lightning up.
I have rechecked all the wirings and changed from keycode to joycode
in ledinput.xml and created the same in rocketblinky.
But still the buttons does not light up as per the system and games.
Even the basic system like snes does not light up the right colors.
I am using Ultimate I/O with Andy Color RGB Buttons
System Win7 pro.
Hope someone can help me out. I have spent weeks from demo ledblinky till I bought but still same problem. Thanks alot
Tapatalk を使用して私の A0001 から送信
I was wondering if this was possible.Shoot me a PM
I have three admin buttons on the top of my CP (Start, Pause, and Exit)
I want the game controls to be seen on each selection (Demo Game Controls - 60sec)
I cant figure out how the three admin buttons, which I set in the DEFAULT option of my emulator wont stay lit when I Demo Game Controls. The start and coin buttons are set in the <default> as well. I tried the admin buttons using Always Active checked and unchecked, but neither one gives me what I want. The animation trick wasnt what I wanted either.
Ideally, I want the coin and admin buttons constantly lit, and only the player controls to change. But right now the only constant thing lit are the start and coin buttons. Im not using the Mame setup, since my wheels are mixes of emulators.
Thanks!
I was wondering if this was possible.
I have three admin buttons on the top of my CP (Start, Pause, and Exit)
I want the game controls to be seen on each selection (Demo Game Controls - 60sec)
I cant figure out how the three admin buttons, which I set in the DEFAULT option of my emulator wont stay lit when I Demo Game Controls. The start and coin buttons are set in the <default> as well. I tried the admin buttons using Always Active checked and unchecked, but neither one gives me what I want. The animation trick wasnt what I wanted either.
Ideally, I want the coin and admin buttons constantly lit, and only the player controls to change. But right now the only constant thing lit are the start and coin buttons. Im not using the Mame setup, since my wheels are mixes of emulators.
Thanks!
Hi Arzoo
Parameters problem was with EDS and now solved already by help of sevenseal.
But have another 2 problems which I believe is by Ledblinky after checking all the others.
Both Players buttons lit up in wrong sequences as per below 2 photos whenever enter the main wheel.
If enter into system wheels once the demo buttons lit off, again the wrong sequences buttons will lit up.
I have compared other ledblinky users on youtube they seems have very good setup.
I have also attached debug if you have time please help me to take a look thank you bro.
Hi,
I'm newbie and I have an issue I do not understood.
Currently I use LedBlinky 6.2.2 with license:
- I already configure each key to map to the right letter under ledblinky
- I use MAME 0.172 and hyperspin 1.3 and rocketlauncher
- Hyperspin is configure to use LedBlinky with success.
My Issue:
I start the game 1941, I have 2 buttons mapped but LedBlinky turn on the light on P1Button1 for fire and P2Button1 for loop.
The issue is instead of turn on the light button for P1Button2 it light on the P2Button1.
I use French keyboard and I did the test by exchange the "Z" and "W": same issue.
Do you any ideas where I missed configuration?
Thanks
LEDBlinky runs great for MAME in Hyperspin. When I exit Hyperspin though I have it set up so the PC starts up Jukebox Arcade (just a jukebox simulator). I would ideally like (if possible) to switch LEDBlinky to the sound activated animations at this point. However it seems that LEDBlinky shuts down when Hyperspin closes.
I can get LEDBlinky working with the jukebox via the "test" menu for the sound animations but is there a way to switch LEDBlinky to this mode either when Hyperspin shuts or when the jukebox arcade software starts?
ledblinky.exe audio.lwax <animation>.lwax
<animation> is the name of the audio animation file you wish to use. The readme.txt and Install and Config.pdf have complete information on the LEDBlinky command line parameters. The last piece of the puzzle is getting LEDBlinky to launch automatically when HS exits and the jukebox starts. For this I would suggest using a batch or script file which launches first LEDBlinky and then the jukebox exe. Hope this makes sense.
I'm pretty sure you can get this to work the way you want. First, you'll need to configure LEDBlinky to use an Audio Animation for the jukebox. This support link (http://ledblinky.net/Support.htm#Jukebox) should help. Next, you'll need to get LEDBlinky running after you exit HS using command line parameters;Code: [Select]ledblinky.exe audio.lwax <animation>.lwax
<animation> is the name of the audio animation file you wish to use. The readme.txt and Install and Config.pdf have complete information on the LEDBlinky command line parameters. The last piece of the puzzle is getting LEDBlinky to launch automatically when HS exits and the jukebox starts. For this I would suggest using a batch or script file which launches first LEDBlinky and then the jukebox exe. Hope this makes sense.
That worked an absolute treat Arzoo! Thank you.
I've just bought LEDBlinky. I think the least I can do is give you a couple of beers for all your help and hard work.
Thanks again :applaud:
Wanted to know if this was possible.
I have a main wheel when you enter Hyperspin, listed with Fighting, Classics, Puzzle, Lightgun, Driving, Run & Gun, etc.
Each wheel has its own set of games from multiple emulators. I put together each wheel arduously with every game. And everything works.
The issue is, the main wheel doesnt light up anything when switching between genres. I dont have a "Mame" wheel per se, but compiled wheels.
I noticed that in the LEDBlinky log as well as the HS log, Mame is called first. In the LEDBlinky Controls Config, I made a MAME entry, and used FIGHTING and CLASSICS as the Roms. I can set colors, but not control buttons. I dont use the Mame preset list that most people use for colors.
What I want to do is have every button on my CP light up between emulator selection. In the Config, do I need to put a Emulator name somewhere that gets called on from the main menu, or is there something Im missing?
My Config is listed with all the emulators, each one has a <default> which only comes to light once inside the emulator wheel.
What is the main menu wheel called as? and how can I translate that to Blinky?
Thanks for all of your help!
Hi everyone, I am new here.
I have just purchased an IPAC Ultimate IO, I have completed all wiring etc and all buttons on my control panel are working in terms of key function.
I decided on purchasing RGB leds for P1/P1coin/P2/P2coin and I also Enter/Exit and 2 pinball buttons on the side of the cab.
All I want to do is simply make these light up at all times a specific colour of my choice regardless of which FE is running or which game. I am not to bothered about animation or flashing at this stage but will no doubt learn over time.
Can anyone please explain how I can achieve simply lighting the buttons a specific colour at all times. FYI I have ran the test functions in LED blinky and can confirm that all the lights work etc.
Just cant seem to figure out how to do this basic thing.
Any help would be appreciated !!!
Hi everyone, I am new here.
I have just purchased an IPAC Ultimate IO, I have completed all wiring etc and all buttons on my control panel are working in terms of key function.
I decided on purchasing RGB leds for P1/P1coin/P2/P2coin and I also Enter/Exit and 2 pinball buttons on the side of the cab.
All I want to do is simply make these light up at all times a specific colour of my choice regardless of which FE is running or which game. I am not to bothered about animation or flashing at this stage but will no doubt learn over time.
Can anyone please explain how I can achieve simply lighting the buttons a specific colour at all times. FYI I have ran the test functions in LED blinky and can confirm that all the lights work etc.
Just cant seem to figure out how to do this basic thing.
Any help would be appreciated !!!
If you only want a static set of LEDs/buttons illuminated then as Titchgamer mentioned, you can use the Ultimarc software to flash the hardware with a specific startup configuration and you won't need any additional software (like LEDBlinky). There are various ways you can achieve the same results with LEDBlinky but it's overkill if you just want the LEDs on and nothing more.
Ok, Thanks for the info chaps .
I still am not sure actually how to record the script. How do I get PAC64 to actually light up the LEDs in a certain colour. There is no option to set the LEDs in a specific colour in the software.
Really sorry for my lack on knowledge but if someone can explain or point me the right direction how to do this it would be great.
Sorry about this!
Hi Arzoo,
I'm using 0.176 and I'm noticing some really weird behavior regarding Primary Controls. For gauntdl24, instead of saying Primary Control 8-Way Joystick, it is saying Primary Control 8-Way Joystick and 8-Way Joystick and 8-Way Joystick and 8-Way Joystick. Additionally, no buttons light up.
When I import the rom in Controls Editor, it shows the repeating 8-Way Joystick (4x) as well... Additionally, none of the game buttons light up.
UPDATE:
I've tested using my old mamelist.xml from 0.160 and the problem doesn't happen -- and the correct buttons light up -- with older mamelist.xml. Arzoo, is there a Blinky update I need to grab to fix this?
Thanks. Email sentHi Arzoo,
I'm using 0.176 and I'm noticing some really weird behavior regarding Primary Controls. For gauntdl24, instead of saying Primary Control 8-Way Joystick, it is saying Primary Control 8-Way Joystick and 8-Way Joystick and 8-Way Joystick and 8-Way Joystick. Additionally, no buttons light up.
When I import the rom in Controls Editor, it shows the repeating 8-Way Joystick (4x) as well... Additionally, none of the game buttons light up.
UPDATE:
I've tested using my old mamelist.xml from 0.160 and the problem doesn't happen -- and the correct buttons light up -- with older mamelist.xml. Arzoo, is there a Blinky update I need to grab to fix this?
I do have an update in the queue that fixes some problems with newer versions of mame.xml. If you want to give the update a try, shoot me an email and I'll send you a download link.
Hi
I am back trying to finish this long time project ;D
I am having trouble getting LEDBlinky to light any LED's (other than in tests), so I think I am good with wiring etc.
I have a 2 player game, 2 joysticks (non-lighted), trackball (RGB), spinner and 6 buttons per player (RGB), plus coin, start and pause buttons.
I am using Ultimate I/O, running Win7 and using MAMEUI64.
I have used LEDBlinky input map (and think I have that correct)?
In LEDBlinky config, I have FE set to "other front end", and have MAME config folder pointed back to CFG folder in MAMEUI64, I have colors.ini pointed to Color-RGB.ini in the LEDBlinky folder, and have "Use MAME to Trigger" checked.
I hope I am somewhat close to what needs done? If there is anymore info. I can provide let me know (or if this should be posted elsewhere)?
Thanks for any help or direction!
Mark
Sorry, yes I am using version .154, so I thought that shouldn't be an issue?
Hello @arzoo , I was wondering since Jason the developer of LaunchBox has integrated the use of LedBlinky inside of LaunchBox and BigBox now,would it be too much trouble if you could include a proper plugin with LedBlinky? Also since there is not a plugin right now would I just choose "Other Front End" under the FE options and everything should work properly if I have everything else setup correctly?
Thanks for your time!
Hello @arzoo , I was wondering since Jason the developer of LaunchBox has integrated the use of LedBlinky inside of LaunchBox and BigBox now,would it be too much trouble if you could include a proper plugin with LedBlinky? Also since there is not a plugin right now would I just choose "Other Front End" under the FE options and everything should work properly if I have everything else setup correctly?
Thanks for your time!
Assuming LaunchBox is sending the correct commands to LEDBlinky, there's no need for any plugin. But since I wasn't involved with the integration, I can't be sure LEDBlinky will work as expected - I'll need to do some testing. For now, try setting the FE to "Other Front End" and see how it works.
Hi,
I'm trying to use Ledblinky with latest files. The link to the controls.ini file http://controls.arcadecontrols.com/ (http://controls.arcadecontrols.com/) seems to be dead. Is it possible to have a new link ?
Thanks
Hi there,
I recently purchased LED Blinky and am going through the set up and configuration process, as per the online documentation.
However, when I launch the Animation Editor, it displays an error - see below:
Can anyone possibly help? I'm running Windows 10
Thanks a lot
ras
Perfect! Downloaded the upgrade package and extracted the Animation Editor - works a treat!
thanks ever so much for your help
ras
Hi Arzoo
I have a very simple set up and need some help or a push in the right direction as to getting this configured.
My set up:
- I-PAC Ultimate I/O
- J-Pack Joystick with light up ball-top
- x4 Backlit Bezel Buttons
Everything is connected up with RGB LEDs and I've had a go at configuring my input man (see attached). I'd like to start off with something really - for example: In HyperSpin, have the Joystick lit continuously, while some of the buttons pulse between Blue and Purple colours etc.
Is this all achieved through the Animation Editor and, if so, could you or anyone could give me some tips of how to get started? I'd really appreciate that. I've managed to (I think) at least create an input map - see attached images of input map and also what my control panel is like
Thank you so much in advance
ras
Correct, you'll use the Animation Editor; the app interface is a bit confusing at first but basically you need to set up your virtual control panel and then you can create a new animation. Select each button and set the color for each frame of the animation. For the buttons you want to stay lit continuously, you would set the same color for every frame. The pulsing buttons can be set using the Fade transitions or by manually changing the colors between frames. The pdf documentation may also help. After you have the animation saved, use the config app to set the FE Active animation to the file you just created.
Correct, you'll use the Animation Editor; the app interface is a bit confusing at first but basically you need to set up your virtual control panel and then you can create a new animation. Select each button and set the color for each frame of the animation. For the buttons you want to stay lit continuously, you would set the same color for every frame. The pulsing buttons can be set using the Fade transitions or by manually changing the colors between frames. The pdf documentation may also help. After you have the animation saved, use the config app to set the FE Active animation to the file you just created.
Thanks a lot Arzoo, I'll certainly give it a go. So how do I get my controls to light up / 'play' whilst in HyperSpin or MAME? Is there an easy way to switch on LEDBlinky in HyperSpin and or MAME?
Thanks again so much
ras
Hi Ras
Have you enabled ledblinky in hyper HQ?
Have you setup hyperspin in ledblinky config?
One or the other. Otherwise, you'll get duplicate commandsHi Ras
Have you enabled ledblinky in hyper HQ?
Have you setup hyperspin in ledblinky config?
Hi mate,
See my above post with screenshots for this information - I've configured HyperHQ and Rocket Launcher to point to the correct folder for the LEDBlinky.exe. However, I'm reading conflicting posts on another forum about whether this should only be configured in RL 'or' HyperHQ 'or' BOTH?
To start with, I simply want to verify that I can get my controls lighting once I'm in HyperSpin, then I can move onto creating my own animations to play for when HS starts, whilst changing wheels, when in MAME, etc etc
Cheers
ras
How does setting it up in rocket launcher help him get it to work in hyperspin. Because hyperspin loads before you need rocket launcher.
PM me your TeamViewer login info> I'll get you setup
Hi Arzoo
I have ledblinky working great in hyperspin and all my emulators. But mame is giving me some problems some of the games I have tried the buttons light up fine. and some games light up the correct buttons and some that are not used as well. also some games do not light any buttons at all. so what is wrong?
I am using mame 0.167
Ledblinky uses a separate xml. one that has everything including the clones.
Hi Arzoo
I have ledblinky working great in hyperspin and all my emulators. But mame is giving me some problems some of the games I have tried the buttons light up fine. and some games light up the correct buttons and some that are not used as well. also some games do not light any buttons at all. so what is wrong?
I am using mame 0.167
Ledblinky uses a separate xml. one that has everything including the clones.
Have you tried using the LEDBlinky troubleshooting app? If that doesn't help, email me your debug.ZIP file and I'll look it over. Please include specific information on which games/buttons aren't lighting correctly.
Hey guys,
Just wanted to give a huge shout out to Newoski who helped me out MASSIVELY tonight. I've got my admin buttons and joystick lit in solid colours for now... I'm gonna back up all the config to ensure I have a point to restore to if I screw things up. But I'm gonna have a blast in creating a pusling animation for the buttons :)
Thanks so much Newoski (and Arzoo for sorting the Animation exe crashes earlier)
Cheers dudes
ras
Hi Arzoo
I have ledblinky working great in hyperspin and all my emulators. But mame is giving me some problems some of the games I have tried the buttons light up fine. and some games light up the correct buttons and some that are not used as well. also some games do not light any buttons at all. so what is wrong?
I am using mame 0.167
Ledblinky uses a separate xml. one that has everything including the clones.
Have you tried using the LEDBlinky troubleshooting app? If that doesn't help, email me your debug.ZIP file and I'll look it over. Please include specific information on which games/buttons aren't lighting correctly.
#
# OSD OUTPUT OPTIONS
#
output windows
I saw that you had a new version up, arzoo, thank you, just after I posted about my efforts here on an earlier version. http://forum.arcadecontrols.com/index.php/topic,73905.msg1585819.html#msg1585819 (http://forum.arcadecontrols.com/index.php/topic,73905.msg1585819.html#msg1585819)
MAME just does not seem to want to talk to LEDBlinky, even with the new versions. I've been through the install PDF front to back to front, and I'm stumped. I have attempted to follow the most basic recipe for getting LEDBlinky and MAME talking, using the most current versions with no possible cruft from earlier attempts to get this configured.
LEDBlinky gurus, please tell me, what ingredient or step am I missing!? This is my complete recipe which is completely reproducible (except for step 8, which does not seem to be related):
1 - Download MAME 0177 https://github.com/mamedev/mame/releases/download/mame0177/mame0177b.exe (https://github.com/mamedev/mame/releases/download/mame0177/mame0177b.exe)
2 - Download LEDBlinky 6301 http://www.ledblinky.net/downloads/LEDBlinky_6_3_0_1.zip (http://www.ledblinky.net/downloads/LEDBlinky_6_3_0_1.zip)
3 - Download controls.ini http://ledblinky.net/downloads/controls_ini.zip (http://ledblinky.net/downloads/controls_ini.zip)
4 - Extract both (to D:\Emu in my case), copy some test ROMs to MAME roms folder (in my case, smashtv.zip pacman.zip joust.zip 1942.zip)
5 - Run "mame -listxml > mame.xml"
6 - Run "mame -cc" (to create mame.ini)
7 - Run mame, run a couple of games to create cfg folder.
8 - Copy my LEDBlinkyInputMap.xml for my Ultimate-IO board. This is the ONLY step that is not completely stock, but I confirm mappings show up in GenLEDBlinkyInputMap.exe and that the appropriate LED and color lights when selected.
9 - Run LEDBlinkyConfig.exe
9a - Go to Game Options tab. Check "Light Game Controls" and "Light PLayer Start and Coin Buttons"
9b - Go to MAME Config tab. Set following:
----- MAME Config folder == "D:\Emu\MAME0177\cfg"
----- Controller File == <blank>
----- colors.ini == "D:\Emu\LEDBlinky_6_3_0_1\LEDBlinky\Colors.ini"
----- Check "Preload MAME Data Files on Startup"
----- mame.xml == "D:\Emu\MAME0177\mame.xml"
----- controls.ini == "D:\Emu\LEDBlinky_6_3_0_1\LEDBlinky\controls.ini" (downloaded in step 3 above)
9c - Go to Misc Options, check "Enable Debug Log"
9d - Save
10 - In mame.ini change output from auto to windows:Quote#
# OSD OUTPUT OPTIONS
#
output windows
Now when running MAME, MAMEOutputTest does show:
00001 MAME Start
00002 Ouptut(0): ___EMPTY
00003 Ouptut(12345): ORIENTATION(\\.\DISPLAY1)
00004 Ouptut(12346): PAUSE
00005 00002 PAUSE on(1)
00006 MAME Stop
00007 MAME Start
00008 Ouptut(0): 1942
00009 Ouptut(12345): ORIENTATION(\\.\DISPLAY1)
00010 00003 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned]
00011 MAME Stop
00012 MAME Start
00013 Ouptut(0): ___EMPTY
00014 Ouptut(12345): ORIENTATION(\\.\DISPLAY1)
00015 00004 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned]
00016 Ouptut(12346): PAUSE
00017 00005 PAUSE on(1)
00018 MAME Stop
00019 MAME Start
00020 Ouptut(0): JOUST
00021 Ouptut(12345): ORIENTATION(\\.\DISPLAY1)
00022 00006 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned]
00023 MAME Stop
00024 MAME Start
00025 Ouptut(0): ___EMPTY
00026 Ouptut(12345): ORIENTATION(\\.\DISPLAY1)
00027 00007 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned]
00028 Ouptut(12346): PAUSE
00029 00008 PAUSE on(1)
00030 MAME Stop
However, debug.log still shows the same (no games are detected):
[09/26/2016 22:20:57]
[09/26/2016 22:20:57] LEDBlinky v6.3.0.1
[09/26/2016 22:23:46] Event Started: FE_QUIT
[09/26/2016 22:23:46] Event Completed: FE_QUIT
[09/26/2016 22:27:33]
[09/26/2016 22:27:33] LEDBlinky v6.3.0.1
So it seems like MAME Output Test is detecting games, but LEDBlinky itself is not. This makes me think I'm missing some obvious checkbox in LEDBlinkyConfig, but I have tried every iteration I can think of.
Please, any thing else I can check? I am happy to provide any additional information, run any tests, or upload screenshots and/or the whole directory somewhere.
When you start LEDBlinky, pass it the "1" parameter - that's the FE Start command. I'm pretty sure this is mentioned in the help doc under the section "Running LEDBlinky in Stand-Alone Mode", but I apologize if it wasn't clear. After that, LEDBlinky should detect the MAME outputs (game start/stop/pause).
..\LEDBlinky\LEDBlinky.exe 1
edit: I just added an additional note on the LEDBlinky support page under the "MAME Outputs Not Detected" section to help clarify the need for the FE_START parameter. Again, sorry for the confusion.
Have you got the controls.ini file for led blinky to work with mame?I downloaded the one listed and put it in my mame directory, pointed to it. 99% of the time they are all white. Other 1% is them acting goofy with like Player1/Player2 red, the rest all white. I looked in colors.ini and when that happens, it still doesn't match.
Just installed Ultralux / PacLED64 with my Ki2 Cab with Hyperspin / LEDBlinky and running into some issues.
It'll launch fine, do animations, and 9/10 times highlight my favorites/start buttons for the frontend. Once I choose a game from mame, all of my buttons go white, with the random Player1/Player2 buttons going red or white. Sometimes, colors will get scrambled. I did correctly map all ports to the RGB channels flawlessly so I'm a bit stumped as I just killed 4 hours testing and then re-testing.
At this point, should I send in my debug files? I did send a donation for full version as well.
For cabinet lighting settings...There must be something I am missing here.. To keep the cabinet lights steady on during FE active and Game play, it looks like I need to create a single frame animation. When in the animation editor where exactly can I specify cabinet lights?
Im not sure what is wrong but when I play animations I get lots of random colors. If I play an animation that has all my blue lights on, often it will play correctly but a lot of the time single frames will show a random color on one or more buttons. Can anynone point me in the direction of what to look for a resolution? Some key information
I am running 2 LED-Wiz Controllers
I would say it is my wiring but nothing moves and a lot of the time it is different result when looping the same 2 frame animation
I started a thread in the main forum but then later noticed this sticky thread. Hope someone can help...
I just downloaded the latest trial version of LEDBlinky and all I want it to do is switch my ServoStik between 4-way and 8-way. But I just cannot seem to get it working at all. The Servostik does switch within it's own JoyTray software to test it's OK.
I followed these instructions to get LEDBlinky up and running: http://www.projecthive.ca/?p=173 (http://www.projecthive.ca/?p=173)
I didn't bother at first with the long winded section of selecting each game individually as that seemed a bit long and drawn out. But I have just tried it with one or two roms and that doesn't work either.
I'm using Windows 7 with Hyperspin and Mame v.140 and I have HyperHQ pointing to all the relevant data files as per the instructions above.
Hyperspin does start up LEDBlinky on first launch as I get the nag screen at the start, but that seems to be as far as I've got now.
I don't have HyperHQ set for HyperLaunch though. I'm using the "normal" method as HyperLaunch keeps giving an error while normal mode pointing to the Mame.exe works perfectly fine.
I've been at this 3 nights now and I'm on the verge of just saying "sod it" and fit a toggle switch to the panel and go hardware mode instead.
EDIT: Just had a look in the Debug.log file and it is reported that Mame.xml and Mame.cfg are loading 1000s of games between them. One odd thing though is when an "event" starts and a game is selected every game is "undefined" and no primary controller found for "undefined". :dunno
I started a thread in the main forum but then later noticed this sticky thread. Hope someone can help...
I just downloaded the latest trial version of LEDBlinky and all I want it to do is switch my ServoStik between 4-way and 8-way. But I just cannot seem to get it working at all. The Servostik does switch within it's own JoyTray software to test it's OK.
I followed these instructions to get LEDBlinky up and running: http://www.projecthive.ca/?p=173 (http://www.projecthive.ca/?p=173)
I didn't bother at first with the long winded section of selecting each game individually as that seemed a bit long and drawn out. But I have just tried it with one or two roms and that doesn't work either.
I'm using Windows 7 with Hyperspin and Mame v.140 and I have HyperHQ pointing to all the relevant data files as per the instructions above.
Hyperspin does start up LEDBlinky on first launch as I get the nag screen at the start, but that seems to be as far as I've got now.
I don't have HyperHQ set for HyperLaunch though. I'm using the "normal" method as HyperLaunch keeps giving an error while normal mode pointing to the Mame.exe works perfectly fine.
I've been at this 3 nights now and I'm on the verge of just saying "sod it" and fit a toggle switch to the panel and go hardware mode instead.
EDIT: Just had a look in the Debug.log file and it is reported that Mame.xml and Mame.cfg are loading 1000s of games between them. One odd thing though is when an "event" starts and a game is selected every game is "undefined" and no primary controller found for "undefined". :dunno
I started a thread in the main forum but then later noticed this sticky thread. Hope someone can help...
I just downloaded the latest trial version of LEDBlinky and all I want it to do is switch my ServoStik between 4-way and 8-way. But I just cannot seem to get it working at all. The Servostik does switch within it's own JoyTray software to test it's OK.
I followed these instructions to get LEDBlinky up and running: http://www.projecthive.ca/?p=173 (http://www.projecthive.ca/?p=173)
I didn't bother at first with the long winded section of selecting each game individually as that seemed a bit long and drawn out. But I have just tried it with one or two roms and that doesn't work either.
I'm using Windows 7 with Hyperspin and Mame v.140 and I have HyperHQ pointing to all the relevant data files as per the instructions above.
Hyperspin does start up LEDBlinky on first launch as I get the nag screen at the start, but that seems to be as far as I've got now.
I don't have HyperHQ set for HyperLaunch though. I'm using the "normal" method as HyperLaunch keeps giving an error while normal mode pointing to the Mame.exe works perfectly fine.
I've been at this 3 nights now and I'm on the verge of just saying "sod it" and fit a toggle switch to the panel and go hardware mode instead.
EDIT: Just had a look in the Debug.log file and it is reported that Mame.xml and Mame.cfg are loading 1000s of games between them. One odd thing though is when an "event" starts and a game is selected every game is "undefined" and no primary controller found for "undefined". :dunno
Version 6.4
- Added LEDBlinky Output System. LEDBlinky can broadcast output data over TCP or UDP protocols for consumption by custom or third-party hardware to light LEDs.
@Arzoo
Regarding the version 6.4, I've 144 of WS2812 Leds link to a Teensy Strip Controller (with firmware (https://github.com/DirectOutput/TeensyStripController/releases) of lizardking) in the arcade cabinet, does this means I will be able to use directly ledblinky to create some animations and control those leds now ? or not ? :)
@arzoo
So... I just got done building my first ever MAME cabinet which I'm pretty proud of. Hyperspin, rocket launcher, mame, all configured and playing the games correctly.
LEDBlinky, however just will NOT no matter what I try, seem to light the buttons for games according to the MAME.xml file, colors.ini etc. it lights the buttons in Hyperspin just fine, but when you launch a MAME game (Original Namco Galaga for example)... It just goes to the default LED mapping I created in the LED Controls editor instead of loading up the correct profile for the game.
Oddly enough, I thought I was on to something and thought maybe ledblinky doesn't like mame64.exe and I renamed it to MAME.exe. I forgot to change this mapping in Rocket Launcher when I relaunched hyperspin... But.... When it threw up the error saying it could no longer find mame64.exe LEDBlinky loaded the correct map for Galaga!!!!
So then I changed the location settings in Rocketlauncher to the newly renamed MAME.exe file.... And NO DICE!!! Back to the same default mappings!!!
I'm trying to get this thing completely working for the Christmas party were having, and this is really frustrating me. What the heck is going on?
Versions:
LEDBlinky 6.3.0.1
MAME 64-bit 0178b and 178b roms
Hyperspin 1.4
Rocket launcher 1.0.1.9
Windows 7 64-bit
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@arzoo
So... I just got done building my first ever MAME cabinet which I'm pretty proud of. Hyperspin, rocket launcher, mame, all configured and playing the games correctly.
LEDBlinky, however just will NOT no matter what I try, seem to light the buttons for games according to the MAME.xml file, colors.ini etc. it lights the buttons in Hyperspin just fine, but when you launch a MAME game (Original Namco Galaga for example)... It just goes to the default LED mapping I created in the LED Controls editor instead of loading up the correct profile for the game.
Oddly enough, I thought I was on to something and thought maybe ledblinky doesn't like mame64.exe and I renamed it to MAME.exe. I forgot to change this mapping in Rocket Launcher when I relaunched hyperspin... But.... When it threw up the error saying it could no longer find mame64.exe LEDBlinky loaded the correct map for Galaga!!!!
So then I changed the location settings in Rocketlauncher to the newly renamed MAME.exe file.... And NO DICE!!! Back to the same default mappings!!!
I'm trying to get this thing completely working for the Christmas party were having, and this is really frustrating me. What the heck is going on?
Versions:
LEDBlinky 6.3.0.1
MAME 64-bit 0178b and 178b roms
Hyperspin 1.4
Rocket launcher 1.0.1.9
Windows 7 64-bit
Sent from my iPhone using Tapatalk
Thanks @newoski and @arzoo. As this is my first installation of LEDBLINKY / cabinet ever... Although I think I have a pretty good handle on all the configuration.... I'm not exactly sure how to do the debugging to get you the file you need.
Thanks @newoski and @arzoo. As this is my first installation of LEDBLINKY / cabinet ever... Although I think I have a pretty good handle on all the configuration.... I'm not exactly sure how to do the debugging to get you the file you need.
From the LEDBlinky Config app on the Misc Options tab, at the bottom check the Debug Log option and save. Then run your front-end and the emulators/games that are not lighting as expected. This will generate a debug.ZIP file in the LEDBlinky folder. If @newoski can't get you up and running then email me the debug file and I'll take a look. Please let me know exactly which games and buttons are not working. arzoo
@newoski big help and support from newoski! I "think" we got it working. At least Galaga and TRON work for sure. Gauntlet, 1942, and some others seems to just give no lights at All. I'm guessing that's normal and not all games have button mappings... Or.... The MAME.xml doesn't match up to the rom naming or something like that. I'm going to play around with it a little and see if I can figure out why these would just be black. I tired Green Beret, Ms pac man, 1942, mortal Kombat, gauntlet and gauntlet II, and those didn't light up at all. But Galaga and TRON did.
I shouldn't have to import every game I want lit into the LEDBlinky Controller Editor right? That's what the MAME.xml is for isn't it?
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@newoski big help and support from newoski! I "think" we got it working. At least Galaga and TRON work for sure. Gauntlet, 1942, and some others seems to just give no lights at All. I'm guessing that's normal and not all games have button mappings... Or.... The MAME.xml doesn't match up to the rom naming or something like that. I'm going to play around with it a little and see if I can figure out why these would just be black. I tired Green Beret, Ms pac man, 1942, mortal Kombat, gauntlet and gauntlet II, and those didn't light up at all. But Galaga and TRON did.
I shouldn't have to import every game I want lit into the LEDBlinky Controller Editor right? That's what the MAME.xml is for isn't it?
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Correct, you should not have to import any MAME games. The controls.ini, mame.xml, and colors.ini files should provide info for most all games. I'm also curious as to why the Troubleshooting app is not working. Could you zip up your entire \LEDBlinky folder and email it to me?
need help..
in ´hyperspin the leds are not corect..example playstation is blue red green and yellow
but my leds blink purple green an white white
anyone a idea ??
I went thru a few of the 33 pages of the topic :| Sorry for maybe not reading all the 33 pages but is there a step by step configuration to use Ledblinky with Hyperspin? I plan to have mainly MAME and Dreamcast games... I also went thru to Ledblinky documentation but I may be missing something so a step-by-step would be helpful, thank'sLook-up RocketBlinky. Should get you to where you want to be, including HS integration via Rocket Launcher
I went thru a few of the 33 pages of the topic :| Sorry for maybe not reading all the 33 pages but is there a step by step configuration to use Ledblinky with Hyperspin? I plan to have mainly MAME and Dreamcast games... I also went thru to Ledblinky documentation but I may be missing something so a step-by-step would be helpful, thank'sLook-up RocketBlinky. Should get you to where you want to be, including HS integration via Rocket Launcher
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Shoot me a PM with your TeamViewer login. Should be able to helpI went thru a few of the 33 pages of the topic :| Sorry for maybe not reading all the 33 pages but is there a step by step configuration to use Ledblinky with Hyperspin? I plan to have mainly MAME and Dreamcast games... I also went thru to Ledblinky documentation but I may be missing something so a step-by-step would be helpful, thank'sLook-up RocketBlinky. Should get you to where you want to be, including HS integration via Rocket Launcher
Sent from my HTC6535LVW using Tapatalk
I took a look at RocketBlinky yesterday, amazing work you've done, I read your thread about it... It's really from a "fresh" install, I don't really know where to start with :| I ran RocketBlinky but should I select the keyboard keys or the JoyButtn1 for example... I have a ZeroDelayEncoder for my 4 way joystick so it's considered a joystick for the joystick and some buttons and all else are on a mini-pac so considered a keyboard... I'm trying to not have to start over a 2nd since I screwed up on the selction
Newoski, I gotta say Rocket Blinky looks awesome! I'm waiting for my LED-WIZ to arrive then I'll be setting adding this to my cab! Quick question. Does this require Hyperspeech or does it have its own voice modulator?The voice is controlled by LEDBlinky settings. Each version of Windows has different ones. The Win 7 one is Anna and Shea not really great for arcades.
