The NEW Build Your Own Arcade Controls

Main => Software Forum => Topic started by: arzoo on November 26, 2007, 10:06:54 pm

Title: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
Post by: arzoo on November 26, 2007, 10:06:54 pm
LEDBlinky - Arcade LED Control software and Animation Editor (v8.2)

Version 8.2
- Added Pixelcade Ticker mode; Scrolls RSS feed(s) when front-end screen-saver is active.
- Added Pixelcade Continuous Cycle mode; Cycles between custom text and image or animation when a game is active.
- Added GRS tos428 Restrictor integration; Set tos428 Restrictor (for Sanwa joysticks) to 4-way or 8-way based on active game.
- Modified to search for hi2txt data files in <mame>\hiscore folder (in addition to \hi and \nvram folders).
- Added hi2txt data folder override setting.
- Fixed bug when lighting LaunchBox/BigBox button assigned to the keypad asterisk (star) key.
- Fixed bug in GameEx plugins which prevented Pixelcade from displaying Game Name during screen-saver mode.
- Fixed bug when comparing LEDBlinkky.exe and Settings.ini versions for beta build releases.
- Included msvcr100.dll with RocketBlinky installation to allow the app to run on Windows 11.
- Moved UltraStikTest and ServoStikTest apps to \jdr folder.

Version 8.1
LEDBlinky
- Added integration for CoinOps and RetroFE front-ends.
- Added "Game Pause" (16) and "Game Unpause" (17) commands. These commands should only  be executed while a game/emulator is active.
- Modified manual "Set LED Port" command (14) so that the specified port(s) will not be affected by a running animation.
LEDBlinky Controls Editor
- Moved "LEDBlinky" menu option under a new "Test" menu and renamed to "Test LEDBlinky".
- Moved the "Test Single LED" and "Test RGB LED" selection lists from the Edit Controls window to a new "Options" menu under Test menu.

Version 8.0
LEDBlinky:
- Added feature to run external applications on LEDBlinky events.
- Added Serial communication protocol for LEDBlinky Output System.
- Modified how Start and Coin button voice actions are determined; Voice actions can be defined for individual games using the Controls Editor (RocketBlinky does this also). If no voice action is defined, the default values "Start Game" and "Insert Coin" will be used. The default values can be manually overridden in the Settings.ini file, under [GameOptions].
- Modified to better handle "stuck" joystick signals from Ultimarc joysticks.
- Modified to include debug data for controls with no input codes defined. This should help the LEDBlinkyTroubleshooter app provide better information.
- Modified to display 'New Version Available' messages on the splash screen. Other critical messages may also be displayed.
- Updated RocketBlinky Base.xml file to include data for LaunchBox and updated values for other FEs.
LEDBlinky Config
- Modified to save on exit when LEDBlinkyInputMap.xml is not detected and user answers "No" when prompted if the the control panel has any LEDs.
- Added "Use Default Start/Coin Voice Actions For All Games" option. With this option enabled, any custom voice actions defined using the Controls Editor (or RocketBlinky) will be ignored. This can be used to replicate the voice action logic prior to the 7.3 update.
- Added "Messages" to main menu. Under Messages there are two options; "Check Now" to check for any messages, and "Check at Startup" to toggle the feature (on by default).
- Added "Support Key" under "Help" menu. The support key may be required to resolve some support issues.
- Modified to confirm LEDBlinky.exe version matches settings.ini version.
- Modified "About" menu option to additionally display LEDBlinky support applications versions.
- Removed "Enabled" from "Enable Cabinet LEDs" checkbox.
- Removed "Enabled" from "Enable LEDBlinky Output" checkbox.
- Removed "Enabled" from "Enable Pixelcade" checkbox.
- Fixed error when enabling Cabinet LEDs and no LED controllers are active.
LEDBlinky Controls Editor
- Modified to allow setting "Voice Action" value for Start and Coin buttons. If not set, the global default value (as defined in settings.ini) will be used.
- Added feature when using the "Copy ROM/Game" option; if the destination emulator has any unknown games (same as from the "Import Unknown Games" list), the "ROM/Game" name field will include a drop-down list of the unknown names. This can be useful when copying a known set of controls to a new (unknown) game.
- Renamed "Name (Voice)" to "Voice Action" on New/Edit Control form.
- Added P1_PEDAL, P1_PEDAL_EXT, P2_PEDAL, P2_PEDAL_EXT, P1_PEDAL2, P1_PEDAL2_EXT, P2_PEDAL2, and P2_PEDAL2_EXT as selectable when adding new Player 1 and Player 2 controls. Note, this is not included with any upgrade, only from a new install.
- Modified for MaLa FE to use mame.xml and Controls.ini files when specified in LEDBlinkyConfig (settings.ini). If either file path is not specified, then values will be used from MaLa.ini.
LEDBlinky Animation Editor
- Modified Color Transition dialog to set Starting and Ending Color drop-downs to blank when associated "Use Current" option is checked.
- Fixed a couple typos.
LEDBlinky TroubleShooter
- Modified to better handle regional date formats.
- Modified to display "No Emulators were run..." message in the text panel rather than a pop-up message. This makes scrolling through sessions easier.
- Minor update to message when control has invalid debug data.

Version 7.2
LEDBlinky:
- Added feature to optionally speak MAME high score values at Game Start and Game Pause. This is a MAME only feature.
- Added feature to optionally display high score values on the Pixelcade marquee. This is a MAME only feature.
- Updated to support Pixelcade LCD displays.
- Modified to handle command parameters that include a tilde character (~). Any tilde in the command parameter will be replaced with a space. This will allow ROM/Game and Emulator/System names to include tildes.
- Fixed issue where LEDBlinky would display the ROM rather than the Game Name on Pixelcade.
LEDBlinky Configuration Wizard
- New application for creating the LEDBlinky Input Map and setting basic configuration options using step-by-step questions.
LEDBlinky Config
- Added option to speak hi-score value on Game Start.
- Added a global option to "Strobe LEDs With Speech" for Game Name, Game High Scores, and Game Start Text. Note: Individual options to strobe when speaking Game Start Name and Game Start Text have been removed.
- Added "Hi2txt Folder" on MAME tab.
- Changed "Mame Config Folder" to "Mame Folder" on MAME tab.
- Controls.ini and MAME.xml fields on MAME tab are now visible when FE is MaLa. This allows overriding the value in the MaLa.ini file.
- Reordered fields on MAME tab.
- Moved LEDBlinky Output System options to their own group on the Misc Options tab.
LEDBlinky Animation Editor v7.2
- Modified to allow re-selecting the Input Map file when it is not found for an existing layout. This handles the case when the .lay file or \LEDBlinky folder is moved.

Version 7.1
LEDBlinky:
- Added plugin and integration for Attract-Mode FE.
- Added support for game controllers (joysticks) when detecting button press for "Speech Abort" and "FE Speak Controls" features.
- Improved FE support for game controllers (joysticks).
- Modified to light ports based on GameEx joystick values for up/down/left/right.
- Other minor enhancements and bug fixes.
Configuration
- Added Attract-Mode FE options.
- Added support for game controllers (joysticks) when selecting button for "Speech Abort" and "FE Speak Controls" features.
Controls Editor:
- Added Pn_BUTTON11 and Pn_BUTTON12 to new button list for all players.

Version 7.0.4
- Added option in Controls Editor to configure any emulator to ignore GameQuit commands. This is a work-around for front-ends that incorrectly send a GameQuit command immediately after launching a game.
- Added 64 bit plugin for GameEx (LEDBlinky_GX64.dll).
- Added 64 bit plugin for PinballX (LEDBlinky_PX64.dll).
- Modified LEDBlinkyTroubleshooter to correctly identify MAME emulators using new Controls Editor MAME/Not-MAME configuration option.

Version 7.0.3
- Added Pixelcade  (https://pixelcade.org/)integration. Pixelcade is an LED Marquee for Arcade Machines.
- LEDBlinky now installs and/or upgrades with setup package rather than zip file.
- RocketBlinky included as optional installation component.
- Fixed bug with NanoLED 60 port firmware.
- Modified command-line parameter to default to FEStart (1) when no parameters are specified (new installs only).
- Modified to correctly light buttons for latest version of LaunchBox/BigBox. This will also light player 2, player 3, and player 4 buttons when configured in BigBox.
- Modified to allow lighting the FE Controls and running the FE Active Animation at the same time. Prior to this these options were mutually exclusive.
- Modified to allow for multiple MAME Output values (Controls/LED Ports) for each output signal (LED0, LED1, etc).
- Modified to work with I-PAC Ultimate I/O in gamepad mode.
- Added option in Controls Editor to configure any emulator without "mame" in the name to be considered MAME. Inversely, any emulator with "mame" in the name can be configured as Not MAME.
- Modified to handle MAME Output values with spaces in the name.
- Other minor enhancements and bug fixes.

Version 6.6
LEDBlinky:
- Modified to use minimized data for mame.xml to improve startup performance.
- Added support for Ultimarc NanoLED controller. Note; the NanoLED firmware may require an upgrade for LEDBlinky to correctly identify the hardware. Please contact Ultimarc for the latest NanoLED firmware.
- Included the Controls.ini file with LEDBlinky installation.
- Other minor enhancements and bug fixes.
LEDBlinky_GX:
- Added option when GameEx is configured to run a random game from the screen saver.
Version 6.5
LEDBlinky:
- Added <Audio Animation> to FE Start-up Animation selection list.
- Added option to not speak joystick up/down/left/right actions.
- Added option to include always active controls when Demo Game Controls is enabled.
- Other minor enhancements and bug fixes.
Animation Editor:
- Added Copy and Paste functions.
- Added Set Color/Intensity functions for all frames or current frame to end.
- Added feature to view a grid of the entire animation.
- Added option to display LED Name under each LED when in Animation Edit mode.
- Many other enhancements and bug fixes!
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.
- Added support for LaunchBox Controller values (in addition to Keyboard values).
- Other minor enhancements and bug fixes.
Version 6.3
- Added full support for LaunchBox and BigBox front ends.
- Added Color Adjust feature. This allows a global offset value (+/-) to be applied to individual ports so that color variations between buttons or other illuminated controls can be fine-tuned.
- Modified to identify mame.exe version and for version 0.176 and later, if necessary update mame.ini to enable legacy Output System.
- Modified to work with latest versions of mame and mame.xml.
- Other minor enhancements and bug fixes.
Version 6.2.2
- Added support for HyperSpin with RocketLauncher.
- Added option to use ROM/Game name as default for speaking the game name when a ROM/Game is not defined in the Controls Editor or a Name (Voice) is not specified.
- Recompiled with latest UltraStik 360 function library required to detect newer UltraStik 360 firmware.
- Modified Controls Editor to import MAME games from mame.xml version 0.162 and later.
- Other minor enhancements and bug fixes.
Version 6.2.1
- Added 'NoClear' parameter to Animation Start and Stop commands.
- Modified to support MAME.xml version 0.162 and later.
- Other minor enhancements and bug fixes.
Version 6.2
- Added native support for PinballX
- Added new command line option to manually light the controls for a specified game.
- Updated PacDrive32.dll via Ultimarc. Provides better performance for Ultimarc controllers.
- Other minor enhancements and bug fixes.
Version 6.1
- Added option to speak and blink the start and coin buttons on game start.
- Added option to speak and blink the FE Controls on startup.
- Added option to run the FE start animation for a single loop or a variable time specified in seconds. This is useful if you need to sync the LED animation with a FE video animation.
- Added variable Game Start delay in seconds. This option will add a delay after the FE game start event before LEDBlinky runs the configured Game Start options.
- Added option to load MAME configuration files (mame.xml, controls.ini, colors.ini) at start-up rather than when the emulator (MAME) is selected for the first time.
- Added new command line option to manually set one or more ports. So you can custom control the LEDs via batch or script file.
- Improved performance when loading animation files.
- Improved default voice actions when speaking HyperSpin controls; added pause after "Player 1..." and "Player 2...".
- Other minor enhancements and bug fixes.
Version 6.0
- Added support for the Ultimarc iPAC Ultimate I/O LED control hardware.
- Added support for the Wolfware Tech Howler LED control hardware.

See the readme (https://ledblinky.net/downloads/readme.txt) file for the complete list of updates.


Downloads, Features, Screen Shots, Demo Videos, Installation and Configuration Information, Support, and all things LEDBlinky can be found on the LEDBlinky.net (https://www.ledblinky.net) website.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on November 26, 2007, 10:07:34 pm
Nothing to see here - move along.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on November 27, 2007, 01:10:24 am
Fantastic to see this released Arzoo, great work! People will love this :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: loadman on November 27, 2007, 01:37:06 am
 :notworthy:
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: DaveMMR on November 27, 2007, 06:47:06 am
Awesome - can't wait to try it out!   Thanks!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: polaris on November 27, 2007, 04:21:54 pm
wow
i think this is exactly what im looking for,
i say i think as i dont fully understand it ;) im a bit slow with this software caper.
 
great skills dude and that goes out to all you software developers , im blown away by the abilities and generosity in making these things :cheers:

mucho respect
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: CM on November 27, 2007, 05:48:16 pm
 :notworthy:
I will try this out tonight!  My dual PacDrive setup may finally work!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: loadman on November 27, 2007, 06:04:04 pm
: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  :-)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: CM on November 27, 2007, 07:51:58 pm
: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  :-)

I'm a patient man  ;)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on November 28, 2007, 12:13:06 am
: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  :-)

LEDBlinky has gone far beyond Mala's native support for the PacDrive now. I'm fairly certain that even if Swindus added support for multiple PacDrives you'd still be better off using this plugin IMHO.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 18, 2008, 10:50:13 pm
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
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 19, 2008, 12:22:21 am
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.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 20, 2008, 01:49:34 am
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?
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 20, 2008, 08:41:36 am
I also have the same behavior for blink on credits flashes quick a couple of times then stay lit then back to quick flash ???
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 10:30:50 am
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.

hk,
When do you get the access violation, at startup, on exit, playing an animation? Tx.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 10:49:59 am
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

Kegger,
Seems like this is a config issue. I'll need to see the debug log. From the config app on the "More Options" tab, check "Enable Debug Log" and "Verbose Logging". Run some games and then send me a pm or post the debug.log results back here. Afterward, remember to uncheck the debug option.