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Have a few questions regarding LEDBlinky. I just hooked up my PACLED64 today and installed LEDBlinky. Running winXP. How do I control the lighting for specific buttons? For example, I want the PAUSE, ENTER, EXIT buttons to stay a certain color as well as all of my P1 & P2 buttons. So if I wanted all my P1 & P2 buttons to be blue, is the at setup in LEDBlinky or PACLED64? Also, when I run a game from Hyperspin it shows the correct buttons to use, however, I noticed if there is a 2 player game that only uses 3 buttons the lighted LED's will show on both P1 &P2 butons, but P2 buttons 5&6 will light up even though they are not in use.
I plan on purchasing a liscence for LEDBlinky, so what functions are wit hthe paid version vs. the free version?
A quick question, I want ledblinky to run an animation when player start buttons are pushed separate from the controls lighting, I have my 2nd PAC 64 set up to run only the cabinet lights but did include them in my input map. Is this possible?
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I have been messing around more with blinky but still not getting too far. I added some pics as I got an error message as I exited Hyperspin. Also, while in Hyperspin some controls will show when I highlight a game on the wheel but I know some of the buttons are wrong and my P1 does not light up often when it should. Maybe my cfg files are messed up? I added a pic of what the folder looks like and there are plenty of files there but when I access the Blinky Controls Editor only a few games show up (see pic). My goal for using this is to have all my buttons light up blue when the cab starts, then while playing a game the buttons needed will flash to indicate which ones will be used. In addition I want the admin buttons (pause, exit, enter) to be different colors. I went into Controls Editor and changed the admin button colors but they don't stay lit outside of the frontend. Can't I get the buttons to always light whether I am in Hyperspin or if I'm just in Windows?
Edit: I made a new .lay & .lwax file but I cannot access either from the Config program for Game Play Animation :dunno
Here is my zip debug file. Let me know what inee to do tot fix the problems you see. Mostly the buttons lit for P2 are buttons 5&6 lit up but the voice command says up & down so not sure why they are mapped that way. Also, there is an error when I exit Hyperspin like I mentioned prior that says I have a problem with my cfg files. Not sure why since it is mapped out correctly. Not sure how to get Blinky to have my admin buttons (P, Esc, Enter) stay lit. I also want to have my LED's light up when I start my cab (All blue, except admin buttons) even when I am not in my FE. I have been messing around with the different features in Blinky and getting used to the settings. Just not sure how to change some of the settings I mentioned above. Let me know what you find.
Just upgraded my computer and trying out BigBox, I copied my LEDBlinky folder over to my new desktop but i keep getting files does not exist errors? I need to download the latest version anyway, but don't want to reconfigure everything, what all files would i need to copy over?
Also using rocket launcher as the only emulator in Big Box should i setup support in both Big Box and Rocket Launcher?? or just one or the other??
I have a zero delay encoder board labeled as cy-822b. Is there anyway I can make this work with LEDBlinky or similar program? Trying to set up the program, but it says "No LED controllers detected" I am also using hyperspin.
Just upgraded my computer and trying out BigBox, I copied my LEDBlinky folder over to my new desktop but i keep getting files does not exist errors? I need to download the latest version anyway, but don't want to reconfigure everything, what all files would i need to copy over?
Also using rocket launcher as the only emulator in Big Box should i setup support in both Big Box and Rocket Launcher?? or just one or the other??
Don't use BigBox, so I'm not sure what specifically would cause the problem, but I'd recommend doing the following:
1. Backup your LEDBlinky folder in case something goes wrong
2. Download the latest LEDBlinky Update file and extract the content into your current directory
3. Test
It shouldn't overwrite any settings files, but should fill in any gaps you're missing.
Yes I'll check the exact files when I get back to the computer, but the files are there it just seems to be looking in the wrong place
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The .exe is starting fine, just not doing anything, i need to reset all my paths for BB, and new rocket launcher install. I tried the animation editor and it said the input map file was missing but its there, probably will be fixed after I reset all my paths in the Config, but wanted to update for the BigBox support, so if i reinstall or new install what all files should i copy over from my old folder?
Moved all the files and still getting the errors,
What files may need edited??
ok working now , thanks :cheers:
one question on a lot of games im just getting button1, button2, etc stepped through when i start is there something wrong with my mame.xml or controls.ini ?
Hi Arzoo,
Just bought a license of Ledblinky, great app!
Could you help me with something? It seem's I made a mistake somewhere because when I start a mame game (using Lauchbox), my P2 button 6 is always turned on with the yellow color. All the other buttons are right. Do you know where I should check first please?
Thanks!
Hi Arzoo, could you help me with a strange behaviours please? With all my 2 players alternating games, for example Pacman, some P2 buttons are illuminated when obviously they shouldn't be at all. No problem with the P1 buttons. What should I check first to solve this problem?
Thanks!
Envoyé de mon Nexus 4 en utilisant Tapatalk
Question, arzoo? I noticed that the default patterns seem not to care what your layout is -- they worked when I had one PACLED and work the same now that I have two and bunch more buttons. What magic functionality is hidden away that allows for non-layout specific patterns?
I don't know if you consider LEDBlinky to be basically feature complete, but in case you don't, I have feature requests!
The biggest is the ability to select an LED, and copy all of its frames to another LED. Even better would be the ability to paste them in at a specific frame, and have that serve as the offset, and wrap the excess frames back around to the beginning.
Similarly, I can't find a way to basically "fill" all frames of an LED. Seems like you need to set each frame by hand; some of my animations have 240 frames, and that gets pretty tedious.
Far more intensive in terms of UI work would be the ability to select a given LED and see a visual representation of the colors directly on the slider, similar to how gradient tools work in Office. An expanded grid view showing the value of each frame for every LED would make cut and paste, and various forms of gradients, really visual and easy to see. I make a lot of animations that are smooth chase sequences, and they are currently very difficult to set up.
Lastly, though it likely only matters to obsessives like me, would be various easing choices for the transitions. You currently have linear, but at least ease in/out would be really nice.
The biggest is the ability to select an LED, and copy all of its frames to another LED. Even better would be the ability to paste them in at a specific frame, and have that serve as the offset, and wrap the excess frames back around to the beginning.
The biggest is the ability to select an LED, and copy all of its frames to another LED. Even better would be the ability to paste them in at a specific frame, and have that serve as the offset, and wrap the excess frames back around to the beginning.
BTW, you can already do this with the import options. Basically you would create an animation with just the LEDs you want to import and then you can insert or overlay it into other animations. So for example, you could create a transition effect and then reuse it in other animations.
Yes, I made use of this quite a lot in setting up my animations.
To illustrate what sort of thing I was doing: I set up an initial state where a subtle rainbow is on the buttons, going from red on the left to indigo on the right. I then smoothly ramp each light from the color they are on to the next in the rainbow, then the next, then the next. Since they each have different start points, the result is a very softly scrolling rainbow effect. But it's 241 frames, and if you add a button later, you have to basically do all the ramps by hand again.
It came out looking great though. The software's rock solid, I'm just a bit of a UX fiend for some things. :)
Having just started to play with the animation editor, personally I like it!
Only features I would suggest are
- An option to delete all frames after/before current frame (Trim function).
- Modify an LED(s) for X amount of frames. (Kinda painful to turn off a single LED for 140 frames after it's been involved/on in every frame)
A couple of things....
1. Using MAME 0185 I've generated an MAME.XML file. Using the LEDBlinkyControlsEditor.exe app to Import a game (mslug2t) I get an error that it cannot parse the xml file. The error is "No Active Document". The XML appears to be fine, so not sure what the issue is.
2. Are there any good tutorials on how to configure a control panel for MAME?
I'm really having a hard time understanding why LEDBlnky is doing what it is doing. I get there are several files where it looks for controls per game and what MAME is using for a games' controls to match them up.
As a simple example I'm trying to configure Arkanoid. I have a Spinner and a Button that I want to light up. In MAME I've set the spinner to Mouse 2 X and the button to RIGHT_CTRL. Additionally, I set the other controls the NONE, expect for the Coin Up, Play Start, etc.. Also, I've set MAME up with multi-mouse so it can see the difference between my Spinner and Trackball. In the LEDBlinky Map I've set a port as a SPINNER and set the key code to MOUSECODE_2_ANALOG_X and the port for the button to match MAME (KEYCODE_RCONTROL).
When I run the test (or launch from HyperSpin), The two controls I expect and want to be illuminated are. But, there are also two joysticks (well one joystick and one joystick that uses the up-down-left-right keys) as well as the trackball that light up. The first joystick is a joystick and is mapped as Joystick 1 with 4 controls Joy1 up-down-left-right. The other joystick is configured as joystick 5 and uses the up-down-left-right keys codes. The trackball is configured as MOUSECODE_1_ANALOG_X and Y.
I don't see any overlap in the control mapping, so I don't know what is causing the controls to be lit up.
Does this have anything to do with Mames' Default.cfg file? I'm just don't know how the default.cfg is used or if it is when there is a game specific cfg file.
I'm probably missing something simple, so any insight is appreciated!
Cheers!
Hi,Arzoo,
Maverick's Arcade has some good LEDBlinky tutorials on YouTube. Here's a link to the first one; https://www.youtube.com/watch?v=opu6NofnyWg (https://www.youtube.com/watch?v=opu6NofnyWg)
This support link might help explain how LEDBlinky determines which LEDs to light for each game; http://ledblinky.net/Support.htm#LEDBlinkyMAMELogic (http://ledblinky.net/Support.htm#LEDBlinkyMAMELogic)
As for your specific issue, I would suggest giving the LEDBlinky Troubleshooting app a try - it should identify which controls and inputs codes are used for the Arkanoid rom (or any game you play). If that doesn't help, email me back the debug.ZIP file and I'll take a look.
One other question:
Is there a way to ignore everything from mame and just tell LEDBlinky what controls to light when a game is launched?
I suspect I'm going to run into other issues with duplicated controls that I can't get around. So, I thought just assigning what I want to do on a per game basis might be an easier option. But, at least the trouble shooting app will help a great deal in trying to solve the issues as they arise!
Thanks again!
Hmmm, nobody has ever asked to remove all the auto-configuration from mame but I guess it's possible. LEDBlinky identifies mame roms by the emulator parameter (passed from the FE) when it contains "mame". So for example, you might be able to rename mame.exe to something else like mam.exe. Then you'd have to use the Controls Editor and import the unknown emulator (mam) and configure each individual rom. Another option that might work would be to remove all the data from mame.xml and controls.ini, and then again use the Controls Editor to configure every unknown rom.Good to know there might be some options (like removing the data from mame.xml). I'm learning a bit in this process, so I'm hoping a combination of mame config and custom control editing will do everything I need.
Hi Arzoo,
I seem to be experiencing a strange issue when I try to work with the GenInputMap program. It always opens to a fixed window, and I can't resize it. If I restore it I can extend it down but not right. It flashes as I pull the drag arrow. This problem won't allow me to read half the information on the screen. I attached pics. Any ideas?
I'm guessing you have your Windows display configured with a font setting greater than 100% (the default). You could temporarily change the display setting (to 100%) while using the app or you could install LEDBlinky on a different PC and then copy over the LEDBlinkyInputMap.xml file.
That solved the issue. My text scaling was over 100%. Thanks!
New question. Is there a way to have one central file that holds all of my button LED configs that each emulator can read?
Right now my setup is as follows in Hyperspin
Main Menu
- Classic Games
- Fighting
- Shmups
- Platformers
etc.
Each one of these "emulators" has its list of games. In some situations I have doubled the game on a Classics menu and a Platform menu, and so forth.
I didn't use the traditional way to set up LedBlinky. I created an emulator for each menu item, and a set of lit buttons for every game I have.
Now if I wanted to create a new list of, say, Capcom games, I would have to copy and paste each game I already "lit" from another emulator to my new "emulator" via LEDControl app. Very tedious.
Basically if there was one listing that had every game set, each emulator can pull from a master list instead of having numerous copies of the code in the xml. My OCD is making me crazy with the xml code being so sporadic.
Thanks again for all of the support you guys give, and for such a great program.
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Hi everyone!
Struggling with RGB lights. I seem to have gotten all the inputs in correctly, and am able to get cool animations with all the different colors and the proper buttons to light when scrolling through and launching mame.
However the lights are only going full white (so R,G, and B are lit). My screen looks identical to the ones on youtube for input mapping, with the same input code mapped to three different LED ports (for the three colors) for a given button. It seems like Mame is telling it the input code though, and then all three lights are responding as opposed to the correct specific color.
Anyone have any thoughts?
Thanks for responding so fast!
Colors.ini is pointing to the right spot. Interestingly when playing with it last night I remapped a lot of the mame controls (had issues with a few things overlapping) and somehow the colors started working (which is awesome BTW!). Not sure entirely why, as the overlaps were just on a few controls and prior everything was lighting white.
On a side note, it seems like the colors themselves don't line up perfectly all the time. Do you know if there is an updated colors.ini on the internet somewhere? I thought I recalled seeing posts where folks were spending time updating.
Had another one if you don't mind!
It seems whenever an animation is running random keyboard / mousebuttons keep getting selected. It is by far the worst on the mouse clicks, but only is through my U-Track trackball (which has two buttons wired to hit left and right mouse button). When just hitting "test" in the configuration utility immediately the mouse clicks multiple times a second. If I un-plug the trackball it stops.
It does also seem to keep happening with keyboard buttons through the Ultimate I/O board. For example if I leave a mame game running random credits will keep appearing every couple minutes (telling me that the 5 button is being depressed somehow).
Any thoughts? It seems to really take a toll on my computer with regards to the trackball clicking, and generally is frustrating since you nearly have to shutdown the whole computer if you move the mouse outside the primary window (it starts selecting everything).
[07/25/2017 17:33:30] Event Started: GAME_QUIT
[07/25/2017 17:33:30] Loaded LWAX File from cache for FE Active: [SingleRedYellowBlueWhite.lwax]. Start Frame: -1
[07/25/2017 17:33:30] Set UltraStik JDR Map [joy4way.um] for FE.
[07/25/2017 17:33:30] Event Completed: GAME_QUIT
[07/25/2017 17:33:30] Event Started: EMULATOR_SELECTED [MAME] []
[07/25/2017 17:33:30] Emulator: [MAME]
[07/25/2017 17:33:30] Event Completed: EMULATOR_SELECTED. Emulator already loaded.
[07/25/2017 17:33:30] Event Started: GAME_SELECTED [simpsons] [] []
[07/25/2017 17:33:30] Event Completed: GAME_SELECTED
[07/25/2017 17:33:30] Event Started: GAME_START
[07/25/2017 17:33:30] Using Default Mame Outputs: LED0=Start1~LED1=Start2
[07/25/2017 17:33:30] ROM/Game: [SIMPSONS] Controls: [MAME-SIMPSONS]
[07/25/2017 17:33:30] Control List for SIMPSONS: |P1_BUTTON1|P1_BUTTON2|P1_JOYSTICK_UP|P1_JOYSTICK_DOWN|P1_JOYSTICK_LEFT|P1_JOYSTICK_RIGHT|P2_BUTTON1|P2_BUTTON2|P2_JOYSTICK_UP|P2_JOYSTICK_DOWN|P2_JOYSTICK_LEFT|P2_JOYSTICK_RIGHT|CONTROL_JOY8WAY
[07/25/2017 17:33:30] Control Speech List for SIMPSONS: |ATTACK|JUMP|UP|DOWN|LEFT|RIGHT|ATTACK|JUMP|UP|DOWN|LEFT|RIGHT|
[07/25/2017 17:33:30] P1_BUTTON1 (MAME-DEFAULT): |KEYCODE_LCONTROL|JOYCODE_1_BUTTON1|MOUSECODE_1_BUTTON1
[07/25/2017 17:33:30] P1_BUTTON2 (MAME-DEFAULT): |KEYCODE_LALT|JOYCODE_1_BUTTON2|MOUSECODE_1_BUTTON3
[07/25/2017 17:33:30] P1_JOYSTICK_UP (MAME-ALLGAMES): |JOYCODE_2_YAXIS_UP_SWITCH|KEYCODE_UP
[07/25/2017 17:33:30] P1_JOYSTICK_DOWN (MAME-ALLGAMES): |KEYCODE_DOWN|JOYCODE_2_YAXIS_DOWN_SWITCH
[07/25/2017 17:33:30] P1_JOYSTICK_LEFT (MAME-ALLGAMES): |KEYCODE_LEFT|JOYCODE_2_XAXIS_LEFT_SWITCH
[07/25/2017 17:33:30] P1_JOYSTICK_RIGHT (MAME-ALLGAMES): |JOYCODE_2_XAXIS_RIGHT_SWITCH|KEYCODE_RIGHT
[07/25/2017 17:33:30] P2_BUTTON1 (MAME-DEFAULT): |KEYCODE_A|JOYCODE_2_BUTTON1
[07/25/2017 17:33:30] P2_BUTTON2 (MAME-DEFAULT): |KEYCODE_S|JOYCODE_2_BUTTON2
[07/25/2017 17:33:30] P2_JOYSTICK_UP (MAME-ALLGAMES): |JOYCODE_3_YAXIS_UP_SWITCH
[07/25/2017 17:33:30] P2_JOYSTICK_DOWN (MAME-ALLGAMES): |JOYCODE_3_YAXIS_DOWN_SWITCH|JOYCODE_3_YAXIS_DOWN_SWITCH
[07/25/2017 17:33:30] P2_JOYSTICK_LEFT (MAME-ALLGAMES): |JOYCODE_3_XAXIS_LEFT_SWITCH
[07/25/2017 17:33:30] P2_JOYSTICK_RIGHT (MAME-ALLGAMES): |JOYCODE_3_XAXIS_RIGHT_SWITCH
[07/25/2017 17:33:30] CONTROL_JOY8WAY (MAME-DEFAULT): JOY8WAY
[07/25/2017 17:33:31] Loaded LWAX File for Game Start: [slowfadeupdown.lwax]. Single loop only.
[07/25/2017 17:33:36] Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[07/25/2017 17:33:36] LED Controller [iPACUltimateIO-1] Intens: 48, 0, 0, 0, 0, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 48, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:33:36] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:33:36] Speech LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[07/25/2017 17:33:36] Speak [ATTACK]
[07/25/2017 17:33:38] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:33:38] Speak [JUMP]
[07/25/2017 17:33:39] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:33:39] Final Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[07/25/2017 17:33:39] LED Controller [iPACUltimateIO-1] Intens: 48, 0, 0, 0, 0, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 48, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:33:39] 1 MAME Output messages queued up.
[07/25/2017 17:33:40] Set UltraStik JDR Map [joy8way.um] for SIMPSONS.
[07/25/2017 17:33:40] Event Completed: GAME_START
[07/25/2017 17:35:31] Received Event - Queue:[1] Msg:[3~squash~MAME].
[07/25/2017 17:35:31] Event Started: GAME_QUIT
[07/25/2017 17:35:31] Loaded LWAX File from cache for FE Active: [SingleRedYellowBlueWhite.lwax]. Start Frame: -1
[07/25/2017 17:35:32] Set UltraStik JDR Map [joy4way.um] for FE.
[07/25/2017 17:35:32] Event Completed: GAME_QUIT
[07/25/2017 17:35:32] Event Started: EMULATOR_SELECTED [MAME] []
[07/25/2017 17:35:32] Emulator: [MAME]
[07/25/2017 17:35:32] Event Completed: EMULATOR_SELECTED. Emulator already loaded.
[07/25/2017 17:35:32] Event Started: GAME_SELECTED [squash] [] []
[07/25/2017 17:35:32] Event Completed: GAME_SELECTED
[07/25/2017 17:35:32] Event Started: GAME_START
[07/25/2017 17:35:32] Using Default Mame Outputs: LED0=Start1~LED1=Start2
[07/25/2017 17:35:32] ROM/Game: [SQUASH] Controls: [MAME-SQUASH]
[07/25/2017 17:35:32] Control List for SQUASH: |P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|CONTROL_JOY8WAY
[07/25/2017 17:35:32] Control Speech List for SQUASH: |hard|soft|hard|soft|8-Way Joystick
[07/25/2017 17:35:32] P1_BUTTON1 (MAME-DEFAULT): |KEYCODE_LCONTROL|JOYCODE_1_BUTTON1|MOUSECODE_1_BUTTON1
[07/25/2017 17:35:32] P1_BUTTON2 (MAME-DEFAULT): |KEYCODE_LALT|JOYCODE_1_BUTTON2|MOUSECODE_1_BUTTON3
[07/25/2017 17:35:32] P2_BUTTON1 (MAME-DEFAULT): |KEYCODE_A|JOYCODE_2_BUTTON1
[07/25/2017 17:35:32] P2_BUTTON2 (MAME-DEFAULT): |KEYCODE_S|JOYCODE_2_BUTTON2
[07/25/2017 17:35:32] CONTROL_JOY8WAY (MAME-DEFAULT): JOY8WAY
[07/25/2017 17:35:32] Loaded LWAX File for Game Start: [slowfadeupdown.lwax]. Single loop only.
[07/25/2017 17:35:37] Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[07/25/2017 17:35:37] LED Controller [iPACUltimateIO-1] Intens: 48, 0, 0, 0, 0, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 48, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:35:37] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:35:37] Speech LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[07/25/2017 17:35:37] Speak [hard]
[07/25/2017 17:35:39] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:35:39] Speak [soft]
[07/25/2017 17:35:43] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:35:43] Final Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[07/25/2017 17:35:43] LED Controller [iPACUltimateIO-1] Intens: 48, 0, 0, 0, 0, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 48, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[07/25/2017 17:35:43] 1 MAME Output messages queued up.
[07/25/2017 17:35:44] No Primary Control found for SQUASH
[07/25/2017 17:35:44] Event Completed: GAME_START
Hi arzoo,
i was hoping you could help me with some problems mapping a pair of u360 sticks. The more popular games seem to map fine. It is the other ones I have programmed manually that are giving me problems. LEDblinky seems to recognize the game. The buttons light up fine. The log seems to show it "knows" that the game should be 8-way (for instance) but then for some reason, does not set the map. Here is my log. The first game is Simpsons which works OK. Then I switch to Squash and it does not reset the map to 8-way. Any ides?
Perfect, thanks bud. That did the trick. And then the "stick" map looks to be the analog setting?
I thought I read that MAME will convert analog to whatever the individual game controls are. Would you recommend setting the map to analog for all MAME instances or individually setting the maps for games like the Squash example which are not part of the "main" controls file?
Thanks for the upate!! ;D
One problem I never got around is to set up the Audio Device and Input
when selecting the "Audio Animation" tab I get these errors (1,2 in the picture)
and no soundcard is there to be selected (3) but only a blank drop list. :'(
i have a Realtek HD onboard soundcard which works fine for everything else.
Anything i can do?
Ohö, one more question if I may,
i have animated a sequence which in the animator flows smooth and swift, but in HS about a quarter of the speed.
Using it for HS startup animation only. Should't the animation be as quick as in the edititor itself? :dunno
This is a weird one. When I choose Ultimate Mortal Kombat 3, LEDBlinky says the name of the game, and lights up all the buttons that are used. But it never tells you what the buttons do. I have it set to tell you the buttons when you pause, but it does not say anything for UMK3. Any idea why it's this specific game? It seems odd that it would speak the title properly, and light the buttons properly, but it won't speak what the buttons are. I would think it would be all or nothing! Any ideas what could be wrong?
This is a weird one. When I choose Ultimate Mortal Kombat 3, LEDBlinky says the name of the game, and lights up all the buttons that are used. But it never tells you what the buttons do. I have it set to tell you the buttons when you pause, but it does not say anything for UMK3. Any idea why it's this specific game? It seems odd that it would speak the title properly, and light the buttons properly, but it won't speak what the buttons are. I would think it would be all or nothing! Any ideas what could be wrong?
The spoken action for each button comes from the controls.ini file (unless you modify them with the Controls Editor). But afaik, the controls.ini data for MK3 is correct. I'd suggest turning on the Debug Log option, running MK3, and opening the debug.log file to see if it sheds any light on the issue. If you email me the debug.ZIP file I can also take a look.
Shameless self promotion, but RocketBlinky would get you squared away pretty quickThis is a weird one. When I choose Ultimate Mortal Kombat 3, LEDBlinky says the name of the game, and lights up all the buttons that are used. But it never tells you what the buttons do. I have it set to tell you the buttons when you pause, but it does not say anything for UMK3. Any idea why it's this specific game? It seems odd that it would speak the title properly, and light the buttons properly, but it won't speak what the buttons are. I would think it would be all or nothing! Any ideas what could be wrong?
The spoken action for each button comes from the controls.ini file (unless you modify them with the Controls Editor). But afaik, the controls.ini data for MK3 is correct. I'd suggest turning on the Debug Log option, running MK3, and opening the debug.log file to see if it sheds any light on the issue. If you email me the debug.ZIP file I can also take a look.
Interesting, I just checked my controls.ini and there is no entry for UMK3. There's an entry for every single other MK game, though! Weird
Shameless self promotion, but RocketBlinky would get you squared away pretty quickThis is a weird one. When I choose Ultimate Mortal Kombat 3, LEDBlinky says the name of the game, and lights up all the buttons that are used. But it never tells you what the buttons do. I have it set to tell you the buttons when you pause, but it does not say anything for UMK3. Any idea why it's this specific game? It seems odd that it would speak the title properly, and light the buttons properly, but it won't speak what the buttons are. I would think it would be all or nothing! Any ideas what could be wrong?
The spoken action for each button comes from the controls.ini file (unless you modify them with the Controls Editor). But afaik, the controls.ini data for MK3 is correct. I'd suggest turning on the Debug Log option, running MK3, and opening the debug.log file to see if it sheds any light on the issue. If you email me the debug.ZIP file I can also take a look.
Interesting, I just checked my controls.ini and there is no entry for UMK3. There's an entry for every single other MK game, though! Weird
Sent from my HTC6545LVW using Tapatalk
Enjoy! I'm here if you have questions. None if it would be possible without the magic if LEDBlinkyShameless self promotion, but RocketBlinky would get you squared away pretty quickThis is a weird one. When I choose Ultimate Mortal Kombat 3, LEDBlinky says the name of the game, and lights up all the buttons that are used. But it never tells you what the buttons do. I have it set to tell you the buttons when you pause, but it does not say anything for UMK3. Any idea why it's this specific game? It seems odd that it would speak the title properly, and light the buttons properly, but it won't speak what the buttons are. I would think it would be all or nothing! Any ideas what could be wrong?
The spoken action for each button comes from the controls.ini file (unless you modify them with the Controls Editor). But afaik, the controls.ini data for MK3 is correct. I'd suggest turning on the Debug Log option, running MK3, and opening the debug.log file to see if it sheds any light on the issue. If you email me the debug.ZIP file I can also take a look.
Interesting, I just checked my controls.ini and there is no entry for UMK3. There's an entry for every single other MK game, though! Weird
Sent from my HTC6545LVW using Tapatalk
I just googled it and RocketBlinky sounds amazing. Awesome work!!
Hi Arzoo,
I need your help another time :)
I have some problems to use the JDR mode. I have 2X U360 connected to an Ipac UIO. In ultramap I use the 8-way map. I use the restrictor plate 4way/8way/circular because I have an octogonal restrictor. My front end is Launchbox. In the Mame.ini the joystick_map is configured as follow:
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
When I start Launchbox, there is a new mapping but a weird one, it's like crazy and I lost the DOWN direction?!
If I tried without the digital restrictor in Ledblinky, no more crazy mapping but when I exit Launchbox the mapping stay in 4way.
If I don't use the JDR in Ledblinky I don't have all this problem.
Any idea?
Hi Arzoo,
I edited my Colors-RGB.ini to remove a red hue from "White" with my buttons. When it works, it looks great.
However, when LEDBlinky doesn't have color info via either the LEDBlinkyControls.xml or the colors.ini, then my P1Start button ignores the RGB-Colors.ini data and reverts back to 48,48,48 for P1Start/White. The same thing happens when reverting to Default layout in MAME.
Oddly, this only affects P1Start. P1Start and all other buttons look perfect.
For all other systems, whether using LEDBlinkyControls.xml per game data or system default layout, everything works as expected.
I've uploaded my entire LEDBlinky directory, minus registration information, with hopes of sorting this:
https://drive.google.com/file/d/0B4MdMBcet6W5bnF2S0pCU1ZLWmM/view?usp=sharing
I see, what should I write for joystick_mao if I want to use the JDR?Hi Arzoo,
I need your help another time :)
I have some problems to use the JDR mode. I have 2X U360 connected to an Ipac UIO. In ultramap I use the 8-way map. I use the restrictor plate 4way/8way/circular because I have an octogonal restrictor. My front end is Launchbox. In the Mame.ini the joystick_map is configured as follow:
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
When I start Launchbox, there is a new mapping but a weird one, it's like crazy and I lost the DOWN direction?!
If I tried without the digital restrictor in Ledblinky, no more crazy mapping but when I exit Launchbox the mapping stay in 4way.
If I don't use the JDR in Ledblinky I don't have all this problem.
Any idea?
You shouldn't use both mame's joystick mapping (auto) and LEDBlinky's JDR - use one or the other. The advantage to using LEDBlinky's JDR is it works with other emulators along with mame. If that doesn't solve the problem (turning off mame auto mapping), then you could try the Ultrastick test app in the LEDBlinky folder and confirm if the maps are getting set correctly.
I see, what should I write for joystick_mao if I want to use the JDR?Hi Arzoo,
I need your help another time :)
I have some problems to use the JDR mode. I have 2X U360 connected to an Ipac UIO. In ultramap I use the 8-way map. I use the restrictor plate 4way/8way/circular because I have an octogonal restrictor. My front end is Launchbox. In the Mame.ini the joystick_map is configured as follow:
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
When I start Launchbox, there is a new mapping but a weird one, it's like crazy and I lost the DOWN direction?!
If I tried without the digital restrictor in Ledblinky, no more crazy mapping but when I exit Launchbox the mapping stay in 4way.
If I don't use the JDR in Ledblinky I don't have all this problem.
Any idea?
You shouldn't use both mame's joystick mapping (auto) and LEDBlinky's JDR - use one or the other. The advantage to using LEDBlinky's JDR is it works with other emulators along with mame. If that doesn't solve the problem (turning off mame auto mapping), then you could try the Ultrastick test app in the LEDBlinky folder and confirm if the maps are getting set correctly.
Yes, sorry. Typo. P1Start on non controls.ini or LEDBlinkyControls.ini mapped games is not respecting colors-rgb.inibfor the custom colors
P2Start and all other buttons are correct
Sent from my HTC6545LVW using Tapatalk
I see, what should I write for joystick_mao if I want to use the JDR?Hi Arzoo,
I need your help another time :)
I have some problems to use the JDR mode. I have 2X U360 connected to an Ipac UIO. In ultramap I use the 8-way map. I use the restrictor plate 4way/8way/circular because I have an octogonal restrictor. My front end is Launchbox. In the Mame.ini the joystick_map is configured as follow:
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
When I start Launchbox, there is a new mapping but a weird one, it's like crazy and I lost the DOWN direction?!
If I tried without the digital restrictor in Ledblinky, no more crazy mapping but when I exit Launchbox the mapping stay in 4way.
If I don't use the JDR in Ledblinky I don't have all this problem.
Any idea?
You shouldn't use both mame's joystick mapping (auto) and LEDBlinky's JDR - use one or the other. The advantage to using LEDBlinky's JDR is it works with other emulators along with mame. If that doesn't solve the problem (turning off mame auto mapping), then you could try the Ultrastick test app in the LEDBlinky folder and confirm if the maps are getting set correctly.
I went back and looked at the mame documentation for joystick_map and actually 'auto' is correct. I also confirmed that's the value I'm using in my setup (along with JDR).
You said it works fine without the restrictor setting - correct? I've never found the restrictor settings to be all the useful. So if you set restrictor=none, is the only issue that the stick(s) are set to 4way when Launchbox is active? LEDBlinky uses 4way as the default for the FE but you can change that with the controls editor; click the FE button, click New control button, select CONTROL_JOY8WAY, check Primary Control, and save. Hope this helps.