By the way, I don't know which version of mame you're using, but I've noticed that at some point after .111 the Asteroids controls were changed from "3 buttons and a two-way joystick" to the more correct "5 buttons". But controls.dat (controls.ini) has not yet been updated, so the rotate left and rotate right buttons won't light - also the order of the button functions has changed. So if you're using a recent mame version, you can manually update controls.ini - here's the correct values:

P1NumButtons=5
P1Controls=
P1_BUTTON1=Rotate Left
P1_BUTTON2=Rotate Right
P1_BUTTON3=FIRE
P1_BUTTON4=THRUST
P1_BUTTON5=HYPER SPACE

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
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 10:56:08 am
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?

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.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 20, 2008, 12:02:03 pm
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
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 01:42:25 pm
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

Ok, here's what I think the problem is - from the debug file, the only game you launched was Missile Command - and it seems that you have one of the buttons mapped to a joystick button and the other 2 buttons are mapped to mouse buttons, correct? I'm guessing that the LEDBlinky input map file (DevicePort-Input.ini) does not have the joystick and mouse button codes assigned to the various LEDWiz ports. For example, you should have JOYCODE_1_BUTTON7, MOUSECODE_2_BUTTON1, and MOUSECODE_2_BUTTON2 mapped to the correct LED ports - these are the Missile Command controls. Use the "Generate Input Map" tool to add the correct input codes.

If this doesn't make any sense, could you post your DevicePort-Input.ini file?

arzoo
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 20, 2008, 03:31:05 pm
Arzoo, That fixed it :cheers:

Sorry for the error's on my part and
Thanks again for the help.

Keg
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 01:12:00 am

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

Cool - now I don't have to come up with a funky hardware solution - ie - putting an on/off switch inline with me pressing it on/off continuously once the credits are available!!  ;D
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 02:59:56 am
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.

Okay I looked at the debug file and looked like a MAME config issue - went into a game and selected Admin menu/General Controls and selected Player 2 controls.  Sure enough Player 2 buttons 4,5,6,7 were mapped to Joycodes with no corresponding Keyboard input.  I manually overode the default configs to have keyboard inputs and the lighting works now.  However, with the override, I lost the original Joycodes (not sure it matters or not?) and the change in mapping I made within MAME is not reflected in the Control-Input_mame.ini file which says it is generated by GenMameDefault.exe from the Mame Source file (input.c).  I ran (double clicked) GenMameDefault.exe again and while it seemed to do something my  Control-Input_mame.ini file is still the same.  Huh?  Me confused. ???

The short answer is I got it working - but I don't really understand how.  I seem to recall in the dark recesses of my mind that MAME does not assign keyboard inputs beyond four buttons but I thought that was only for Players 3 and 4.

Anyhoo, it works, I don't know why - but I would like to know the proper way to correct this for future reference.  If someone asked me tomorrow how to fix it I'd tell them they were high.  :dizzy:
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 03:59:32 am
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.

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.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 21, 2008, 10:06:10 am
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,
Glad you got it working!

The thing to remember when using the GenLEDBlinkyInputMap is that you need to assign the same keycode, joycode, or mousecode to each LED port as is physically wired to the keyboard or joystick encoder. So for example, if player 2 button 5 is wired to a joystick encoder, joystick 2 button 1, then use JOYCODE_2_BUTTON1. But if it's wired to a keboard encoder, "Y", then use KEYCODE_Y. But again, you've got it working so that's all that counts!  :)

Just for reference - for a control that has never been remapped within Mame, LEDBlinky uses the value in Control_Input_mame.ini. When you remap a control in the General Input section (which effects all games), LEDBlinky uses the Default.cfg file (in the Mame cfg folder). And when you remap controls for a specific game, LEDBlinky uses the <rom>.cfg file.

You should never really need to run the GenMameDefault.exe app - in fact I've removed from the most recent LEDBlinky install because it's of no use anymore. You can delete it.

Quote
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.

This is a new feature that I've already added for the next release. It will work for both the MaLa scrolling and during game play.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 11:34:03 am
Thanks Arzoo - this is an awesome app!!! :cheers:
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: iano on January 21, 2008, 09:55:20 pm
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.

 :)

[LEDWiz-Device1]
Port01=P1Coin,S,KEYCODE_5
Port04=P1B1,R,KEYCODE_LCONTROL
Port05=P1B1,G,KEYCODE_LCONTROL
Port06=P1B1,B,KEYCODE_LCONTROL
Port07=P1B2,R,KEYCODE_LALT
Port08=P1B2,G,KEYCODE_LALT
Port09=P1B2,B,KEYCODE_LALT
Port10=P1B3,R,KEYCODE_SPACE
Port11=P1B3,G,KEYCODE_SPACE
Port12=P1B3,B,KEYCODE_SPACE
Port13=P1B4,R,KEYCODE_LSHIFT
Port14=P1B4,G,KEYCODE_LSHIFT
Port15=P1B4,B,KEYCODE_LSHIFT
Port21=P1B5,R,KEYCODE_Z
Port22=P1B5,G,KEYCODE_Z
Port23=P1B5,B,KEYCODE_Z
Port24=P1B6,R,KEYCODE_X
Port25=P1B6,G,KEYCODE_X
Port26=P1B6,B,KEYCODE_X
Port27=P1B7,R,KEYCODE_C
Port28=P1B7,G,KEYCODE_C
Port29=P1B7,B,KEYCODE_C
Port30=P1B8,R,KEYCODE_V
Port31=P1B8,G,KEYCODE_V
Port32=P1B8,B,KEYCODE_V
Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT
[LEDWiz-Device2]
Port01=P2Coin,S,KEYCODE_6
Port04=P2B1,R,KEYCODE_A
Port05=P2B1,G,KEYCODE_A
Port06=P2B1,B,KEYCODE_A
Port07=P2B2,R,KEYCODE_S
Port08=P2B2,G,KEYCODE_S
Port09=P2B2,B,KEYCODE_S
Port10=P2B3,R,KEYCODE_Q
Port11=P2B3,G,KEYCODE_Q
Port12=P2B3,B,KEYCODE_Q
Port13=P2B4,R,KEYCODE_W
Port14=P2B4,G,KEYCODE_W
Port15=P2B4,B,KEYCODE_W
Port21=P2B5,R,KEYCODE_I
Port22=P2B5,G,KEYCODE_I
Port23=P2B5,B,KEYCODE_I
Port24=P2B6,R,KEYCODE_K
Port25=P2B6,G,KEYCODE_K
Port26=P2B6,B,KEYCODE_K
Port27=P2B7,R,KEYCODE_J
Port28=P2B7,G,KEYCODE_J
Port29=P2B7,B,KEYCODE_J
Port30=P2B8,R,KEYCODE_L
Port31=P2B8,G,KEYCODE_L
Port32=P2B8,B,KEYCODE_L

Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 21, 2008, 10:16:13 pm
Arzoo: I just wanted to add that iano's errors are the same I was getting. Sorry I don't have access to my cab at the moment but they are the same errors anyway. They seem to occur when trying to open the deviceport-input or closing the application.

Also that deviceport-input file that iano has posted is generated by my plugin. Can you let me know if I need to do anything different when creating that file? Perhaps it's something in that file your program is not liking?

Thanks mate appreciate your time :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 22, 2008, 09:21:04 am
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
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 22, 2008, 09:36:04 am
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


Arzoo, I just noticed that my plugin generates the following for P1_CUSTOM1, P1_CUSTOM2, P1_CUSTOM3 and P1_CUSTOM4...

Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT

Since you didn't have any name that matched my custom ones. Any chance you could add them in for the case when someone needs 4 inputs for the trackball?

Or maybe we should make it P1_TRACKBALL1, P1_TRACKBALL2, P1_TRACKBALL3 & P1_TRACKBALL4?
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 22, 2008, 09:55:02 am
hk,
The port label (1st value in comma separated string) can be anything you want - it's just a tag to help identify each button and it also ties together the RGB ports. Also, the 3rd value is the input code and that's only required for my LEDBlinky app. So if you're only using the animation editor, you don't need to specify any input code. This should work fine:

Port17=P1_TRACKBALL1,S,
Port18=P1_TRACKBALL2,S,
Port19=P1_TRACKBALL3,S,
Port20=P1_TRACKBALL4,S,

OR this:

Port17=MOUSE_UP,S,
Port18=MOUSE_DOWN,S,
Port19=MOUSE_LEFT,S,
Port20=MOUSE_RIGHT,S,
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 22, 2008, 10:26:31 am
Arzoo: Thanks mate :)

iano: I have released a new version of the plugin so it will output names for all entries in the DevicePort-Input.ini file. So you can download that and it will generate a new file when you exit the config or just put in some dummy names in there.

Eg.
Code: [Select]
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 :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 22, 2008, 10:33:06 am
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?
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 22, 2008, 10:56:40 am
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?

It's not the port labels causing it because it doesn't crash on my dev machine when I use a DevicePort-Input.ini generated by my plugin. I have the PACDrive here to test and it works fine.

Okay I just booted up my cab and it's not crashing for me anymore on there either :) So iano you might want to try the new DevicePort-Input.ini and download the latest Animation Editor from this thread.

Cool, now I can make some custom animations for my cab :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: iano on January 22, 2008, 10:31:34 pm
Big thank you Guys ! Everything seems to be working great now !

 :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 23, 2008, 05:08:59 am
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. 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"). 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). It also seemed to remove the PacDrive commands because I didn't have it plugged in. 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. 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!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 23, 2008, 09:08:43 am
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.
Quote
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.
Quote
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.
Quote
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.
Quote
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.
Quote
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!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: milhouse on February 11, 2008, 10:16:29 am
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.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on February 11, 2008, 10:23:58 am
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.

milhouse - great timing! I'm about to release a LEDBlinky update within a few minutes that includes the feature you are requesting.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 11, 2008, 11:01:59 am
Version 3.5 released - see 1st post  (http://forum.arcadecontrols.com/index.php?topic=73905.0) for details and download links.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 11, 2008, 11:03:15 am
Great job!!

Just one point , in the documentation i think you have forgotten to update your index table.  ;)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 11, 2008, 11:11:46 am
Great job!!

Just one point , in the documentation i think you have forgotten to update your index table.  ;)

I updated the page numbers but forgot that some of the headings were changed. Good catch - thanks! The downloads have been updated.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: milhouse on February 12, 2008, 09:34:14 am
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?

And thanks for the update - its a great plugin.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: kegger on February 12, 2008, 10:15:16 am
Great Job, I have been using it and it has been working fine for me ver. 3.5

Nice Work :cheers:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 12, 2008, 11:23:08 am
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?

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.

I've considered adding LEDs around my 49-way on my cp to indicate the current mode. So I may add this feature to LEDBlinky in a future release.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: milhouse on February 12, 2008, 11:31:50 am
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.

Well, its a great plugin even without it.  It would just be very useful to those of us who use a T-Stick Plus, so that you can change the action on the stick depending on the game.



Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: rdenis on February 18, 2008, 04:22:33 pm
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.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 19, 2008, 10:41:33 am
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.


rdenis,
I've been working on a minor update to LEDBlinky which may solve the Vista issue. The current version of the LEDBlinky MaLa plugin works in a synchronous mode - MaLa waits for LEDBlinky to complete each event (FEStart, GameStart, ScreensaverStart, etc.). My updated version allows MaLa to run asynchronously - it's possible that this will solve the speech problem, but that's just a stab in the dark. I'll send you a pm with a link to the update.

To all LEDBlinky users,
While I'm on the subject - here's some info on this latest update. A number of people have asked for the ability to light LEDs based on the joystick configuration (8-way, 4-way, diagonal, etc.). My cp has a 49-way wired to a GP-Wiz49 for digital restriction, so I too considered adding LED's around the joystick to indicate its current mode. Adding this feature was relatively simple. I also added a feature to speak the primary controls. For example, if you start Tron it will speak and blink the button functions and then speak "Primary Control 8-way Triggerstick and Spinner".

Then I got to thinking about my need to set the GP-Wiz49 mode when each game starts. I had planned on creating a new MaLa plugin for this. But it makes no sense for a second plugin to load all the controls.dat and mame.xml data into memory when LEDBlinky already has that data. So even thought it's out-of-scope for LEDBlinky to set the digital joystick mode, I'm going to add that feature - it's literally no more than 10 lines of code beyond what I'm already doing. If it's not too difficult, I'll also add support for the Ultimarc 360. For those (most) who don't need this, the feature will be disabled by default.

One other new feature - well it's not really new - I've fixed the "Abort Speech" option which turns out to be broken in v3.5. Prior to 3.5, LEDBlinky ran in the same thread as MaLa and hence it was able to detect FE key presses so that a user could abort the control speaking/blinking by pressing any button. But with v3.5, LEDBlinky runs in its own thread and requires a new method to detect key presses. The advantage to this new design it that LEDBlinky can now also detect a key press from mame, so you can abort the control speaking/blinking when mame is paused. But don't worry, I'm only checking the key messages for the brief period when LEDBlinky is speaking and blinking - otherwise the key hook is turned off.