I see, what should I write for joystick_mao if I want to use the JDR?Hi Arzoo,
I need your help another time :)
I have some problems to use the JDR mode. I have 2X U360 connected to an Ipac UIO. In ultramap I use the 8-way map. I use the restrictor plate 4way/8way/circular because I have an octogonal restrictor. My front end is Launchbox. In the Mame.ini the joystick_map is configured as follow:
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
When I start Launchbox, there is a new mapping but a weird one, it's like crazy and I lost the DOWN direction?!
If I tried without the digital restrictor in Ledblinky, no more crazy mapping but when I exit Launchbox the mapping stay in 4way.
If I don't use the JDR in Ledblinky I don't have all this problem.
Any idea?
You shouldn't use both mame's joystick mapping (auto) and LEDBlinky's JDR - use one or the other. The advantage to using LEDBlinky's JDR is it works with other emulators along with mame. If that doesn't solve the problem (turning off mame auto mapping), then you could try the Ultrastick test app in the LEDBlinky folder and confirm if the maps are getting set correctly.
I went back and looked at the mame documentation for joystick_map and actually 'auto' is correct. I also confirmed that's the value I'm using in my setup (along with JDR).
You said it works fine without the restrictor setting - correct? I've never found the restrictor settings to be all the useful. So if you set restrictor=none, is the only issue that the stick(s) are set to 4way when Launchbox is active? LEDBlinky uses 4way as the default for the FE but you can change that with the controls editor; click the FE button, click New control button, select CONTROL_JOY8WAY, check Primary Control, and save. Hope this helps.
It works, I had this problem for a very long time and all I had to do was to create a CONTROL_JOY4WAY for the FE in the controls editor!! Thanks Arzoo :)
Do you know waht to do to map a 8way at the Launchbox exit?
LEDBlinky.exe 13 <map name>
A Few Newb questions that I have. I am trying to get LEDblinky to light up the Mame controls for each game . I currently have 2 U360's that are acting a gamepads for 6 buttons each. If Mame thinks My "Button 1" is actually my Button 3 Should I configure my Generate LEDBlinky Input Map on how Mame thinks my buttons are numbered ?
Ok , Thank you . So I tried my setup today. And I did some testing. In HS, I went to Mame and chose Jungle King. It lit up the Player 1 Start and Coin the correct colors and the Player 2 Start and coin the correct colors, But the Player 1 and Player 2 buttons it was lighting What my U360 "calls" button Player 1 Button 1 and Player 1 Button 2. The same for Player 2 Button 1 and button 2. But I dont want to use those buttons to control the game, I want to use P1B3 and P1B4 to control the game. I then set my buttons in Mame to control P1 button1 = P1 button 3 and P1b2 = P1B4. Once I did that , The lights turned off on all of the Player buttons. my question is , What is the best way to change my setup so it works ? Do I change the color.ini for each game ? Do I change my button assignment?
Hi, So I am still trying to configure my LEDBlinky setup correctly. Here is a picture of my button setup , It seems to be lighting the correct buttons in MAME when I am going through my HS wheel and I select the Game for example in the picture , Kung Fu Master, The correct buttons light up that I want for that game. However, WhenI hit Tab in the Mame during the game to change my Buttons to the correct buttons that are lit , after I do that , The buttons are no longer staying lit only the P1Start , P1 Coin, P2 Start , P2 Coin are staying lit . The player buttons don't light up . Am I doing it wrong?Are you killing Blinky and then reloading, after changing settings? The EXE doesn't pick up setting changes in the fly. Not sure about cfg file changes on the fly. Try that, first, while we wait for official support from arzoo
Hi, So I am still trying to configure my LEDBlinky setup correctly. Here is a picture of my button setup , It seems to be lighting the correct buttons in MAME when I am going through my HS wheel and I select the Game for example in the picture , Kung Fu Master, The correct buttons light up that I want for that game. However, WhenI hit Tab in the Mame during the game to change my Buttons to the correct buttons that are lit , after I do that , The buttons are no longer staying lit only the P1Start , P1 Coin, P2 Start , P2 Coin are staying lit . The player buttons don't light up . Am I doing it wrong?
I'm using MAMEUI64 as my front end. Can I just use this FE to work with LED blinky? I'm so lost trying to figure this all out lol.
I found a small section on how to set up using just mameui. I set up all the key codes and every color lights up. I start Led blinky with the run command and then start mame. Nothing is lighting up at all. I just want to have everything light up to one color. Is there an easy way to do that? I know I'm doing something wrong that should be simple to do.
/ledblinky.exe <your animation>.lwax
I found a small section on how to set up using just mameui. I set up all the key codes and every color lights up. I start Led blinky with the run command and then start mame. Nothing is lighting up at all. I just want to have everything light up to one color. Is there an easy way to do that? I know I'm doing something wrong that should be simple to do.
When using LEDBlinky with MAMEUI as the front-end, the MAME Output System must be working correctly. These support links should help:
http://ledblinky.net/Support.htm#MameUIConfig (http://ledblinky.net/Support.htm#MameUIConfig)
http://ledblinky.net/Support.htm#MAMEOutputsProblem (http://ledblinky.net/Support.htm#MAMEOutputsProblem)
But if all you want to do is light up your control panel with a static set of colors (not changing per game), you can use the LEDBlinky Animation Editor and create a single frame animation and then start the animation withCode: [Select]/ledblinky.exe <your animation>.lwax
I Ran in the command prompt
c:\mame\ledblinky\ledblinky.exe greencp.lwax It only did one quick flash. How do I make it one single frame and not turn off? I edited an existing pattern and renamed it and messed with that but it's just flashing around. I just want them to turn on one color. Thanks for your help I mess around with it some more. After a bit more time I just took an existing pattern.lwax renamed it and edited it to all one color. In the animation editor hitting run animation works. I go to run it and it starts up then does one quick multi colored pattern and fades to off. Going to watch those tutorials for s third time tomorrow lol.
I Ran in the command prompt
c:\mame\ledblinky\ledblinky.exe greencp.lwax It only did one quick flash. How do I make it one single frame and not turn off? I edited an existing pattern and renamed it and messed with that but it's just flashing around. I just want them to turn on one color. Thanks for your help I mess around with it some more. After a bit more time I just took an existing pattern.lwax renamed it and edited it to all one color. In the animation editor hitting run animation works. I go to run it and it starts up then does one quick multi colored pattern and fades to off. Going to watch those tutorials for s third time tomorrow lol.
That's strange - the animation should keep running in a loop. Try turning off the "Use MAME to Trigger the Game Start/Stop Events" option (on the MAME tab). If that doesn't help, turn on the Debug Log option, run LEDBlinky from the command line to start the animation, then email me back the debug.ZIP file and I'll take a look.
Ok thank you that worked unchecking that. The one I made is not working right but that's on me trying to learn how to make a new animation. The one I edited works great thx. Now is there anyway to make this script run once I turn on the pc? Or do I run it every time in the cmd line? Also maybe setup a hot key with a program to press a button to make it run? Thanks again at least I'm getting there. Now to mess with the mame ui part. One other thing when I press any of the buttons they all flash for a second and then go back to solid green. Anyway to stop it from flashing on a button press?
Quick question arzoo. I'm sorry if this has been asked but spend the last hour looking and couldn't find anything. I'm trying to get LEDBlinky to use voice to say "A Button." When I type this in Controls Editor it works fine. When I'm using launchbox and the game loads it comes out as "a button" instead of "A button." .... I hope that makes sense very confusing to try and explain without being able to make the sounds lol.
Hi Arzoo,
I was hoping you could help with a settings question. I am setting up winvice for Commodore 64. The emulator itself only maps one button. I have mapped about 8 other buttons but the mapping is all done through joytokey, not the emulator. I set up the emulator in the controls editor which worms for the one button. What settings can I use to light up all of the other buttons mapped through joytokey?
Thanks, yes it makes sense but that is the problem. This emulator only has one programmable button called "fire". That one will light up. The other "buttons" are simply keyboard keys and are not mappable in the emulator, they are just used as is. So for instance I can use joytokey to map Button 2 to "q" but the letter is just passed as "q" in the emulator and not remapped again in the emulator. The use of keyboard stokes is done within the games and not the emulator itself.
Ah, I see, I think I am squared away now. I just need to ignore whatever joytokey or the emulator are doing and solely focus on what key code is assigned in the LEDBlinky Input Map.
Curious, what is the point of the keycode assignment? Is it only for MAME?
Thanks again for your helpful advice, arzoo. Fine product and great customer support!
LED Blinky doesn't seem to want to boot. I have tried everything I can think of. I have manually started the program then run hyperspin. I set it to enabled in HyperHQ. I don't get the nag screen or anything. It just does absolutely nothing at all times even when its running in the background.
Any idea why?
LED Blinky doesn't seem to want to boot. I have tried everything I can think of. I have manually started the program then run hyperspin. I set it to enabled in HyperHQ. I don't get the nag screen or anything. It just does absolutely nothing at all times even when its running in the background.
Any idea why?
Enable the Debug Log option (Misc Options tab), run HS and then check the debug.log file for any errors. If you email me the debug.ZIP I'll take a look also.
Greetings all! Just getting back into MAME and finished my build and install. I am using a mameroom 2P control panel and LaunchBox (I am new to launchbox previously having used only HyperSpin). I have an ultimarc UIO controller with Trackball and Spinner and am using LEDBlinky. All my buttons are RGB LEDs and I have 3 joysticks (2 8-way HAPP competitions [not LED] and 1 dedicated 4-way RGB LED joystick).
I am pretty sure I have it "working" (of course it's a lot of little details to dial in) and I have created the lighting map and such. When I launch Mortal Kombat, for example, the proper 1P and 2P and start/coin buttons light up and are the correct color. But here's my question (and I apologize if this has been answered somewhere already!!): As the UIO doesn't have enough switch pins for all the buttons/switches on the control panel I have some buttons/switches that are physically wired together. A good example would be P1B1 (L.Cntrl), P1B2 (L. Alt), and P1B3 (Space). Since this control panel has dedicated Asteroids and Missile command buttons it means that when I launch Mortal Kombat it not only lights up the P1 punch block and kick buttons (blue, white, red) but it lights up the three dedicated buttons for Asteroids (hyperspace, thrust, fire) at the top of the control panel as well as the three dedicated buttons for Missile Command (Alpha, Delta, Omega) in the lower middle of the control panel in blue, white and red.
So what do I need to do to make it so that in mortal kombat these other buttons which are physically wired together and mapped to the same keycode do *NOT* light up? In the original generation of the LEDBlinky map I named these things all differently (I think you have to otherwise LEDBlinky will not allow you to do it) so hyperspace is labeled hyperspace in ledblinky--not P1B3. And of course it has it's own RGB LED wiring--that is not shared. Conversely, when playing Asteroids I would not want the P1B1 to light up (next to the 8-way joystick)--I would only want the Asteroids' dedicated Fire button to light up. And in missile command I only want the 3 base buttons (labeled Alpha, Delta, Omega in LEDBlinky) to light up, not the three up in the dedicated Asteroids section (labeled Thrust, Fire, Hyperspace in LEDBlinky) or the three in the 8-way joystick area (labeled P1B1, P1B2, P1B3 in LEDBlinky).
Thanks!
I'm using the latest versions of HyperSpin, RocketLauncher, and LedBlinky, and I'm using an Ultimarc I-Pac Ultimate. Everything is working fine, EXCEPT if I turn on audio animation in LedBlinky. It will work fine for several minutes, and then it appears to crash the I-Pac and the I-Pac will no longer function. I have physically open up my CP and unplug the USB cable and RGB power cables and reboot my computer for things to start working again. If I set Game Play animation to nothing, everything works fine.
Any thoughts? I tried searching for this problem and saw that some people had similiar problems in earlier versions of LedBlinky but those were supposedly resolved. Well I've got the problem with the latest version and I'm disappointed that I can't use the audio animation without locking up the I-Pac after a few minutes.
Xpendable
I did actually already reach out to Andy. He recommended against doing audio animations in general because of the performance impact to the computer and USB bus, but sent me some firmware to try. I have not yet had a chance to update the firmware with what he sent. I just got my board from Ultimarc less than a month ago so hopefully he didn't just send the same firmware that it already had. I'm also curious about how the RGB control data is sent to the I-Pac and in what structure. If he's concerned about performance impact to the computer, I'm sort of wondering how the data is being sent. I may go download the sample programs he has on the developer page to see what they look like. The data throughput for USB is actually pretty high... For comparison, I have some Light-O-Rama lighting controllers that are used for professional animated light shows, and I used to run those off this same computer. You could daisy chain upwards of 240 units for control of upwards of 3840 channels all controlled from the same USB port. Granted the data structure and frequency of data is going to be totally different than what LEDBlinky is doing... but I'd be interested to see the difference.
I found several forum threads that described this exact issue in years past... I think somewhere between 2012-2014... I think Andy provided a firmware update back then that apparently solved the problem. There was a link one of the forum threads to a YouTube video where somebody had captured the exact thing that was happening to me.
So the firmware version that Andy sent me the other day is 148. My board was loaded with 144. I updated it to 148 and tried audio animation for a short while and did not encounter a problem, but I also have not done enough testing yet in terms of length of gameplay or number of games tested. I ran out of time last night to do much more than the brief test that I did.
I do have another computer I can test this with, but it would not be an apples to apples comparison. The computer I'm using on my cab is an older 2.9 Ghz DuoCore and my other computer is quad core i7 with some heavy duty hardware. I would not be surprised if I'm unable to recreate the problem on that computer.
Wow
Just want to give a big shout out to arzoo!!!
Thanks bud!!!!!!!!!!!
10 years and still active answering questions and such
My mame cab has been sitting in silence since my HD died about a year ago
Lucky I have a few dedicated cabs and pins to keep me occupied :-)
I have a new HD with Hyperspin waiting to be installed
I want to add LED's to my control panel buttons as well
Its just finding the time, kids, life, and responsibilities keep getting in the way
I'll be posting questions soon
Thanks again
From left to right
Lord of the Rings
The Simpsons Party Pinball
AC/DC premium
Metallica premium
Stern Star Trek premium
Twilight Zone
Addams Family
Hi arzoo and anyone else who may be able to help. A few questions if I may:
Anyone running the following?
HyperSpin
HyperMarquee w/ EDS
Rocket Launcher
LEDBlinky
I’ve been running into issues with HyperSpin losing focus on game exit. This is causing me to have to click on the screen to refocus HS.
also need help with LEDBlinky launching and running correctly thru EDS. It launches and switches to the game on start but when exiting a game, LEDBlinky doesn’t seem to get triggered every time. And LB remains active even when exiting HS back to desktop.
Last bu5 not least, multiple copies of the LB icon will remain in th3 system tray, every instance of it starting thru EDS. If I simply mouse over, these icons will disappear.
Any help is appreciated!
Hi arzoo,
I don't know what I'm doing wrong but I can't light the right buttons in Launchbox for the Sammy_Atomiswave system. I haven't any problem in game, it's in demo mode it's not working. My other systems are OK. It seems it's not possible to troubleshoot this kind of problem with the LEDBlinkyTroubleshooter. What's should I do please?
Setting up Launchbox/Bigbox and just updated from mame 147 to 195.
Generated a mame.xml for use with LEDBlinky.... it's over 200 meg... previous one for 147 was still 133meg.
Can I generate a file based on the roms I actually have? I only have 200 so this should be a very small xml file if it can be done
The big problem with this is if I have LEDBlinky preload it then it throws my light timing off for the initial LB launch.
If I don't preload it the first time I select the MAME platform it must wait until then to load because my lighting is thrown off for a good 30 seconds at that point.
If I had an xml for only what I need it would probably be under 5 meg.
Is this an option? Can it be done? I've searched quite a bit and saw it mentioned but can't find any solutions.
I'm not sure if it's possible to custom build the mame.xml file but for LEDBlinky you can use one of the older versions. For example you could continue using your v.147 file. And if there are any newer games for which the controls don't light up correctly, you can add them via the Controls Editor.
On a side note, given how large the xml file has grown I may have to look into a faster xml parser.
I would like to have a button (which launches the fe which happens to be gameex) to only be lit when the fe is not running..... how do you do this, if possible?
my apology but am not sure you understand what i'm asking... i want a single button to NOT be lit while my front end is running OR a mame game is running,... only want it lit while not in the front end and not playing a game. If i chose to do as you've indicated selected "aLWAYS active" in all emulators... that would imply turning it ON NOT OFF,.... yes?
I've read you documentation many times but that's not to say i'm interpreting something incorrectly. Thanks.
Hi, I actually have a similar question. I use Rocket launcher under (other FE's) which works great. I would like to have all my buttons lit when LedBlinky starts with PC. Then games light up with rocketlauncher sending commands. Is this done using Control Editor or Animation editor?
I would like to have a button (which launches the fe which happens to be gameex) to only be lit when the fe is not running..... how do you do this, if possible?
autohotkey script which runs constantly looking for the keystroke
brief explanation = Key "6" launches the fe and will wait 9 seconds to allow enough time to pass for it to come up, script runs 24/7 and takes up very little resources, not noticeable on any decent rig.
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
; #Warn ; Enable warnings to assist with detecting common errors.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.
SetTitleMatchMode, 3
START:
KeyWait, 6, D
Process, Exist, gameex.exe
if ErrorLevel
{
Goto, START
}
Run, C:\ARCADE\GameEx\GameEx.exe
Sleep, 9000
Goto, START
I have the 4/8way servo sticks on my P1P2 joysticks.
They seem to default to 4 way.
The only emulator I'd ever need these to change in would be MAME. All my other emulators will be strictly 8 way.
And also a good bit of the MAME games.
Is there anyway to make them default to 8 way so they aren't moving practically every time I launch and close a game?
my apology but am not sure you understand what i'm asking... i want a single button to NOT be lit while my front end is running OR a mame game is running,... only want it lit while not in the front end and not playing a game. If i chose to do as you've indicated selected "aLWAYS active" in all emulators... that would imply turning it ON NOT OFF,.... yes?
I've read you documentation many times but that's not to say i'm interpreting something incorrectly. Thanks.
Sorry for the misunderstanding. That's correct, Always Active would imply turning the button On, although you could set the color/intensity value to zero (0) and that would keep it off.
I'm assuming you want the button turned on when Windows first starts? If that's the case you could create a script or batch file that runs LEDBlinky with the Set Port(s) command to turn on your button. Or you could create a single frame animation (using the Animation Editor) with just that button turned on and then have the script or batch file start LEDBlinky with your custom animation. Then you would have Windows run your script on startup. If you also want that button to light up after exiting your FE, the FE would need to have a feature that lets you run a script on exit. Hope this helps.
so i've created a simple bat file that says LEDBlinky.exe 14, 88,48. if nothing is running and i launch this not only does port 88 light up but so does all buttons used for the FE. keep in mind the FE isn't running... just trying to create a simple batch file to run when the front end isn't running so only port 88 is lit. Please advise. thanks.
okay.... sorry but next question then.... how do you create a single frame animation that never stops? from what I've seen you can only set an animation to run for a certain amount of time but indefinitely.
Hi, I almost have blinky setup how I want. I am running a simple setup 2players 4 buttons each servosticks and rgb leds with the ultimate ipac. I am using HyperV (vertical hyperspin), stripped down to just around 80 games. As expected not all the games are in the colors ini folder and I have read somewhere that its possible to add any other game easily into this folder.. I have already edited the colors for the games contained in this folder to how I want them for my games but after trying to add a new game it does not seem to work. Example file is 'ssmissin' I have added the game like this:-
[ssmissin]
p1_COIN=Blue
p1_START=Blue
p1_BUTTON1=Red
p1_BUTTON2=Yellow
p1_JOYSTICK=White
p2_COIN=Green
p2_START=Green
p2_BUTTON1=Blue
p2_BUTTON2=Cyan
p2_JOYSTICK=YELLOW
Am I missing something? or is this just not possible. Thanks. I have about 40 games I need to configure.
i've managed to create the single frame animation and have to run upon login. In Gameex i've setup the "on launch" startup option to stop the animation however it appears to stop all ledblinky function and thereby is counter intuitive. likewise have gameex "on exit" to launch the animation..... can you by chance tell me what i'm doing wrong here? thanks again.
Hello is there a way to clear the list of 'unknown game/emulators' in LED controls editor? Reason being I originally had custom mame wheels in hyperspin (SNK Classics) and I had to change the front end entry to 'SNK Classics MAME' in order for LED blinky to see all the mame titles from a non MAME wheel.
So now launching a game from SNK Classics MAME.... games will light up now from the mame control.ini/colors.ini just fine.
I didn't realize how many missing game entries there are in control/colors... not even any samurai shodowns?? Anyhow for this I want to create a default button layout for SNK Classics MAME with the 4 button NeoGeo layout. But now LED Blinky is not picking up my renamed system when trying import Unknown games'. The list is showing my original system name of 'SNK Classics' So I figured if I cleared the list, start fresh and launch the game it should pick it up? In all I renamed about 10 non mame wheels to include MAME in it. (midway classics mame, 4 player mame, konami classics mame etc...)
Hi arzoo,
Hoping you can help here - I have 2 problems that I'm pretty sure are interrelated.
My non-joystick game (Centipede) has the joystick enabled and it lights up and it announces left/right/up/down...
I'm trying to figure out why mame has it enabled.. (problem 1)
Problem 2 is I have joystick announce turned off in LEDBlinky and it announces it anyway.
I did create a log file and looked through it..
[07/24/2018 10:32:46] DoNotSpeakJoystickActions=1
I can upload the whole thing if that helps.
Thanks!
Sorry for the noobish question. I set LEDBlinky up on my cab like 5 years ago and I am going through a hardware upgrade and apparently i do not remember everything. In short I am running GamEx Arcade Edition and I can get the lets to come on for everything but the actual controls. MEaning when GameEx starts it does the animation, closing does animation, screen saver does animation but when scrolling through games it does not show controls like it did on my old cabinet and when i start the game it does not show my controls.
I have it to show controls for GameEx in LEDBlinky and I have mame control pointing to c:\emulators\mame190\cfg folder and nothing...
i am sure i am missing something simple. I had CPWizard on my old cabinet but have not loaded on this one yet...but i would not think i would need that too...right?
any help is always appreciated
Arzoo, a few things I’ve noticed since upgrading ledblinky. I’m using MAME 0.200 along with the corresponding xml file.
One strange thing that happens is when I check “light and speak start and coin buttons”, on my Tankstick it always lights the 5 button on the player 1 side and 6 button on the player 2 side for coin buttons. I know these are default p1 & 2 coin keys in MAME, but....
No where in my cntrl, any of my cfg files, my input map, controls editor, etc. is 5 and 6 labeled and or mapped as coins. So I have no idea where the program can possibly be getting this info from. My coin button is R. Did you hard code these keys into the program?
The second is even after all these years, ledblinky seems to still have serious problems correctly importing and lighting led maps for driving games, specifically the Midway titles. Like in Cruisin USA, forget it. I’ll create a map in the controls editor that matches my controls perfectlyin MAME. When ledblinky tries to light it, the colors don’t light up correctly and the wrong speech is spoken for a button. Same with California speed. It’s like ledblinky doesn’t know how to interpret MAME controls when they’re named for example “Radio” or “View 1” . Games with the generic “Button 1” labels in the UI screen there are no problems.
It also still can’t import the channel select and channel enter buttons for the pc10 games. If you add them manually in the controls editor they don’t display correctly either. It speaks them on the same buttons as button 1 & 2, even If I try to map them to say buttons 4 & 5. I remember back in 2013 I emailed the debug.zip but we could not figure it out. Again could it be the program gets confused with uncommon input names?
I tried using the troubleshooter app but I get a memory access violation message when it’s executed.
I've been trying to get this working but everytime I start a game it loads whatever the last game in the colors.ini file is. I've tried making a new mame.xml file several times but that doesn't help. Any help would be appreciated.
No its actually using the very last game in the colors.ini file as in the game that is at the bottom of the list. Which happened to be Zwackery until I deleted the information from the file at which case it started using Zombraid because it was now the last game on the list. I'm using LaunchBox and its the wrong colors and buttons. I've tried several games but the results are the same for every one. In the LEDBlinky Troubleshooter it says "Missing path to LaunchBox.xml file. Required to light LEDs for LaunchBox UI. " It also says "Zombraid" currently in ROM/Game even though I've never played that game.
Right after I posted this it started working correctly. Don't know what the deal was but I'll take it
Just for fun: with the voice output enabled in Ledblinky, selecting the game "Cop 01", it says something like "One colombian pizza..." :laugh2:
Inserting a minus sign: "Cop - 01" fixes the problem.
I'm looking at Ledblinky for my new cabinet. One thing that caught my eye is this feature:
"LEDBlinky also has a built-in Output system which broadcasts data over TCP or UDP protocols. This can be used by any custom or 3rd-party hardware (LED Controllers)."
I was unable to find any more information about this feature. Is any documentation on the UDP messages available?
Is there a way to test this feature without having to connect to the IPAC Ultimate I/O board - the PC I develop on is not the same as the one in my cabinet.
Thanks!
So it is currently just experimental (read: ugly) code, but the principle works! The "simpleledtest" tool that comes with LEDBlinky outputs the packets and I can get the LEDs to react as they should.
I also testfitted the LEDs in my (work-in-progress) cabinet. A small slot with a thin slice of plexiglass provides a nice "glow" effect.
This might be the first example of the LEDBlinky Output System is use! Glad it's working for you.Great!
Hello-
I’m trying to get LedBlinky and LaunchBox to work nicely together with non-MAME games. The MAME stuff is working fine. I’ve got the box checked to save Unknown Games, but nothing is ever saved when I try to import them. Is there a known issue here between LaunchBox and LedBlinky? My reading of the debug log looks like the rom info is not being passed to LedBlinky. Or is there a setting that I missed somewhere?
Thanks.
Hello-
I’m trying to get LedBlinky and LaunchBox to work nicely together with non-MAME games. The MAME stuff is working fine. I’ve got the box checked to save Unknown Games, but nothing is ever saved when I try to import them. Is there a known issue here between LaunchBox and LedBlinky? My reading of the debug log looks like the rom info is not being passed to LedBlinky. Or is there a setting that I missed somewhere?
Thanks.
Hi,
If you'd like to email me your debug.log file I'm more than happy to look it over. But if as you say LB is not passing the rom and/or emulator parameters to LEDBlinky then this sounds like an issue with the LB configuration and I'd suggest posting on their forum for help. Also, you might want to look into a software app called RocketBlinky - it helps configure non-mame emulators for LEDBlinky (but first you'll need to get the current issue resolved).
Just trying to set my cab up for Xmas day and want to have a fire on the screen (easy) with some Christmas theming to my control panel (either fire like / candle effect or flashing Christmas lights like effect)
One of the bundled animations is close to the latter (61 I think) but a little fast, so my question is two fold...
1) is there a way to slow an animation from the command line?
Or
2) has anyone made an Xmas type animation before that they could share?
Thanks!
Sent from my Mi A1 using Tapatalk
Arzoo,
Are there any other options for addressable LED controllers besides the iPac Nano? It’s getting harder to find as many options with WS2811 LED’s only.
Ok so I got LED Blinky, HyperMarquee, EDS working using Hyperspin. There are some issues I hope someone can help with. First of all MAME color button assignments work fine, but for all mame collections (midway classics, sega classics, etc) blinky will not see the button assignments from mame colors/controls ini's or the blinkycontrols xml mame defaults.
Only by renaming your DB entries to have 'mame' in the entry fixes this (midway classics mame, sega classics mame). You will need to change all db, folder, media, ini's, etc to match.
With that in mind when pausing in MAME i have blinky setup to play animation to the background music, works great. When i try to do that in a MAME collection that is renamed properly... jukebox animation doesnt work. Button assignments light up just fine as if it were in the main MAME list so I know it is recieving that info. Anyway to fix this? Not a critical problem but its a pretty cool feature.
And lastly how do I get blinky to stop speaking button assignments 2 sometimes 3 times in a row. Some games does it only once, others 2 to 3 times... pretty annoying.
Arzoo,
Are there any other options for addressable LED controllers besides the iPac Nano? It’s getting harder to find as many options with WS2811 LED’s only.
For use with LEDBlinky, the NanoLED is the only option.
If you have the API to the LED controller of your choice- I can confirm that the output system that LEDBlinky offers is a way to get other controllers hooked up. See my previous post in this thread. (http://forum.arcadecontrols.com/index.php/topic,73905.msg1665898.html#msg1665898 (http://forum.arcadecontrols.com/index.php/topic,73905.msg1665898.html#msg1665898)).
:hissy:
I am still shaking my head over this led Blinky issue. I if I am wrong tell me, thought led Blinky will. Name each button that is needed for each game. As I have mentioned before I am using the trial version.
Also when I was checking somethings today. I got a new error
Error parsing Mame.cfg. (And it shows where the Cfg file is c:Hyperspin Ect ect). Invalid at the to of the document. Line 1 #
I am using. Word pad what comes with windows to edit my Cfg file.
What led Blinky does say, is Primary Controls. Eight way joystick or what ever. Two way joystick. Ect... but on a game like Asteriods Deluxe. It has nothing to say. Gauntlet it says. Primary controls eight way joystick. I didn’t check for it to say. Coin one or start. As I will not be setting them up in led Blinky. What will be set up in led blinky is. The joysticks and the six user buttons. Nothing more..
I am attaching a screen shot of my led Blinky config and my debug zip file
Hi Arzoo,
I was wondering if you might be able to implement a mass copy/paste option for the Roms. Since I have multiple lists that have the same games spanning those lists (Classics, Namco, etc) I would like to be able to copy multiple roms at once from one emulator’s settings to another. Thanks for such a great program and your continued support of it!
Sent from my iPhone using Tapatalk Pro
Is there a simple way to override the colors for mame games based on the button mapping? something like MAME-->mk2--> P1B1 --> P1_BUTTON1 --> Red. I have an issue after a remap 5-6 button fighting games where the high punch (mk2) / lightest punch (sf2ce) button (BUTTON4) doesn't light up at all with the rest of them working. the button does light up on SNK games that are mapped. I have a 6 button controller layout. I can send whatever info you need, if you can help me out. Thanks in advance.
Having a hard time with LEDBlinky and my IpacUltimate which is using the gamepad Ipac firmware.
I had it working when the Ipac had the normal keyboard firmware on it.
Before I waste a lot of time and effort trying to set this up.
Does the gamepad firmware and LEDBlinky even work together?
Having a hard time with LEDBlinky and my IpacUltimate which is using the gamepad Ipac firmware.
I had it working when the Ipac had the normal keyboard firmware on it.
Before I waste a lot of time and effort trying to set this up.
Does the gamepad firmware and LEDBlinky even work together?
I would think it should work but I've never tested with the new firmware. Can you be more specific with what the problem is? Maybe send me an email with the details.
Okay new issue.
LED Blinky is controlling my servostiks.
The 4/8 way switching was working fine but now it only works for some games.
It's normally in 4 way by default.
Example
No issue switching to 8 way for Street Fighter II.
Switches back to 4 way when going back to my front end.
Select DonPachi. It stays in 4 way.
I know it was switching to 8way in DonPachi previously but now its not.
I think it might be related to controls.ini but I'm not sure and I don't know why it would have been working fine before.
Any ideas?
I been watching you tube video on led blinky(maveric’s) I’m stuck on finding the file hyperspin settings ini.?
New issue: LEDBlinky does not seem to detect that MAME is running (and thus nothings lights up)
Using the troubleshooter, I get the error screen "No emulators were run during the session." This prevents the troubleshooter from reporting more info for debugging. The debug log however does report mame running and a rom name.
Tools such as Input generator, Controls editor, simple LED test, and others run fine (I have setup Ledblinky in the past without issues). But the MameOutput test does not register button presses.
Thanks in advance. I suspect that ledblinky is not detecting that mame is running
Hi Arzoo,
I am setting up some PC games through Rocketlauncher. I'm having trouble configuring them. I don't see them in "unknown games" I set up a new emulator called "PCGames" (same name that is in Rocketlauncher). But I'm not getting it to launch properly. Any ideas? I didn't see anything in the manual. Thanks,
Noticed that every time I restart my PC ledBlinky loses the config for my Audio Animation, namely the Audio Device and Input. I have to set it every time to my Speakers. This never happened before only started noticing a few days ago. Thoughts?
Noticed that every time I restart my PC ledBlinky loses the config for my Audio Animation, namely the Audio Device and Input. I have to set it every time to my Speakers. This never happened before only started noticing a few days ago. Thoughts?
LEDBlinky stores the config values in the settings.ini which is basically a text file - I don't see how that could be altered after a reboot? Did anything else change with your pc recently?
Could it be that LEDBlinky initializes before the audio device is loaded- I had this on my laptop with another program (not LEDBlinky). Audio was initialized through some Dell audio-control tool that booted later.
So in the .ini file it could refer to some audio device that simply is not returned by the system when booting. It may be something similar.