Coding is 90% complete and the release should be ready in a few weeks. :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 19, 2008, 08:24:59 pm

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:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 19, 2008, 11:19:12 pm

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:

CatttDaddy - go to sleep!   ;)
Then, after you wake up, run the config app and turn on the debug log (Misc Options tab). Also check the Verbose option. Run Atomic and launch a game. Then check the LEDBlinky folder and post the debug.log file back here.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 19, 2008, 11:46:23 pm
CatttDaddy,
I just thought of something - did you activate the LEDBlinky plugin in the AtomicManager? On the General tab, check the Advanced Options box, then select the Advanced tab. Go to the Plugin's tab, and enable the LEDBlinky plugin. Hopefully this was your problem. If not, get me the debug log.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 20, 2008, 12:23:26 am
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:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 20, 2008, 04:01:09 am
Hi CatttDaddy,

to make work the plug'n in plugnplay mode. I suggest you go on my Forums and ask the question here. I will help you to make the plugin start.

when it starts, if you have question on LedBlinky itself you can go back here to ask arzoo.  :)

Note: i know you used LEDWIZ Built'n support in Atomic too. If you use Arzoo plugins don't forget to disable the build'n support. (uncheck "use ledwizard" check box).
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 20, 2008, 08:05:03 am
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:

CatttDaddy,
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 - but it should still work. Look in your plugins folder for a file like this: atomic019.cfg.plugin.load. In that file you should see LEDBlinky. If not, then it's not enabled.

When you enabled the debug option, was the debug.log file generated? If it was, then the plugin is loading and the problem is not Atomic - I can't fix the problem without seeing that file. If there's no debug.log file, then the plugin is not loading.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 20, 2008, 09:00:12 am
Quote
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


i have just checked. In fact this problem occurs when the "plugin folder" point to a relative folder.

to make it work. Click on the "..." button next the Plugin folder field, navigate to <atomicfe>\plugins  .   Then you should have a full path in the field.  And it should work now. 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 20, 2008, 02:29:04 pm
Hello, Cattts internet went down and he asked me to check this forum for him.

The "..." folder fix seems to have helped, now he can see the plug-in and the lights blink.

He said to thank you for the help, he will reply himself later.

signed- Cattts girl
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 20, 2008, 04:17:26 pm
CatttDaddy,
Glad you got LEDBlinky blinking! In regards to the OLE error 8004503a error with the speech - I think you may need to install the Microsoft SAPI 5.1 software. Normally it comes with WinXP, but I don't know what version of Windows you're using. From Windows control panel, go to Speech and see if the Text To Speech feature is installed and working. If not, you can download from MS.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 21, 2008, 08:37:55 am
Hey my Internet was down yesterday.
I hate say it but my LEDBlinkys blinked.... like once  :banghead:
I got a few blinks in "one" of the sub menus in AtomicFE. they no longer blink at all what I did was to change all the paths to the AtomicFE/plugins/ folder and now none of them work at all...
I tried putting it back the way it was but nothing.  :hissy:

Again I am getting the same thing as before....
None of the lights are coming on or opening the LEDBlinky.exe to even produce a Debug.log  :timebomb:

This is F'ed  :censored: up.
First to even use LEDBlinky I updated my mame from 106 to this new mame123 and the sound on all my games is jacked up and runs slow.  :badmood:  Now I cant even get the lights running on this stupid thing...  :cry:
I been up all night again trying to get this to work and now Im back to step one!
 :dizzy:
I have a few questions....  :soapbox:
Has anyone been able to get Atomic running with LEDBlinkey that are using PlugnPlay modules?
I keep seeing Mala people that have this working fine Is Mala a better front end than AtomicFE over all?  ???
I tried Mala and didnt like the editor. I love AtomicFE for the ability to edit the layouts.

Im sorry, I am just tired and sick of this arcade machine. I want it working the way it was even if I have to say screw the LEDs.  :'(

Any other tips or tricks you can offer? Would my old Debug.log when it did blink a few times help?  ???

please help...  :timebomb:
 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 09:14:34 am
CatttDaddy,
You're having trouble - we get it - too many emoticons.

I'm sure we can figure this out. But I'm still not sure if the problem is the Atomic configuration or the LEDBlinky configuration. Please post the debug.log file if you have one.

Try this, run Atomic and then Alt-Tab to some other open application so you can see your taskbar. Do you see the LEDBlinky icon in the system tray?

If not, then Atomic is not launching the plugin for some reason - you'll need to get help from the Atomic forum. If LEDBlinky is in the system tray, then please post the debug.log.

As for MaLa vs. Atomic - it's all personal preference. If you like Atomic then stick with it. I only recently modified LEDBlinky to work with Atomic - you may be the first to use it (beyond my testing). Anyway, don't give up on the LEDs!

arzoo

LEDBlinky icon in system tray:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 21, 2008, 09:37:33 am
Sorry, I just like emocons...  ;)

Well no the LEDBlinky isnt launching and not showing up in the task bar.
here is my old debug.log though

[02/20/2008 13:27:07]
[02/20/2008 13:27:07] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:27:07] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:27:07]
[02/20/2008 13:27:07] LEDBlinky v3.5.0.0
[02/20/2008 13:27:07] Event: FEStart
[02/20/2008 13:27:07] Settings.ini ******************** BEGIN
[02/20/2008 13:27:07] [GameOptions]
[02/20/2008 13:27:07] LightGameControls=1
[02/20/2008 13:27:07] GamePauseSpeakControls=0
[02/20/2008 13:27:07] GamePauseLWAFile=
[02/20/2008 13:27:07] UseMameOutputs=1
[02/20/2008 13:27:07] LightPlayerStartCoin=0
[02/20/2008 13:27:07] GameStartLWAFile=
[02/20/2008 13:27:07] GameStartSpeakControls=0
[02/20/2008 13:27:07] GameStartSpeakName=0
[02/20/2008 13:27:07] GameStartStrobeName=0
[02/20/2008 13:27:07] GameStartSpeakText=
[02/20/2008 13:27:07] GameStartStrobeText=0
[02/20/2008 13:27:07] AbortSpeechAnyKey=1
[02/20/2008 13:27:07] [FEOptions]
[02/20/2008 13:27:07] FE=ATOMICFE
[02/20/2008 13:27:07] LightFEControls=1
[02/20/2008 13:27:07] DemoGameControls=1
[02/20/2008 13:27:07] DemoScrollDelay=0
[02/20/2008 13:27:07] DemoDuration=5
[02/20/2008 13:27:07] FELWAFile=
[02/20/2008 13:27:07] FEScreenSaverLWAFile=
[02/20/2008 13:27:07] FEScreenSaverRandomText=0
[02/20/2008 13:27:07] FEScreenSaverRandomTextDelay=60
[02/20/2008 13:27:07] FEScreenSaverRandomTextBerzerkMode=0
[02/20/2008 13:27:07] FEStartLWAFile=curtainclose.lwax
[02/20/2008 13:27:07] FEStartSpeakText=
[02/20/2008 13:27:07] FEStartStrobeText=0
[02/20/2008 13:27:07] FEQuitLWAFile=
[02/20/2008 13:27:07] FEQuitSpeakText=
[02/20/2008 13:27:07] FEQuitStrobeText=0
[02/20/2008 13:27:07] [MAMEConfig]
[02/20/2008 13:27:07] Colors_ini=C:\Arcade\cdos\plugins\LEDBlinky\Colors.ini
[02/20/2008 13:27:07] Mame_cfg_folder=C:\Arcade\cdos\plugnplay\mame_nuss\cfg
[02/20/2008 13:27:07] MameControllerFile=
[02/20/2008 13:27:07] UseMameDefaultForOtherEmulators=1
[02/20/2008 13:27:07] MameOutputBufferSize=
[02/20/2008 13:27:07] MameControlsFile=C:\Arcade\cdos\plugnplay\mame_nuss\controls.ini
[02/20/2008 13:27:07] MameXmlFile=C:\Arcade\cdos\plugnplay\mame_nuss\mame.xml
[02/20/2008 13:27:07] [RandomText]
[02/20/2008 13:27:07] Text0=Get The Intruder
[02/20/2008 13:27:07] Text1=Intruder Alert!
[02/20/2008 13:27:07] Text2=I detect coin in pocket.
[02/20/2008 13:27:07] [Speech]
[02/20/2008 13:27:07] SpeechRate=0
[02/20/2008 13:27:07] SpeechVolume=100
[02/20/2008 13:27:07] Voice=ATT DTNV 1.4 Mike16
[02/20/2008 13:27:07] [CabAttract]
[02/20/2008 13:27:07] CabAttractMode_FE=1
[02/20/2008 13:27:07] CabAttractMode_ScreenSaver=1
[02/20/2008 13:27:07] CabAttractMode_GamePlay=1
[02/20/2008 13:27:07] CabAttractModeLWAFile=Pattern01.lwax
[02/20/2008 13:27:07] CabAttractModeLEDWizDevices=L1
[02/20/2008 13:27:07] [OtherSettings]
[02/20/2008 13:27:07] CocktailMode=0
[02/20/2008 13:27:07] LogFile=Debug.log
[02/20/2008 13:27:07] Verbose=1
[02/20/2008 13:27:07] Settings.ini ******************** END
[02/20/2008 13:27:07] Detected LED Devices: 100000000000000000000000
[02/20/2008 13:27:07] DevicePort-Input.ini ******************** BEGIN
[02/20/2008 13:27:07] [LEDWiz-Device1]
[02/20/2008 13:27:07] Port01=MOUSE,R,MOUSECODE_1_BUTTON1
[02/20/2008 13:27:07] Port02=MOUSE,G,MOUSECODE_1_BUTTON1
[02/20/2008 13:27:07] Port03=MOUSE,B,MOUSECODE_1_BUTTON1
[02/20/2008 13:27:07] Port04=P1B4,B,KEYCODE_LSHIFT
[02/20/2008 13:27:07] Port05=P1B4,G,KEYCODE_LSHIFT
[02/20/2008 13:27:07] Port06=P1B6,G,KEYCODE_X
[02/20/2008 13:27:07] Port07=P1B6,B,KEYCODE_X
[02/20/2008 13:27:07] Port08=P1B5,G,KEYCODE_Z
[02/20/2008 13:27:07] Port09=P1DOWN,R,KEYCODE_2_PAD
[02/20/2008 13:27:07] Port10=P1B3,B,KEYCODE_V
[02/20/2008 13:27:07] Port11=P1B3,G,KEYCODE_V
[02/20/2008 13:27:07] Port12=P1B2,G,KEYCODE_LALT
[02/20/2008 13:27:07] Port13=P1B2,B,KEYCODE_LALT
[02/20/2008 13:27:07] Port14=P1B1,B,KEYCODE_LCONTROL
[02/20/2008 13:27:07] Port15=P1B1,G,KEYCODE_LCONTROL
[02/20/2008 13:27:07] Port16=P1UP,R,KEYCODE_8_PAD
[02/20/2008 13:27:07] Port17=P2DOWN,R,KEYCODE_F
[02/20/2008 13:27:07] Port18=P2B6,G,KEYCODE_I
[02/20/2008 13:27:07] Port19=P2B5,G,KEYCODE_E
[02/20/2008 13:27:07] Port21=P2B4,B,KEYCODE_W
[02/20/2008 13:27:07] Port22=P2B5,B,KEYCODE_E
[02/20/2008 13:27:07] Port23=P2B6,B,KEYCODE_I
[02/20/2008 13:27:07] Port24=P2UP,R,KEYCODE_R
[02/20/2008 13:27:07] Port25=P2B3,G,KEYCODE_Q
[02/20/2008 13:27:07] Port26=P2B1,G,KEYCODE_A
[02/20/2008 13:27:07] Port27=P2B2,G,KEYCODE_S
[02/20/2008 13:27:07] Port28=P2B2,B,KEYCODE_S
[02/20/2008 13:27:07] Port29=P2B3,B,KEYCODE_Q
[02/20/2008 13:27:07] Port30=P2B1,B,KEYCODE_A
[02/20/2008 13:27:07] Port31=P1B5,B,KEYCODE_Z
[02/20/2008 13:27:07] [LEDWiz-Device2]
[02/20/2008 13:27:07] [LEDWiz-Device3]
[02/20/2008 13:27:07] [LEDWiz-Device4]
[02/20/2008 13:27:07] [LEDWiz-Device5]
[02/20/2008 13:27:07] [LEDWiz-Device6]
[02/20/2008 13:27:07] [LEDWiz-Device7]
[02/20/2008 13:27:07] [LEDWiz-Device8]
[02/20/2008 13:27:07] [LEDWiz-Device9]
[02/20/2008 13:27:07] [LEDWiz-Device10]
[02/20/2008 13:27:07] [LEDWiz-Device11]
[02/20/2008 13:27:07] [LEDWiz-Device12]
[02/20/2008 13:27:07] [LEDWiz-Device13]
[02/20/2008 13:27:07] [LEDWiz-Device14]
[02/20/2008 13:27:07] [LEDWiz-Device15]
[02/20/2008 13:27:07] [LEDWiz-Device16]
[02/20/2008 13:27:07] [PACDrive-Device1]
[02/20/2008 13:27:07] [PACDrive-Device2]
[02/20/2008 13:27:07] [PACDrive-Device3]
[02/20/2008 13:27:07] [PACDrive-Device4]
[02/20/2008 13:27:07] [PACDrive-Device5]
[02/20/2008 13:27:07] [PACDrive-Device6]
[02/20/2008 13:27:07] [PACDrive-Device7]
[02/20/2008 13:27:07] [PACDrive-Device8]
[02/20/2008 13:27:07] DevicePort-Input.ini ******************** END
[02/20/2008 13:27:07] AtomicFE UI LED profile:
[02/20/2008 13:27:08] Loaded LWAX File: [Pattern01.lwax].
[02/20/2008 13:27:08] Loaded LWAX File: [curtainclose.lwax]. Single loop only.
[02/20/2008 13:27:08] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:27:08] Emulator: [mame]
[02/20/2008 13:27:10] Controls.dat INI file Version=0.111.2, Time=2007-01-21 16:50:56, Generated by=SirPoonga
[02/20/2008 13:27:11] 1068 games loaded from controls.ini
[02/20/2008 13:27:13] 2126 games loaded from Mame.xml
[02/20/2008 13:27:13] 2612 clones loaded from Mame.xml
[02/20/2008 13:27:14] 1389 games loaded from Colors.ini
[02/20/2008 13:27:18] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Driving]
[02/20/2008 13:27:18] Received Event Message [9~Driving].
[02/20/2008 13:27:18] Event: FEListSelected
[02/20/2008 13:27:18] Event: FEGameSelected [Driving] [] []
[02/20/2008 13:27:18] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Climbing]
[02/20/2008 13:27:19] Received Event Message [9~Climbing].
[02/20/2008 13:27:19] Event: FEGameSelected [Climbing] [] []
[02/20/2008 13:27:19] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Misc. Betting]
[02/20/2008 13:27:20] Received Event Message [9~Misc.~Betting].
[02/20/2008 13:27:20] Event: FEGameSelected [Misc.] [Betting] []
[02/20/2008 13:27:24] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Misc.]
[02/20/2008 13:27:25] Received Event Message [9~Misc.].
[02/20/2008 13:27:25] Event: FEGameSelected [Misc.] [] []
[02/20/2008 13:27:26] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Multiplay]
[02/20/2008 13:27:26] Received Event Message [9~Multiplay].
[02/20/2008 13:27:26] Event: FEGameSelected [Multiplay] [] []
[02/20/2008 13:27:26] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Pinball]
[02/20/2008 13:27:28] Received Event Message [9~Pinball].
[02/20/2008 13:27:28] Event: FEGameSelected [Pinball] [] []
[02/20/2008 13:27:28] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Platform]
[02/20/2008 13:27:29] Received Event Message [9~Platform].
[02/20/2008 13:27:29] Event: FEGameSelected [Platform] [] []
[02/20/2008 13:27:29] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Puzzle]
[02/20/2008 13:27:29] Received Event Message [9~Puzzle].
[02/20/2008 13:27:29] Event: FEGameSelected [Puzzle] [] []
[02/20/2008 13:27:29] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Quiz]
[02/20/2008 13:27:30] Received Event Message [9~Quiz].
[02/20/2008 13:27:30] Event: FEGameSelected [Quiz] [] []
[02/20/2008 13:27:31] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Puzzle]
[02/20/2008 13:27:31] Received Event Message [9~Puzzle].
[02/20/2008 13:27:31] Event: FEGameSelected [Puzzle] [] []
[02/20/2008 13:27:33] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Platform]
[02/20/2008 13:27:33] Received Event Message [9~Platform].
[02/20/2008 13:27:33] Event: FEGameSelected [Platform] [] []
[02/20/2008 13:27:35]
[02/20/2008 13:27:35] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:27:35] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:27:35] Received Event Message [7~mame].
[02/20/2008 13:27:35] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:27:35] Emulator: [mame]
[02/20/2008 13:27:40] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [gunforc2]
[02/20/2008 13:27:40] Received Event Message [9~gunforc2].
[02/20/2008 13:27:40] Event: FEListSelected
[02/20/2008 13:27:40] Event: FEGameSelected [gunforc2] [] []
[02/20/2008 13:27:41] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [hharryu]
[02/20/2008 13:27:41] Received Event Message [9~hharryu].
[02/20/2008 13:27:41] Event: FEGameSelected [hharryu] [] []
[02/20/2008 13:27:41] Control List for HHARRYU: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON4|
[02/20/2008 13:27:54] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [hharry]
[02/20/2008 13:27:55] Received Event Message [9~hharry].
[02/20/2008 13:27:55] Event: FEGameSelected [hharry] [] []
[02/20/2008 13:27:55] Control List for HHARRY: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON4|
[02/20/2008 13:27:56] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [hardhead]
[02/20/2008 13:27:57] Received Event Message [9~hardhead].
[02/20/2008 13:27:57] Event: FEGameSelected [hardhead] [] []
[02/20/2008 13:27:57] Control List for HARDHEAD: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:27:58] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_START
[02/20/2008 13:27:58] Received Event Message [3~hardhead~mamep.exe].
[02/20/2008 13:27:59] Event: FEEmulatorSelected [mamep.exe] []
[02/20/2008 13:27:59] Emulator: [mamep]
[02/20/2008 13:27:59] Event: FEListSelected
[02/20/2008 13:27:59] Event: FEGameSelected [hardhead] [] []
[02/20/2008 13:27:59] Event: FEGameStart
[02/20/2008 13:27:59] Using Default Mame Outputs: LED0=Start1~LED1=Start2
[02/20/2008 13:27:59] Control List for HARDHEAD: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:27:59] P1_BUTTON1 (Default.cfg): |KEYCODE_LCONTROL
[02/20/2008 13:27:59] P1_BUTTON2 (Default.cfg): |KEYCODE_LALT
[02/20/2008 13:27:59] P2_BUTTON1 (Default.cfg): |KEYCODE_A
[02/20/2008 13:27:59] P2_BUTTON2 (Default.cfg): |KEYCODE_S
[02/20/2008 13:27:59] P1_JOYSTICK_UP (Default.cfg): |KEYCODE_8PAD
[02/20/2008 13:27:59] P1_JOYSTICK_DOWN (Default.cfg): |KEYCODE_2PAD
[02/20/2008 13:27:59] P2_JOYSTICK_UP (Default.cfg): |KEYCODE_R
[02/20/2008 13:27:59] P2_JOYSTICK_DOWN (Default.cfg): |KEYCODE_F
[02/20/2008 13:28:11] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_QUIT
[02/20/2008 13:28:11] Received Event Message [4].
[02/20/2008 13:28:11] Event: FEGameQuit
[02/20/2008 13:28:15]
[02/20/2008 13:28:15] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:15] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:28:15] Received Event Message [7~mame].
[02/20/2008 13:28:15] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:28:15] Emulator: [mame]
[02/20/2008 13:28:29]
[02/20/2008 13:28:29] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:29] LEDBlinky.atoplug> Sending Event Parameter: FE_START
[02/20/2008 13:28:30] Received Event Message [1].
[02/20/2008 13:28:30] FE_START event can only be fired one time.
[02/20/2008 13:28:43]
[02/20/2008 13:28:43] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:43] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:28:43] Received Event Message [7~mame].
[02/20/2008 13:28:43] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:28:43] Emulator: [mame]
[02/20/2008 13:28:49] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Puzzle]
[02/20/2008 13:28:49] Received Event Message [9~Puzzle].
[02/20/2008 13:28:49] Event: FEListSelected
[02/20/2008 13:28:49] Event: FEGameSelected [Puzzle] [] []
[02/20/2008 13:28:49] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Quiz]
[02/20/2008 13:28:50] Received Event Message [9~Quiz].
[02/20/2008 13:28:50] Event: FEGameSelected [Quiz] [] []
[02/20/2008 13:28:53] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Rhythm]
[02/20/2008 13:28:53] Received Event Message [9~Rhythm].
[02/20/2008 13:28:53] Event: FEGameSelected [Rhythm] [] []
[02/20/2008 13:28:56] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Shooter]
[02/20/2008 13:28:57] Received Event Message [9~Shooter].
[02/20/2008 13:28:57] Event: FEGameSelected [Shooter] [] []
[02/20/2008 13:28:57]
[02/20/2008 13:28:57] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:57] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:28:58] Received Event Message [7~mame].
[02/20/2008 13:28:58] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:28:58] Emulator: [mame]
[02/20/2008 13:29:01] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [donpachk]
[02/20/2008 13:29:01] Received Event Message [9~donpachk].
[02/20/2008 13:29:01] Event: FEListSelected
[02/20/2008 13:29:01] Event: FEGameSelected [donpachk] [] []
[02/20/2008 13:29:02] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [donpachi]
[02/20/2008 13:29:02] Received Event Message [9~donpachi].
[02/20/2008 13:29:02] Event: FEGameSelected [donpachi] [] []
[02/20/2008 13:29:02] Control List for DONPACHI: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:02] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dblewing]
[02/20/2008 13:29:03] Received Event Message [9~dblewing].
[02/20/2008 13:29:03] Event: FEGameSelected [dblewing] [] []
[02/20/2008 13:29:03] Control List for DBLEWING: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:04] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [drtopplu]
[02/20/2008 13:29:04] Received Event Message [9~drtopplu].
[02/20/2008 13:29:04] Event: FEGameSelected [drtopplu] [] []
[02/20/2008 13:29:04] Control List for DRTOPPLU: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:05] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [drtoppel]
[02/20/2008 13:29:05] Received Event Message [9~drtoppel].
[02/20/2008 13:29:05] Event: FEGameSelected [drtoppel] [] []
[02/20/2008 13:29:05] Control List for DRTOPPEL: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:05] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [drtopplj]
[02/20/2008 13:29:07] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dragnblz]
[02/20/2008 13:29:07] Received Event Message [9~drtopplj].
[02/20/2008 13:29:07] Event: FEGameSelected [drtopplj] [] []
[02/20/2008 13:29:07] Control List for DRTOPPLJ: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:08] Received Event Message [9~dragnblz].
[02/20/2008 13:29:08] Event: FEGameSelected [dragnblz] [] []
[02/20/2008 13:29:08] Control List for DRAGNBLZ: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:08] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dbreed]
[02/20/2008 13:29:09] Received Event Message [9~dbreed].
[02/20/2008 13:29:09] Event: FEGameSelected [dbreed] [] []
[02/20/2008 13:29:09] Control List for DBREED: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON4|
[02/20/2008 13:29:10] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dragngun]
[02/20/2008 13:29:10] Received Event Message [9~dragngun].
[02/20/2008 13:29:10] Event: FEGameSelected [dragngun] [] []
[02/20/2008 13:29:10] Control List for DRAGNGUN: |P1_BUTTON1|P1_BUTTON2|P1_LIGHTGUN_Y|P1_LIGHTGUN_X_EXT|P1_LIGHTGUN_X|P1_LIGHTGUN_Y_EXT|P2_BUTTON1|P2_BUTTON2|P2_LIGHTGUN_Y|P2_LIGHTGUN_X_EXT|P2_LIGHTGUN_X|P2_LIGHTGUN_Y_EXT
[02/20/2008 13:29:10] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dsaber]
[02/20/2008 13:29:11] Received Event Message [9~dsaber].
[02/20/2008 13:29:11] Event: FEGameSelected [dsaber] [] []
[02/20/2008 13:29:11] Control List for DSABER: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:11] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dsaberj]
[02/20/2008 13:29:11] Received Event Message [9~dsaberj].
[02/20/2008 13:29:11] Event: FEGameSelected [dsaberj] [] []
[02/20/2008 13:29:11] Control List for DSABERJ: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:11] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dspirit]
[02/20/2008 13:29:12] Received Event Message [9~dspirit].
[02/20/2008 13:29:12] Event: FEGameSelected [dspirit] [] []
[02/20/2008 13:29:12] Control List for DSPIRIT: |P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_JOYSTICK_RIGHT|P1_JOYSTICK_LEFT|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP
[02/20/2008 13:29:12] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dspirito]
[02/20/2008 13:29:13] Received Event Message [9~dspirito].
[02/20/2008 13:29:13] Event: FEGameSelected [dspirito] [] []
[02/20/2008 13:29:13] Control List for DSPIRITO: |P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_JOYSTICK_RIGHT|P1_JOYSTICK_LEFT|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP
[02/20/2008 13:29:13] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dualaslt]
[02/20/2008 13:29:14] Received Event Message [9~dualaslt].
[02/20/2008 13:29:14] Event: FEGameSelected [dualaslt] [] []
[02/20/2008 13:29:14] Control List for DUALASLT: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:15] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [pc_duckh]
[02/20/2008 13:29:15] Received Event Message [9~pc_duckh].
[02/20/2008 13:29:15] Event: FEGameSelected [pc_duckh] [] []
[02/20/2008 13:29:15] Control List for PC_DUCKH: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:23] LEDBlinky.atoplug> Sending Event Parameter: FE_QUIT
[02/20/2008 13:29:23] Received Event Message [2].
[02/20/2008 13:29:23] Event: FEQuit
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 21, 2008, 09:57:10 am
Hi, if ledblinky don't start it is because you did something wrong in AtomicFe config.   Don't mix the problems.

I anwsered you here :

http://spaceinvaders.7.forumer.com/viewtopic.php?p=7695#7695

Let solve your first problem on my forums. then one it will be Ledblinky pure configuration , you can go back here. ;)

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 10:14:40 am
CatttDaddy,
I agree with Youki, you need to get the Atomic configuration working first. Looking over the LEDBlinky log, things don't look quite right but there are no errors - very strange. Did anything light up? I'll try your configuration on my test rig tonight and let you know what I find.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 09:56:43 pm
CatttDaddy,
You may actually have Atomic configured correctly!!! After looking over you log - there's a couple of issues. First, from the LEDBlinky config app, on the Misc Options tab, you need to Uncheck all three Cabinet LED options. This feature is for a second set of LEDs for cabinet lighting - not the control panel LEDs. To be honest, this feature has caused more confusion than it's worth  ::)

The second problem has to do with the path to the plugins folder. If on the Atomic Manager the plugins path is relative (just plugins), then LEDBlinky should work - this is how I did all my testing. But as Youki has advised, to get the manager app to retain the enabled plugins, you need to specify a complete path to the plugins folder. Unfortunately this breaks LEDBlinky. Sooooo, I'll get a patch out within a day or so to fix LEDBlinky. In the mean time, you can try testing with the relative path, or just wait for my patch.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 21, 2008, 10:01:58 pm
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.exe

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. :)
 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 10:27:32 pm
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.exe

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. :)
 
You 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.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 22, 2008, 03:50:18 am
It would really be a great feature. I work with flash and think that that would be really good for anyone that wanted to jhave the lights work even without a FE with it. that was one of the reasons I really opted for this plugin I figured the commands had to be sent from the FE to the LEDs through some sort of exe that was called to send them.
Using flash I can have it run custom bat files at various points in a movie this could be a simon says game or a screen saver with real time control over the leds. I hope you are able to add it. :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 22, 2008, 03:37:10 pm
Here's the updated AtomicFE plugin - this should resolve the problem when the plugins folder is defined as a full path in the Atomic Manager. It will also work with a relative path. Just overwrite the original file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: headkaze on February 22, 2008, 03:44:54 pm
BTW Arzoo I sent Tom code to add support for native plugin dll's for GameEx. Not sure when he will get the time to implement it, but it's on the cards anyway. Shouldn't be too hard for you to port LEDBlinky to it :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: loadman on February 22, 2008, 04:28:01 pm
 :cheers:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 23, 2008, 09:59:43 am
Dude!!  :notworthy:
You are the great one... Well one of them at least.  ;D
It worked! I had given up and started using another FE but IMHO Atomic is my favorite and this just got me Running back!
Thanks a ton! Now this is whats up! Blinky Blinkies!  :applaud: and with all sorts of colors! Jeez I been waiting a long time to take full advantage of these lights!   :cheers:

 ;D ;D ;D 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 23, 2008, 04:05:53 pm
I just used your program to config my panel and its just awsome. Using LED-WIZ and single color buttons. Have a few questions.