Hi Arzoo
When was the latest update been released? If I want to update how should I go with it?
Tapatalk を使用して私の MIX から送信
Hi Arzoo
When was the latest update been released? If I want to update how should I go with it?
Tapatalk を使用して私の MIX から送信
I am just about done settling up ledblinky. But now as I work on the Jukebox. I am getting the following errors
I click on audio animation. And a pop up occurs
Invalid audio device value
This may occur if you have changed audio hardware. Please reselect the audio Device.
I click ok
And another pop up error appears
Error initializing audio functions
BASS_Recordinit failed. Erro bass_error_device 23
I click ok
Under audio device drop down there is no option
On my computer I have an integrated sound card on my mother board.
Realtek high definition audio
:applaud:
Arzoo
I followed your instructions to the letter and surprisingly it worked. I wish you were on Facebook I would send you some video from my test bored of this thing rocking away to the jukebox totally totally awesome
I'm having some trouble with LEDBlinky. It works great in HyperSpin. When I view the MAME wheel, I have "Demo Game Controls" set in the config app and I see exactly what the controls should be for every game. However, when MAME actually starts, all the LEDs go dark. I have set my LedBlinky path in RocketLauncherUI. I also enabled it at RocketLauncherUI > GLOBAL > Settings > Main Settings > LEDBlinky Enabled. I tried both "true" and "ALL" values. Neither worked. Anyone have any ideas?
Hi - Newbie question. I have LEDBlinky up and running with HS and Mame - all good. Fantastic software by the way !
Now, i am using the UlitmateIO controller board and have RGB LEDs set up to light the Marquee connected to the high power outputs (LED's 1,2,3). I want to run a simple colour animation on the marquee LEDs all the time, and this was working just fine with the option checked for enable cabinet LEDs and using the the same LED controller ID (I only have one Ultimate IO board). However, this stopped the game LEDs from working. When i disabled this check box the game LEDs started working again, but the only way to get the Marquee to light up now is to have it set for FE active and game play and game pause etc etc in the relevant menus. Although it's not elegant, that's fine - but now every time i switch the HS menu or from game to game, the lights flicker as i guess there is a small delay between game (not) active and FE active ??
Anyway, question is, why can't the cab LEDs (which i guess as in my case are there for 'always on' use) also be on the same controller board as the game LEDs? or is there anything else i can do other than buy a second board / or live with the flickering ??
Thanks V much in advance
- Chris
Hi arzoo, LEDBlinky is great! I'm using a WolfWare Howler + x360ce for my control panel and I believe I've got most everything configured.
I just have a few issues though:
I use LaunchBox and BigBox as my frontend, and I also use x360ce globally in Windows, so my panel's P1 and P2 look like Xbox 360 controllers at all times, to all applications.
I can get the FE controls to light up for the P1 buttons only. No P1Joystick, P2Joystick, P2buttons, Trackball, or XBOX Guide buttons will illuminate when running the FE. Additionally, Launchbox/BigBox doesn't allow for its controls to be mapped to triggers (L2=PLAYER1_Z_AXIS_NEG, R2=PLAYER2_RZ_AXIS_NEG), so those two control panel buttons don't illuminate either, even on the P1 side.
I have been using an active frontend animation to get around this, but whenever transitioning to and from the active animation (yes it's 1 frame) the LEDs will turn off momentarily.
When quickly scrolling through the games the LEDs will flicker like mad. This flickering does not occur when using illuminate FE controls option though.
In the logs I see that animations start at frame -1, is this causing the flickering? Can this be remedied?
Also, there are many new button options in LaunchBox / BigBox, can I just modify/add them under the Launchbox control group in LEDBlinkyControls.xml with the names that they have in BigBoxSettings.xml? Or would that require an update to LEDBlinky itself to add them?
Thanks for making LEDBlinky!
Hi arzoo, LEDBlinky is great! I'm using a WolfWare Howler + x360ce for my control panel and I believe I've got most everything configured.
I just have a few issues though:
I use LaunchBox and BigBox as my frontend, and I also use x360ce globally in Windows, so my panel's P1 and P2 look like Xbox 360 controllers at all times, to all applications.
I can get the FE controls to light up for the P1 buttons only. No P1Joystick, P2Joystick, P2buttons, Trackball, or XBOX Guide buttons will illuminate when running the FE. Additionally, Launchbox/BigBox doesn't allow for its controls to be mapped to triggers (L2=PLAYER1_Z_AXIS_NEG, R2=PLAYER2_RZ_AXIS_NEG), so those two control panel buttons don't illuminate either, even on the P1 side.
I have been using an active frontend animation to get around this, but whenever transitioning to and from the active animation (yes it's 1 frame) the LEDs will turn off momentarily.
When quickly scrolling through the games the LEDs will flicker like mad. This flickering does not occur when using illuminate FE controls option though.
In the logs I see that animations start at frame -1, is this causing the flickering? Can this be remedied?
Also, there are many new button options in LaunchBox / BigBox, can I just modify/add them under the Launchbox control group in LEDBlinkyControls.xml with the names that they have in BigBoxSettings.xml? Or would that require an update to LEDBlinky itself to add them?
Thanks for making LEDBlinky!
You are correct using the single frame animation for FE Active, but I'm not sure what's causing the flickering. Could you turn on the Debug Log option (Misc Options tab), run the scenario that causes the flicker, then email me the debug.zip file so I can see what's going on.
As for any new LB/BB buttons I'll have to add those as an update (just adding them to the xml won't work).
You are correct using the single frame animation for FE Active, but I'm not sure what's causing the flickering. Could you turn on the Debug Log option (Misc Options tab), run the scenario that causes the flicker, then email me the debug.zip file so I can see what's going on.
As for any new LB/BB buttons I'll have to add those as an update (just adding them to the xml won't work).
Also, Launchbox/BigBox is implementing a Pause screen feature. Is there currently a command line parameter to speak and demo controls for games, MAME or non-MAME titles, at any time? For instance, once the pause screen pops up, the controls are spoken and demoed.
And can we get support to Abort Speech with a joystick / controller input, not just a keybaord stroke?
:notworthy:
Thanks for adding that to the queue.
Do you foresee any problem with re-issuing the command to launch the non-mame title, in order to trigger the demo controls on launch each time the pause menu pops up? Maybe that could be a workaround...
Hi Arzoo,
Quick question - I'd like to mirror the joysticks - but just for Pacman..
Summary: I have Mame set up so that Pacman can use both joysticks simultaneously. For no other reason than righty vs. lefty... Its easier to -just enable both sticks and let the player decide which one to use.
What I can't figure out is how to light both sticks at the same time for Pacman.. I (pretty much) have everyone trained... if its lit... you can use it..
Do I need to create a custom entry in the controls editor for pacman? I tried.. but could not figure out how to do it..
If you can point me in the right direction.. that would be great.
thanks
Bob
Hi.
I'm hoping someone can help me - I'm using Hyperspin, LEDBlinky, and EDS. I have Hyperspin starting EDS (renamed as LEDBlinkly), and in EDS I've set it to start LEDBlinky on event 1 (FE Start) and stop LEDBlinky on event 2 (FE End).
Everything works fine except when I close the front end the LEDBlinky lights stay lit.
Any suggestions on how I can get them to turn off?
FYI - looking at the LEDBlinky logs, it doesn't appear that EDS is sending a command to LEDBlinky saying that the FE is closing...
Thanks.
<emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides">
section into <emulator emuname="Capcom_Play_System" emuDesc="">
controls in the LEDBlinkycontrols.xml file. I believe rocketblinky does this, but, I'm thinking that this will make LEDBlinkcontrols.xml unnecessarily large and inefficient.Hi Arzoo
It's been a while snce I last touched base. I can't remember if I have previously asked but I was wondering if you could include a feature for example: defined emulator uses mame controls ie.this inherits the mame rom controls.
Currently I have rocket launcher setup with collections of mame roms eg SNK, CPS, CPSII etc. The playlists etc are set up as emulators. By default ledblinky won't light the controls because the emulator referenced is is not mame its Capcom_Play_System for instance. To get LEDblinky to work I would have to copy the rom controls fromCode: [Select]<emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides">
section intoCode: [Select]<emulator emuname="Capcom_Play_System" emuDesc="">
controls in the LEDBlinkycontrols.xml file. I believe rocketblinky does this, but, I'm thinking that this will make LEDBlinkcontrols.xml unnecessarily large and inefficient.
Hi ArzooRocket launcher has an option for this, to force the MAME command to LEDBlinky, without using MAME in the system name. I worked with DJVJ on the feature ages ago
It's been a while snce I last touched base. I can't remember if I have previously asked but I was wondering if you could include a feature for example: defined emulator uses mame controls ie.this inherits the mame rom controls.
Currently I have rocket launcher setup with collections of mame roms eg SNK, CPS, CPSII etc. The playlists etc are set up as emulators. By default ledblinky won't light the controls because the emulator referenced is is not mame its Capcom_Play_System for instance. To get LEDblinky to work I would have to copy the rom controls fromCode: [Select]<emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides">
section intoCode: [Select]<emulator emuname="Capcom_Play_System" emuDesc="">
controls in the LEDBlinkycontrols.xml file. I believe rocketblinky does this, but, I'm thinking that this will make LEDBlinkcontrols.xml unnecessarily large and inefficient.
Rocket launcher has an option for this, to force the MAME command to LEDBlinky, without using MAME in the system name. I worked with DJVJ on the feature ages ago
Sent from my Pixel 2 using Tapatalk
Hi.
I'm hoping someone can help me - I'm using Hyperspin, LEDBlinky, and EDS. I have Hyperspin starting EDS (renamed as LEDBlinkly), and in EDS I've set it to start LEDBlinky on event 1 (FE Start) and stop LEDBlinky on event 2 (FE End).
Everything works fine except when I close the front end the LEDBlinky lights stay lit.
Any suggestions on how I can get them to turn off?
FYI - looking at the LEDBlinky logs, it doesn't appear that EDS is sending a command to LEDBlinky saying that the FE is closing...
Thanks.
I'm running the following setup and having issues:
i7-3770
3.4GHz
8GB RAM
Win 10 Pro
ledblinky 6601
mame .212
Launchbox/BigBox
I get repeated Primary Instance wait errors
Also, certain Mame games do not light up correctly
I've read that both of these problems were fixed in earlier versions of LedBlinky but I'm having these problems with the latest version. Any idea how to fix?
Thanks
I have a bit of an issue with ledblinky. I'm using hyperspin with rocketlauncher on win7.
The annoying part about this issue is that it is random but tends to happen when running the first 1~5 games.
What happens is when starting a game, it doesn't really matter which emulator or game, ledblinky will start its game start animation and will return to the fe controls lights. This happens randomly. I'm currently at work so i can't provide the debug log but from what i saw it seems like the frontend sends a game quit event right after the game start. A possible workaround is to turn ledblinky on in rocketlauncher.
That won't completely fix the issue, what will happen is that it will do the game start animation twice and then light up the game controls for when the fe sends game quit event.
Any clues, arzoo? Of course i will send the debug log later on.
It's enabled. I'll upload the debug later on, when i get home. Thanks.I have a bit of an issue with ledblinky. I'm using hyperspin with rocketlauncher on win7.
The annoying part about this issue is that it is random but tends to happen when running the first 1~5 games.
What happens is when starting a game, it doesn't really matter which emulator or game, ledblinky will start its game start animation and will return to the fe controls lights. This happens randomly. I'm currently at work so i can't provide the debug log but from what i saw it seems like the frontend sends a game quit event right after the game start. A possible workaround is to turn ledblinky on in rocketlauncher.
That won't completely fix the issue, what will happen is that it will do the game start animation twice and then light up the game controls for when the fe sends game quit event.
Any clues, arzoo? Of course i will send the debug log later on.
Do you have the "HyperLaunch or RocketLauncher Used To Run MAME" option enabled (HyperSpin tab)? If not, check that option and it should help with this issue. If you already have that option enabled then I'll need to see the log.
Hi Arzoo -
Is there any way to have MAME default button names spoken when a game is started? For example right now it just speaks the game name if there is no entry for the button functions.
So I went into the controls editor and added names like “Button 1”, “Button 2”, etc. to the default controls but they still don’t get spoken when a game with no info is started.
Thanks
This might be meant for the Big Box/Launch Box forums, but I'll ask here first. When I start up the front end, LEDBlinky starts up, speaks its name, and then the front end animation fires off. Then, after that, half of the controls go dark. They still function, but aren't lit. Does anyone know what setting or file controls what is lit when using the front end?I beieve that only the controls that actually are used by Launchbox will stay lite after the animation.
Also, since I'm here, I have one game that I can't seem to get two buttons lit. The buttons work in mame and mame through Big Box, but I can't get them to light up. I've tried manually modifying the mame.xml for the rom, the colors.ini file, as well as the controls.ini file, but just can't seem to get them to light up. Should I just create a separate color scheme through LED Blinky for that particular rom? Thank you!I would receommend making all game specific changes in LedBlinkyEditor. Changes here will override what is in those other files.
This might be meant for the Big Box/Launch Box forums, but I'll ask here first. When I start up the front end, LEDBlinky starts up, speaks its name, and then the front end animation fires off. Then, after that, half of the controls go dark. They still function, but aren't lit. Does anyone know what setting or file controls what is lit when using the front end?
Also, since I'm here, I have one game that I can't seem to get two buttons lit. The buttons work in mame and mame through Big Box, but I can't get them to light up. I've tried manually modifying the mame.xml for the rom, the colors.ini file, as well as the controls.ini file, but just can't seem to get them to light up. Should I just create a separate color scheme through LED Blinky for that particular rom? Thank you!
Is there some kind of filter going on, I can't type 'B 4', it turns into that BINGO phrase?Yes, the word filter is automatically enabled by default.
The last bits I'm fighting are clones not being recognized, for instance sfa2 correlates to the sfa2.zip actual file as well as the [sfa2] mapping in colors.ini, but the contents of said zip file are all clones, and Launchbox/LEDBlinky is not picking that up (for instance, sfa2u or sfa2j), so all LEDs light up. Is this a known issue?
The last bits I'm fighting are clones not being recognized, for instance sfa2 correlates to the sfa2.zip actual file as well as the [sfa2] mapping in colors.ini, but the contents of said zip file are all clones, and Launchbox/LEDBlinky is not picking that up (for instance, sfa2u or sfa2j), so all LEDs light up. Is this a known issue?
LEDBlinky uses the mame.xml to identify all clones. If you've stripped out the clone data then this could be the issue. This support link (http://ledblinky.net/Support.htm#MAMELEDProblem)may help.
I'm having an odd situation since switching my i-pac ultimate io from keyboard to gamepad (basically for better Windows game compatibility, and avoiding Windows hotkey combos).
Whatever button is set to JOYCODE_2_BUTTON1 will only light up in white. I've edited the mapper to swap that button between the player 1 and player 2 sides, and it does the same thing either way (just a note, the i-pac decided gamepad 1 was the player 2 side, and gamepad 2 was the player 1 side, so they're flipped in MAME - functionally everything works and the proper buttons light up).
Making it weirder, if I run an animation, it works fine. If I turn off the "use MAME default control mapping," and set the mappings manually, it works in other emulators. Otherwise, it still comes up white. As an example. I had NES via Retroarch set to have both players' buttons 1 & 2 in red. Whichever side was set to joycode_2 in LEDBlinky would light up button 1 in white. Changing it to not use MAME's settings and manually entering each button worked normally.
Any ideas? I have a debug log available, and the troubleshooter didn't list anything odd. I also verified that I didn't somehow have the same button set to a second function, but it's only set to Select in the UI, so it shouldn't be lighting up separately.
Hello Arzoo,
Can you give me an idea of the mapping order of a mame 2plr button layout so the animations makes sense.
They are rgb buttons and pratically all of the animations are just randon blinking lights, i'm not seein a pattern at all.
I'm trying to get Ledblinky to work only with Mame (for now) & seriously struggling. It lights up my buttons via Launchbox but once in Mame nothing.
For testing purposes I'd like to be able to use Ledblink within Mame without having to load Launchbox each time.
Running Win 7 I clicked the ledblinky.exe & it is sat in my system tray but when I start Mame nothing is happening light wise.
I'm not very good with command lines, so not sure if I need to be adding something or whether just having the ledblinky open in my system tray is enough. If I need a command line what should I use.
My ledblink is located at c:\games\ledblinky & my mame located at d:\games\Mame64\
Could anyone give me something to copy & paste into my Mame icon properties Target or Start in box please. My head hurts!
Hi, love the software, thank you! ... i had ledblinky running perfectly with hyperspin, then i upgraded my CPU due to hardware issues. New CPU is an i7 9700, now ledblinky still works, but the animations are running at super speed.... it's like the high end CPU is making it run faster?? weird. is there a way to slow the animations down? they are all a blur when they run. cheers
Hi,
New customer here (Hi Arzoo). Loving the LEDBlinky animations editor, very powerful and easy to use :)
Using LEDBlinky currently with ultimate i/o board for my arcade controls on a pinball cabinet. Wondering what options are available to me for functionality within the frontend Pinup system.... assuming there is no support for this yet outside of running a profile on launch but just wanted to put this out there to see what comments come back!
Cheers,
-Rich
So in the ledblinky troubleshooter (inputmap) it's saying my player one button is assigned to JOYSTICK_1_XAXIS_LEFT_SWITCH but in my Generate Input Map I can't see anyway of assigning it to this?You'll need to use JOYCODE_1_LEFT as the input code for JOYSTICK_1_XAXIS_LEFT_SWITCH.
Also I have a Marque, how do I get ledblinky to light this up during games? Appreciate any help???
Quote from: SteveB69 link=topic=73905.msg1699310#msg1699310 date=1571763328
The only marque display that LEDBlinky supports natively is the Pixelcade.
[/quoteJust to check, when I say Marque I mean a 3 colour lgb light strip in the top of my cab. I'd just like it to light up when the machine is on. It's plugged into my ledwiz & flashes away during ledblinky animation, so I can't have it on during games?
Just to check, when I say Marque I mean a 3 colour lgb light strip in the top of my cab. I'd just like it to light up when the machine is on. It's plugged into my ledwiz & flashes away during ledblinky animation, so I can't have it on during games?
Hi Arzoo,
I'm hoping you can help me with an issue. I updated MAME and mame.xml to the latest versions. LED blinky is working for the most part. I am having difficulty manually adjusting for GoldenTee. LEDBlinky is pulling default settings for this game, so some of the buttons are lighting up. When I go to the controls editor, I cannot import the game. I am getting the following error: "Unable to determine MAME.xmlk version []. Cannot import MAME games."
If I manually create a game under the name gtfore06, LEDBlinky is still using the default and will not use the custom one I made.
Any thoughts?
EDIT: BTW, I am using LEDBlinky version 6.2.2.3
<?xml version="1.0"?>
<menu>
<header>
<listname>Mame / Working Games</listname>
<lastlistupdate>10/09/2017</lastlistupdate>
<listversion>mame 0.190</listversion>
<exporterversion>r0man0 ahk script</exporterversion>
So my custom edit is working. I think I forgot to terminate LEDBlinky in the tray so it wasnt resetting. My bad.
But still cant import from the xml for some random games. Here's the first lines from the xml:Code: [Select]<?xml version="1.0"?>
<menu>
<header>
<listname>Mame / Working Games</listname>
<lastlistupdate>10/09/2017</lastlistupdate>
<listversion>mame 0.190</listversion>
<exporterversion>r0man0 ahk script</exporterversion>
<path>\mame.exe -listxml > mame.xml
Is there a way to override the Coin and Start defaults to change the voice option?
When using with console emulators, I want to have those buttons say “select” & “start”, rather than “insert coin” & “start game”
Second issue, I’m running version 7.0.1 and when I run the troubleshooter always get date is invalid message with the current date shown. Tried running in a clean install location and same thing. Any ideas? (Windows 10 1809)
The spoken command for coin and start can be changed but it's global across all emulators. Sorry about that. As for the error with the troubleshooter, if you email me your debug.log file I'll check what the problem is.Through some experimentation I have found that if in my InputMap I change the name of the Player 1 & 2 coin and start buttons, (in my case CUSTOM1, CUSTOM2, CUSTOM3, and CUSTOM4), and use these in ControlsEditor, I can use whatever spoken text I set. For MAME games, the button names still appear as COIN1, COIN2, START1, START2 so they continue to work as expected.
The spoken command for coin and start can be changed but it's global across all emulators. Sorry about that. As for the error with the troubleshooter, if you email me your debug.log file I'll check what the problem is.Through some experimentation I have found that if in my InputMap I change the name of the Player 1 & 2 coin and start buttons, (in my case CUSTOM1, CUSTOM2, CUSTOM3, and CUSTOM4), and use these in ControlsEditor, I can use whatever spoken text I set. For MAME games, the button names still appear as COIN1, COIN2, START1, START2 so they continue to work as expected.
Last issue, is it possible to control the order that Insert Coin and Start Game are spoken? Would prefer to have them spoken before player controls rather than after.
If I understand correctly, in the Controls Editor you added additional P1_CUSTOM1 and P1_CUSTOM2 buttons for the non-mame emulator default (or specific game) and assigned the input codes for coin and start. That's really brilliant! I stand corrected.
The coin, start, and any common controls are always spoken after the game specific controls. But using your method, you could add the custom coin/start buttons for each individual game (not the default controls), and reorder them any way you want. You'd have to do this for every game, which could be a pain, but it should work (although not for mame).
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.
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 input map port labels are not used to determine which ports light up. It's the input codes that matter. This support link (https://ledblinky.net/Support.htm#LEDBlinkyMAMELogic) may help.
I'm not sure I understand your second question - can you elaborate, maybe provide a game as an example?
[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
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.Thanks, I have emailed the files.
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.
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.
#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.
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?
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
Tapatalk を使用して私の MIX から送信
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!
has anyone gotten World Class Bowling Deluxe to light the trackball up the 4 different ball colors on each player's turn 1-4 (alternating)?
I'm thinking no since MAME only has control options for players 1 and 2 for this game for some reason. I don't know much about the software except i saw you can configure each player but does it change for alternating games on the same controls?
oh i don't even have anything installed or the led stuff hooked up. i tried to run it and make a fake port but that did nothing. The mame output program spit some stuff out i don't understand. what does an output signal look like?
Sorry for my late reply. I will check this out.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
Tapatalk を使用して私の MIX から送信
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.
Ok. I’ve exhausted myself trying to figure this out before coming here. I had a hyperspin setup in that was working flawlessly (for the most part) with LEDBlinky. Spent a few years getting it right....
Then. The hard drive crashed and I have to start from scratch. I don’t have the time to do it all over again, so I went with a retroFE setup. Much simpler than hyperspin and almost as cool.
But I cannot for the life of me get my LEDs to light at all, during the FE or during games. Any help???
Hi Arzoo
Thanks for making such a great piece of software
I had a few issues to start with but ive cleared them up using the debug tool
The only one I'm left with is the mame output test not picking up anything all I get is the below
00001 MAME Start
00002 Ouptut(0): 1943
00003 Ouptut(12345): ORIENTATION(\\.\DISPLAY1)
00004 00001 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned]
00005 MAME Stop
00001 MAME Start
00002 Ouptut(0): 1942
00003 Ouptut(12345): ORIENTATION(\\.\DISPLAY1)
00004 00001 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned]
00005 MAME Stop
I have changed my OSD output to the below
# OSD OUTPUT OPTIONS
#
output windows
Is there an option I'm missing to show outputs in the mame test?
TIA
I noticed the sweep effect is random. Should I have plugged my buttons into the pacled64 in an order of left to right on my control panel.
does it do a sweep effect based on the port#? maybe plug them in like this? 1 2 3 4 5 6
7 8 9 10 11 12
13 14 15 16
I have no room in my tower for a PCI sound card do those USB external ones work will I get the sound mix that I need 4 LED audio animation with those cheap-looking USB sound cards I've never used oneWish I could give you a definitive answer here but I just don't know for sure. Have you tried updating the drivers for you current sound device?
Updating the driver worked ! even though it's from 2014.
I'm not sure why the mame output test app shows nothing when i launch a mame game (outside the front end) I must not have set something up.
The 2 features I'm trying to get working are the start button blink w/ credits. and speak/flash controls when hitting the designated mame pause button.
I changed the mame.ini osd output to windows already.
Hi, I'm running LEDBlinky with LaunchBox and a pair of ServoStik joysticks from ultimarc. Is there a way to tell LEDBlinky not to switch the joysticks to 4-way mode for the frontend but leave it in 8-way?
I have my cabinet set up so that it launches random games while in idle attract mode, and while I don't think the servostik motors are going to wear out anytime soon it would be very nice if it could default to 8-way which is the most common for games, and switch to 4-way for the occasional arcade game that needs it instead of constantly toggling between 4-way for the frontend and 8-way for most of the games.
Having that as an extra toggle option in the configurator would be great :)
Thank you! Don't know how I missed that when skimming through that page yesterday :-[
Hello, I was wondering if there's a way to set a master brightness. I find that my LEDs are actually TOO bright. It would be great if there was a slider somewhere or some way to set the ceiling, and everything is adjusted (scaled) based on that ceiling. Is there any way to do this currently? Thank you! =D
Hello, I was wondering if there's a way to set a master brightness. I find that my LEDs are actually TOO bright. It would be great if there was a slider somewhere or some way to set the ceiling, and everything is adjusted (scaled) based on that ceiling. Is there any way to do this currently? Thank you! =D
Yes, using the GenLEDBlinkyInputMap app, on the Edit menu enable the "Color Adjust" options. Then you can set a negative offset value for each port. If you set the same value for all ports, it should have the effect of capping the highest values. It won't be a scaled effect, but it might work for your needs. Give it a try.
Ive sent a PM but in case its not read as I know the guys really busy
Ive only really just started playing with LEDBLINKY, im not a young guy and some of this is way above my head lol
Ive got LEDBLINKY Controls Editor on screen now
Ive only got MAME as the emulator and only 5 games are listed in the right hand pane, how do I get the rest of Mames games into this? Surely its not add one at a time?
Help please :)
Hi,
Are my Launchbox front end controls supposed to light up and remain lit upon powering on the computer and throughout the loading of windows?
Hi,
Are my Launchbox front end controls supposed to light up and remain lit upon powering on the computer and throughout the loading of windows?
If LEDs are lighting up when your PC first powers on and as Windows boots, then this would have to be caused by your LED controller hardware. I would suggest contacting the manufacturer for support with configuring the hardware/firmware.
Hi Arzoo!
First off, I love LED Blinky. I even had fun just setting up all the LEDs. ;D I'm experiencing two weird bugs, though.
1. When speaking the button actions, the voice cuts out for a second or so as it's reading some of the actions. It's not always in the same spot either. e.g. for SF2CE, it might say, "light punch, m.. punch, heavy punch, ... dium kick, heavy kick"
and
2. The buttons don't speak or blink when I pause the game, even though that box is checked.
I'm running only MAME .198, and Windows 10.
Any suggestions?
Thank you!
When the spoken actions cut out, does it completely stop speaking the rest of the actions for the game? If that's the case then you want to turn off the Abort Speech Any Key option. But if it's clipping each individual spoken action then I'm thinking is has something to do with Windows TTS functionality (which LEDBlinky uses). I've never heard of that specific issue and I don't know what to suggest, sorry.
For the second issue, check out this support link. (https://ledblinky.net/Support.htm#MAMEOutputsProblem)
When the spoken actions cut out, does it completely stop speaking the rest of the actions for the game? If that's the case then you want to turn off the Abort Speech Any Key option. But if it's clipping each individual spoken action then I'm thinking is has something to do with Windows TTS functionality (which LEDBlinky uses). I've never heard of that specific issue and I don't know what to suggest, sorry.
When the spoken actions cut out, does it completely stop speaking the rest of the actions for the game? If that's the case then you want to turn off the Abort Speech Any Key option. But if it's clipping each individual spoken action then I'm thinking is has something to do with Windows TTS functionality (which LEDBlinky uses). I've never heard of that specific issue and I don't know what to suggest, sorry.
As a workaround, I've used the prefix "These will be your game controls controls controls controls controls". The last 4 "controls" seem to take up the exact time of the TTS silencing. So, it's not ideal, but it's better than before.
So basically adding a delay between the spoken prefix and the rest of the spoken commands solves the problem? That's so strange.
Hey, Arzoo. One last question for you. I have two buttons on my CP that I am planning to dedicate as volume up and down. Is there a way to keep these lit on the FE and within each game?
Would this possibly be considered a "cabinet button" which would work if I paid for the full version?
For the FE, you can create a single frame animation (using the Animation Editor) that lights up your FE buttons and the Volume buttons, then just set that as your "FE Active Animation". You can do the same for the "Game Play Animation", but create an animation that only lights the Volume buttons.
Just an idea. It would be nice to be able to assign a led animation to a control instead of a single on/off led light.
I.e: I have 8 leds for each of my 2 rotary joysticks and they light up in 4, 8 or diagonal modes, so a clock/counterclock wise animation for the rotary mode would be really fantastic.
You should be able to do that no problem with the animation editor. The question is when do you want the animation to run. I'm assuming not during game play because that's when you would want the LEDs to indicate the valid joystick positions. But you could run it when the FE is active or for the screen saver, or even on game start.
Yes when the game starts and the buttons blink. It would be great to have an option in Ledblinky's controls editor for that.
I.e. in the common controls tab, there could be an option to choose an animation file instead of a led (Rgb-color and single intensity).
Hi Arzoo -
So I am running into an issue here. I am on the latest version of LEDBlinky. I was under the impression that as long as in the controls editor your system name contains the word “MAME” it will treat it as such parsing colors & Controls.ini, etc.
Well I need to change the name of “MAME” to “MAME Favorites” because of a system name conflict in Rlauncher. However when I do that and go to my MAME Favorites wheel in HyperSpin, LEDBlinky seems to ignore colors.ini and lights the buttons generic white. It also ignores my default colors for player one which is red and player 2 which is blue. It will also ignore any custom MAME ROMs I added in the right.
Any idea why this is happening?
Hi Arzoo,
after upgrading LEDBlinky to 7.1.0 all executables are no longer working, sometimes they disappear suddenly, sometimes they crash with an error in "ntdll.dll".
When I restore the folder with 7.0.4.0, everything works flawlessly. Do you have any idea why?
Thanks in advance!
Thanks for your answer! No, actually they are not disappearing, the application window close immediately after starting, sorry my language mistake ;)
Is there any other runtime needed in 7.1.0?
No, none of the executables work. BUT... I installed v7.1.0 on another very similar PC and the version works like a charm, so something must be wrong on the first PC. I guess, it's time to reinstall it..
Thanks for your help, I will report, when the work is done!
Before rebuilding the PC, there's one quick thing you could try; v7.1 added code to detect game controllers (joysticks). I'm wondering if the windows library that handles the game controller data is the issue, or maybe the joystick firmware? Does the system have any game controllers/joysticks connected? If so, manually edit the settings.ini and under the [OtherSettings] section set DetectJoysticks=0. See if that makes a difference.Jackpot! I have two U360 joysticks in my pedestal, setting DetectJoysticks=0 makes all executables work again!
Before rebuilding the PC, there's one quick thing you could try; v7.1 added code to detect game controllers (joysticks). I'm wondering if the windows library that handles the game controller data is the issue, or maybe the joystick firmware? Does the system have any game controllers/joysticks connected? If so, manually edit the settings.ini and under the [OtherSettings] section set DetectJoysticks=0. See if that makes a difference.Jackpot! I have two U360 joysticks in my pedestal, setting DetectJoysticks=0 makes all executables work again!
Thanks Arzoo! :D
I just did a quick test with a U360 on a Win10 system and didn't have any errors or issues. Maybe your U3060s need firmware update? Regardless, you should be fine with joystick detection disabled unless you want to use one of the U360 directions (u/d/l/r) to abort speech (which I doubt).No, I do not want to use this function, so it is OK for me. I now tried again to enable joystick detection and as soon as I have connected one U360, the executables stop working.
Update: Since my U360 joysticks are quite old (2015) the PCB is not updateable, I ordered two new PCBs as replacement part, maybe they work better together with LEDBlinky.
Hello everybody. Wondering if this will work. I have a directory D:\Arcade containing launchbox/bigbox + MAME and all my games. LEDBlinky is installed in c:\ and works perfectly, the bezels work perfectly, the games work, the joystick changes for 4-way or 8-way games. Everything is perfect. I don't want to touch it.
I have a second directory D:\Console which contains a second launchbox/bigbox + Retroarch + NES/SNES/Sega. I also have N64/PS1/GC but those are not under Retroarch. I have a CFG for each emulator (NES/SNES/Sega) for the controller layout/etc. The games work, bezels work, everything is great, except LEDBlinky.