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.

Lastly are there any plans to add functionality similar to Lumniaudio application that Randy wrote?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 24, 2008, 10:34:53 pm
I just used your program to config my panel and its just awsome. Using LED-WIZ and single color buttons. Have a few questions.

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?
?
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:
[MAMEConfig]
Mame_cfg_folder=C:\mame\cfg

Quote
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:
Invalid Intensity Definition [49,0,0,0]. Missing [A] value.

The value should look like this: 49,0,0,0,0

Could you zip and post those two files?

Quote
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 12:08:23 am
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?

(http://i120.photobucket.com/albums/o162/gpinzone/IMG_1660.jpg)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 25, 2008, 10:59:36 am
Here is the complete set of ini's. I didnt touch the color ones since I dont have any rgb lights.

I've identified a bug in the Profile Editor which only affected the Control-Color_emu.ini file (used for any emulator other than MAME). Even though you don't have any RGBs, LEDBlinky still uses this file to set the LED intensities. Try the file I've attached - it should resolve the errors when switching emulators. I'll also send you a pm later tonight with a link to a patched version of the editor.

Quote
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?

Yes, LEDBlinky uses to keycodes to light up the buttons. You can assign the same keycode to more than one button - this will light them up together. The labels can be anything you want - so in your example, you could use P1B1a, P1B1b, and P1B1c as the labels for the player one buttons - and assign them all to KEYCODE_LCONTROL.

As for some games not lighting up the correct controls - let's get the other issues resolved first. You still need to set the correct path to the MAME cfg folder. Once that's good and you have all your labels correct and have the color profile fixed (file attached), then we can look at what's going on with specific games.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 12:46:03 pm
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.

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.

another thing Ive noticed is when I hit Pause button it used to play an animation, but now it doesnt. Not sure.

Thanks again for all your help and for such a well written program.

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 25, 2008, 01:22:51 pm
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!

Quote
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.

Quote
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.

Quote
Thanks again for all your help and for such a well written program.
It's not perfect, but getting better  ;D
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 07:30:02 pm
[
It crashed when I switch to daphne then back to mame.
Also when pausing in game on mame it does not show animation.

Also p2 buttons 5 6 7 still light up on certain games like nba jam, pit fighter
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 09:08:11 pm
Here is debug with crash and extra p2 buttons in nba jam. Also when pressing pause in mame I still dont get animation
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 10:09:11 pm
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?



Ill enclose the log as well
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 26, 2008, 10:34:15 am
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?

Ok, there's nothing wrong with your default.cfg file. Here's why you're seeing additional buttons light up for some games (mostly 4-player); Some of the keycodes that MAME uses by default for players 3 and 4 are used on your cp for player 2 buttons. For example, MAME's default for P3_JOYSTICK_DOWN is KEYCODE_K - your cp has KEYCODE_K assigned to player 2 button 6. So when you launch NBAJAM, even though your cp doesn't support players 3 and 4, LEDBlinky gets the controls for players 3 and 4 and lights up any LEDs assigned to the keycodes. To be honest, I'm not sure why other LEDBlinky users haven't had this same problem. Anyway, there are a number ways to fix this - you could edit the Control-Input_mame.ini file and remove all entries for players other than 1 and 2. But I decided to add a config option that will let you set the number of players on your control panel (1-4). This way, LEDBlinky won't waste time processing player controls that are not supported by your cp.

On to the next issue - LEDBLinky errors when switching emulators. This one could be tricky (memory is getting stepped on), but I think I have a fix. I'll pm you with the patch later today.

The last issue - no animation when pausing a game. This is definitely a logic bug in the code and it should be easy to fix. I'll look into it tonight.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 26, 2008, 01:43:41 pm
wow you are the man
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 26, 2008, 02:29:06 pm
AtomicFE and LEDBlinky Memory error

When I switch between modules in Atomic I get an error

"Access violation at address
0048a644 in module
'LEDBlinky.exe' read of address
00000000"

It does not happen all the time. But once it starts happening It keeps happening until I manually close the ledblinky.exe or sometimes I have to reboot.
just going through the menu I will get 10 - 15 of these error boxes.

Here is the Debug.log
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 26, 2008, 06:57:31 pm
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 27, 2008, 07:28:52 am
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.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 27, 2008, 09:24:29 am
Also p2 buttons 5 6 7 still light up on certain games like nba jam, pit fighter

bent98,
I realized last night that the Control-Input_mame.ini file I sent you won't solve the 5,6,7 buttons lighting for dual joystick games. This one should do the trick.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: milhouse on February 29, 2008, 11:00:00 am
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 29, 2008, 11:09:36 am
3.6 will address a bunch of issues.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 29, 2008, 11:17:46 am
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

milhouse, I sent you a pm with a link to the 3.6 beta.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on March 01, 2008, 04:48:31 am
I am still getting the error even with the new patch
Thanks as always

 :cheers:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 01, 2008, 10:14:04 am
I am still getting the error even with the new patch
Thanks as always

 :cheers:

There's still a few issues with the Atomic plugin that need to be ironed out - Youki is helping. I'll get you an update soon.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 02, 2008, 12:57:03 am
I am still getting the error even with the new patch
Thanks as always

 :cheers:
CatttDaddy,
Here's an updated Atomic plugin - let me know if it solves the problem.

edit: attachment removed
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 02, 2008, 09:49:42 am
The Atomic plugin still has "issues"  :(

I'm working on it.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 05, 2008, 11:06:14 am
Here's the latest patch for the AtomicFE plugin. CatttDaddy - can you check it out?

Thanks,
arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on March 05, 2008, 01:54:40 pm
 ;D

thanks I got it and will test it out tonight!
I'll let you know what happens

thanks again
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 10, 2008, 02:42:34 pm
If anyone would like to test the 3.6 beta, please send me a pm. Here's a list of the updates;

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 27, 2008, 07:27:37 pm
v3.6 released!

Anyone using 3.5 should definitely upgrade - a bunch of bugs introduced in 3.5 have been fixed in 3.6.

For those using the 3.6 beta, the final release has a few additional features.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on March 29, 2008, 12:08:37 pm
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.

(http://tomebling.home.comcast.net/~tomebling/otheremu.jpg)

Is there a way to fake out Mala and give an emulator executable so that LED Blinky will work with my PCGames?

Thank you again,

Bloodwyn



Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 29, 2008, 05:40:18 pm
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: bent98 on March 29, 2008, 07:08:06 pm
This gives me same error also, but Mala does not crash. Just gets that error after you exit mala. I ran bat files for daphne
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Yarb on March 30, 2008, 10:31:22 am
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on March 30, 2008, 03:38:45 pm
Meant to respond yesterday.. got sleepy and needed to get all the data together.

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

While scrolling thru the PC Games list I almost always get this error midway thru the list.
I can also receive this error while going between emulators.

As Yarb said, it happens alot and LEDBlinky is left running in the background after Mala is shutdown.
It may be a mala problem and not an LEDBlinky issue, but I thought I better give all the info I can on the error.

(http://tomebling.home.comcast.net/~tomebling/error.JPG)

Mala Error -2008/03/30  12:19:54.44   Error: Object Class: TfrmMain, Object Function: GpKeyboardHook1KeyAction, Exception Class: EAccessViolation, Exception Message: Zugriffsverletzung bei Adresse 004BBD84 in Modul 'MaLa.exe'. Lesen von Adresse 02290000

LEDBLinky Error - [03/30/2008 12:19:45] Missing input parameter: Emulator Name.

Bloodwyn
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on March 31, 2008, 12:27:12 am
I was able to fix the Mala crash. I scoured some of the other forum messages and saw a thread about mala crashes due to snapshots. I resized the screenshot for mutant storm and ... Wala.. no more crashes.

I still get the LEDBlinky error on exit, but Mala no longer crashes.

Bloodwyn

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: loadman on March 31, 2008, 01:45:48 am
 :applaud:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 31, 2008, 09:08:16 am
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

Yarb,
If MaLa does not shutdown normally, then LEDBlinky will remain running in the tray. It's not clear if the problem you're experiencing is related to LEDBlinky or just MaLa. One thing you can do is turn on the LEDBlinky debug log. From the config app, on the 'Misc Options' tab, check the Debug and Verbose options. Then run MaLa and try to capture a crash. You may notice slower performance with the the debug options turned on. After the crash, zip up and email or post the debug.log file in the LEDBlinky folder. Also turn off the debug options.

MaLa also generates an error log - check for that too.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 31, 2008, 11:43:44 am
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.

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Yarb on March 31, 2008, 03:30:12 pm
Loadman

I will check the logs tonight, I figured it was still running because it did not shut down normally but thought it odd that the same error would occur if I did not shut LEDBlinky down manually before running Mala again. I also noticed that as long as I do not click the 'OK' button on the error message that Mala/LEDBlinky run normally and seem to work fine (Except the always on top WinXP error screen)

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.

Thanks

Yarb
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 31, 2008, 09:11:20 pm
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.

Sorry, there's no way to change the lit controls based on the shift key.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on April 01, 2008, 06:45:34 pm
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,

This did the trick for me. Very stable now. No errors when exiting Mala  ;D

Thank you soooo much.

Bloodwyn
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: ultrageek on April 09, 2008, 03:28:01 pm
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

<EDIT>  Don't get the same thing with the 3.5 file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 09, 2008, 03:33:01 pm
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

Can I ask which virus software you use? I've found that Trend reports a false positive on LBkbh.dll in the LEDBlinky zip. I wonder if your virus software is deleting the file from the zip?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: ultrageek on April 09, 2008, 03:35:05 pm
As a matter of fact, I do use Trend.  Version 7.3 with todays virus file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 09, 2008, 03:48:25 pm
As a matter of fact, I do use Trend.  Version 7.3 with todays virus file.

Trend will definitely delete the file. Can you configure the virus software to ignore that file (LBkbh.dll)? If not, you've got two choices, ditch Trend for another virus app, or do without that file - which means the LEDBlinky "abort speech" feature won't work.  :(

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 10, 2008, 09:08:58 am
I've released a minor update to LEDBlinky (v3.6.0.2). This update includes only two modifications.

The first mod is an update to the MaLa plugin to better handle emulators for which no executable is specified - for example, when using a batch file. Most users who have come across this issue already have the updated plugin.

The second mod allows LEDBlinky to run without defining the Control-Color profiles. This has been bugging me for a while - as the app has evolved and I incorporated the colors.ini file, the control-color profiles became less important and in some cases totally unnecessary. So to simplify the initial configuration, LEDBlinky will now just use default values if the profiles are not specified. I've also updated the documentation.

If you're a current Blinky user, and already have the updated MaLa plugin or don't use MaLa, then there's no reason to download the update - it mostly benefits new users.

Thanks,
Arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: ultrageek on April 16, 2008, 12:07:54 pm
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 17, 2008, 09:40:51 am
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

I agree - doing a fade effect is a slow process with the editor. Your suggestion is a good one but it would only work if you want all (or selected) buttons to fade at the same rate in the same direction. Another option might be to add a button that just increases or decreases the intensity for the selected buttons - not as fast as your idea, but it might be more flexible. I'll think about it for the next upgrade to the editor.

I've also been considering adding speech to the animations. For example, you could create an animation that lights up the sets of player buttons one at a time and speaks 'Player One', 'Player Two', etc. To do this I'd have to modify the lwax format which requires consensus from the other devs who use that format. Anyway, just a thought.

Thanks!
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: youki on April 17, 2008, 10:57:22 am
In my build in support for LeDWIZ  in Atomic, i have introduced a FAD command that works almost like ultrageek proposition.

In animation script , you can add :

FDEL:50
FAD:<ledwiz number>,<val output1>,>,<val output2>,<val output3>,<val output..>,....,<val output32>

It will fad the current state of the outputs , to the ones you defined  , waiting 50ms between each "frame".

Could be something you can do in your plugin.

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on April 29, 2008, 12:53:07 pm
I've just released LEDBlinky v3.7 (see 1st post). This is a relatively small update with really only one new feature - the ability to speak and blink the front-end controls. This works like a "Help" feature for the FE. There are also a few bug fixes.

I've also provided a LED Animation SDK for developers.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: scrapple on May 06, 2008, 10:30:06 am
any shot of this working with maximus arcade?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 06, 2008, 11:26:37 am
any shot of this working with maximus arcade?

Scrapple,
In theory, LEDBlinky should work with MA. MA provides the option to pre-launch an external application (LEDBlinky.exe) before starting the emulator, and it should be able to pass the ROM name. That being said, another member (colonelsnow) tried to get this working without any success. For some reason, MA does not pass the ROM name - either it's a bug, or we just don't know the correct syntax. Here's a forum thread on the subject:
http://www.maximusarcade.com/phpBB2/viewtopic.php?t=1100 (http://www.maximusarcade.com/phpBB2/viewtopic.php?t=1100)

It would be great if someone could get this to work!

Edit: Turns out that Maximus Arcade cannot easily (if at all) launch an external application prior to starting a game.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 13, 2008, 11:39:49 am
any shot of this working with maximus arcade?

I've added a new option that allows LEDBlinky to detect game start/stop events using MAME output messages. So even when the FE does not support the ability to launch an external application prior to starting a game, (such as is the case with Maximus Arcade), you can still use LEDBlinky for MAME games. You can even use LEDBlinky without any FE - just using MAME or MAMEUI.

Since this feature really only benefits new users, I've added it to the current 3.7 release. If you've already downloaded or upgraded to 3.7 and you want this feature, snag the update again and it will add the new feature.

It would be great if I could get some feedback from a Maximus user (or any FE user other than MaLa/Atomic/GameEx) on how well this works. Thanks!
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 13, 2008, 02:21:52 pm
I seem to be having trouble getting the player start buttons on my cab to light when there is a credit available, any suggestions?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 13, 2008, 02:43:51 pm
I seem to be having trouble getting the player start buttons on my cab to light when there is a credit available, any suggestions?

Not all games support that feature. Is it working at all? The best way for me to help would be if you can turn on the debug/verbose option and then post or email me the debug.log file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 15, 2008, 10:11:08 am
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 17, 2008, 06:49:41 pm
Ive attached the debug log
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 18, 2008, 09:28:03 am
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, here's what's going on - in the device/port input map you have KEYCODE_A assigned to player 2 button 1. But you also have KEYCODE_A assigned to player 4 buttons 5 and 6 and to all four start buttons. So any game that uses player 2 button 1, will light up the other buttons at the same time.

You need to remap those buttons to their correct keycodes (as defined by your keyboard encoder). For example, the start buttons should probably be changed to KEYCODE_1, KEYCODE_2, KEYCODE_3, and KEYCODE_4 assuming you use the mame defaults.

That should solve your problem  :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 10:48:51 am
Ok, ill give that a go. Should this then get the player start buttons to flash for the games that support this feature?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 18, 2008, 11:16:51 am
Ok, ill give that a go. Should this then get the player start buttons to flash for the games that support this feature?

Yes.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: headkaze on May 18, 2008, 03:23:01 pm
Try it with DigDug as that supports the led outputs, the start buttons should flash when you insert a coin.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 05:18:41 pm
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
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: headkaze on May 18, 2008, 05:28:38 pm
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

Not all games have the outputs added yet so it might not have support for it in Mame yet. I did a "quick and dirty" search on which games had support for led/lamp/digit outputs for Mame 111 and they were (approx)

- 1477 ROMs support led outputs
- 33 ROMs support lamp outputs
- 31 ROMs support digit outputs

And you can get a list of those games if you check out the readme.txt file in the Mame Interop SDK download. I don't think TMNT is in the list, so best to check if it's supported in Mame.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 05:58:15 pm
Cheers, ill take a look at the readme
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 06:08:57 pm
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?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: headkaze on May 18, 2008, 06:16:21 pm
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?

First thing you should do is test if DigDug works because that is known to have led outputs in Mame.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 06:35:46 pm
Yeah i shall try that tomorrow.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 18, 2008, 11:51:58 pm
I just tested avsp with mame .121. It does not provide the mame outputs to flash the start LEDs. In the LEDBlinky folder there's a MAMEOutputTest program you can use to see which outputs each game uses.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: Franco B on May 20, 2008, 05:29:18 am
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?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 20, 2008, 02:28:01 pm
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?

You're referring to the ability to insert one lwax file into another, yes? This would allow you to create a library of animation sequences which could be combined and reused. It's a great idea - but I haven't spent any time working on the animation editor as of late. When I do get back to it, this enhancement is on my list. :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: Franco B on May 21, 2008, 02:13:04 am
(http://www.ftooc.org/phpbb/images/smiles/fing34.gif) Yeah thats the one.

Im going to have some quite complex routines to sequence in a few months and it would be ever so useful to me, as im sure it would be to others too  ;)

Looking forward to it, thanks for your hard work as always.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on June 01, 2008, 10:39:29 am
I've started work on an update to the Animation Editor. Here's what's on my to-do list:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: Franco B on June 02, 2008, 03:43:38 am
(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:

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on June 02, 2008, 10:09:12 am
    (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

    Here's how I intend to implement the fade feature; Select the Fade menu option and the Fade dialog will be displayed. You can then select which buttons to fade (All or Currently Selected), the Start Fade Intensity (with the option to start with the current intensities), the End Fade Intensity (with the option to end with the current intensities - mutually exclusive to the start option), and the Fade Frame Duration (fast, medium, slow, or custom). Click Ok and the editor will insert the number of frames required to fade the buttons. Any non-selected buttons will remain at their current intensity throughout the fade. If you're not happy with the results, click Undo and try again.
    [/list]
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: Franco B on June 03, 2008, 05:41:41 am
    Sounds great  :cheers:

    I really must get on with my build  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: lettuce on June 27, 2008, 09:14:36 am
    Does this program work with Ultimarc's PacDrive?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on June 27, 2008, 09:43:05 am
    Does this program work with Ultimarc's PacDrive?

    Yes
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: headkaze on June 27, 2008, 02:54:36 pm
    Does this program work with Ultimarc's PacDrive?

    It will also be supporting the U-HID soon as well ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: lettuce on June 27, 2008, 07:50:36 pm
    Cool. Am i right in saying that with the PacDrive you can not set the intensity of the LED's, there either on or off?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: youki on June 27, 2008, 08:02:58 pm
    Yes, you are right.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: mmalficia on July 07, 2008, 01:43:19 pm
    Hello  again  folks  ...

    I'm in need of some  assistance again.... hopefully someone can shed some light on a few things for me  ..

    setup :  mala    using the  plugin to run ledblinky 

    first  "?"   (from verbose log...

    [07/07/2008 11:51:44] Received Event - Queue:[1] Msg:[7~F:\Emulators\Programs\snes\snes9x151w\Closemul.exe~snesratio].
    [07/07/2008 11:51:44] Event: FEEmulatorSelected [F:\Emulators\Programs\snes\snes9x151w\Closemul.exe] [snesratio]
    [07/07/2008 11:51:44] Emulator: [Closemul] snesratio  <---- im assuming this is the call to ledblinky.exe to tell it the  emu default block
    [07/07/2008 11:51:44] FEEmulaterSelected Event Completed

    how do i define  that block in controls_emu.ini  ?   to differentiate it from ofther  emulator's using closemul ?? 

    right now  Ive got [closemul]  and then the  block   and that works sorta  but Ive got several emu's/apps   using this wrapper      is there a way to separate them ? 

    2.  I'm having an issue  with getting  the allways active feature of  control maps to work .. (especially in mame)  mainly i have  p3sw8 as the escape key .. and  the trackball lighting has the same issue      somehow  no mater how i define  them i either get  no light  or a  combo of  active  and default  (like their being added together)   and i cant seam to iron that out  )   


    many thanks in advance for any info..

    Mmal




    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on July 07, 2008, 02:01:38 pm
    Mmalficia,
    I'm not familiar with Closemul - can you give me some info on how it works? Also, email me the LEDBlinky debug log and your MaLa.ini file. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: FritzStudio on July 11, 2008, 12:33:05 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on July 11, 2008, 01:07:01 pm
    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

    MikeO,
    I guess if you wrote an app that intercepted the data from the game engine, it could conceivably use LEDBlinky to light the LEDs. But at that point, you might as well write the LED code yourself - it's really not difficult to control the LED-Wiz or Pac-Drive. Then you would have more flexibility to do exactly what you want. If you need help getting started, myself, headkaze or loadman can point you in the right direction.

    arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: mmalficia on July 11, 2008, 05:32:25 pm
    emails sent arzoo

    and just for anyone else whos interested

    closemul its a generic  wrapper  from  byoac  forums  :
      http://forum.arcadecontrols.com/index.php?topic=52400.0
    dosnt get as much attention as it deserves thou         but it supports multiple ways to  catch and close a app    send keys   pre commands  post commands  and  the best feature    update regs /inis  based on passing a rom name     works great for  those emus that dont suport  per rom configs   if  your willing to write all the  ini files

    now that im back for the weekend  im going to play with the possibility of  renaming the closemule.exe   and config ini  and see if  i can still use it that way   (just make several copys  named diferently )   

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: Ginsu Victim on July 11, 2008, 08:49:42 pm
    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...)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on July 12, 2008, 09:17:31 am
    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...)

    GV,
    With Mamewah, you'll need to use LEDBlinky's command line parameters - they're documented in the readme and doc file  ;). Mamewah can launch an external app when the FE starts and quits, and pre/post emulation - so you'll be able to use most of LEDBlinky's features. Basically, here's the commands you'll need to set in Mamewah's  configuration:

    FE Start (startup_app_commandlines) -
      LEDBlinky.exe 1

    FE Quit (exit_app_commandlines) -
      LEDBlinky.exe 2

    Emulator start (pre_emulator_app_commandlines) -
      LEDBlinky.exe <rom> <emuname>

    Emulator exit (post_emulator_app_commandlines) -
      LEDBlinky.exe 4

    Post any questions you have back here or send me a pm.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: Ginsu Victim on July 12, 2008, 11:14:34 am
    Yeah, since I actually read the documentation (which I should've done FIRST), I noticed that. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: mmalficia on July 14, 2008, 11:58:43 am
    OK I'm still not  getting something right  ..    as a test  for  the basic  emu lighting  if  ya look at  the nestopia block  everything works but getting the trackball to light    the  esc key is working  but  for some reason  trackball lighting is using  default  not active   even thou  i have it set to a blue pulse and always active    (the esc  key is working as ide imagine  and is set the same  so I'm obviously  missing  something or  borked  something up     ..  anyone  able to clue me in  to what  I'm doing wrong here ? 




    Fixed  i think;

    not sure if this is  the right way   but  i may just have been an idiot  i didnt see the  CONTROL_TRACKBALL= was still blank in the color ini file     i was trying to ajust   P1 track and  mouse   .. now that  thats filled in  its blinking  like it should  .. ill go hide in the corner   now :>   


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on August 10, 2008, 05:24:42 pm
    Version 3.7.2 released! This includes the latest updates to the Animation Editor (v1.7). Please see first post for details and links.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: dna disturber on August 10, 2008, 05:48:18 pm
    Great work arzoo.
    I noticed that you also took care of the pause/unpause  :cheers:
    Thanks again for the support.  :notworthy:

    By the way.
    I'm still working on filling the mameoutputs.ini
    I'm all the way up to the D  (as in (allmost) all games from 0 - c documented)
    Mapped some leds here and there ofcourse

    Dna Disturber


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: headkaze on August 10, 2008, 06:06:01 pm
    Nice one Arzoo :) It will be interesting to see people using the U-HID's in their cabs.

    Also was just going to mention that I haven't got around to fixing the config loading issue in UltraStik.dll. Not sure if your waiting for that but I need to plug my 360's in and test it. Been really busy lately though  :dizzy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: bent98 on September 11, 2008, 10:44:38 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 08:34:07 am
    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?

    Yes, but only mame controls. It won't work for any other emulator until Hyperspin provides the ability to launch an external app pre/post starting an emulator.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: bent98 on September 12, 2008, 08:39:44 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 08:56:59 am
    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

    That's good news. Do you know if Bill is also adding and external app launch when Hyperspin starts and quits?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: Franco B on September 12, 2008, 10:31:41 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 10:39:47 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: bent98 on September 12, 2008, 10:44:25 am
    I think so.

    You Think you can swing by the chat room  tonight or late in the day when Bills around and hash out what you ned. I am sure he can probably accomidate a solution.

    http://www.hyperspin-fe.com/forum/chat/flashchat.php

    You may need to register on website to use chat. Not sure
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 10:52:33 am
    No can do tonight - busy. I'm already registered - I'll try to hook up with Bill sometime this weekend.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: Franco B on September 12, 2008, 12:09:17 pm
    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.

    Thanks arzoo. I need to fit all three of my CPs, plus the LEDs on the table top and other places (>100 outputs) on one screen whilst still being able to place them relative to one another to try and make sence of it all so being able to have 75% of the screen to place the controls woul be great.

    Maybe you could have it startup to run at 640x480 and then increase to fullscreen from an option from the layout tab?

    Do you accept donations or could I make a donation to a charity for you? You have put in a lot of extra effort into the animator at my request already.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 01:35:33 pm
    Wow, are all your cp's controlled by the same set of driver boards at the same time?

    I've never accepted any donations for LEDBlinky, but if you'd like to donate to a charity, this one has personal meaning to my family;

    Joan Krantz After School SPOT fund - enables the JFVS to provide services to vulnerable youth and their families. The JFVS of Middlesex County, NJ web site is: www.jfvs.org

    But please don't feel obligated. Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on September 28, 2008, 02:54:30 pm
    LEDBlinky 3.7.3 Released - now with HyperSpin support! This will require HyperSpin version 0.7.0.1 (or later) - which should be released some time this week. Also added a feature to the Animation Editor to allow for larger virtual layouts. And a minor update to the MaLa plugin for the new PluginConfigure event.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: loadman on September 28, 2008, 08:14:05 pm
    And a minor update to the MaLa plugin for the new PluginConfigure event.

     :applaud:

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: TexFlood on October 02, 2008, 11:54:55 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on October 02, 2008, 09:28:40 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: TexFlood on October 02, 2008, 11:34:22 pm

    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?


    Ahhh....  I'm running XP at 1600 x 1200, but I changed the DPI to 120 to make text readable.  That must be what's causing the prob.  A few of the other screens that are loaded by the Tools tab were behaving the same way.  Now that I know what is causing the prob I can make the DPI switch to make the app work.  Thanks for the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: TheShanMan on October 13, 2008, 11:33:41 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on October 14, 2008, 07:58:19 am
    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:

    It would be cool if mame provided an output for when a game enters its attract mode. That's something you'd have to bring up with the mame devs - but I doubt they would consider that kind of mod, it has nothing to do with authentically emulating the games.