I have been trying to figure out LEDBlinky. I have read the doc, watched Maverick's arcade, etc. I know i have to do manual LEDBLinky for the console stuff in the controls editor. I have a layout of the joystick/LED-Buttons done in LedBlinky. However, with it in a different directory, will the single c:\LEDBlinky work for both my MAME and the console stuff? Since LEDBlinky is actually a .exe installer vs a 7zip like launchbox/bigbox/mame/retroarch I am not sure if i could get away with a second install just for the console stuff.
Any other ideas on how to get this to work?
Hi Arzoo,
I'm loving LEDBlinky now I'm getting my head around it. I can only imagine how many hours you've poured into it.
I've got a weird issue which isn't really a problem but I thought I'd mention it to you.
On the screen that allows the user to Pick a Key to turn off the voice - whenever I click the button to 'listen' to a key press - my system is auto-populating the box with "J1HATSWITCHU" ?
I initially assumed it was an issue with my IPac Ultimate board and so I emailed Andy at Ultimarc to see if he could help. After a bit of fault finding it looks like it might be an LEDBlinky issue?
I systematically unplugged everything USB based from my computer and it still happens.
Then I remembered that Future Pinball has a similar system for choosing keys (i.e. you can tell the software to 'listen' for the next key press) but this behaviour doesn't happen in Future Pinball (i.e. it listens for the key and works correctly when I press one).
It's like LEDBlinky is receiving the "J1HATSWITCHU" input every 0.5 seconds or so?
It's not affecting anything else as far as I can tell (games still play fine etc) but thought I'd mention it.
:-)
Do you by any chance also have a u360 joystick connected?
Hi Arzoo,
I have decided to try ikari warriors on my standard 6-button per player Mame cabinet (I know, I know), using the 1 button to rotate left and the 3 button to rotate right. Is there a way to assign an LED to the Positional Analog Dec and Inc inputs? I've tried just using buttons 1 and 3 and some of the dial options, but they don't seem to work.
Do you by any chance also have a u360 joystick connected?
No I have a ServoStik. I've replied to your PM with all the details.
Thanks for your help :-)
Do you by any chance also have a u360 joystick connected?
No I have a ServoStik. I've replied to your PM with all the details.
Thanks for your help :-)
Hi Arzoo,
Just to thank you for the mod you did to LEDBlinky. I've been up and tried the machine today and the problem is completely fixed. You're a star!!
Just another quick question that I'm sure you'll know the answer to.
I have LaunchBox/BigBox launching the Atari 2600 via a core from Retroarch.
If I want to set up Controls for that system the manual says that I must set the Emulator field to the exact wording that the Front End sends to the emulator?
My Front End seems to just launch Retroarch for the Atari 2600, but it also launches Ratroarch for lots of other systems. Does that mean that I can't set up bespoke controls for each system (as they are all under the 'retroarch' emulator)??
Or is there a way of seeing what the front end actually 'sends' to Retroarch and then using that to put into the Emulator field?
Many thanks for all your help :-)
Using the Controls Editor Import Unknown Games menu option you can see a list of all the emulators and roms that your FE (Retroarch) has sent to LEDBlinky. If you're not seeing distinct values for each emulator, then you would have to modify Retroarch to somehow pass the distinct data. I can't really help with FE config. Maybe post this question on the Retroarch forum?
Using the Controls Editor Import Unknown Games menu option you can see a list of all the emulators and roms that your FE (Retroarch) has sent to LEDBlinky. If you're not seeing distinct values for each emulator, then you would have to modify Retroarch to somehow pass the distinct data. I can't really help with FE config. Maybe post this question on the Retroarch forum?
Brilliant!!! That's cracked it!!! So easy!!!
Yep, I just delete the Emulator I'd made and imported Unknown Games. And then set up the "default" for the Atari 2600 and it's working great now.
Your software is absolutely superb!! Really enjoying it. Thank you :-)
Is there a workaround? Or a way of getting all buttons into the Common Controls dropdown?
Thanks :-)
Is there a workaround? Or a way of getting all buttons into the Common Controls dropdown?
Thanks :-)
Just use any of the UI controls on the Common tab. It doesn't matter what the control name is. Just make sure you select the input code(s) mapped to the LED ports you want to light, and also select Always Active. That should work.
Hi Arzoo,
Thanks (as always) for the help. I've done what you suggested and just mapped a random "UI_" code to the button but then given it the 'real' keyboard code.
The UI_PAUSE and UI_SELECT light the relevant button and speak the control (which is what it did previously).
The 'new' UI_UP button doesn't do anything, and the UI_EDIT_CHEAT doesn't do anything.
The UI_WATCH_VALUE button speaks "put coin in the jukebox" but *doesn't* light up the LED.
And it also reads on the Primary control Joystick part at the bottom?
So that seems weird but I'm obviously missing something? I've set them all to be Always Active.
Any other ideas? Thanks :)
Please turn on the Debug Log option (misc options tab), run your jukebox, then email me the debug.zip and/or debug.log files and I'll take a look.
Hi Arzoo,
Just to thank you for the mod you did to LEDBlinky. I've been up and tried the machine today and the problem is completely fixed. You're a star!!
QuoteHi Arzoo,
Just to thank you for the mod you did to LEDBlinky. I've been up and tried the machine today and the problem is completely fixed. You're a star!!
I had this exact same issue with J1HATSWITCHU, what was the solution in the end?
QuoteHi Arzoo,
Just to thank you for the mod you did to LEDBlinky. I've been up and tried the machine today and the problem is completely fixed. You're a star!!
I had this exact same issue with J1HATSWITCHU, what was the solution in the end?
Arzoo released an update (7.1) which fixed it for me. So just update to the latest version and that should sort it fingers crossed :)
Hi, I am a very long time LEDBlinky user, I love the impact this software has on my cabinet and have so much respect for arzoo for how long he has continued to support and improve the software.
I still need to do some more testing to ensure I'm not doing something wrong (which is a frequent issue :), however it appears that in a recent update to MAME, they have dropped support for the "windows" mode of LED output signaling, resulting in coin and start buttons no longer blinking for supported machines. I am testing with the current (.224 as of this writing) build.
Assuming I haven't screwed something up, is there any chance LEDBlinky supports the "network" form of MAME output signaling? If not, would there be another way to get output signals from MAME if the 'windows' mode has been removed?
Thanks again for all the work on LEDBlinky. I'll reply again logs and test results later if this is issue is unique to my setup.
output auto
to output windows
it all worked as expected. Have you tried using the MAMEOutputTest app included in the \LEDBlinky folder, it may be helpful. Otherwise I'll need you to email me your debug.zip to see what's going on. arzoo
I *thought* that I could maybe set an arbitary Port Input Code to the PACLED64 output (for instance Keycode_B) and then add that to my <default> profile for Visual Pinball in the Controls Editor? But it doesn't seem to be working.
I *thought* that I could maybe set an arbitary Port Input Code to the PACLED64 output (for instance Keycode_B) and then add that to my <default> profile for Visual Pinball in the Controls Editor? But it doesn't seem to be working.
Sounds like what you're doing should work. Have you tried the Troubleshooting app to see if it can identify why the port assigned to keycode_B is not lighting? If that doesn't help, email me the debug.zip and/or the debug.log files and I'll take a look.
I've just tested with mame64 v.224 and after creating mame.ini (using -cc) and changing the OSD Output Options fromCode: [Select]output auto
toCode: [Select]output windows
it all worked as expected. Have you tried using the MAMEOutputTest app included in the \LEDBlinky folder, it may be helpful. Otherwise I'll need you to email me your debug.zip to see what's going on. arzoo
Confirmed, In my overly complex update process I was accidentally still pointing at a .221 install where it appears there was a bug introduced into the MAME output system, which is now fixed in 224:
https://mametesters.org/view.php?id=7733
https://www.reddit.com/r/MAME/comments/iig1ca/0223_namcomidway_titles_no_longer_blinking_p1_or/
I am working again now, thank you.
One other dumb question: Is there any way to light more than one LED based on a MAME output signal (or maybe trigger an animation)? I am messing around with ChaseHQ and thought it would be flash a bunch of lights while the siren is on.
Again, thanks for LEDBlinky and the support you've provided over the years.
LED1=P1_BUTTON1
LED1=P1_BUTTON9
orLED1=PACLED64,1,28,48|PL,1,29,48|PL,1,30,48
LED1=PACLED64,1,40,48|PL,1,41,48|PL,1,42,48
I *thought* that I could maybe set an arbitary Port Input Code to the PACLED64 output (for instance Keycode_B) and then add that to my <default> profile for Visual Pinball in the Controls Editor? But it doesn't seem to be working.
Sounds like what you're doing should work. Have you tried the Troubleshooting app to see if it can identify why the port assigned to keycode_B is not lighting? If that doesn't help, email me the debug.zip and/or the debug.log files and I'll take a look.
Thanks Arzoo. I didn't think to use the Troubleshooting app. I'll give that a go and see what it says. I can't do any work on it until at least tomorrow as I'm stuck at work but I'll post back here with my results. And thanks for the kind offer of looking at the debug files too. Cheers :-)
For lighting more than one LED from a single output signal, this is supported as of LEDBlinky v7.0.2. You can specify the same output "key" multiple times with different controls or ports. Here's a couple examples:
Have you been following the work on the new "portname" LUA plugin for mame? This plugin, along with a associated per-driver json file located in ctrlr\portname will allow renaming of input names to their "real" purpose. While it is still early, this seems like it might be able to serve as a modern replacement of controls.ini, and in fact it seem like it would be trivial to include control color in the json schema as well (even if mame itself didn't use that) to enable a modern replacement of colors.ini as well.
A whole bunch of existing portname config json files exist here: https://github.com/RalfVB/mame-portnames -- drop them into ctrlr\portname\ folder to see how they work. The plug can also generate an imput map json file for any running driver from the Plugin Options menu inside the mame TAB menu options.
Anyway, seems interesting, maybe something for LEDBlinky to support in the future if the tech and supporting files mature.
Have you been following the work on the new "portname" LUA plugin for mame? This plugin, along with a associated per-driver json file located in ctrlr\portname will allow renaming of input names to their "real" purpose. While it is still early, this seems like it might be able to serve as a modern replacement of controls.ini, and in fact it seem like it would be trivial to include control color in the json schema as well (even if mame itself didn't use that) to enable a modern replacement of colors.ini as well.Thanks, didn't know about that. Sure be nice if mame started including that detailed information as well.
A whole bunch of existing portname config json files exist here: https://github.com/RalfVB/mame-portnames -- drop them into ctrlr\portname\ folder to see how they work. The plug can also generate an imput map json file for any running driver from the Plugin Options menu inside the mame TAB menu options.
Hi Arzoo,I *thought* that I could maybe set an arbitary Port Input Code to the PACLED64 output (for instance Keycode_B) and then add that to my <default> profile for Visual Pinball in the Controls Editor? But it doesn't seem to be working.
Sounds like what you're doing should work. Have you tried the Troubleshooting app to see if it can identify why the port assigned to keycode_B is not lighting? If that doesn't help, email me the debug.zip and/or the debug.log files and I'll take a look.
[09/06/2020 16:07:22] UI_DEBUG_BREAK (VISUAL_PINBALL-DEFAULT
): KEYCODE_B) but the Port doesn't come on?[09/06/2020 16:06:55] LockTriggerFrequency=1
[09/06/2020 16:06:55] LockTriggerThreshold=1
[09/06/2020 16:06:55] Decay=5
[09/06/2020 16:06:55] SpectrumMode=1
[09/06/2020 16:06:55] SpectrumColor1=clNone
[09/06/2020 16:06:55] SpectrumColor2=clBlue
[09/06/2020 16:06:55] SpectrumColor3=clLime
[09/06/2020 16:06:55] SpectrumColor4=clRed
[09/06/2020 16:06:55] SpectrumSingleAmpRange=0
[09/06/2020 16:06:55] [CabLEDs]
[09/06/2020 16:06:55] CabLEDsMode=1
[09/06/2020 16:06:55] CabLEDControllers=PL2
[09/06/2020 16:06:55] CabFEStartLWAFile=
[09/06/2020 16:06:55] CabFEQuitLWAFile=
[09/06/2020 16:06:55] CabFEActiveLWAFile=
[09/06/2020 16:06:55] CabFEScreenSaverLWAFile=
[09/06/2020 16:06:55] CabGameStartLWAFile=
[09/06/2020 16:06:55] CabGamePlayLWAFile=
[09/06/2020 16:06:55] CabGamePauseLWAFile=
[09/06/2020 16:06:55] CabFEListSelectedLWAFile=
[09/06/2020 16:06:55] [JDR]
[09/06/2020 16:06:55] UseGPWiz49=0
[09/06/2020 16:06:55] UseUltraStik=0
[09/06/2020 16:06:55] UltraStikRestrictorType=0
[09/06/2020 16:06:55] UseServoStik=1
[09/06/2020 16:06:55] [LEDBlinkyOutput]
[09/06/2020 16:06:55] UseLEDBlinkyOutput=0
[09/06/2020 16:06:55] LEDBlinkyOutputProtocol=2
[09/06/2020 16:06:55] LEDBlinkyOutputIDs=
[09/06/2020 16:06:55] BasePortNumber=1024
[09/06/2020 16:06:55] IPAddress=127.0.0.1
[09/06/2020 16:06:55] Optimize=1
[09/06/2020 16:06:55] [OtherSettings]
[09/06/2020 16:06:55] MaxPlayers=2
[09/06/2020 16:06:55] CocktailMode=0
[09/06/2020 16:06:55] RandomAniExcludeSelected=0
[09/06/2020 16:06:55] DoNotSpeakJoystickActions=0
[09/06/2020 16:06:55] PreloadAudioLib=0
[09/06/2020 16:06:55] GameStartDelayTimeout=20
[09/06/2020 16:06:55] ButtonFlashPreventQDelay=750
[09/06/2020 16:06:55] LogFile=Debug.log
[09/06/2020 16:06:55] DisplayErrorsOnExit=0
[09/06/2020 16:06:55] ZipDebugFiles=1
[09/06/2020 16:06:55] LEDControllersOverride=
[09/06/2020 16:06:55] JDROverride=0
[09/06/2020 16:06:55] NoLEDs=0
[09/06/2020 16:06:55] SaveUnknownGames=1
[09/06/2020 16:06:55] FEStartDefault=1
[09/06/2020 16:06:55] DetectJoysticks=1
[09/06/2020 16:06:55] [Pixelcade]
[09/06/2020 16:06:55] UsePixelcade=0
[09/06/2020 16:06:55] Settings.ini ******************** END
[09/06/2020 16:06:55] Detected LED Controllers: PL2,IP1
[09/06/2020 16:06:55] The following LED Controllers are assigned to Cabinet LEDs: [PL2].
[09/06/2020 16:06:55] Mapped LED Controllers: PL2,IP1
[09/06/2020 16:06:55] LEDBlinkyInputMap.xml ******************** BEGIN
[09/06/2020 16:06:55] [PACLED64-2]
[09/06/2020 16:06:55] Port001=UNOPORT3,R,KEYCODE_B
[09/06/2020 16:06:55] Port002=UNOPORT3,G,KEYCODE_B
[09/06/2020 16:06:55] Port003=UNOPORT3,B,KEYCODE_B
[09/06/2020 16:06:55] Port004=UNOPORT4,S,JOYCODE_3_BUTTON2
[09/06/2020 16:06:55] Port007=UNOPORT7,S,JOYCODE_3_BUTTON3
[09/06/2020 16:06:55] [iPACUltimateIO-1]
[09/06/2020 16:06:55] Port001=P1B1,R,KEYCODE_LCONTROL
[09/06/2020 16:06:55] Port002=P1B1,G,KEYCODE_LCONTROL
[09/06/2020 16:06:55] Port003=P1B1,B,KEYCODE_LCONTROL
[09/06/2020 16:06:55] Port004=P1B2,R,KEYCODE_LALT
[09/06/2020 16:06:55] Port005=P1B2,G,KEYCODE_LALT
[09/06/2020 16:06:55] Port006=P1B2,B,KEYCODE_LALT
[09/06/2020 16:06:55] Port007=P1B3,R,KEYCODE_SPACE
[09/06/2020 16:06:55] Port008=P1B3,G,KEYCODE_SPACE
[09/06/2020 16:06:55] Port009=P1B3,B,KEYCODE_SPACE
[09/06/2020 16:06:55] Port010=P1B4,R,KEYCODE_LSHIFT
[09/06/2020 16:06:55] Port011=P1B4,G,KEYCODE_LSHIFT
[09/06/2020 16:06:55] Port012=P1B4,B,KEYCODE_LSHIFT
[09/06/2020 16:06:55] Port013=P1B5,R,KEYCODE_Z
[09/06/2020 16:06:55] Port014=P1B5,G,KEYCODE_Z
[09/06/2020 16:06:55] Port015=P1B5,B,KEYCODE_Z
[09/06/2020 16:06:55] Port016=P1B6,R,KEYCODE_X
[09/06/2020 16:06:55] Port017=P1B6,G,KEYCODE_X
[09/06/2020 16:06:55] Port018=P1B6,B,KEYCODE_X
[09/06/2020 16:06:55] Port019=P1B7,R,KEYCODE_C
[09/06/2020 16:06:55] Port020=P1B7,G,KEYCODE_C
[09/06/2020 16:06:55] Port021=P1B7,B,KEYCODE_C
[09/06/2020 16:06:55] Port022=P1B8,R,KEYCODE_V
[09/06/2020 16:06:55] Port023=P1B8,G,KEYCODE_V
[09/06/2020 16:06:55] Port024=P1B8,B,KEYCODE_V
[09/06/2020 16:06:55] Port025=P2B1,R,KEYCODE_A
[09/06/2020 16:06:55] Port026=P2B1,G,KEYCODE_A
[09/06/2020 16:06:55] Port027=P2B1,B,KEYCODE_A
[09/06/2020 16:06:55] Port028=P2B2,R,KEYCODE_S
[09/06/2020 16:06:55] Port029=P2B2,G,KEYCODE_S
[09/06/2020 16:06:55] Port030=P2B2,B,KEYCODE_S
[09/06/2020 16:06:55] Port031=P2B3,R,KEYCODE_Q
[09/06/2020 16:06:55] Port032=P2B3,G,KEYCODE_Q
[09/06/2020 16:06:55] Port033=P2B3,B,KEYCODE_Q
[09/06/2020 16:06:55] Port034=P2B4,R,KEYCODE_W
[09/06/2020 16:06:55] Port035=P2B4,G,KEYCODE_W
[09/06/2020 16:06:55] Port036=P2B4,B,KEYCODE_W
[09/06/2020 16:06:55] Port037=P2B5,R,KEYCODE_I
[09/06/2020 16:06:55] Port038=P2B5,G,KEYCODE_I
[09/06/2020 16:06:55] Port039=P2B5,B,KEYCODE_I
[09/06/2020 16:06:55] Port040=P2B6,R,KEYCODE_K
[09/06/2020 16:06:55] Port041=P2B6,G,KEYCODE_K
[09/06/2020 16:06:55] Port042=P2B6,B,KEYCODE_K
[09/06/2020 16:06:55] Port043=P2B7,R,KEYCODE_L
[09/06/2020 16:06:55] Port044=P2B7,G,KEYCODE_L
[09/06/2020 16:06:55] Port045=P2B7,B,KEYCODE_L
[09/06/2020 16:06:55] Port046=P2B8,R,KEYCODE_J
[09/06/2020 16:06:55] Port047=P2B8,G,KEYCODE_J
[09/06/2020 16:06:55] Port048=P2B8,B,KEYCODE_J
[09/06/2020 16:06:55] Port049=P1START,B,KEYCODE_1
[09/06/2020 16:06:55] Port050=P1START,G,KEYCODE_1
[09/06/2020 16:06:55] Port051=P1START,R,KEYCODE_1
[09/06/2020 16:06:55] Port052=P1COIN,B,KEYCODE_5
[09/06/2020 16:06:55] Port053=P1COIN,G,KEYCODE_5
[09/06/2020 16:06:55] Port054=P1COIN,R,KEYCODE_5
[09/06/2020 16:06:55] Port061=MENU,B,KEYCODE_MENU
[09/06/2020 16:06:55] Port062=MENU,G,KEYCODE_MENU
[09/06/2020 16:06:55] Port063=MENU,R,KEYCODE_MENU
[09/06/2020 16:06:55] Port064=ENTER,B,KEYCODE_ENTER
[09/06/2020 16:06:55] Port065=ENTER,G,KEYCODE_ENTER
[09/06/2020 16:06:55] Port066=ENTER,R,KEYCODE_ENTER
[09/06/2020 16:06:55] Port067=PAUSE,B,KEYCODE_P
[09/06/2020 16:06:55] Port068=PAUSE,G,KEYCODE_P
[09/06/2020 16:06:55] Port069=PAUSE,R,KEYCODE_P
[09/06/2020 16:06:55] Port070=EXIT,B,KEYCODE_ESC
[09/06/2020 16:06:55] Port071=EXIT,G,KEYCODE_ESC
[09/06/2020 16:06:55] Port072=EXIT,R,KEYCODE_ESC
[09/06/2020 16:06:55] Port073=P2START,B,KEYCODE_2
[09/06/2020 16:06:55] Port074=P2START,G,KEYCODE_2
[09/06/2020 16:06:55] Port075=P2START,R,KEYCODE_2
[09/06/2020 16:06:55] Port076=P2COIN,B,KEYCODE_6
[09/06/2020 16:06:55] Port077=P2COIN,G,KEYCODE_6
[09/06/2020 16:06:55] Port078=P2COIN,R,KEYCODE_6
[09/06/2020 16:06:55] Port079=FLIPPER1,B,KEYCODE_LSHIFT
[09/06/2020 16:06:55] Port080=FLIPPER1,G,KEYCODE_LSHIFT
[09/06/2020 16:06:55] Port081=FLIPPER1,R,KEYCODE_LSHIFT
[09/06/2020 16:06:55] Port082=FLIPPER1TILT,B,KEYCODE_Z
[09/06/2020 16:06:55] Port083=FLIPPER1TILT,G,KEYCODE_Z
[09/06/2020 16:06:55] Port084=FLIPPER1TILT,R,KEYCODE_Z
[09/06/2020 16:06:56] Port085=FLIPPER2,B,KEYCODE_RSHIFT
[09/06/2020 16:06:56] Port086=FLIPPER2,G,KEYCODE_RSHIFT
[09/06/2020 16:06:56] Port087=FLIPPER2,R,KEYCODE_RSHIFT
[09/06/2020 16:06:56] Port088=FLIPPER2TILT,B,KEYCODE_SLASH
[09/06/2020 16:06:56] Port089=FLIPPER2TILT,G,KEYCODE_SLASH
[09/06/2020 16:06:56] Port090=FLIPPER2TILT,R,KEYCODE_SLASH
[09/06/2020 16:06:56] Port091=TRACKBALL,B,TRACKBALL
[09/06/2020 16:06:56] Port092=TRACKBALL,R,TRACKBALL
[09/06/2020 16:06:56] Port093=TRACKBALL,G,TRACKBALL
[09/06/2020 16:06:56] LEDBlinkyInputMap.xml ******************** END
[09/06/2020 16:06:56] LEDBlinkyControls.xml: v1.0 01/16/2009 15:38:09
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-GAUNTLEG]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SFKICK]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-HARDDUNK]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-PAIRS]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SF2HF]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SOULCLBR]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SPACEINT]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SPF2T]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-STARCAS]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-STARFIGH]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-TAPPER]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-TINV2650]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-QUARTET2PLAY]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-RAMPART2P2PLAY]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-QUARTETXBOX]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-RAMPART2PXBOX]. This may be expected.
[09/06/2020 16:06:56] Duplicate ROM/Game in LEDBlinkyControls file: [SEGA_NAOMI-DEFAULT]. This may be expected.
[09/06/2020 16:06:56] 614 mame games loaded from LEDBlinkyControls.xml
[09/06/2020 16:06:56] 441 emulator games loaded from LEDBlinkyControls.xml
[09/06/2020 16:06:56] Joystick Id [1] enabled.
[09/06/2020 16:06:56] Joystick Id [2] enabled.
[09/06/2020 16:06:56] File does not exist [Controls.ini]
[09/06/2020 16:06:56] Abort Speech Button: O
[09/06/2020 16:06:56] Set ServoStik to 4-Way for FE.
[09/06/2020 16:06:56] Audio Animation successfully initialized.
[09/06/2020 16:06:56] Loaded LWAX File for FE Start: [Pattern01.lwax]. Run for [5] seconds.
[09/06/2020 16:07:01] Event Completed: FE_START
[09/06/2020 16:07:11] Received Event - Queue:[1] Msg:[7~Visual_Pinball].
[09/06/2020 16:07:11] Received Event - Queue:[2] Msg:[8].
[09/06/2020 16:07:11] Event Started: EMULATOR_SELECTED [Visual_Pinball] []
[09/06/2020 16:07:11] Emulator: [VISUAL_PINBALL]
[09/06/2020 16:07:11] Event Completed: EMULATOR_SELECTED
[09/06/2020 16:07:11] Event Started: LIST_SELECTED []
[09/06/2020 16:07:11] Event Completed: LIST_SELECTED
[09/06/2020 16:07:13] Received Event - Queue:[1] Msg:[9~VP10_Monster Bash2_0~Visual_Pinball].
[09/06/2020 16:07:13] Event Started: EMULATOR_SELECTED [Visual_Pinball] []
[09/06/2020 16:07:13] Emulator: [VISUAL_PINBALL]
[09/06/2020 16:07:13] Event Completed: EMULATOR_SELECTED. Fast Load.
[09/06/2020 16:07:13] Event Started: GAME_SELECTED [VP10_Monster Bash2_0] [] []
[09/06/2020 16:07:13] Event Completed: GAME_SELECTED
[09/06/2020 16:07:15] Received Event - Queue:[1] Msg:[9~Stranger Things - SE 1.47_OSB~Visual_Pinball].
[09/06/2020 16:07:15] Event Started: EMULATOR_SELECTED [Visual_Pinball] []
[09/06/2020 16:07:15] Emulator: [VISUAL_PINBALL]
[09/06/2020 16:07:15] Event Completed: EMULATOR_SELECTED. Fast Load.
[09/06/2020 16:07:15] Event Started: GAME_SELECTED [Stranger Things - SE 1.47_OSB] [] []
[09/06/2020 16:07:15] Event Completed: GAME_SELECTED
[09/06/2020 16:07:16] Received Event - Queue:[1] Msg:[9~Stranger Things - SE 1.47_OSB~Visual_Pinball].
[09/06/2020 16:07:16] Event Started: EMULATOR_SELECTED [Visual_Pinball] []
[09/06/2020 16:07:16] Emulator: [VISUAL_PINBALL]
[09/06/2020 16:07:16] Event Completed: EMULATOR_SELECTED. Fast Load.
[09/06/2020 16:07:16] Event Started: GAME_SELECTED [Stranger Things - SE 1.47_OSB] [] []
[09/06/2020 16:07:16] Event Completed: GAME_SELECTED
[09/06/2020 16:07:21] Received Event - Queue:[1] Msg:[3].
[09/06/2020 16:07:21] Event Started: GAME_START
[09/06/2020 16:07:21] Waiting for Game Start Delay.
[09/06/2020 16:07:22] ROM/Game: [STRANGER_THINGS_-_SE_1.47_OSB] Controls: [VISUAL_PINBALL-DEFAULT]
[09/06/2020 16:07:22] Control List for STRANGER_THINGS_-_SE_1.47_OSB: |START1|COIN1|<AA>P1_BUTTON1|<AA>P1_BUTTON2|<AA>UI_DEBUG_BREAK|CONTROL_JOY2WAY
[09/06/2020 16:07:22] Control Speech List for STRANGER_THINGS_-_SE_1.47_OSB: |Start Game|Insert Coin|Special 1|Special 2|DOF|2-Way Joystick
[09/06/2020 16:07:22] P1_BUTTON1 (VISUAL_PINBALL-DEFAULT): KEYCODE_LCONTROL
[09/06/2020 16:07:22] P1_BUTTON2 (VISUAL_PINBALL-DEFAULT): KEYCODE_LALT
[09/06/2020 16:07:22] UI_DEBUG_BREAK (VISUAL_PINBALL-DEFAULT): KEYCODE_B
[09/06/2020 16:07:22] Loaded LWAX File for Game Start: [Pattern71.lwax]. Single loop only.
[09/06/2020 16:07:23] Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[09/06/2020 16:07:23] LED Controller [iPACUltimateIO-1] Intens: 48, 0, 0, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[09/06/2020 16:07:23] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[09/06/2020 16:07:23] Speak [Main Controls]
[09/06/2020 16:07:26] Speech LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[09/06/2020 16:07:26] Speak [Special 1]
[09/06/2020 16:07:28] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[09/06/2020 16:07:28] Speak [Special 2]
[09/06/2020 16:07:29] LED Controller [iPACUltimateIO-1] States: 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[09/06/2020 16:07:29] Final Game LED Data 001,002,003,004,005,006,007,008,009,010,011,012,013,014,015,016,017,018,019,020,021,022,023,024,025,026,027,028,029,030,031,032,033,034,035,036,037,038,039,040,041,042,043,044,045,046,047,048,049,050,051,052,053,054,055,056,057,058,059,060,061,062,063,064,065,066,067,068,069,070,071,072,073,074,075,076,077,078,079,080,081,082,083,084,085,086,087,088,089,090,091,092,093,094,095,096
[09/06/2020 16:07:29] LED Controller [iPACUltimateIO-1] Intens: 48, 0, 0, 48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
[09/06/2020 16:07:29] Speak [2-Way Joystick]
[09/06/2020 16:07:32] Not a jukebox. Skipping GamePlay animation.
[09/06/2020 16:07:32] Set ServoStik to 4-Way for STRANGER_THINGS_-_SE_1.47_OSB.
[09/06/2020 16:07:32] Event Completed: GAME_START
[09/06/2020 16:08:47] Received Event - Queue:[1] Msg:[4].
[09/06/2020 16:08:47] Event Started: GAME_QUIT
[09/06/2020 16:08:47] Set ServoStik to 4-Way for FE.
[09/06/2020 16:08:47] Event Completed: GAME_QUIT
[09/06/2020 16:08:53] Received Event - Queue:[1] Msg:[8].
[09/06/2020 16:08:53] Event Started: LIST_SELECTED []
[09/06/2020 16:08:53] Loaded LWAX File for List Select: [dissolveinout.lwax]. Single loop only.
[09/06/2020 16:08:54] Received Event - Queue:[1] Msg:[8].
[09/06/2020 16:08:54] Received Event - Queue:[2] Msg:[8].
[09/06/2020 16:08:55] Event Completed: LIST_SELECTED
[09/06/2020 16:08:55] Event Started: LIST_SELECTED []
[09/06/2020 16:08:55] Loaded LWAX File from cache for List Select: [dissolveinout.lwax]. Single loop only.
[09/06/2020 16:08:55] Received Event - Queue:[2] Msg:[8].
[09/06/2020 16:08:57] Event Completed: LIST_SELECTED
[09/06/2020 16:08:57] Event Started: LIST_SELECTED []
[09/06/2020 16:08:57] Loaded LWAX File from cache for List Select: [dissolveinout.lwax]. Single loop only.
[09/06/2020 16:08:58] Received Event - Queue:[2] Msg:[2].
[09/06/2020 16:08:59] Event Completed: LIST_SELECTED
[09/06/2020 16:08:59] Event Started: LIST_SELECTED []
[09/06/2020 16:08:59] Loaded LWAX File from cache for List Select: [dissolveinout.lwax]. Single loop only.
[09/06/2020 16:09:01] Event Completed: LIST_SELECTED
[09/06/2020 16:09:01] Event Started: FE_QUIT
[09/06/2020 16:09:02] Event Completed: FE_QUIT
[09/06/2020 16:10:06]
Hi Arzoo,
I've got further with this over the weekend but still not managed to crack it.
I've installed some breadboard between the PacLED64 and the Arduino. I've used this to install some pull-up resistors and I've also modified the Arduino code to 'debounce' the inputs.
The input signals are now rock solid and when I go into mapping the controls I've changed Port 1 of the PacLED64 to be both a "Single" LED and the "Red" LED and set it to an arbitary "KEYCODE_B" (which isn't used anywhere else).
The port in question is labelled as "UNOPORT3"
The logs appear to show that it's working (Code: [Select][09/06/2020 16:07:22] UI_DEBUG_BREAK (VISUAL_PINBALL-DEFAULT
): KEYCODE_B) but the Port doesn't come on?
Any ideas that I could try? I wondered if it was an issue using the two different devices (i.e. iPacUltimate and PacLED together?). Do I need to try and wire a spare iPacUltimate output to the Arduino instead? Or am I missing something?
Many thanks for any help you can give me :-)
Hi Arzoo,
I've got further with this over the weekend but still not managed to crack it.
I've installed some breadboard between the PacLED64 and the Arduino. I've used this to install some pull-up resistors and I've also modified the Arduino code to 'debounce' the inputs.