    As for distinguishing between games with and without any mame outputs - that list could be useful, but it would be better if it listed exactly what outputs each game provided. As I recall, headkaze started to put together a list like that.
    Title: LEDBlinky and Game Controls
    Post by: PsychoAU on November 24, 2008, 11:11:34 am
    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.
    Title: Re: LEDBlinky and Game Controls
    Post by: arzoo on November 24, 2008, 11:20:11 am
    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.

    Looks like the Demo Controls feature is not turned on. Run the config app and check the MaLa tab.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: PsychoAU on November 24, 2008, 11:28:08 am
    Oh, okay.  I wasn't sure what that setting was for.  That fixed it.  I thought that the Light Game Control option on the main tab was enough to do it.  I have been wracking my brain for a day trying to figure this out.  Thanks a lot.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 03:54:20 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 08:16:34 am
    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?

    Start Hyperspin and then alt-tab to your desktop and check for the LEDBlinky icon in the system tray. If it's not there, then something must be wrong with the Hyperspin configuration. If LEDBlinky is running and you have the 'Enable Debug Log' option checked, then look for the debug.log in the ledblinky folder. Let me know what you find.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 03:34:18 pm
    No LEDBlinky icon when in Hyperspin... so also no debug file.

    I posted this on the Hyperspin forum and BBB and  bent98 over there are trying to help me out:

    http://www.hyperspin-fe.com/forum/showthread.php?t=1445 (http://www.hyperspin-fe.com/forum/showthread.php?t=1445)

    This is at the bottom of my settings.ini in Hyperspin:
    [LEDBlinky]
    Active=true
    Path=F:\Emulators\Programs\LEDBlinky373\LEDBlinky

    This is the exact path of LEDBlinky on my computer:
    F:\Emulators\Programs\LEDBlinky373\LEDBlinky

    It looks like there is a problem activating LEDBlinky from Hyperspin on my end then...

    As a side note: I have all lights on Pac Drives (3 of them). When I first boot the computer all lights are on and stay on. If I go into  LedBlinky config , all lights turn off but I can test the lights and they show any test pattern I try but if I exit config all lights are off untill reboot. I don't know if this is normal or not or important to this situation but thought I would add that.


    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 03:48:37 pm
    You problem is you dont have a backslash at end of path. It should look like this

    Path=F:\Emulators\Programs\LEDBlinky373\LEDBlinky\

    Edit your settings.ini file and add the backslash.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 03:53:45 pm
    Thanks bent - I was just about to suggest that!

    As for the LEDs starting ON when you first boot up - that seems to be how the Pac-Drive works. The LEDBlinky app sends an all-off command when it starts. You might want to ask Andy over at Ultimarc about this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 08:34:17 pm
    Thanks for the replies!

    I added the backslash so it looks like this in Hyperspin settings.ini:

    [LEDBlinky]
    Active=true
    Path=F:\Emulators\Programs\LEDBlinky373\LEDBlinky\

    But still nothing happens when hyperspin is launched or I play a Mame game...Did alt-tab in Hyperspin and LedBlinky is not there either.

    I downloaded ledblinky again in case there was a problem with the one I dowloaded before, moved over the .ini files and still no luck...

    Any other suggestions?

    ...Oh ande the pac drive lighhting up the buttons on computer start is no problem to me...kinda like it all lit up at the beginning!  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 08:40:19 pm
    Here is a dumb question, but did you configure LEDblinky for your setup? Have you tested ledblinky with any other FE's? It sounds like a config issue and may not be a Hyperspin issue.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:05:59 pm
    I setup LEDBlinky correctly to the best of my knowledge...

     I followed the documentation of setting up input controls with generateinputmap application and then config application and set up a profile for hyperspin...

    In the config app, when I test lwax displays it show up on my CP....here is my settings.ini of ledblinky:

    ;For exclusive use with LEDBlinky – Arcade LED Control Software.

    [GameOptions]
    LightGameControls=1
    GamePauseSpeakControls=1
    GamePauseLWAFile=curtainclose.lwax
    UseMameOutputs=1
    LightPlayerStartCoin=1
    GameStartLWAFile=curtainclose.lwax
    GameStartSpeakControls=1
    GameStartSpeakPrimaryControls=1
    GameStartSpeakName=1
    GameStartStrobeName=2
    GameStartSpeakText=Welcome Human, Time To Play
    GameStartStrobeText=2
    AbortSpeechAnyKey=0
    SpeakControlsPrefix=
    SpeakPrimaryControlsPrefix=Primary Control

    [FEOptions]
    FE=HYPERSPIN
    LightFEControls=0
    DemoGameControls=0
    DemoScrollDelay=0
    DemoDuration=5
    FELWAFile=curtainclose.lwax
    FEScreenSaverLWAFile=
    FEScreenSaverRandomText=1
    FEScreenSaverRandomTextDelay=60
    FEScreenSaverRandomTextBerzerkMode=0
    FEStartLWAFile=Pattern01.lwax
    FEStartSpeakText=Another Human, For Our Amusement
    FEStartStrobeText=1
    FEQuitLWAFile=3backsweep.lwax
    FEQuitSpeakText=
    FEQuitStrobeText=0
    FESpeakControlsKey=0
    FESettingsFile=F:\Emulators\Hyperspin\Settings\Settings.ini

    [MAMEConfig]
    Colors_ini=
    Mame_cfg_folder=F:\Emulators\Programs\MAME\cfg
    MameControllerFile=
    UseMameDefaultForOtherEmulators=1
    MameOutputBufferSize=
    MameControlsFile=F:\Emulators\Programs\MAME\controls.ini
    MameXmlFile=F:\Emulators\Programs\MAME\mame.xml
    UseMameToTriggerGameStart=0

    [RandomText]
    Text0=Get The Intruder
    Text1=Intruder Alert!
    Text2=I detect coin in pocket.

    [Speech]
    SpeechRate=0
    SpeechVolume=100
    Voice=Microsoft Sam

    [CabAttract]
    CabAttractMode_FE=0
    CabAttractMode_ScreenSaver=0
    CabAttractMode_GamePlay=0
    CabAttractModeLWAFile=3forsweep.lwax
    CabAttractModeLEDWizDevices=

    [JDR]
    UseGPWiz49=0
    UseUltraStik=0
    UltraStikRestrictorPlate=0

    [OtherSettings]
    MaxPlayers=4
    CocktailMode=0
    RandomAniExcludeSelected=0
    GameStartDelayTimeout=20
    LogFile=Debug.log
    Verbose=0
    DisplayErrorsOnQuit=0
    DeviceListOverride=
    NoLEDs=0

    Here is also my log of hyperspin:
    (launching hyperspin, getting into mame wheel, starting and getting out of 1942, then exiting hyperspin)

    05:57:35 PM |  HyperSpin Started
    05:57:35 PM |  Error Invalid Or Missing Setting: Master_Volume
    05:57:35 PM |  Setting default volume of 100
                   Possible Solutions:
                                      -Check that Master_Volume setting is between 0 and 100
    05:57:35 PM |  Startup Program Unvavailable
    05:57:35 PM |  Menu mode is multi
    05:57:35 PM |  Menu.xml found
    05:57:35 PM |  Entering fullscreen mode
    05:57:35 PM |  Setting resolution to 640x480 refreshrate is 0
    05:57:37 PM |  Main Menu.xml loaded
    05:57:38 PM |  Loading wheel images
    05:57:38 PM |  Entering  Menu
    05:57:45 PM |  Menu.xml found
    05:57:45 PM |  MAME.xml loaded
    05:57:45 PM |  Loading wheel images
    05:57:46 PM |  Entering  Menu
    05:57:52 PM |  Excecutable is mame.exe
    05:57:52 PM |  Running in normal rom mode
    05:57:52 PM |  Executable Found
    05:57:53 PM |  Rom Found
    05:57:53 PM |  Attempting to launch
    05:57:53 PM |  Pausing Animations
    05:57:53 PM |  Launching file
    05:57:53 PM |  Command Line is: "F:\Emulators\Programs\MAME\mame.exe"  "F:\Emulators\Programs\MAME\roms\1942.zip"
    05:58:12 PM |  Menu.xml found
    05:58:12 PM |  Main Menu.xml loaded
    05:58:12 PM |  Loading wheel images
    05:58:13 PM |  Entering  Menu
    05:58:18 PM |  Exiting HyperSpin
    05:58:18 PM |  Exit Program Unvavailable
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:08:02 pm
    Oh also I have not tried LEDblinky with another FE, I barely tried mala as my first fe before even building my cab but pretty much went straight into hyperspin from there once I saw the hyperspin graphics and layout...I never looked for another fe after that!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 09:20:36 pm
    Ok

    But did you configure Ledblinky at all? Did you tell it what buttons are mapped to ports on your pac drive? Did you setup your mame settings? Did you set up Hyperspin to light up in use buttons?

    LEDblinky doesnt just work out of the box.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:38:19 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 09:49:27 pm
    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.

    You've definitely got LEDBlinky configured!

    I'm convinced the problem is that HyperSpin is not launching LEDBlinky. When I look at my HyperSpin log, this is what I see:

    07:36:50 PM |  HyperSpin Started
    07:36:50 PM |  Startup Program Unvavailable
    07:36:50 PM |  Menu mode is multi
    07:36:50 PM |  LEDBlinky is set to active
    07:36:50 PM |  Found LEDBlinky.exe
    07:36:50 PM |  Running LEDBlinky
    07:36:51 PM |  Menu.xml found

    Is it possible you're not running the latest version of HS?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 09:56:18 pm
    Are you running LEDblinky 7.0.3?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:58:18 pm
    UPDATE UPDATE UPDATE!!!

    I Downloaded just the Hyperspin.exe file again and it is now working!

    Don't know why , how or what but it works now!!!....After re-downloading led blinky before I decided to dowonload just the exe. of Hyperspin and violla!!! It works!

    I have no idea what was wrong with my other .exe but itworked after the redownload of Hyperspin!

    Thanks all for your support in this, I really appreciate the time you guys took...you can't believe how happy I am right now ;D ;D ;D WOOHOO!  I love it when things work!!!!

    LEDBlinky and Hyperspin workng together is nothing less than AMAZING!!!!! :o :o :o

    Thanks AGAIN fo creating this and helping me in this!!!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 10:00:24 pm
    I was running LedBlinky 3.7.3
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 10:02:26 pm
    Sorry i ment to ask if you were running Hyperspin 7.0.0.3. If you were running version 6 for the torrent then that was your problem.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 10:06:01 pm
    nothing to see here, move along.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 10:06:23 pm
    That may have been it...I thought I was running Hyperspin 7 all along ( I remembering downloading the torrent initially, then downloading HS 7, and HQ 5 and copying it over the torrent files...but I honestly can't remember)

    Maybe that was it all along!!!
    If it was a big DOH! On me!

    But as it works now I'm just mesmerized looking at all the <a onMouseOver="javascript:window.status='blinking lights';return true;" onMouseOut="javascript:window.status='';return true;" href="http://thebigsvc.info?v=1%2E2&ss=blinking+lights">blinking lights</a> and trying out different voice commands!

    Thanks again for all the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 10:06:44 pm
    UPDATE UPDATE UPDATE!!!

    I Downloaded just the Hyperspin.exe file again and it is now working!

    Great news! You should post some pics of your cp all blinky!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 10:16:43 pm
    I don't know how to do video but here are some pics of the cp all lit up (just noticed a grren light that is out gotta look into that connection)

    (http://i5.photobucket.com/albums/y152/Charles4400/cp2.jpg)

    (http://i5.photobucket.com/albums/y152/Charles4400/CP1.jpg)

    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 03, 2008, 08:44:01 am
    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!

    Very nice!  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Popcorrin on December 23, 2008, 02:07:30 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 23, 2008, 11:52:07 am
    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.

    I agree, that could be a nice feature - but you are correct, it is FE dependent. I'll look into it for a future release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 28, 2008, 01:08:32 pm
    Is there a way to change the controls.ini file (or any other file) so that led blinky speaks additional control information?

    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 29, 2008, 08:31:32 am
    Is there a way to change the controls.ini file (or any other file) so that led blinky speaks additional control information?

    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!
    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.

    By the way, the next release of LEDBlinky will have a new Controls Editor which will let you make these kinds of configuration changes without having to manually edit any ini files. It's mostly designed to help configure other emulators, but you'll also be able to modify MAME controls for speech and color.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 29, 2008, 10:24:47 am
    Thanks Arzoo!!!...Of course why didn't I think of just adding more descriptive text to the button speech !?  :P makes perfect sense.... should have tried that first!!!

    Having two button speech and flash would be great on a future release!  ;D

    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?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 29, 2008, 10:38:35 am
    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?

    You can edit the controls_emu.ini for all other emulators. Or just wait for the next release with the control editor app - but it could a month or so before it's ready, unless you'd like to do some beta testing? :) Regardless, if you modify the controls_emu.ini file, all the data will be imported with the controls editor - so you won't lose anything.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 29, 2008, 12:09:55 pm
    Got it Thanks again Arzoo!

    I'll have to decline on the beta testing, not because I don't want to help but I feel I'm far from qualified to really beta test since I'm stubling along trying to learn as I go.... and can honestly say I'm dabling on a bunch of things for the cabinet but am no master at any of them!  :P hehe don't know how much use I would be at beta testing!

    But thanks for the offer!

    Cool can't wait for the next release whenever it gets released..and again thanks for the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 31, 2008, 03:53:39 pm
    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.

    Turns out this was easy to add - so you'll be able to configure combo buttons in the next release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 31, 2008, 11:08:09 pm
    Awesome Arzoo!!!!!! Great thanks for that request and can't wait for the next release!!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Popcorrin on January 09, 2009, 01:33:34 pm
    Arzoo,  I was wondering about a setting and I currently have no way to test it.
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on January 09, 2009, 01:58:37 pm
    Arzoo,  I was wondering about a setting and I currently have no way to test it.
    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
    It should do both. The game controls can be configured to stay lit for a few seconds, then return to the fe controls.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Popcorrin on January 10, 2009, 12:56:54 am
    Perfect, thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on February 04, 2009, 08:41:59 am
    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.
    This will be included with the upcoming release (in beta now)  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Twin-X on February 08, 2009, 07:05:20 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on February 08, 2009, 10:27:22 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Twin-X on February 09, 2009, 03:31:49 am

    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.