The input signals are now rock solid and when I go into mapping the controls I've changed Port 1 of the PacLED64 to be both a "Single" LED and the "Red" LED and set it to an arbitary "KEYCODE_B" (which isn't used anywhere else).
The port in question is labelled as "UNOPORT3"
The logs appear to show that it's working (Code: [Select][09/06/2020 16:07:22] UI_DEBUG_BREAK (VISUAL_PINBALL-DEFAULT
): KEYCODE_B) but the Port doesn't come on?
Any ideas that I could try? I wondered if it was an issue using the two different devices (i.e. iPacUltimate and PacLED together?). Do I need to try and wire a spare iPacUltimate output to the Arduino instead? Or am I missing something?
Many thanks for any help you can give me :-)
There's no issue with using both the iPAC Ultimate and the PacLED together. The reason it's not working is because you have the PacLED assigned as a Cabinet LED Controller which won't light any ports associated with the game controls (Cab LED Controllers are only for running animations). Just remove PL2 from the Cabinet LED list and disable the Cabinet LEDs feature and you should be fine.
Project is finished - and it wouldn't be half as good without LED Blinky.
For me, paying for LEDBlinky was the best money spent on the whole build.
Build link is here: http://forum.arcadecontrols.com/index.php/topic,162637.0.html
Demo video showing some LEDBlinky features on startup, individual game control illumination, and "button action speech" is here
https://photos.app.goo.gl/fZ64vGbJNi2H5u8K8
Thanks for always answering my emails, Arzoo! :cheers:
[09-25-2020 19:14:22] Joystick Id [1] enabled.So it appears it is now polling joysticks as well.
[09-25-2020 19:14:22] Joystick Id [2] enabled.
[09-25-2020 19:14:22] Joystick Id [3] enabled.
What about using Devreorder to stop the joysticks showing up?I already tried that and it didn't work. I use devreorder a lot with Retroarch as well but more so to maintain device order.
I've just used it to get rid of a lot of extra devices to ensure Retroarch sees my Xbox controllers every time.
For all versions after 7.0.4, the speaking of controls always cuts out after speaking one control.
I have the stop speech on any key option enabled.
Comparing the debug logs from 7.0.4 and versions after, I see that newer versions have:Quote[09-25-2020 19:14:22] Joystick Id [1] enabled.So it appears it is now polling joysticks as well.
[09-25-2020 19:14:22] Joystick Id [2] enabled.
[09-25-2020 19:14:22] Joystick Id [3] enabled.
One of my joysticks is an Ultimarc analog joystick that appears to causing the issue. The joystick has a little drift but I haven't found an appropriate way to use a deadzone to stop this with LEDBlinky.
Is there a way to disable joystick scanning?
For now I can set a specific key to stop speech only, but in a cabinet allowing any button is a nicer option.
There's definitely something wrong with the Ultimarc joystick drivers causing ghost signals. Can you do me a favor and from the Config app, on the Game Options tab, click the "Pick" button for Abort Speech and see if a joystick code comes up immediately. If so, let me know what it is, thanks.I don't think it's necessarily a issue with ghost signals, just a result of the technology used and how sensitive it is with no deadzone.
Luckily, I never add a new feature (like joystick detection) without adding an override :)OMG, how did I miss that, doh!
Manually edit the settings.ini file (use notepad or notepadd++ or any text editor), and under the [OtherSettings] section, set "DetectJoysticks=0". That should solve the problem and won't effect LEDBlinky in a negative way other than you won't be able to use joystick buttons for aborting speech.
Finally got LED blinky and all my LED buttons working and it's awesome. I'm using 2 PACLED64 boards for my 4 player cabinet. However, i'm really struggling to get it to work in hyperspin or MAME or anything else. Animation works and all led buttons setup, light up and working, even started on putting together my own animation file. But nothing with mame works. I tried MAME 182 and MAME 200. Changed the mame.ini file, generated the mame.xml (based on how they recommended on the site) and also set up rocketblinky. Below are some pics of my settings. I'm sure I missed a step but am currently stumped. Any tips are much appreciated. Thanks
Finally got LED blinky and all my LED buttons working and it's awesome. I'm using 2 PACLED64 boards for my 4 player cabinet. However, i'm really struggling to get it to work in hyperspin or MAME or anything else. Animation works and all led buttons setup, light up and working, even started on putting together my own animation file. But nothing with mame works. I tried MAME 182 and MAME 200. Changed the mame.ini file, generated the mame.xml (based on how they recommended on the site) and also set up rocketblinky. Below are some pics of my settings. I'm sure I missed a step but am currently stumped. Any tips are much appreciated. Thanks
Hey Arzoo,
Will LEDBlinky support a PC Game launched from Hyperspin? I set up a couple of games on Hyperspin as executables (instead of being on a wheel). So I created an emulator in the LEDBlinky list to match the name of the wheel (which is the same as the name of the executable), but of course it wants a ROM name too, so I put one in with the same name, but no worky.
Is there any method for forcing primary controls to be spoken before other buttons?
I have something that will probably be a simple fix but I can’t figure it out. I just added a new USB hub to my cabinet and plugged my Ultimarc Ultimate IO board and my PacLED64 into it, everything is working, but when I close launch box I get a error message from LEDBlinky and the error is “Unknown Ultimarc Device Type 3” I’m
not sure how to get rid of this error. Any help would be great. Thanks.
All of my lights are working and everything seems to be running normal, just gives the “unknown Ultimarc controller type: 3” when I close big box or launchbox. I’m assuming it has something to do switching the port the usb is plugged into, going from the one it was in to the hub I’m using now.
Hey Arzoo,
Just purchased LEDBlinky afew days ago an I'm trying to intergrate it into a Hyperspin/Rocklauncher setup which is not going to well.
I have afew questions about how the software is reacting with an Ultimarc U-HID, I have the device programed to use 5 LEDs.
So I'll try to explain the quirks:
1st - When setting up the U-HID with GenLEDBlinkyInputMap I set it up as seen in Fig-1, problem is when I select any of the ports the LED doesn't illuminate for that port.
2nd - When I run a Simple LED Test it shows the UHID1 controller board (Fig-2) but when I select a port it doesn't illuminate the LED (like the case above) but if I select All LED's it will turn on all the LEDs.
3th - Here's where the LED's also work, when I run the LEDBlinkyAnimationEditor and select a LED to turn on they all work fine so the LEDBlinkyAnimationEditor works just fine when selecting individual LED's.
The primary issues are 1 and 2 because I can't select an individual LED to illuminate, which makes me believe is it the hardware or software problem or me. I also can't control the LED's using the cmd line such as (LEDBlinky.exe 14 UHID-1,1,2,48). I'm a little lost here so I guess that's why I'm asking.
System: Hyperspin 1.5.1.0 /Rocketlauncher 1.2.0.1
LEDBlinky Version 7.1.1.0
MAME Version 0.226
Is this a UHID Nano you're using? Have you tested with the Ultimarc software, and if so, does it correctly control the individual LEDs? If even the SimpleLEDTest app is not working correctly, then I'd guess there's an issue with the wiring or maybe something with the hardware (in which case I would recommend contacting Andy at Ultimarc).
Im having some issues and wondering if anybody had advice....
Rewired my cab, built new pc (win10) with spare parts I had, rebuilt control panel with two pacLED64's and rgb buttons.
Initially i plugged in the led64's one at a time and went into pacled64 utility and assigned ID's.
Ledblinky.... I configured input map, made my control panel layout, and started playing with making animations when I realized I wanted my led boards to run a simple script where all the buttons faded up to blue or white when the pc booted before FE loaded.
Id record the script and run it back and it would work fine but after a system restart the script wouldnt run and no buttons would light up.
I restored factory script several times and tried custom scripts several times but none of the scripts happen when I powered on the pc. Sometimes factory script would run after i restored factory script and even after a restart but if i shut the system down i had no lit buttons on next startup.
I noticed every time I cleared cache or restored factory script that I would have to re-assign ID's to the board.
This had me wondering if I should click "assign ID" while I was recording a script...... And this Im assuming is what went wrong but now one of my led64 boards isnt recognizable in the utility or in ledblinky.
Ive tried restarts, uninstall/reinstall utility, unplugging the boards and trying to assign ID with only the problem board usb hooked up and I get an error message anytime I click on anything. The only thing that doesnt give an error message is if I click on update firmware.
Do you think a firmware flash could fix this?
Anything else I can do/try?
Edit..... The reason why its on device 8 in the pic is because I searched through all 8 hoping one would say device found
Updating the firmware might resolve the issue, but this is really a question for Andy at Ultimarc.
Quick question.
I set an FE list change animation which i assumed triggered when navigating systems/categories etc but its not working.
Also... i made a simple animation for when in the front end. All buttons lit blue except my start and exit are green and red and the trackball colorshifts.
Well in the front end the green and red are white and 2 of the player buttons that should be blue are white.
I use this same animation for when in a game and while in a game the green and red buttons are correct and all the blue buttons are correct but 2 of the coin buttons are not lit.
Just wondering what could cause this same animation file to behave different?
Awesome software by thy way! Just hope i can figure these 2 kinks out
The list change must be triggered by an event from the FE, which I'm guessing is not happening. What FE are you using?
As for the FE Active animation, any button that would be lit for the FE (via the "Light <FE> Controls" option) will override the animation colors. This allows you to use an audio animation and still have the buttons used by the FE remain static on. Just turn off the "Light <FE> Controls" option and then the FE Active animation should work as expected. Same goes for the Game Active animation; the game controls take precedence over the animation. Hope this makes sense.
The list change must be triggered by an event from the FE, which I'm guessing is not happening. What FE are you using?
As for the FE Active animation, any button that would be lit for the FE (via the "Light <FE> Controls" option) will override the animation colors. This allows you to use an audio animation and still have the buttons used by the FE remain static on. Just turn off the "Light <FE> Controls" option and then the FE Active animation should work as expected. Same goes for the Game Active animation; the game controls take precedence over the animation. Hope this makes sense.
Thanks for the fast reply!
Sorry I forgot to mention I am running launchbox/bigbox....
For list change animation do i need to fill in the names of all my categories and systems seperated by comas in ledblinky config to get that to trigger?
Turning off light fe controls fixed my active fe and active game animations.
In mame though its doing what it should- lighting only the active controls but then after a couple seconds my game active animation is imposed ontop of the mame controls specific button lighting.
This is something i want on games that are not in the list for colored active controls that way my panel isnt just all off. But if the mame game does have a colored button scheme I dont want the other animation lighting the rest of the buttons.
Any ideas?
At this point I'll need to see a debug log to help further. Please turn on the Debug Log option, run LB/BB and some games that don't light correctly, then email me the debug.zip and/or debug.log files and I'll take a look.
What Im really trying to figure out is the FE list change. In bigbox, when should it be triggering it?
Right now its only doing it when I am in a games info and hit escape to back out or when im in the options and hit escape to resume in bigbox.
I was hoping it would trigger when scrolling through the different systems and games. I even tried adding the category and system names under "FE system lists names" in ledblinky cfg utility
Also, screen saver/attract mode animation is not triggering for some reason.
If you email me the log I can try to help out. Keep in mind that LEDBlinky is only responding to commands from the FE. You might also try posting a question on the LB/BB forum.
I initially installed LEDblinky on my L drive which was my old 8tb hdd
Ive spent past couple weeks starting fresh installing launchbox to my ssd C drive, I just moved the LEDblinky folder over and made sure in LEDblinky config that it was pointing to new locations for mame.ini, bigbox.xml, etc...
Everything was working fine.
I had a buddy over yesterday and was showing him how LEDblinky worked, when I opened animation editor it said my layout file is missing and its looking for it on L drive.
I opened ledblinky config and clicked the test box to show him one of my animations.
I forgot the animation was still running and showed him the simpleLEDtest feature and ran it while the animation from ledblinkyconfig was still running and now all my buttons flash. Even when in the inputmap config i can click on each entry and they all are blinking. Even after a restart and several shutdowns they all still blink.
I tried re-installing ledblinky fresh to the new C drive..... Re-downloaded my registration files, and moved over my input map, layout, and animation files.
When in animation editor it still says my layout is missing and looking for it on the L drive, and all my buttons are still blinking.
I dont know what else to try
When I open animation editor its now saying Im missing my input map xml but its right in the ledblinky folder. Its looking for it on L:
Hi all,
Not sure if I am posting in the right place here or not. I have recently bought LEDBlinky. I am using it in conjunction with Attract Mode and a set of Sega VR buttons and for the most part it is working as I want it to. But there are 3 games that don't seem to want to work as expected.
I have LEDBlinky set up to highlight any controls that will be used in game on the frontend as you scroll through the list. They are all set up through a PacDrive and Apac.
The 3 games that don't work are: Super Hang-On, Turbo OutRun and California Speed.
All of these buttons work in one way or another for all other games I have on this PC. For example, I have configured Cruis'n USA to use them all and they all light and function as expected.
Super Hang-On and Turbo Outrun have their Turbo buttons mapped to Joy1 Button 1. California Speed uses them all but one light doesn't switch on, Joy 1 Button 3. The buttons work as expected but don't light up. Either in game or at the front end.
Like I said, everything else works. I tried configuring different buttons for these games and nothing would light the configured button.
Does this make sense and does anyone know a fix?
Cheers
I was hoping I might be able to get some help with a issue I can't figure out. I just started adding steam games to my cabinet and am having difficulty figuring out how to make LEDBlinky work properly with steam games. I have found a script that works in order to get the games to run with lights displayed the way I want, the issue I'm having is when I close the game, the lights don't revert back to my Front End active lights, the game active lights just stay active until I start and close another game. I'm not sure if I need to add something to the script or what I need to do. Any help would be great!
Thanks!
How would I go about doing that? I'm still trying to figure out how ahk works, would it be possible to write a standalone script that just handles the "GameQuit (4)" command that I can load as a separate application in Launchbox, or would I need to add it to the launch script or I have a separate script I use to close xarcade-xinput for these games. I'm just not sure where to add it or how to add it properly so that it works.
I was hoping I might be able to get some help with a issue I can't figure out. I just started adding steam games to my cabinet and am having difficulty figuring out how to make LEDBlinky work properly with steam games. I have found a script that works in order to get the games to run with lights displayed the way I want, the issue I'm having is when I close the game, the lights don't revert back to my Front End active lights, the game active lights just stay active until I start and close another game. I'm not sure if I need to add something to the script or what I need to do. Any help would be great!
Thanks!
Microsofts locked-down Xinput specification does not allow the necessary functions for LED control.
Hi,
Just getting started with LEDBlinky which is great (thank you).
I've got my input map basically all sorted and continuing to work my way through the manual.
One thing that isn't obvious is how I can map my volume control buttons. I have a button for "Volume Down" and a button for "Volume Up". These map in Using my Ultimarc Ultimate in WinIPAC these map clearly to the "Vol Down" and "Vol Up" keycodes. I can't however see an equivalent keycode in LEDBlinky? Am I missing something or is there a different way I should approach mapping these buttons and referring to them in LEDBlinky?
Many thanks!
Martin
Hi, I'm having an issue.
I'm using an I-Pac Ultimate control board in xinput mode. Ledblinky can't recognize the board in xinput mode. It does work in dinput and keybaord mode though.
Thing is many newer games only works with xinput emulating Xbox 360 controllers.
Andy from Ultimarc told me that:QuoteMicrosofts locked-down Xinput specification does not allow the necessary functions for LED control.
There must be some kind of way to bypass that. I mean I've paid for LedBlinky and 500$ worth of RGB buttons. Majority of the games I'm playing only works with xinput controls. This is really a bummer.
I've tried UCR(Universal Control Remapper) which let's you remap keystrokes to Xbox 360 buttons on their Vigem Xbox 360 emulated controllers. Thing is that the Vigem driver isn't as reliable as xinput and doesn't work in many games like Tetris Connected where only the Player 1 works.
Thank you if anyone knows a workaround or if this could be developed.
Related to Pac Man - I've created some generic profiles with the help of Rocket Blinky (with tweaks to make it LaunchBox friendly) and am now adding custom profiles for some games. I'm duplicating the default but find that the "Name (voice)" cannot be edited in the UI for the "Start" and "Coin" options as they have default text which is greyed out. If I edit manually in the xml it does what I want, but the default text remains in the UI and cannot be changed.
Have I selected a setting that causes this? None of the Start/Coin related Game options in the LEDBlinky config seem to affect this?
[GameOptions]
SpeakStartButton=Start Game
SpeakCoinButton=Insert Coin
The Start and Coin button's spoken action is fixed
<controlGroup groupName="PAC-MAN_(USA)_(NAMCO)" voice="Pac Man" numPlayers="2" alternating="0" jukebox="0">
<player number="0">
<control name="CONTROL_JOY4WAY" voice="4-Way Joystick" color="" inputCodes="" primaryControl="1"/>
<control name="UI_CANCEL" voice="" color="Red" inputCodes="KEYCODE_ESC"/>
<control name="UI_PAUSE" voice="" color="Yellow" inputCodes="KEY_RLPAUSE|KEY_MAMEPAUSE"/>
<control name="UI_SELECT" voice="" color="Green" inputCodes="KEYCODE_P"/>
</player>
<player number="1">
<control name="P1_JOYSTICK_UP" voice="Up" color="Black" inputCodes="JOYCODE_1_UP"/>
<control name="P1_JOYSTICK_DOWN" voice="Down" color="Black" inputCodes="JOYCODE_1_DOWN"/>
<control name="P1_JOYSTICK_LEFT" voice="Left" color="Black" inputCodes="JOYCODE_1_LEFT"/>
<control name="P1_JOYSTICK_RIGHT" voice="Right" color="Black" inputCodes="JOYCODE_1_RIGHT"/>
<control name="START1" voice="Start Game - pause and restart play" color="Grey-mid" inputCodes="KEYCODE_1"/>
<control name="COIN1" voice="Select number of players" color="Grey-mid" inputCodes="KEYCODE_5"/>
</player>
<player number="2">
<control name="P2_JOYSTICK_UP" voice="Up" color="Black" inputCodes="JOYCODE_2_UP"/>
<control name="P2_JOYSTICK_DOWN" voice="Down" color="Black" inputCodes="JOYCODE_2_DOWN"/>
<control name="P2_JOYSTICK_LEFT" voice="Left" color="Black" inputCodes="JOYCODE_2_LEFT"/>
<control name="P2_JOYSTICK_RIGHT" voice="Right" color="Black" inputCodes="JOYCODE_2_RIGHT"/>
<control name="START2" voice="Start Game - pause and restart play" color="Grey-mid" inputCodes="KEYCODE_2"/>
</player>
</controlGroup>
But this doesn't seem to be the case. With the below code it's saying what I've specified for my coin and start buttons rather than the default text you've indicated above.Code: [Select]<controlGroup groupName="PAC-MAN_(USA)_(NAMCO)" voice="Pac Man" numPlayers="2" alternating="0" jukebox="0">
<player number="0">
<control name="CONTROL_JOY4WAY" voice="4-Way Joystick" color="" inputCodes="" primaryControl="1"/>
<control name="UI_CANCEL" voice="" color="Red" inputCodes="KEYCODE_ESC"/>
<control name="UI_PAUSE" voice="" color="Yellow" inputCodes="KEY_RLPAUSE|KEY_MAMEPAUSE"/>
<control name="UI_SELECT" voice="" color="Green" inputCodes="KEYCODE_P"/>
</player>
<player number="1">
<control name="P1_JOYSTICK_UP" voice="Up" color="Black" inputCodes="JOYCODE_1_UP"/>
<control name="P1_JOYSTICK_DOWN" voice="Down" color="Black" inputCodes="JOYCODE_1_DOWN"/>
<control name="P1_JOYSTICK_LEFT" voice="Left" color="Black" inputCodes="JOYCODE_1_LEFT"/>
<control name="P1_JOYSTICK_RIGHT" voice="Right" color="Black" inputCodes="JOYCODE_1_RIGHT"/>
<control name="START1" voice="Start Game - pause and restart play" color="Grey-mid" inputCodes="KEYCODE_1"/>
<control name="COIN1" voice="Select number of players" color="Grey-mid" inputCodes="KEYCODE_5"/>
</player>
<player number="2">
<control name="P2_JOYSTICK_UP" voice="Up" color="Black" inputCodes="JOYCODE_2_UP"/>
<control name="P2_JOYSTICK_DOWN" voice="Down" color="Black" inputCodes="JOYCODE_2_DOWN"/>
<control name="P2_JOYSTICK_LEFT" voice="Left" color="Black" inputCodes="JOYCODE_2_LEFT"/>
<control name="P2_JOYSTICK_RIGHT" voice="Right" color="Black" inputCodes="JOYCODE_2_RIGHT"/>
<control name="START2" voice="Start Game - pause and restart play" color="Grey-mid" inputCodes="KEYCODE_2"/>
</player>
</controlGroup>
But it's not RocketBlinky that set the text above (although I used that to create the original file. I was simply confused why it the voice for coin and start was disabled so experimented by editing the controls XML. It's fine if I have to continue to do it this way, I'm just confused why I have to resort to doing this rather than using the controls UI?
But it's not RocketBlinky that set the text above (although I used that to create the original file. I was simply confused why it the voice for coin and start was disabled so experimented by editing the controls XML. It's fine if I have to continue to do it this way, I'm just confused why I have to resort to doing this rather than using the controls UI?
Ah, I understand. The way LEDBlinky handles the voice commands for the coin and start buttons goes back to old legacy code. I should probably revisit it some day and allow changes from the UI.
I should probably revisit it some day and allow changes from the UI.
There must be some kind of way to bypass that. I mean I've paid for LedBlinky and 500$ worth of RGB buttons. Majority of the games I'm playing only works with xinput controls. This is really a bummer.
I've tried UCR(Universal Control Remapper) which let's you remap keystrokes to Xbox 360 buttons on their Vigem Xbox 360 emulated controllers. Thing is that the Vigem driver isn't as reliable as xinput and doesn't work in many games like Tetris Connected where only the Player 1 works.
Thank you if anyone knows a workaround or if this could be developed.
Can I add a quick feature request while I'm at it? When you duplicate a control set you can specify which emulator it should be added to. It would be really handy if then you could select one of the "unknown games" for that system to make it easier to ensure the ROM name is correct. Not priority, but would just make things a little easier.
Hi,
LedBlinky was all working great with BigBox but now it seems to be broken.
Work:
- Frontend animations
Doesn't work:
- Servostick automatic switch 4/8 way
- Light game demo controls
- Light/announce game controls when ingame
Thanks for helping me!
Hi,
LedBlinky was all working great with BigBox but now it seems to be broken.
Work:
- Frontend animations
Doesn't work:
- Servostick automatic switch 4/8 way
- Light game demo controls
- Light/announce game controls when ingame
Thanks for helping me!
What changed between when it was last working? Quickly looking at your log; There's an error for the ServoStik - it's not responding to commands? The one game in the log (BUBLBOBL) has been configured in mame (default.cfg) to use all joystick inputs (P1_BUTTON1 = JOYCODE_1_BUTTON1, etc) but your LEDBlinky input map has all ports assigned to keyboard input codes (P1B1 = KEYCODE_LCONTROL etc).
1. Servostick still doesn't work
2. The buttons now light up but only for player 2
1. Servostick still doesn't work
2. The buttons now light up but only for player 2
I'm not sure why the ServoStik is not working. Have you tried the Ultimarc test software? All I can say is that LEDBlinky is sending the commands to the joystick but the function library is reporting back a failure. Maybe contact Andy at Ultimarc on this.
As for your buttons, here are the mame assignments (from default.cfg):
P1B1 = JOYCODE_1_BUTTON1
P1B2 = JOYCODE_1_BUTTON2
P2B1 = JOYCODE_2_BUTTON1
p2B2 = JOYCODE_2_BUTTON2
Your LEDBlinky input map has ports 1/2/3 assigned to JOYCODE_1_BUTTON1 and labeled as P2B1. Ports 4/5/6 is assigned to JOYCODE_1_BUTTON2 and labeled as P2B2. Based on your port labels, it seems you have the input codes for P1 assigned to P2. Those ports should probably be assigned to JOYCODE_2_BUTTON1 and JOYCODE_2_BUTTON2 respectively.
The ports labeled as P1B1 and P1B2 are assigned to JOYCODE_4_BUTTON1 and JOYCODE_4_BUTTON2 but should probably be assigned to JOYCODE_1_BUTTON1 and JOYCODE_1_BUTTON2.
If you give the LEDBlinkyTroubleshooter app a try, it should report the same info. Hope this helps.
Hi and thank you for your answer.
I've contacted Andy and he told me to try the Joytray app instead and just by opening it have kind of unstuck the state of the Servosticks.
For my setup it's normal that P1 and P2 are inversed because the board is upside down in the arcade. It was better for the cable job under the hood.
What's abnormal is that my P1 which is in JOYCODE_2 is inputting JOYCODE_4 when I use the quick code in your input map generator map application.
I just tried to manually add JOYCODE_2 from the list on the right and it's all working great.
I'm using UCR (https://github.com/Snoothy/UCR) to emulate 2 Xbox 360 controllers with the Vigem driver. That way I can use the ipac ultimate in keyboard mode and have at the same time emulated xinput controllers while your app isn't blocked from using the ipac ultimate.
Maybe your software recognizes the Vigem P1 controller as P4.
Honestly not a big issue! Everything as been resolved by your great support and your effective logs!
8)
Ive been setting up my U360 on my desktop PC running mame0.219.
Ill be putting the U360 into my cab running Groovymame 0.226 this week.
On my cab will i be ok just setting up the paths in LEDBlinkyConfig,then transfer my LEDBlinkyControls.xml from desktop PC to cab overwriting the old one ?
No LEDS involved just using it to control my U360.
Im assuming the MAME versions are close enough together to not cause a problem,but dont know if any other files need copying over.
Thank you.
Experiencing the same issue as G22 and probably alot of others. Trying to get LED's to light up when running Xinput on my Ultimarc Ultimate board for Steam/Windows games.
One thing that I noticed is when my front end and game play is inactive (and in keyboard mode), my LED's do a fade sweep pattern by default. Is there a way to change this instead of it being defaulted to the fade sweep pattern, it defaults to a set color mapping for player one & two? Was trying to essentially get the LED's to be locked in a set color mapping when LEDBlinky is not called on thus lighting up LED's as I need (when not in keyboard mode).
Is this fade sweep pattern default within LEDBlinky or the Ultimarc Ultimate board? Where to configure this has me puzzled. Any suggestions or insight would greatly be appreciated! Just trying to find a work-around, mainly for Steam fighters (Soul Calibur, Sreet Fighter, Injustice, etc).
Hi! Having this thread coming back id like to know why my START and COIN buttons are reversed for both of my P1 and P2.
Any ideas?!
Also I've received my Pixelcade Led Marquee and I would have some suggestions to make it a little better integrated. I think there's missing some important features like in game Animation instead of marquee only. Also it would be cool to have the ability to set the game name and highscore to repeat infinitely. Like Animation for a determined time + Game name and highscores + Animation + Game name and highscores + Animation etc. over and over! Another cool thing would be to have the ability to put a text/image/animation when we exit a game and come back to FE. Example the Game Over message when you leave the game!
I can't think of any other ideas but so far these are the things I though that would be there and which is not and that I would really like to see added!
Thanks! ;D
Have you tried the LEDBlinkyTroubleshooter to see if it can help resolve the Start and Coin button issue? If that doesn't help, email me your debug.log and I'll take a look. As for the Pixelcade suggestions, I'll add them to the requested enhancements list, thanks!
LEDBlinky doesn't know anything about how the LEDs/Buttons are wired to your IPac other than what you configure in the GenLEDBlinkyInputMap app.Have you tried the LEDBlinkyTroubleshooter to see if it can help resolve the Start and Coin button issue? If that doesn't help, email me your debug.log and I'll take a look. As for the Pixelcade suggestions, I'll add them to the requested enhancements list, thanks!
Hi arzoo. I've tried running the troubleshooter executable but it keeps giving me the error: "06-01-2021, is not a valid date". I tried deleting the debug files but it just update the date to the day your deleting those files. I'm not sure what's going on but unfortunately I can't keep testing.
If I can provide additional informations here are some things id like to let you know:
1. My Ipac Ultimate didn't fit in my arcade control panel correctly. So to make AC connection and P1+P2 cables not crossing each other I've reversed where the buttons are connected. It seems to create a confusion in LedBlinky someway. So originally where P1 should be my P2 buttons are connected. Same thing for P2 buttons which are connected in P1 on the board.
2. Strangely in the inputmap generator executable sees the P1 buttons as JOYCODE4 and P2 buttons as JOYCODE1. I can't understand where this is coming from. I'm making both of my xbos 360 controllers with the vigem driver operated by UCR. I've check with SCPuser.exe and P1 does show as controller 1 and P2 does show as controller 2. I've also confirmed this in Tetris Effect. Where does LedBlinky find the P1 to be as JOYCODE4? I don't know.When you press the "Quick Code" button, LEDBlinky monitors for keyboard and joystick inputs signals (using Windows APIs). Sounds like when you press the P1B1 button on your CP, LEDBlinky sees JOYCODE_1_BUTTON4? I'm not sure what you mean by "JOYCODE4"? I'm not familiar with vigem drivers or UCR, but maybe this is the issue? Regardless, you can select the correct input code from the list (don't use Quick Code).
3. If I switch START and COIN mapping in inputmap generator it doesn't change anything in Mame (launched from Launchbox). It's still inversed. I don't really understand how to make a change.
Hey Arzoo,
Is there a way to run button animations while only some MAME games are running (and not all MAME games)?
I know there's a feature to allow un-assigned buttons to be activated in an animation. I typically don't want any button animations on during gameplay for most games, but might like it for, say, joystick only games (Robotron, QB3, Pac-man, etc.).
Hey Arzoo,
Is there a way to run button animations while only some MAME games are running (and not all MAME games)?
I know there's a feature to allow un-assigned buttons to be activated in an animation. I typically don't want any button animations on during gameplay for most games, but might like it for, say, joystick only games (Robotron, QB3, Pac-man, etc.).
LEDBlinky does have to ability to run game specific animations (see \LEDBlinky\lwa\GameSpecific\info.txt) but this feature requires that a default animation run for any game that does not have a game specific animation defined. You could try creating an animation that does nothing (single frame with no LEDs turned on) and run that as the default "Game Play" animation, and then define other game specific animations for the games you actually want the animation running. I think this should work.
Thanks so much, Arzoo! That was the easiest thing in the world to get working.
Just curious, do you know of any central website/database where people upload animations that they've created? I'm curious to share and to see what others have made.
There are very few things in this hobby that blow me away anymore but this..... this is well, amazing.
I've been a registered user of LEDBlinky for a while now and it's great! One strange thing I'm noticing recently...
I use Launchbox/BigBox as my front end. I am using a variety of emulators, but most ROMs are played through Retroarch, of which I am on the latest version and cores.
I recently noticed that when I launch from launchbox to retroarch, the LEDBlinky controls highlight (where the voice explains what each button does) does not kick off prior to launching retroarch, but instead starts when I exit retroarch. All other emulators seem to work fine, but I don't see where I've done something different.
Any hints at what I could look at to troubleshoot?
Thanks!
Hi, please check the "About" menu option on the Config app - does it list the version numbers for LEDBlinky and all the apps as 8.0.0.x? If not then please confirm you upgraded to the correct folder (it's easy to accidentally install within the \LEDBlinky folder, like \LEDBlinky\LEDBlinky...). If that's not the issue, please contact me via email and attach your settings.ini file. Sorry about the inconvenience.
Greetings! This is my first cabinet build and first time trying out LEDBlinky and I'm getting close but not quite there. Hopefully I can get some help!
I have been able to generate and LEDBlinky map, but some things are still missing:
when I do the input test, or any other type of test, ONLY RED buttons light up. When I was setting things up I know I saw some lights light up green, blue randomly, but since I've used the Generate LEDBlinky Input map, only the red light up. If I select a port for green or blue of a working red, nothing lights up.
Also, I don't think it's related but maybe: Right now with no MAME or anything running, only my P1Start, P2Start, P3Start and P4Start are always on solid (red). When I run the Simple LED Test, if I pick one of these ports, the light turns OFF. I'm not sure if this is intended, if not would like suggestions how to fix. I only have the trial version now, I'd like to get this working before purchasing. Simple animation tests seem to work, albeit everything is red.
My setup: 4pl 4 Ultrastik + 38 LED buttons + 2 IPAC Ultimates on Win 10 PC + CoinOPS
Appreciate any input! Thanks!
Hi everyone. I've been using LEDBlinky for about a year now and love it. I have been able to figure out everything by watching Maverick's Arcade videos or google searches or late night trial and error...lol. But I am currently stuck.
I have an arcade machine that uses Launchbox. I run a few steam games like Mortal Kombat XL, SFV, etc. I have the buttons lighting up the correct colors, but when I exit the game, many times LEDBlinky is stuck and the colors do not return to the default FE animation. I am assuming there is something getting in the way of the quit game command being sent to LEDBlinky because of how steam handles the games (this has been frustrating on a variety of levels...lol)
Is there a way to create a simple batch file that I could execute when I exit my PC games that would essentially mimic the quit game command that isn't being sent correctly to LEDblinky?
I also have a 2nd question. Occasionally I will play a game that has a config file for the correct colors but lights up buttons not assigned in MAME. NFL Blitz 2000 is an example. I had looked in the controls and colors files and everything seemed correct but there were a few buttons lit up that weren't assigned to anything. I eventually figured out how to create a new config in the controlsconfiguration app but I am wondering if I am missing something simple...Thank you.
Hi everyone. I've been using LEDBlinky for about a year now and love it. I have been able to figure out everything by watching Maverick's Arcade videos or google searches or late night trial and error...lol. But I am currently stuck.
I have an arcade machine that uses Launchbox. I run a few steam games like Mortal Kombat XL, SFV, etc. I have the buttons lighting up the correct colors, but when I exit the game, many times LEDBlinky is stuck and the colors do not return to the default FE animation. I am assuming there is something getting in the way of the quit game command being sent to LEDBlinky because of how steam handles the games (this has been frustrating on a variety of levels...lol)
Is there a way to create a simple batch file that I could execute when I exit my PC games that would essentially mimic the quit game command that isn't being sent correctly to LEDblinky?
You are correct, if LEDBlinky is not returning to the "FE Active" animation when exiting a game, then LEDBlinky is not getting the GameQuit command. If you can find a way via a script to run a command when the Steam games quit, then you just need to execute "LEDBlinky.exe 4" which is GameQuit. All the command line parameters are documented in the readme and Install pdf files. Hope this helps.I also have a 2nd question. Occasionally I will play a game that has a config file for the correct colors but lights up buttons not assigned in MAME. NFL Blitz 2000 is an example. I had looked in the controls and colors files and everything seemed correct but there were a few buttons lit up that weren't assigned to anything. I eventually figured out how to create a new config in the controlsconfiguration app but I am wondering if I am missing something simple...Thank you.
I'm not exactly sure what the issue is here, but the Troubleshooting app can be used to help identify problems with buttons lighting up incorrectly. If that doesn't help, you can email me the debug.zip file and I'll take a look.
arzoo
Hi all,
I have a couple of LEDBlinky questions.
I have a racing cab with 7 LED lights. They are Start, Coin, Exit and 4 Sega VR Buttons. I have configured Demul, M2emu, Supermodel, PC and MAME.
All games light up properly bar 5 MAME games and I am not sure why. All configs are the same throughout.
The Games and issues are as follows:
California Speed. This lights 2 VR buttons but all 4 are configured
Road Blasters. I have both weapon buttons set to 2 of the VR buttons but the 2nd one doesn't light.
Super Hang-On. I have turbo set to the first VR button but it doesn't light.
Turbo Outrun. Same issue as Hang-On
Tokyo Wars. I have left and right fire buttons set as the first 2 VR buttons but the don't light.
I have tried importing MAME games on a couple of them but can't get them to change.
Has anyone had this issue and do they know a fix? I am ot sure why it is only these games. All the other MAME games worked automatically.
Also, is there a way of having a light on permanently. I would like to have my exit button permanently lit to match Start and Coin.
Thanks
Hi,Hi Arzoo, thanks for your reply! So since my last email I have configured the second board with a second ID (see photo), but I'm still in the same boat. Sometimes a button will change color when I reconfig'd a board, but everything goes back to red LED only. Using the input map or tester, only the RED LED's light up. Log enclosed as well. Any ideas welcome! (https://imgur.com/a/x9fQoDM)
Both your iPACUltimate controllers are set as ID1. You'll need to download the Ultimarc software and set your second iPACUltimate controller as ID2. That should solve the problem.
https://www.ultimarc.com/control-interfaces/i-pacs/i-pac-ultimate-i-o/ (https://www.ultimarc.com/control-interfaces/i-pacs/i-pac-ultimate-i-o/)
Hi everyone. I've been using LEDBlinky for about a year now and love it. I have been able to figure out everything by watching Maverick's Arcade videos or google searches or late night trial and error...lol. But I am currently stuck.
I have an arcade machine that uses Launchbox. I run a few steam games like Mortal Kombat XL, SFV, etc. I have the buttons lighting up the correct colors, but when I exit the game, many times LEDBlinky is stuck and the colors do not return to the default FE animation. I am assuming there is something getting in the way of the quit game command being sent to LEDBlinky because of how steam handles the games (this has been frustrating on a variety of levels...lol)
Is there a way to create a simple batch file that I could execute when I exit my PC games that would essentially mimic the quit game command that isn't being sent correctly to LEDblinky?
You are correct, if LEDBlinky is not returning to the "FE Active" animation when exiting a game, then LEDBlinky is not getting the GameQuit command. If you can find a way via a script to run a command when the Steam games quit, then you just need to execute "LEDBlinky.exe 4" which is GameQuit. All the command line parameters are documented in the readme and Install pdf files. Hope this helps.I also have a 2nd question. Occasionally I will play a game that has a config file for the correct colors but lights up buttons not assigned in MAME. NFL Blitz 2000 is an example. I had looked in the controls and colors files and everything seemed correct but there were a few buttons lit up that weren't assigned to anything. I eventually figured out how to create a new config in the controlsconfiguration app but I am wondering if I am missing something simple...Thank you.
I'm not exactly sure what the issue is here, but the Troubleshooting app can be used to help identify problems with buttons lighting up incorrectly. If that doesn't help, you can email me the debug.zip file and I'll take a look.
arzoo
Hi Arzoo. Thanks for the help with the ledblinky.exe 4 command, worked perfect. However It only corrected half of the issue. Let me explain. When I would launch a steam game via big box the buttons would light up correctly, but as I mentioned before exiting the game would not disengage LEDblinky and I would have to start a new game, then end that game for the buttons to "reset"
The command you gave me does end the game animation and return to the FE animation but when I start a new game it reloads the previous steam game animation. After I exit the new game it does correctly "reset" Any ideas? Do you need a debug log?
Hi. I seem to have an issue with the combination of LedBlinky and MameHooker. Whenever i have functions that require mame's outputs turned on, such as "Game pause animation" or "Flash player start + etc" it will randomly cause mamehooker not to see mame's outputs. What i mean by randomly is that when it happens it always happens after launching a game, but there's no specific number of games i need to launch before this issue occurs, it can happen either right on the first game i launch after starting up the Cab, or the second, third, or fourth launch and etc.
Once it blocks Mamehooker from seeing the outputs i have to reboot the pc in order for it to work again until the next time it messes up.
If i disable the functions that require mame's outputs from ledblinky, then there are no issues with MameHooker anymore and it works just fine every time.
I've been having a go at this for the last three days, trying to come up with something, or some workaround, but no success.
As far as I'm aware, ledblinky shouldn't cause any issues with MameHooker as long as there are no hardware conflicts, and there's none since i use ledblinky only for leds and i use mamehooker to output for the recoil of my guns.
Would love to find a fix for this.
Frontend is HS and backend is Rocketlauncher, but i also tried outside of HS and RL, and it still happens.
Ledblinky version is 7.0.4
Haven't seen any changes in Ledblinky's change log that sound like it will fix this issue. But if you believe updating would fix this issue, I'll try.
Tried on mame .211, mame .223, model 2+demulshooter outputs, happens with every emulator that supports outputs.
Of course mame's output system is set to windows.
Thank you for the prompt response. Hopefully i can find a solution that doesn't require me to disable ledblinky's output support.
Has anyone figured out how to better integrate/program LEDBlinky with CoinOPS / RetroFE for the front end itself? For emulators other than MAME being addressed by CoinOPS/RetroFE? (I know there is a plugin in early development but haven’t messed with it yet, not sure how big a scope it has yet.)
Has anyone figured out how to better integrate/program LEDBlinky with CoinOPS / RetroFE for the front end itself? For emulators other than MAME being addressed by CoinOPS/RetroFE? (I know there is a plugin in early development but haven’t messed with it yet, not sure how big a scope it has yet.)
You're in luck - I'm currently working with the RetroFE dev to get LEDBlinky integrated with RetroFE and CoinOps. So this will be included with the next LEDBlinky release (hopefully in a few weeks).
I see it references both P1 Button 1 and button 4, so it's correct in reporting that both buttons are lighting when only button 1 and 2 should be lighting and not button 1, 2, 4, and 5, but I don't know exactly what it means by "adding" the port and don't understand what the problem is and what it's telling me to do.
I also don't understand the differences between KEYCODES and JOYCODES and would really appreciate an explanation as to what each of them mean and how each are supposed to be used and what they do.
Any help figuring all of this out would be much appreciated.
I see it references both P1 Button 1 and button 4, so it's correct in reporting that both buttons are lighting when only button 1 and 2 should be lighting and not button 1, 2, 4, and 5, but I don't know exactly what it means by "adding" the port and don't understand what the problem is and what it's telling me to do.
I also don't understand the differences between KEYCODES and JOYCODES and would really appreciate an explanation as to what each of them mean and how each are supposed to be used and what they do.
Any help figuring all of this out would be much appreciated.
KeyCodes are the keyboard buttons and JoyCodes are the joystick buttons (and directions).
Typically each button on your control panel is assigned one or more unique input code (otherwise multiple buttons would do the same thing). When you configure LEDBlinky's input map using the GenLEDBlinkyInputMap app, you assign the input codes for each set of RGB ports. For example if pressing a button on your CP sends keyboard "A", then you should assign KEYCODE_A to the ports for the LED under that button.
From the info in the TroubleShooter, you have the RGB ports for both P1B1 and P1B4 assigned the same input codes, so as far as LEDBlinky knows, these two buttons do the same thing and should light up together. Using the GenLEDBlinkyInputMap, you need to remove the input codes for one of those two buttons and assign the correct input code(s) based on what the button actually sends. You can use the QuickCode feature to help with this. Hope this makes sense.
Ok, I understand better now.
The only thing I still don't quite understand is the difference between the KEYCODE and the JOYCODE.
Can you tell me why the JOYCODE should be put in the map? I understand the KEYCODE, but I don't see what the JOYCODE does to the features/functions of the system.
For instance, what would happen if I just simply remove all the JOYCODES?
Hello!
Im running Coinops Vert R2, and use LEDBlinky. Hardware is ledpac64.
I have a problem I cant get around or understand.
Every game I start, (mame) it also lits my Y button, telling me its "LEFT". Like first A "FIRE", B "ROLL" Y "LEFT", even though it's 1941.
Image showing what button that should not show, as there are only 2 buttons in 1941. The two top ones are coin/start.
https://ibb.co/yqRJsfb (https://ibb.co/yqRJsfb)
Hi All,
I've been using LED Blinky happily with my cab for a few years now and am on v6.5
I've decided to go back to square one with my cab for a variety of reasons and was looking at LED Blinky again. I notice we're a few versions on but got a warning when I tried to update (I am free version right now) and nothing in the change logs looked especially needed to me so wondered if there was something I should be aware of or if I'm good sticking with 6.5?
Also, back in the day I used Neph colours (?) I think but now that I've updated and stripped back Mame I notice a load of stuff missing
Is there a guide or a 'recommended' colours file for getting as much of Mame working as possible? I notice mention of one in the install but given I recall hunting around before I'm guessing that isn't to go to? Or is it? If it is can I just use the latest from latest release with 6.5?
Sorry for all the questions, I've pretty much forgotten everything from 4 years ago!
(NB, I have everything configured correctly for the right buttons etc so it's the last hurdle I'm interested in!)
Sent from my M2007J20CG using Tapatalk
That's fair enoughHi All,
I've been using LED Blinky happily with my cab for a few years now and am on v6.5
I've decided to go back to square one with my cab for a variety of reasons and was looking at LED Blinky again. I notice we're a few versions on but got a warning when I tried to update (I am free version right now) and nothing in the change logs looked especially needed to me so wondered if there was something I should be aware of or if I'm good sticking with 6.5?
Also, back in the day I used Neph colours (?) I think but now that I've updated and stripped back Mame I notice a load of stuff missing
Is there a guide or a 'recommended' colours file for getting as much of Mame working as possible? I notice mention of one in the install but given I recall hunting around before I'm guessing that isn't to go to? Or is it? If it is can I just use the latest from latest release with 6.5?
Sorry for all the questions, I've pretty much forgotten everything from 4 years ago!
(NB, I have everything configured correctly for the right buttons etc so it's the last hurdle I'm interested in!)
Sent from my M2007J20CG using Tapatalk
I can't provide support for older versions, but if you're happy with the way it's working and don't need any of the newer features, then you're fine sticking with your current configuration.
I'm not so much looking for support however more a guide on getting mame ROM colours working... I obviously found one back when I originally set up (which led me to the alternate colours file) but I'm struggling to find it now and all roads lead back here!
Basically I don't want to go through every missing game and set up manually...I know I will need to do some, but I'm sure that some that I'm missing have been created, probably just incorrect versions etc
Edit. Also, does LED blinky affect anything outside its own directory? Could I run the latest version and retain the old version as a test in separate locations?
New here, I just bought a nano-led device from ultimarc and I would like to know if it is compatible with the configuration wizard mode in ledblinky and if there is a thread / post dedicated to this specific device. Thanks in advance
Is it possible to clear the buttons with a command?
Hi,
I'm using Maximus Arcade/Batch Files to run lot of arcade pc games (the loaders I'm using are Teknoparrot and JConfig and I make an .ahk file for each game). Is it possible to use Ledblinky with these games? I tried to use Controls Editor but no games appear in the "unknown games" list :(
Thanks!
LEDBlinky.exe <game> <emulator>
After you do that, the new games will show up in the unknown games list and you can then configure the controls.
Yes, you'll just have to add the LEDBlinky GameStart command to your ahk scripts for each game;Code: [Select]LEDBlinky.exe <game> <emulator>
After you do that, the new games will show up in the unknown games list and you can then configure the controls.
Hey All -
I'm running into a somewhat odd issue with LEDBlinky (and I suspect it's not actually LEDBlinky that has the issue, but something in windows, with how this is presenting) - basically, my buttons are all lighting correctly, and will flash each control as configured when a game loads, but there's no 'voice' - it's not speaking the button commands.
It was working up until a couple of days ago. I'm not sure what's changed since then.
I've tried changing the narrator voice in LEDBlinky config, but that doesn't seem to do anything.
I'm not really seeing anything that's standing out to me in the LEDBlinky debug.log on this - I'm not really seeing any differences in the logged output from before and after this stopped working. It looks like LEDBlinky itself thinks it's handling the text-to-speech calls normally, from what I can tell.
I will note that if I go to windows settings and into the narrator options, testing there will produce the selected narrator's 'spoken voice' - just not when launching games from my frontend.
If anyone has any suggestions, I'd appreciate it.
Is the speech test button working from the LEDBlinky config app (Misc Options tab)?
Is the speech test button working from the LEDBlinky config app (Misc Options tab)?
Hi Arzoo -
No, none of the speech seems to be working from within LEDBlinky - hitting the 'test' button on any speech-related field in LEDBlinky Config (including within the misc options tab) acts like it's playing (the button greys out for a few seconds, then becomes selectable again).
I went ahead and just bought another license - I'll be more careful with moving it around this time.:cheers:
Installed version 8.2 this morning. Unfortunately the program will not load. It starts and then immediately stops. I had to go back to version 8.1.1. After doing that the program works just fine. Anyone else having this issue with 8.2? Im on windows 10 home.
Installed version 8.2 this morning. Unfortunately the program will not load. It starts and then immediately stops. I had to go back to version 8.1.1. After doing that the program works just fine. Anyone else having this issue with 8.2? Im on windows 10 home.
Same here unfortunately. After starting Launchbox, LedBlinky starts and terminates. It seems, that according to the log file it receives a FE_QUIT message and stops.
V8.1.0.1 works flawlessly.
Could one or both of you re-upgrade to 8.2, turn on the Debug Log option, then email me the debug.zip and/or debug.log file. I'd like to figure this out. Thanks!Hi Arzoo, Yes of course, I will do it tomorrow!
Installed version 8.2 this morning. Unfortunately the program will not load. It starts and then immediately stops. I had to go back to version 8.1.1. After doing that the program works just fine. Anyone else having this issue with 8.2? Im on windows 10 home.
Same here unfortunately. After starting Launchbox, LedBlinky starts and terminates. It seems, that according to the log file it receives a FE_QUIT message and stops.
V8.1.0.1 works flawlessly.
Could one or both of you re-upgrade to 8.2, turn on the Debug Log option, then email me the debug.zip and/or debug.log file. I'd like to figure this out. Thanks!
This has been fixed in the latest release; v8.2.0.3 (https://www.ledblinky.net/downloads/LEDBlinkySetup_8_2_0_3.exe)
Hi, this is my first post I can't seem to find my answer so I decided to ask. I'm in the process of building an arcade cabinet with RGB buttons. I just ordered 2 PACled64s and all I want to know is if I'm able to fade the buttons on one at a time after starting a game from Hyperspin using Led Blinky. All the videos I've seen the button lights come on immediately with no fade effect when you launch the game. All the fade animations are only during the start of the FE or when exiting but never in game. Would I need the LEDWIZ instead for fading button option?
Did my best to check the thread before posting but didn't see what I was encountering.
Just completed the configuration wizard - I'm using IPAC I/O's with RBG buttons. When I attempt to use LED Blinky Output Test I get an error No LED Blinky Controllers configured. When I enter the Input Map Software i see both of my controllers with all the buttons mapped.
I'm using Launch Box/BB and activated LED Blinky in the application. When start up LB or BB the buttons begin to light up but then stop. A handful remain white and I get this message: Unable to set SAPI parameters. OLE error 80045039.
Did my best to check the thread before posting but didn't see what I was encountering.
Just completed the configuration wizard - I'm using IPAC I/O's with RBG buttons. When I attempt to use LED Blinky Output Test I get an error No LED Blinky Controllers configured. When I enter the Input Map Software i see both of my controllers with all the buttons mapped.
I'm using Launch Box/BB and activated LED Blinky in the application. When start up LB or BB the buttons begin to light up but then stop. A handful remain white and I get this message: Unable to set SAPI parameters. OLE error 80045039.
Sent. Thank you.
The LEDBlinky Output Test app is used for testing when LEDBlinky is configured to send signals to another device (which I'm guessing you are not doing); so don't worry about that. You can use the SimpleLEDTest app to determine if all your LEDs are wired correctly. As for the SAPI error, that would be something to do with Windows speech-to-text functionality (used by LEDBlinky to speak commands). If you turn on the Debug Log option (Misc Options tab on LEDBlinkyConfig), run your FE and a few games, then email me back the debug.zip and/or debug.log file I'll take a look.
<machine name="10yard" sourcefile="m58.cpp">
<description>10-Yard Fight (World, set 1)</description>
<input players="2" coins="2">
<control type="joy" player="1" buttons="2" ways="8"/>
<control type="joy" player="2" buttons="2" ways="8"/>
</input></machine>
LEDBlinky can light the active game controls and at the same time use the non-active controls for an animation. In this video, the controls for Asteroids are lit up and the other non-active buttons are synced to the game's audio using an Audio Animation.https://www.youtube.com/watch?v=Tcuan9aMQ90
So, if I wanted to create a setup where the LED/RGB arcade Buttons change colors/blink to the beat of the music on whatever game is on the PC as well as have their input recognized; what is needed?There are two separate parts to what you are describing.
An LED controller such PacLED64, the buttons and wires that come with the buttons and LED Blinky, and that's it?That is the LED controller part.
Or is a control interface such as one of those Ipacs necessary?The IPac is the encoder part.
Not working:
- Lighting up the LEDs for all games NOT found in CONTROLS.INI, but found in MAME.XML
Some more details (was analyzing this issue for hours and tried everything I could imagine):
- Tried different MAME.XML versions from different systems (0.179, 0.196) -> No luck
- Tried chaning the Encoding of the MAME.XML from UTF-8 to ANSI (found this as a hint in the web) -> No luck
- Tried chaning the Encoding of LEDBlinkys Minimized-MAME.XML from UTF-8 to ANSI -> No luck
- Added full file permissions to MAME.XML, since Windows 10 could prevent the reading -> No luck
- Checked the LEDBLinks-Startup logfile and there are about 13k games and 17k cloned loaded from the MINIMIZED-MAME-XML -> Seems no issue with reading games at least...
- Added a buch of MAME.XML-only games to the CONTROLS.INI by hand -> Working, so the issue seems to be with the MAME.XML
My questions:
- Anyone encounted this before? Any Ideas?
- Could there be an issue with finding the correct Buttoncount from MAME.XML?
- Is LEDBlinky capable or reading UTF-8 XML-files? The autogenerated Minimized-Mame-XML is UTF-8 by default, maybe this is a Win10 behaviour?
This is a typical entry from my minimized-Mame.XML:Code: [Select]<machine name="10yard" sourcefile="m58.cpp">
<description>10-Yard Fight (World, set 1)</description>
<input players="2" coins="2">
<control type="joy" player="1" buttons="2" ways="8"/>
<control type="joy" player="2" buttons="2" ways="8"/>
</input></machine>
Thanks for your help. And please keep up the great work!
Duglim
What is necessary to run LED Blinky?
Even if I go to the manufacturers sites - that LED Blinky lists on https://www.ledblinky.net/ledblinky.htm ; the schematics are very basic to non-existent.
So, if I wanted to create a setup where the LED/RGB arcade Buttons change colors/blink to the beat of the music on whatever game is on the PC as well as have their input recognized; what is needed?
An LED controller such PacLED64, the buttons and wires that come with the buttons and LED Blinky, and that's it?
Or is a control interface such as one of those Ipacs necessary?
The LED controller, are separate from the encoder,
Scott
Your front-end and emulation software installed and configured...
The Ultimate I/O is a combined board that can handle both the keyboard encoding and the LED outputs. Andy at Ultimarc can answer any questions specific to the hardware.The LED controller, are separate from the encoder,Then why does this device make it seem like they aren't separate? This is where the confusion stems from...
Scott
https://www.ultimarc.com/control-interfaces/i-pacs/i-pac-ultimate-i-o/
If you're not using any front-end software and you're not using mame, then you would have to manually send commands to LEDBlinky (using a script or batch file). For example;Your front-end and emulation software installed and configured...
OK, but if the game is more PC based and not using a front-end and not using an emulator, does LED Blinky have the means to be sound reactive outside of MAME or an emulator or front end?
In the case of that Ult. I/O board (and the LED-Wiz+GP (https://groovygamegear.com/webstore/index.php?main_page=product_info&cPath=76_81&products_id=306)), the encoder and LED controller are on one PCB and they share the USB connection, but the software configuration and wiring you need to do are the same as if they were on separate PCBs.The LED controller, are separate from the encoder,Then why does this device make it seem like they aren't separate? This is where the confusion stems from...
https://www.ultimarc.com/control-interfaces/i-pacs/i-pac-ultimate-i-o/
Hi, I'm using LEDBlinky with Maximus Arcade, is it possible to blink the leds to the rhythm of the Maximus ambience mp3?Yes, using an audio animation when the FE (Maximus Arcade) is active would most likely do what you want.
MOUSECODE_XAXIS OR JOYCODE_1_YAXIS
And just what is this _EXT suffix anyway?! It can't exist just to affect LEDBlinky behavior, yet I've never needed it at all in ctrlr or cfg files. Thanks in advance for any enlightenment in that area.
And just what is this _EXT suffix anyway?! It can't exist just to affect LEDBlinky behavior, yet I've never needed it at all in ctrlr or cfg files. Thanks in advance for any enlightenment in that area.
According to http://mirrors.arcadecontrols.com/easyemu/mameguidenew/mameguide-controlini.htm (http://mirrors.arcadecontrols.com/easyemu/mameguidenew/mameguide-controlini.htm) _EXT means a reverse movement of a controller.
If I have one question left, which I haven't looked into, it's why there seems to be no fading going on with the animations, blinking, etc.? Am using the Ultimarc RGB buttons, trackball, etc. and the demo script in their app does some nice fading effects that I'd like to replicate in LEDBlinky if possible...
If I have one question left, which I haven't looked into, it's why there seems to be no fading going on with the animations, blinking, etc.? Am using the Ultimarc RGB buttons, trackball, etc. and the demo script in their app does some nice fading effects that I'd like to replicate in LEDBlinky if possible...
Using the Animation Editor you can create fade and color transition effects.
I'd also like to mention that for mame, LEDBlinky uses a number of files (controls.ini, mame.xml, <rom>.cfg, ctrlr, etc) to determine which controls to light up and is only as accurate as the data in these files and the user configured input map. That being said, using the mame .cfg files (rather than hard-coding a ctrlr file) is the preferred method for using LEDBlinky. The .cfg files are updated by mame whenever a game's controls are modified (via mame's in-game menu) and this allows LEDBlinky to light the correct controls for each game. But glad you got it working with the ctrlr file!
How to reproduce the None and _Ext issues:
Here are the port mappings for my "admin" buttons (plus two flippers):
<port number="31" label="VOLUME_DOWN" type="R" inputCodes="NONE"/>
<port number="32" label="VOLUME_DOWN" type="G" inputCodes="NONE"/>
<port number="33" label="VOLUME_DOWN" type="B" inputCodes="NONE"/>
<port number="34" label="EXIT" type="R" inputCodes="KEYCODE_ESC"/>
<port number="35" label="EXIT" type="G" inputCodes="KEYCODE_ESC"/>
<port number="36" label="EXIT" type="B" inputCodes="KEYCODE_ESC"/>
<port number="37" label="VOLUME_UP" type="R" inputCodes="NONE"/>
<port number="38" label="VOLUME_UP" type="G" inputCodes="NONE"/>
<port number="39" label="VOLUME_UP" type="B" inputCodes="NONE"/>
<port number="40" label="SHUT_DOWN" type="R" inputCodes="NONE"/>
<port number="41" label="SHUT_DOWN" type="G" inputCodes="NONE"/>
<port number="42" label="SHUT_DOWN" type="B" inputCodes="NONE"/>
<port number="43" label="FLIPPER_1" type="R" inputCodes="NONE"/>
<port number="44" label="FLIPPER_1" type="G" inputCodes="NONE"/>
<port number="45" label="FLIPPER_1" type="B" inputCodes="NONE"/>
<port number="46" label="FLIPPER_2" type="R" inputCodes="NONE"/>
<port number="47" label="FLIPPER_2" type="G" inputCodes="NONE"/>
<port number="48" label="FLIPPER_2" type="B" inputCodes="NONE"/>
Also, the default speech for HS is too verbose. I found it in an XML file, but did not see where the UI allowed for changing that stuff. They are too specific as well, with Start being "Start Game" and Exit being "Exit HyperSpin". Those will only be accurate in some circumstances. I would suggest "Enter" and "Exit".
Hello. Long time LEDBlinky user, but having trouble incorporating it into my LB/BB setup. I used Hyperspin for the last ten years, and colored every single game on my own since I wasnt a fan of the set colors in the ini. files. I have successfully incorporated LedBlinky into my new frontend, but the issue I am having is that my colors are showing up on different buttons than what I set. In the ControlEditor.exe I see everything work as expected, but it doesnt when LB or BB are working. The colors are right but on the wrong buttons.
I then reinstalled the newest version of LEDBlinky, made a new map, and colored my first game. Nothing shows up at all!
I am also getting a BASS Recording Failed error even though I see the StereoMix and it is set to default.
Im at a loss. I had a handle on this program years ago but I cant figure out why my buttons are all over the place. My Debug.zip is attached. Thanks in advance for any ideas or help.
1st issue: When I exit a game, it would be lovely if LEDBlinky reverted back right away to my setting of "Demo game controls", but this doesn't happen. The LEDs just all turn off until I change to a different game. I thought maybe MAME was sending it's stop signal (if that's what LEDBlinky relies on), but this occurs on other emulators as well. Is this a setting that I'm missing? Or is this just not possible?
2nd issue: When I launch a game within another emulator, such as Nintendo Entertainment System, all LEDs turn white once the game is loaded. Within HyperSpin (the FE I'm using) the B and A buttons light up red and nothing else lights up, and when I start the game I have the voice even read off the controls and they blink red for A and B, but then all LEDs turn white. I looked at the Control config and the default setting for that system is B and A set to red only. So why would it revert to all white? Hopefully it's some simple thing I'm missing and someone can clue me in, thank you very much.
BTW, the FAQ section on LEDBlinky has got to be one of the best and most useful FAQs I've ever seen! Wow! I've always viewed FAQ sections on websites as jokes, but LEDBlinky's FAQ section actually helped me solve like 3 other issues I had while setting this up. Very nice to see great documentation!
Debug log for this issue:
When I launch a game within another emulator, such as Nintendo Entertainment System, all LEDs turn white once the game is loaded. Within HyperSpin (the FE I'm using) the B and A buttons light up red and nothing else lights up, and when I start the game I have the voice even read off the controls and they blink red for A and B, but then all LEDs turn white.
Also, from testing yesterday, I discovered launching an NES game seems to use MAME default colors that were set specifically for each button on player 1 and player 2 based on my current configuration.
Again, I don't have all buttons installed and setup quite yet as the I'm not making a "normal" arcade cabinet so to speak. If you want to look at what I'm attempting to pull off, you can check it out at https://theholmesplace.com
EDIT: forgot to attach the debug files. ;D
So either way, that's finally fixed, thank you Arzoo!
Is it possible to force which audio output device ledblinky must use besides the default audio device in windows 10? I have been trying to get portaudio working with mame and launchbox as the FE but everytime ledblinky gets stuck flashing controls and no audio output during game startup. If i could force ledblinky to use a secondary audio output device I am thinking this problem would get solved. Thoughts?
Thanks
Is LEDBlinky/MAME Output Test hardcoded to just read outputs from MAME?
I'm trying to read inputs from Demulshooter games and Teknoparrot games which can output MAME outputs, but I don't get them in MAME Output Test.exe.
They do show up in MAMEhooker though. I'd prefer to use LEDBlinky for everything and also that MAMEHooker doesn't recognize my iPac Utimate as an output device.
hey! I have some problems with LEDBlinky blocking my demulshooter + MAMEHooker comunication.
Im running Launchbox/BigBox with LEDBlinky for all normal controls.
What I would want is some way to block the hooking process of LEDBlinky , start the game to get the Demulshooter+MAMEHooker functions, and the whenexit the game set LEDBlinky back on again
Is there any way I can switch this via script or someting? Would be great :applaud:
Ok, thanks! :timebomb: bummer! Launchbox restart ledblinky if I kill its process when running a game,
Tried to make some blocking script during the time of the game but no luck yet. Do you know how I could do this? :notworthy:
Hmm I never thought about that. So what should I set up to block the hook functions in LEDBlinky config?
I did managed to do what you suggested, but it's kinda brute
I killed LEDBlinky.exe and MAMEhooker, restart MAMEhooker and then start the game. Sometimes LEDBlinky don't want to be started again and throws a angry message, so it would be so neat just skip the hook functions.
I can still use the standard led instructions from the ledcontrols xml right? I would be more than happy to just use MAMEhooker for output hooking :D
I still have problem when launching in Launchbox though as it seems its still blocked in some way. have both removed the mame.dll and the output option is unchecked :angry:
Thanks for taking your time boss. I know this is not that much of a LEDBLinky issue so really appreciat the help :angel:
Heres my debug log, I have started LaunchBox and its configured to have LEDBlinky, then also MAMEHooker is started, but does not hook the leds
when the game is started (Chhase HQ with police lights)
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.
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.
Wondering if anyone here has anyone here has any experience using the Ultimarc Ultimate I/O board and a PACLed64 board together with mamehooker? I’m not having much luck and wasn’t sure where to ask. I’m trying to get some effects working with gun games (gStAv helped me with the ini files, but he uses ledwiz). Nothing I’ve tried has worked, I’m not sure if it is because I have 2 boards in order to control all my lights or what. Any help would be appreciated!
Okay, so what's the different between these two files, XMLBlinkyControls.XML and Colors.ini? Should I be doing color assignments in one vs the other? I've been heavily modifying the Colors.ini and Controls.ini file to fill in for games that don't exist or don't have all or proper colors set like Brute Force. Should I be doing this in XMLBlinkyControls.XML instead?
While on the topic of these files, I looked over the LEDBlinky website for an explanation on what these variables mean to LEDBlinky from the Controls.ini file:
Mirrored (I assume this is for like games that support tabletop setups and show the screens upsidedown?)
Tilt
Cocktail
UsesService
Interesting!
Now I'm super curious about the history of LEDBlinky! :P
But this is all good information to know. Yeah, I'll send what I have when I'm finished. The only thing I considered, which I haven't done yet, was removing games from controls.ini and colors.ini that I'm omitting from my build (i.e. Mahjong games, non-english games, non-functional games, etc) simply to speed up the loading of everything. All that seems like a lot of data for LEDBlinky to parse. But for now I haven't done that, and if I share the stuff back with you, I'll keep what's in there and just update the games that A) don't have entries, or B) the lighting is clearly wrong / incomplete.
[3countb]
P1_COIN=White
P1_START=White
P1_BUTTON1=Red
P1_BUTTON2=Yellow
P1_BUTTON3=Green
P1_BUTTON4=Blue
P1_JOYSTICK=Black
P2_COIN=White
P2_START=White
P2_BUTTON1=Red
P2_BUTTON2=Yellow
P2_BUTTON3=Green
P2_BUTTON4=Blue
P2_JOYSTICK=Black
Analysis:
These are the Emulator defined Input Codes for [P1_BUTTON1]:
KEYCODE_LCONTROL
JOYCODE_1_BUTTON1
MOUSECODE_1_BUTTON1
Using your assigned Input Codes from the current Input Map, the following ports were enabled (ON):
iPACUltimateIO ID:1 Port:22 Label:P1B8 (RGB Red)
iPACUltimateIO ID:1 Port:23 Label:P1B8 (RGB Green)
iPACUltimateIO ID:1 Port:24 Label:P1B8 (RGB Blue)
EDIT: Running the troubleshooter I see the issue is that the keycodes that are being pulled out from MAME do not match what is being used... very odd... These keys are not defined anywhere that I can seeCode: [Select]Analysis:
These are the Emulator defined Input Codes for [P1_BUTTON1]:
KEYCODE_LCONTROL
JOYCODE_1_BUTTON1
MOUSECODE_1_BUTTON1
Using your assigned Input Codes from the current Input Map, the following ports were enabled (ON):
iPACUltimateIO ID:1 Port:22 Label:P1B8 (RGB Red)
iPACUltimateIO ID:1 Port:23 Label:P1B8 (RGB Green)
iPACUltimateIO ID:1 Port:24 Label:P1B8 (RGB Blue)
My Mame.ini is set to use default.cfg as the ctrlr file and (for neogeo) it uses neogeo.cfg based called from neogeo.ini
They are the only places controls are mapped...
Where might it be pulling these values from?
My ledblinky lights up correcty when I Test them in the controls editer. But when I play a Game in Coinops button 1 wont light insted it lights button 2Sent you a PM.
and button 2 turns on button3 and 3 truns on 4, i checked the input mapping and it matches buttons.
please someone help me.
EDIT: Typically, when UIs do odd things, it is a good spot to ignore what the UI is doing and refer to their settings file, Settings.ini in this case:
AbortSpeechAnyKey=0
What does that mean? Don't abort speech with any key? It looks like it could represent a Boolean value, but IIRC, selecting a key in the UI changes that value to a key code. I'll have to look at that again, as maybe that checkbox does change the value to 0 on un-checking it, but incorrectly displays it as checked on restarting the configuration app. Or perhaps somebody can chime in with what this value means to the app. :)
So maybe it wasn't a red herring. Will check on that...
EDIT: So the 0 does appear to be represented by an unchecked box in the UI. That makes sense and presumably it is a 1 if checked. I may have forgotten to hit Save at some point, but I am not sure how that box ever gets checked again (which it seems to have done earlier), as I never touched it. Perhaps the key is a different value that is only referenced if Any Key is turned off. I did change some other settings and hit Save for sure, but I never wanted to see that box checked again.
Donkey Kong, for one example, despite having 2 players, lights up P2 Coin, but according to MAME, it doesn't have that control. I thought maybe this was an odd case that the data files can't express, but MAME.xml shows hundreds of games with inputs like this:
<input players="2" coins="1" service="yes">
Donkey Kong, Jr is another that demonstrates the issue.
I don't have any special profile for these games, so does LEDBlinky look at this "coins" attribute in MAME.xml? What if the game is in controls.ini? Does that format even make the distinction? I imagine the app chooses one or the other, though they are certainly not equal. IIRC, controls.ini has a lot more information, which makes me think that it would be the first choice.
Donkey Kong, for one example, despite having 2 players, lights up P2 Coin, but according to MAME, it doesn't have that control. I thought maybe this was an odd case that the data files can't express, but MAME.xml shows hundreds of games with inputs like this:
<input players="2" coins="1" service="yes">
Donkey Kong, Jr is another that demonstrates the issue.
I don't have any special profile for these games, so does LEDBlinky look at this "coins" attribute in MAME.xml? What if the game is in controls.ini? Does that format even make the distinction? I imagine the app chooses one or the other, though they are certainly not equal. IIRC, controls.ini has a lot more information, which makes me think that it would be the first choice.
For two player alternating games, LEDBlinky will light both coin buttons. It does not look at the "coin" attribute in the mame.xml.
EDIT: Typically, when UIs do odd things, it is a good spot to ignore what the UI is doing and refer to their settings file, Settings.ini in this case:
AbortSpeechAnyKey=0
What does that mean? Don't abort speech with any key? It looks like it could represent a Boolean value, but IIRC, selecting a key in the UI changes that value to a key code. I'll have to look at that again, as maybe that checkbox does change the value to 0 on un-checking it, but incorrectly displays it as checked on restarting the configuration app. Or perhaps somebody can chime in with what this value means to the app. :)
So maybe it wasn't a red herring. Will check on that...
EDIT: So the 0 does appear to be represented by an unchecked box in the UI. That makes sense and presumably it is a 1 if checked. I may have forgotten to hit Save at some point, but I am not sure how that box ever gets checked again (which it seems to have done earlier), as I never touched it. Perhaps the key is a different value that is only referenced if Any Key is turned off. I did change some other settings and hit Save for sure, but I never wanted to see that box checked again.
With "Abort Speech Any Key" checked, AbortSpeechAnyKey will be set to 0. With "Any Key" unchecked and a keyboard value selected, AbortSpeechAnyKey will be set to the ascii value for the selected key. You must have one or the other; if not, Any Key is the default.
As for your specific issue with HS, have you tried assigning a single key (like ESC) to abort the speech? I don't recall anyone else having this specific issue but HS can definitely function oddly when it comes to the app or emulator losing focus. Maybe just the fact that you're pressing a key (to abort speech) is causing HS to act weird? I might suggest posting the question on the HS forum?
As the physical cabinets had two coin slots (apparently COINS="1" in MAME.XML means they were wired to the same switch), ISTM that this is best solved at the MAME ctrlr level. Something like this:
As the physical cabinets had two coin slots (apparently COINS="1" in MAME.XML means they were wired to the same switch), ISTM that this is best solved at the MAME ctrlr level. Something like this:
The "Coin" attribute in mame.xml refers to the credit button, not the physical coin slot in the cabinet door (which may have lit up via the general illumination wiring and not individually controlled).
EDIT: Typically, when UIs do odd things, it is a good spot to ignore what the UI is doing and refer to their settings file, Settings.ini in this case:
AbortSpeechAnyKey=0
What does that mean? Don't abort speech with any key? It looks like it could represent a Boolean value, but IIRC, selecting a key in the UI changes that value to a key code. I'll have to look at that again, as maybe that checkbox does change the value to 0 on un-checking it, but incorrectly displays it as checked on restarting the configuration app. Or perhaps somebody can chime in with what this value means to the app. :)
So maybe it wasn't a red herring. Will check on that...
EDIT: So the 0 does appear to be represented by an unchecked box in the UI. That makes sense and presumably it is a 1 if checked. I may have forgotten to hit Save at some point, but I am not sure how that box ever gets checked again (which it seems to have done earlier), as I never touched it. Perhaps the key is a different value that is only referenced if Any Key is turned off. I did change some other settings and hit Save for sure, but I never wanted to see that box checked again.
With "Abort Speech Any Key" checked, AbortSpeechAnyKey will be set to 0. With "Any Key" unchecked and a keyboard value selected, AbortSpeechAnyKey will be set to the ascii value for the selected key. You must have one or the other; if not, Any Key is the default.
As for your specific issue with HS, have you tried assigning a single key (like ESC) to abort the speech? I don't recall anyone else having this specific issue but HS can definitely function oddly when it comes to the app or emulator losing focus. Maybe just the fact that you're pressing a key (to abort speech) is causing HS to act weird? I might suggest posting the question on the HS forum?
Installed LED Blinky in my cab and am slowly learning the details. I have watched all the videos and done the FAQ but I am still at a bit of a loss.
I attached an image of the lighting for Galaga.
I am not sure why it does not light coin 1 and it has an extra button lit on the controls. From everything I can see in the control file it should light coin 1 and there should only be one button lit for the fire button.
I have set up a default set of mappings in the control editor for "<default>" emulator, however, when I run a game in RetroArch, or any other emu for that matter via BigBox, I don't see buttons light up. The only other emulator config I have is MAME, which works properly.
haven't used a forum like this is a long time, didn't know how to get images to show directly.Putting the image URL inside IMG tags like this code example displays the image like below. :cheers:
[img]https://i.ibb.co/tYwqpJ0/active-animation.png[/img]
My active animation setup-
What actually happens, only player 4 is comletely right.
Complete noob here, having difficult getting LED blinky active animation to keep buttons a solid color as shown in the support videos by using a single frame animation.
Also when I go into a game it doesn't light only the buttons of that game.
What actually happens, only player 4 is comletely right.
When I check the LED colors in the "General LEDBlinky INput Map they are all correct and when I run the animation it's all correct. Please HELP!
Also sorry haven't used a forum like this is a long time, didn't know how to get images to show directly.
Hoping this is a simple question to answer, questions, but curious on functionality.
Assigning colors within colors.ini or LEDBlinkyControls.xml seems to be done using words (i.e. red, blue, green, purple, etc).
Is there a list of words that LEDBlinky will recognize anywhere? For example, I can't use words, "pink", "gray", "teal", but colors "green" OR "lime" work.
Even crazier, can RGB values be assigned within these files somehow? Maybe like color="RGB(255,0,0,1)".
Second question, I've come across some games that, oddly enough, alternate between players 1 and players 2, but the players still need to use their respective controls (example: player 2 uses player 2 controls, and player 1 uses player 1). Is there any sort of function built into LEDBlinky, which will turn on / off the controls based on who's turn it is? (I suppose the answer would be no, because that would involve LEDBlinky getting information fed back somehow from MAME). But was curious and thought I'd ask anyways.
If anyone knows where to find info on colors available, that'd be cool to see, pink, grey, would be cool to get. A better orange than "orange" would be cool too, "orange" looks more dark yellow. I know I'm not working with Phillips Hue here, but I have been able to mimic the colors needed through the LEDBlinky LED Mapper app before, just wish I could also assign them color names.
Cheers!
currently there's no way for LEDBlinky to "know" which player is up (mame does not provide that output).Maybe you could use a LUA script to monitor the memory locations/values in the game program that shows which player is up and send outputs that LEDBlinky can receive to turn each player's LEDs on or off.
For the Ultimarc Servostik (and 360 stick, and possible others), I wonder if it's possible to add some kind of output that informs the user of the current state (4-way or 8-way). I imagine something like a pair of LED's that get selectively turned on/off when the stick is in 4-way or 8-way mode. They could even be connected to the main I-PAC (eg. the Ultimate I/O has the ability to control stand-alone LED's as well as RGB buttons).
LED Blinky has been giving me issues. For the life of me been trying to figure out how to reset or turn off these two buttons that no matter what will not turn off or will go into different colors when booted. I have unplugged from the board unplugged power and everything and still no dice. Please Help or show me the way
When I use the simple led test I can turn it off and on but when I exit the lights just come back on
I am having issue getting ledblinky to work. I have a new build of coin ops arcade2 vertical build. When it starts all the light light up and even when I go into a game like 1942 it speaks the game name but fire or loop lights light up or gets spoken.
When I use the simple led test I can turn it off and on but when I exit the lights just come back on
Some Ultimarc boards can store an LED configuration in the firmware; you may need to clear that (using the Ultimarc software). Or this may be related to the wiring or hardware?
You were right it was a USB issue. Now that I have a new one I went and installed the new along with meSo you have two UIO boards, one set as ID1 and the other ID2, but LEDBlinky only see's the one? Does the SimpleLEDTest app show both boards? Do you have any other Ultimarc devices connected? Email me your debug log and I'll take a look.
W Led Blinky update now it only recognizes one at a time. I did the whole
Firmware ID 2 process and still not able to get both recognized. Led blinky only see one as active.
Hey Arzoo,
I just seen this message. I went back and installed previous LED Blinky and updated the firmware. It recognizes now. It’s it something to do with updated LED Blinky?
I believe it’s the new LED Blinky. I used the old version and it worked. Same firmware for the UIO boards.What version are you running that works?
I didn’t get a chance to make the log with the updated version of LED Blinky since I just went back to the old version.
I believe it’s the new LED Blinky. I used the old version and it worked. Same firmware for the UIO boards.What version are you running that works?
I didn’t get a chance to make the log with the updated version of LED Blinky since I just went back to the old version.
First off, thanks for a great product - it's awesome to be able to light up only those controls that are in use for a particular game, and drive animations across the control panel!
Is there a good way to light (better yet, conditionally light) non-standard admin buttons (like a button mapped to an I-PAC Ultimate "shift" key) without adding an additional LED controller and considering them cabinet LEDs? One item on the feature list of LEDBlinky is: Designate LEDs as "Always Active" for use with coin, start, or administration controls, but I can't seem to find a way to do this for buttons that aren't mapped to MAME inputs or known UI/admin controls.
It would be nice if there were a way to set specific device/port values in response to incoming notifications (game start, game pause, etc.). Maybe there is and I'm just missing it?
Thanks!
A third option (which you also alluded to) would be the "Run External Applications" feature (Integrations tab) - with this you could theoretically send an LEDBlinky command to itself to light a specific port or ports on an event such as Game Start. I've never tried this but I think it should work. All the LEDBlinky command line parameters are documented in the readme and Install and Config pdf. Hope this helps!
Is there any particular quirk to getting output hooked up with Groovymame 0.253 in particular? Groovymame folder is set properly in config, and I've manually set output to Windows in the mame.ini, but the output test is simply not picking up any outputs from it at all.
Thanks-
This support link (https://www.ledblinky.net/Support.htm#MAMEOutputsProblem) may help.
This support link (https://www.ledblinky.net/Support.htm#MAMEOutputsProblem) may help.
Actually tried following through that before posting. I already manually changed OSD Output to Windows in the mame.ini, and am using the Output Test to verify there's no output of any kind being picked up. Doesn't seem like Groovymame distributions come with the whatsnew.txt, if that is required.
Left me wondering if it meant it doesn't work with 0.221 OR LATER, or if it is only 0.221 that's at issue? Anything else that could be causing output not to be picked up?
Thank you,
#
# OSD OUTPUT OPTIONS
#
output Windows
#
# OSD INPUT OPTIONS
#
So far I've tried with GroovyMame 0.253, 0.254, and normal MAME 0.254 (current). None of them are sending any output to the output test window.
And just to make sure I'm not crazy, this is what I've got at the relevant part of my mame.ini:Code: [Select]#
# OSD OUTPUT OPTIONS
#
output Windows
#
# OSD INPUT OPTIONS
#
Am I missing something obvious, before I start working backwards through a whole lot of builds?
Thanks,
So far I've tried with GroovyMame 0.253, 0.254, and normal MAME 0.254 (current). None of them are sending any output to the output test window.
And just to make sure I'm not crazy, this is what I've got at the relevant part of my mame.ini:Code: [Select]#
# OSD OUTPUT OPTIONS
#
output Windows
#
# OSD INPUT OPTIONS
#
Am I missing something obvious, before I start working backwards through a whole lot of builds?
Thanks,
output windows
I've confirmed the mame output system is working with .249 which was the latest version I currently have installed. But I did notice that it only worked when the OSD OUTPUT OPTIONS "output" value was set to "windows" all lower case. My support doc had the value listed as "Windows" which does not seem to work with later versions of mame. Try using "windows" and let me know if that works for you with .254?Code: [Select]output windows
That's exactly what it was, ha. Making it all lowercase fixed it, outputting as expected.
Thank you!
[05/05/2023 23:37:28] P2_AD_STICK_X_EXT (MAME-DEFAULT): |JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|KEYCODE_G|JOYCODE_2_RIGHT
Similar phantom string for Y_EXT, and both for P1 as well (just not mapped to anything with a light).I checked the debug, and it has this relevant line on game load:Code: [Select][05/05/2023 23:37:28] P2_AD_STICK_X_EXT (MAME-DEFAULT): |JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|KEYCODE_G|JOYCODE_2_RIGHT
Similar phantom string for Y_EXT, and both for P1 as well (just not mapped to anything with a light).
Yet when I go manually open up the Mame default.cfg, there isn't even a default port in the file for P2_AD_STICK_X_EXT. I can manually ADD an entry for it, and map it to none. If I do so, Blinky correctly previews the game with that rogue light off, and will load the game with it off that time... however, every time I turn on Mame, it automatically deletes any _EXT ports that I manually added... which results in the rogue light coming back after restart.
<control name="P2_AD_STICK_X_EXT" inputCodes="|JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|KEYCODE_G|JOYCODE_2_RIGHT" allowConfigPlayerNum="2"/>
Edit the line to look like this;<control name="P2_AD_STICK_X_EXT" inputCodes="|JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|JOYCODE_2_RIGHT" allowConfigPlayerNum="2"/>
Hi Guys,
I'm using Ledblinky with a Pacled64 and works well, now I added two rgb led strips behind the cabinet (connected to the Pacled) and I would like them changing color according to the game.
For example when I play Virtua Tennis (Flycast), I would like them to turn green.
Since they are not associated with any buttons or controls, which menu/option should I use to do that?
I originally posted this as its own topic (http://forum.arcadecontrols.com/index.php/topic,167706.0.html) but it looks like this is the better spot for it. Sorry for the spamming!
LEDBinky and WLED
Hi all,
I'm hoping to find a way to use LEDBinky to control addressable LEDs connected to WLED. I've done quite a bit of searching and haven't found anything yet. Addressable bulbs on WLED have a couple of big advantages: incredibly cheap controllers (a few dollars) and VERY simple wiring.
My hope is to get the two talking to each other but their JSON APIs are different. At this point I'm imagining writing a server/mediator that sits in the middle and translates/maps messages going in each direction. Before I start doing anything like this I'm hoping someone can suggest an easier approach. My preference would be finding some way to configure LEDBlinky's JSON Output to speak to WLED's API but I don't see any way to configure it.
Here's another possible option; Ultimarc offers an LED controller for addressable LED strips that is supported by LEDBlinky; https://www.ultimarc.com/output/led-and-output-controllers/nano-led/ (https://www.ultimarc.com/output/led-and-output-controllers/nano-led/)
Here's another possible option; Ultimarc offers an LED controller for addressable LED strips that is supported by LEDBlinky; https://www.ultimarc.com/output/led-and-output-controllers/nano-led/ (https://www.ultimarc.com/output/led-and-output-controllers/nano-led/)
Thanks for that! That was the first controller I looked at. Unfortunately I'll be managing at least 50 RGB bulbs (more if I add strip cabinet lighting) which would require 3 Nanos (if I'm reading the documentation correctly). That's $66 vs $2 (for hundreds of bulbs) for the controllers. I'm also using WLED to talk to my home automation (Home Assistant over WiFi) to allow it to also control the lighting based on its triggers. I'm pretty determined to try to get WLED to work with LEDBlinky if it's remotely possible. If you have any hints on how I might approach it that would be greatly appreciated. If I do write an intermediary broker I will try to make it configurable in case others want to go down this path. Thanks so much!
Apologies if this has been asked before - I don't see an option to search this thread.
The default behavior of LEDBlinky for JRD is to switch back to 4-way when the frontend is active. Is it possible to change this? I would prefer it to switch to 8-way or leave it in the last state it was in. Using AM for the FE, FYI.
Also - is there a global way to reduce the intensity of the LEDs? I find them far too bright. It would be wondrous if there was a global setting or slider and I could just reduce that.
And... LEDBlinky is taking like 20-30 seconds to launch after I start AM. How might I fix that?
Thank you!
Hi Arzoo and everyone hope all good
I wanted to ask about setting up my main admin buttons to always.
(Exit , Select & Pause)
I want these 3 Single Led buttons to continuously lit during game sections. But is not working.
What happening is inside the color config app
Main Default Buttons
if I set to single led as per my ipac default mapping exit button will lit up for all below all 3 buttons.
I am confused why exit button will lits up every time even for my pause and select.
UI Close - mapped to my Key_exit
UI Pause- mapped to Key_P
UI Select- mapped to Key-Enter
Led set as single > 48 for above 3 default buttons , RGB is blank
Buttons should lit up according to my mapping.
Most fun part is if I set above to RGB color my P1B1 will lit up instead of above admins.
I am using single led for admin buttons and RGB for panel buttons P1B1 to B8
I have also updated to latest ledblinky and seems there is a problem somewhere.
Appreciate your help on this .
What I means is exit button always lit but UI Pause and Select wont at all. This happens when I double click to edit UI pause and set the color and mapping this is the time my exit lits up and same goes with UI Select.
If I launch Hyperspin my admin always active buttons wont lit up except exit only
my ledblinky profiles xml ports for above 3 are set as single leds which is correct and will blinks with all other buttons all the time as per mode I set . So I am confused why UI profiles are not working with my mappings
Was wondering if anyone knew the fix for this little issue I found. I currently have the original Rampage game from the 90s and the new Rampage game from 2018 both in my Arcade platform list in Launchbox. LEDBlinky is registering them both as the Rampage game from the 90s and I can’t figure out a way to separate them without moving one of the games to a separate platform in Launchbox. They don’t use the same file to launch or anything l, just have the same name, one is just labels “Rampage” and the other is “Rampage (2018)” but for some reason LEFBlinky just sees them as the one game. Any help would be great!
No luck, I think because the xml file is named rampage.xml is the issue. Tried changing the name of the xml, but then the game doesn’t work. Will keep trying to figure out a work around
New question. Is it possible to duplicate a platform like Mame in LEDBlinky? I know it sounds odd, but I have my main Mame/Arcade playlist and I also have a Gun4Ir playlist, which has a ton of Arcade games in it, I added Gun4Ir as a separate platform in LB so it requires a separate copy of each game in the Gun4Ir section of LEDBlinky, I know I could manually copy games 1 at a time, but would ideally like to be able to do it in bulk. Not sure if it is possible though.
Hello, thank you so much for your product. I recently managed to purchase LED boards from ultimark. I installed your program, but since I also use mamehooker along with the gun4ir pistols, the question arose with the conflict of these two wonderful programs. And I found an option to stop and resume both processes. PsTools of Microsoft, the pssuspend command. Now I can choose which program will use the output. Both programs are running as administrator. If no script is running, then mamehooker is responsible for outputs, but at the same time, Ledblinky says which controls are used,hey! I have some problems with LEDBlinky blocking my demulshooter + MAMEHooker comunication.
Im running Launchbox/BigBox with LEDBlinky for all normal controls.
What I would want is some way to block the hooking process of LEDBlinky , start the game to get the Demulshooter+MAMEHooker functions, and the whenexit the game set LEDBlinky back on again
Is there any way I can switch this via script or someting? Would be great :applaud:
LEDBlinky can't connect and disconnect from mame outputs on the fly, so unfortunately what you're asking is not possible.
Is there any sort of updated colors.ini? I’ve been adding tons of games to LEDBlinky manually, but was curious if anyone had created an updates ini with a larger completed library? I tried Rocketblinky, but it didn’t seem to add anything new for games for me, but maybe I did something wrong?
Is there any sort of updated colors.ini? I’ve been adding tons of games to LEDBlinky manually, but was curious if anyone had created an updates ini with a larger completed library? I tried Rocketblinky, but it didn’t seem to add anything new for games for me, but maybe I did something wrong?
Unfortunately there is no updated colors.ini that i know of.
Is there any sort of updated colors.ini? I’ve been adding tons of games to LEDBlinky manually, but was curious if anyone had created an updates ini with a larger completed library? I tried Rocketblinky, but it didn’t seem to add anything new for games for me, but maybe I did something wrong?
Unfortunately there is no updated colors.ini that i know of.
Not sure if this is possible, but would be cool if in the future we could export all of our manually configured games into a file(s) so that they are shareable. Would make helping each other with games/completing setups easier. Just a suggestion :)
Ever since the last time i hardware refreshed my arcade machine I've had issues with LEDBlinky running slower than it used to when controlling my old pacled64, with both audio animations and regular animations appearing to run at around 10 fps max no matter how short I set the frame delay in the animation. Has anyone else seen that? I think on windows 10 the speed problem would sometimes come and go but with windows 11 I'm stuck with the slow animation rate.
Did microsoft change something about how fast data can be sent to a usbhid device? I tried searching but haven't found anything.
The pacled64 is from 2014 though, maybe I should check with Ultimarc if there's new firmware for it...
Hey, please can someone help me, I have been pulling my hair out for hours trying to get Steam games in launchbox to work with LEDBlinky.
I have tried configuring games directly, and applying a default configuration.
Both of them correctly light up inside launchbox / bigbox, but when the game launches, as soon as the launching screen appears, the controls all go dark. Please can someone help me figure out why this is? I assume its a loss of focus on the game itself?
Someone had the same problem as me before a few years back, and wrote a AHK to fix it, but the github page linked to is dead.
Any help here would be greatly appreciated.
Hi Arzoo,
I currently have a strange problem using serial output (COM port). I activated serial output for COM3 and generated the corresponding map. When I try to do a SimpleLedTest (or Launchbox, or GenMap), the log files always show "unable to write to com port". In the GenMap utility the com port is shown as active.
When I connect a serial communication application to COM3 (e.g. putty), I can communicate flawlessly with the receiver (Arduino) and simulate the LedBlinky commands (e.g. [1,255]).
Do you have any idea what could be wrong here?
Thanks in advance!
Thanks Arzoo, but it is not LedBlinky's fault, it is my new Arduino R4 Minima. Its serial communication seems to be different than the old generation (e.g. Leonardo). Using a Leonardo everything works flawlessly.
So, thanks again, no more help needed :cheers:
Excellent, glad you go it figured out!
Yes, I did, but I still have no idea, why only LedBlinky is not able to establish a serial connection to it.
As mentioned before, any serial communication program can connect and transfer data, only LedBlinky can't.
Is there a possibility to debug more deeply, since I would really like to use the new generation of Arduino for my panel controller.
It's been a while since I wrote the LEDBlinky COM output code and I was using an older Arduino to test. I really don't know how I could debug deeper without using the same hardware as you are having issues with, and I'll be honest, it's a rarely used feature.
Its been a couple years since ive messed with ledblinky but i have days worth of custom button animations i scripted years ago.
What files/locations do i need to backup to be able to not lose all my scripts,panel layout, etc?
Its been a couple years since ive messed with ledblinky but i have days worth of custom button animations i scripted years ago.
What files/locations do i need to backup to be able to not lose all my scripts,panel layout, etc?
You can copy the entire \LEDBlinky folder to the new system. After that you'll need to update any path/folder changes in the configuration files, but that's all that should be necessary.
So im used to bigbox but decided to try coinops, Im wanting to copy over my ledblinky folder to the coinops build and then update ledblinky over it so I can start playing around and try to get some of my old animations integrated into coinops. On ledblinky site it says to install into retrofes "plugin" folder but I do not have a plugin folder. Do I just need to create a plugin folder? At what location...Inside coinops or inside retrofe folder?
Also, Im wondering if setting up ledblinky is even going to be possible with my ipac4 in xinput mode or should I stop before I invest too much time and just be using bigbox with ipac in keyboard mode?
Thanks
So im used to bigbox but decided to try coinops, Im wanting to copy over my ledblinky folder to the coinops build and then update ledblinky over it so I can start playing around and try to get some of my old animations integrated into coinops. On ledblinky site it says to install into retrofes "plugin" folder but I do not have a plugin folder. Do I just need to create a plugin folder? At what location...Inside coinops or inside retrofe folder?
Also, Im wondering if setting up ledblinky is even going to be possible with my ipac4 in xinput mode or should I stop before I invest too much time and just be using bigbox with ipac in keyboard mode?
Thanks
For CoinOps you can install LEDBlinky into any folder and then set the CoinOps config to point to the LEDBlinky exe (there's no LEDBlinky plugin for CoinOps). But I don't think you can use xinput mode, maybe search the forums to see if anyone has found a solution?
If I use coinops and xinput would there be an easy way to just loop an ledblinky animation as soon as windows starts? Or maybe just light the buttons a solid color?Sure, you could create an animation and run it via a script or batch file with the command \LEDBlinky\LEDBlinky.exe <animation file>. If you create a single frame animation, the buttons will remain lit whatever color you choose.
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!
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!
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).
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!
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).
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!
I'll add this the the requested enhancement list and see how difficult it would be to implement.
- The Misc. option "Use Default Start/Coin Voice Actions for all games" is DISABLED. |
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 :)
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.
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.
Sorry, no good.
- I have every button customized in the Controls Editor, including Start and Coin for every game (I have custom text since I use a french text-to-speech).
- If I disable "Light Player Start and Coin Buttons", these buttons do not light up at all.
- The "Always active" tickbox is disabled (greyed out) so I can't try this setting.
- Even if I could tick the Always Active box, wouldn't this setup mess up the "blink on mame output" feature of some Start Buttons, like on Asteroids?
Alright. I'll mess up with it until I find a satisfying setup ^^
I would suggest to add to LEDBlinky a special "expert" mode where the only logic is given by the LEDBlinkyControls.xml file, so it'll completely override this "start and coin" weird logic where sometime I get veeery strange behaviors.
For exemple, in 4 players games with no Start Buttons (only 4 coins) like TMNT, Gauntlet or Sunset Riders, i managed to get the voice announce the 4 coin buttons ok by tricking the software.
I setup fake START1, START2, START3, START4 buttons in the Controls Editor, with a 0,0,0 color, and a dummy text. If I don't do that, the program WILL speak non-sense and announce ghosts Start Buttons.
Anyway, now it kinda works, but for a mysterious reason, one of the 4 Coin buttons... will not lit. Tried for hours to fix it, but didn't succeed.
I noticed a bug, don't know if it's an easy fix for you or a real hassle:
I managed to get additional Microsoft voices for the TTS feature, the default one being really low quality.
It works perfectly. Problem is, when I restart the Win10 PC, the default voice is back. But only vocally. The new voice is still correctly selected in LEDBlinky Settings.
To get the new voice back to speak, I have to setup the old voice, and select again the new voice. And then it works. Until I restart :D
EDIT
The bug seem to only happen in LEDBlinky Config app. In my front end, the correct voice is still there.
I updated to 8.2.1 and now my buttons only flash orange and green regardless of the pattern I select. When I launch the inputmap.exe, my buttons are still assigned to all three colors. So I can select blue for any of the buttons and they light blue.
Does anyone know how I can permanently light my volume up and down buttons, specifically for non mame emulators such as retroarch for playstation, I have tried to manually add them using the controls editor but there is no option to select the volume up and down buttons to actualy set them up. I am using an ipac ultimate I/O which assigns the buttons fine for MAME, but cant add them manually
If you're not currently using any animations, you can create a single frame animation that just lights up the volume buttons and set that as FE Active and Game Active Animation. But if you're already using animations, you would have to modify them so every frame has those buttons lit.
Just wanting to know if there is any way to see what profiles are being sent to LEDBlinky when a game loads, as I have manually made some configurations which work fine, but then some extra player buttons light up that i didnt configure, I tried setting them to off in my configuration, but that didnt work
Just wanting to know if there is any way to see what profiles are being sent to LEDBlinky when a game loads, as I have manually made some configurations which work fine, but then some extra player buttons light up that i didnt configure, I tried setting them to off in my configuration, but that didnt work
You can try using the LEDBlinkyTroubleshooting app which may help diagnose issues with buttons not lighting.
If I add games to Colors.ini in the LEDBlinky folder, should that light up the buttons set for that game in mame, eg I added 88games and mapped the colors to red,green,blue to the file, just like other games are mapped in there and that worked, but then I add 1on1gov the same way and that doesnt light up the controls at all, is there something else I also need to configure somewhere to make them work, I am currently just working on the mame game list to set all controls to the original cab colors that I can find, so every game in mame lights up.
so the [88games] one worked but [1on1gov] doesnt
If I add games to Colors.ini in the LEDBlinky folder, should that light up the buttons set for that game in mame, eg I added 88games and mapped the colors to red,green,blue to the file, just like other games are mapped in there and that worked, but then I add 1on1gov the same way and that doesnt light up the controls at all, is there something else I also need to configure somewhere to make them work, I am currently just working on the mame game list to set all controls to the original cab colors that I can find, so every game in mame lights up.
so the [88games] one worked but [1on1gov] doesnt
My guess is your front-end is not sending LEDBlnky a GameSelected or GameStart command with "1on1gov" as the rom parameter. If you look at the Import Unknown Games menu on the Controls Editor, it will show you all the game and emulator values passed to LEDBlinky which are not defined in the Controls Editor or controls.ini file. If that doesn't help, send me an email with your debug.zip and/or debug.log file and I'll take a look.