    Aha i missed that one! Thanks arzoo.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on March 11, 2009, 08:12:14 pm
    New Release - v3.7.4
    See the first post for download links.

    Thanks to all the beta testers!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Popcorrin on March 11, 2009, 11:43:11 pm
    New Release - v3.7.4
    See the first post for download links.

    Thanks to all the beta testers!  :cheers:

    FE List change animation feature.   Very Nice!! ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on March 13, 2009, 03:21:44 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on March 13, 2009, 03:30:23 pm
    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:

    Definitely not a genius - but thanks!

    One thing though - Last I checked there were still problems when using LEDBlinky with the Maximus Arcade beta. MA seems to send every command twice. Hopefully this will be resolved for the final MA release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Bender on March 13, 2009, 03:46:26 pm
    MA does send some things twice, like running an animation twice, but it hasen't botherd me so far, but lets hope Mameseer fixes it though!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on March 21, 2009, 06:58:24 pm
    I've posted a minor update to the Controls Editor (v3.7.4.2) - fixed a couple of bugs. Most notably, the Unknown Games list was not being saved permanently after games were imported. For those of you who have used this feature, you should delete the UnknownGames.dat file.

    If you're already running 3.7.4, just download the upgrade file and unzip into the folder above /LEDBlinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 06, 2009, 05:46:09 pm
    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.)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 07, 2009, 09:33:23 am
    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.)

    The error you're getting about the control list and speech list is a bug - I'll try to post the fix tonight. Can you tell me a few of the games that are generating that error (not speaking)?

    As for the animation and demo feature - sorry for the confusion (the docs do mention that those features are mutually exclusive - I think the mouse-over tooltip also mentions it ;) ). For now, that's the way it works - but I may be able to make an enhancement in a future release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 07, 2009, 09:38:56 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 07, 2009, 10:10:12 am
    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.

    No need for a complete list - I just wanted a few for testing. I had discovered that bug a few weeks ago but I don't think it's preventing the games from speaking correctly - it only occurs for games that are not listed in the controls.ini file - so LEDBlinky wouldn't have anything to speak for those games anyway. Basically, it's a false positive (or negative?). But I'm not 100% sure - so I'll check the games that you mentioned.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 07, 2009, 10:20:09 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 07, 2009, 11:29:14 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 08, 2009, 09:50:24 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 08, 2009, 09:58:17 am
    You're right, ssriders does work. 

    I got side tracked wiring up my xbox wheel as USB and then Mala started crashing.  =(

    I spent hours setting up cpwizard... I really hate that program now.  :angry: click on a button and it moves by itself, sometimes settings from one label migrate to another...  But that's neither here nor there.

    Anyways, I'll try to check more tonight. =\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 08, 2009, 07:03:40 pm
    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!

    Hooray my crappy taste in games!!  Actually no, it's a fun but underrated game.    Thanks for your help!  :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 08, 2009, 10:14:42 pm
    Mmmmk.  After farting around and trying a few games, two that didn't work were Splatter House and Ultimate MK3.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 08, 2009, 10:48:49 pm
    Mmmmk.  After farting around and trying a few games, two that didn't work were Splatter House and Ultimate MK3.

    I checked my controls.ini and "splatter" (Splatterhouse) wasn't listed.  I couldn't find "umk3" either (note: I may be looking at older version of file).  What I've noticed, as Arzoo pointed out, is that anything not in controls.ini will not light the controls, even if they are colors.ini (especially the Neo-Geo roms - since I remember going through pretty much every Neo-Geo panel in Headkaze's color.ini generator program).   Even if an unintended bug, I kind of like that it's "all or nothing" since I'm more inclined to find the problem and fix it rather than just shrug it off.

    For Neo-Geo games, I've been manually editing the XML file with a quick copy and paste editing the rom and actual name only (A, B, C, D is fine since most of those games are quite good at explaining what those buttons do).  Controls.ini only lists the "bios rom" (Neogeo) instead of the individual games (while LEDblinky calls up the actual name - same goes for clones and bootlegs). 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 08, 2009, 10:55:37 pm
    My controls light up just fine, but don't actually get announced. 
    Tis not a big deal, I just thought I was doing something wrong.

    I just wish there was a way I could fix the overscan.  =\  I tried using PowerStrip, but changing the position and size would through off the V and H holds.  Then I'd adjust those and the monitor would squeal horribly... instead of just the moderate squealing it does normally.   :hissy:

    Using soft15khz minimizes squeal and actually performs better, the monitor works as soon as windows loads instead of when powerstrip loads.

    I'm tired and go off on tangents easily, I guess this means it's bed time.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 08, 2009, 11:11:55 pm
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 09, 2009, 08:53:47 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 09:01:14 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 10, 2009, 09:20:12 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 09:43:15 am
    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.  =\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 10, 2009, 09:52:14 am
    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.  =\

    If you turn off demo mode, the game controls won't light as you scroll through the lists. I don't think anyone has ever requested that the game buttons remain lit with the FE active - I guess by setting the delay to a long value you can simulate that effect.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 10:24:55 am
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 10, 2009, 10:48:04 am
    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.

    On my cp, I use the FE animation option - I don't find the demo mode necessary because the buttons flash and speak the actions when the game starts. But I will look into allowing the animation and demo mode to work together. You could also light up the FE buttons (both active and non-active) - and that feature does work with the demo mode.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 10:56:04 am
    That wouldn't work for me as my front end buttons are the same physical buttons as the gameplay buttons.  I have my u360 setup so game buttons are 1-6 and admin functions are 9-14... which are the same button, just shifted.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: CatttDaddy on April 10, 2009, 08:58:04 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 10, 2009, 09:02:23 pm
    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'll work on a new debug.zip file, but I wonder if using MultiMame has anything to do with my odd behavioral problems.  ???
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 10, 2009, 11:46:31 pm
    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's an interesting concept. But even if you segmented the display into an 8x8 grid as you suggested, there could by hundreds of colors in each quadrant - which would you use and for which button?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 11, 2009, 11:25:52 am
    Do you mean have each button act like one pixel on the monitor?  And I presume you mean RGB LEDs.  That's so far from infeasible it's not even funny.

    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.  Even then, it'd be such a small part of the screen blown up so big no one would be able to tell what it was anyways.

    Or are you talking about having a part of the screen where you could click a pixel to change the color of the associated RGBLED?  Even still, how does controlling the color of the LEDs with the TV come into play?  A TV is an output only device.  It doesn't sent data back to anything. 

    In short... lolwut?

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 11, 2009, 12:03:07 pm
    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. 

    Actually, you would need 6 LED-Wiz controllers  ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 11, 2009, 12:25:00 pm
    Heh, yea, I forgot to multiply by 3.   :dizzy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Neverending Project on April 17, 2009, 03:40:45 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 17, 2009, 03:55:48 pm
    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?

    Yup - but you need to upgrade to the latest version (3.7.4). Using the Controls Editor you can define the default controls for each individual emulator. As for lighting the controls from the mala tree - if you turn on the Demo Controls option they should light up as you scroll through the games lists, but this may not be exactly what you're looking to do.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 28, 2009, 01:21:09 pm
    I've added a download link on the first post for the 3.7.4.3 patch - fixes a few annoying bugs. If you're using 3.7.4.x you should grab this update.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 28, 2009, 11:33:30 pm
    Eprom lives again!   Thanks! 

    I still have to send you a log file, I will send later on. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Hollywood on May 09, 2009, 03:58:54 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ivwshane on May 09, 2009, 04:11:30 am
    That would be sweet but I'm guessing that that would require ledblinky to actually intercept inputs which might mean a cpu hit or cause some lag.


    It's probably harder than it sounds:(
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Hollywood on May 09, 2009, 02:31:17 pm


    Check this video out

    http://www.youtube.com/watch?v=DmnCEKURr8M

    I am looking to accomplish what happens at 2:05 in the video

    Thanks,

    Lance
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on May 09, 2009, 05:41:30 pm
    (http://tomopop.com/ul/4254-dowant.jpg)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 09, 2009, 06:04:06 pm
    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

    LEDBlinky can intercept key presses and in fact has a button flash mode similar to what you want (flashes all buttons when any is pressed) but it's only available when the FE is active. As ivwshane suggested, I didn't want to add any additional load on the cpu when the emulator is running so LEDBlinky pretty much stays in the background.

    But it is a cool concept - I'll consider it as a possible future enhancement. Right now I'm working on an audio animation mode so that LEDBlinky can blink to music.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: tyson171 on May 18, 2009, 07:36:46 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 18, 2009, 09:34:14 am
    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!

    tyson171,
    The trackball should light the color specified in the colors.ini file (for mame). If it's not working, you can turn on the Debug Log and Verbose option, play a game that uses the trackball, then send me the debug.zip file and I'll try to figure out what's going on.

    As for lighting the admin buttons - run the Controls Editor; If you don't have one already, add a "Default" control group for mame. Then, on the Common Controls tab, add the mame UI controls your cp uses (UI_CONFIGURE, UI_PAUSE, UI_SELECT, UI_CANCEL). Check the "Always Active" option for each control and you should be good to go.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: sinkhead on May 19, 2009, 10:23:03 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 20, 2009, 08:26:03 am
    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?

    sinkhead,
    You'll only need one controller and you won't need to use the Cabinet LEDs option - just use the Screen Saver animation for your cabinet lights.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 25, 2009, 01:41:35 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 25, 2009, 09:57:05 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 25, 2009, 10:27:28 pm
    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.

    Arzoo,

    You're correct.  No colors.ini file here.  I didn't even have to send you a debug log, which I was prepared to do!  :notworthy:  Thanks for looking into this.
    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 25, 2009, 10:38:35 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 26, 2009, 09:03:34 am
    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

    Correct, only mame has the data to light up the correct controls - for other emulators you either set a default or config each game separately.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: wolfsoft on May 27, 2009, 11:29:36 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 27, 2009, 12:13:26 pm
    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

    If you haven't already, from MaLa (with LEDBlinky) play at least one game for each of the new emulators. Then you'll need to use the LEDBlinky Controls Editor to add a <default> control group from each emulator; use the Import Unknown Games menu option. Then you can add the controls (joystick and buttons). There's a couple of sections in the help doc that should help:
    "Configuring Other Emulators" and "Import Unknown Games".
    If you still have questions let me know.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: wolfsoft on May 28, 2009, 03:22:55 am
    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?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 28, 2009, 07:17:38 am
    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?

    the latest version of the software has options for "other emulators".  All you have to do is create a profile which matches the name of the emulator, then add buttons to that profile and set their default lighting options.  If you got Mame to work, other emulators isn't much different.  Read over the help pdf that ships with the distribution and hit us back with specifics.

    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 29, 2009, 08:40:33 am
    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 think with mess you'll need to create a separate batch file for each emulator (vectrex.bat, atari800.bat, etc.). The batch files will need to accept the mess parameters and then launch the mess exe (mess32.exe %1). Then from mala you'll pass the params to the batch file. This way LEDBlinky will use the batch file name as the emulator and you can then specify unique controls for each actual emulator.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 30, 2009, 05:28:31 am
    Arzoo:

    Just some feedback tonight on getting Nestopia hooked up to Mala and Ledblinky.  Because Nestopia runs a windows menubar, you cannot use the default MAME mappings for Left Control, Left Alt buttons, as it activates Nestopia's menus.  Thus, I've gone ahead and created an emulator remapping for this one emulator.  This resolves the menu bar issue, but to make this work, you need to upload this new keyset to the ipac when that emulator is selected via Mala.  Thus far, Nestopia is the only emulator on a different key mapping.

    There are a few issues here.  Led Blinky appears to map lighted buttons for Other Emulators based on the current keyset loaded into my ipac, and defined in the main mapping.  At this time, I do not remember if I had to go back to the master port mappings and add two bogus entries, just so Led Blinky thought I had extra key bindings available for assignment.

    Upon selecting a NES game, Mala will eventually upload that keyset to the ipac, but NOT BEFORE led blinky looks to see what keys are currently mapped to what.  What this means is that when setting up the "other emulator" in Led Blinky, what you are really doing is setting up the emulator button handles to be whatever default keys those buttons WERE before the ipac key remapping happens.  If you do not anticipate the key change, and assign your 'other emulator' buttons with the keys they eventually WON'T be, then Led Blinky will not know how to correctly light up your buttons.  (Does this make sense?)  Checking the "always light this button" didn't seem to light the button at all, despite the fact that I really don't give a rat's  :censored:  if my other emulator never turns any buttons on or off.

    I found setting up an Other Emulator while changing key mappyings to my ipac quite confusing.  I really wasn't sure where to change data for quite some time, and after much playing around with different settings just to try to trick it into working.

    If i'm being totally dumb, please let me know.  Perhaps there's a few bugs in the system, perhaps another iteration on the interface is necessary for clarification.  I did get it to work, but just wanted to let you know of my experience setting this up, in case you haven't tested this scenario of events.  I get the feeling that Mala's order in which key remapping happens vs. led blinky plugin is called to light the buttons is off, or Led Blinky didn't really anticipate encoder remapping on the fly.   :dunno

    Love this app, would love to help make it better.  Hope this helps.

    -csa

    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 30, 2009, 12:37:13 pm
    csa-
    Sorry you had a hard time. A bit of clarification - LEDBlinky doesn't read any data from the IPac - the only way it knows what keycodes are assigned to each button for any emulator (other than mame) is based on the settings defined using the controls editor for each emulator.

    So here's an example;

    Let's assume in the device/port input map you have LEDWiz port 1 assigned to KEYCODE_A. That means any game for any emulator with a control assigned to KEYCODE_A will light up port 1.

    Next, LEDBlinky needs to know for each emulator (other than mame) what controls each game uses and what keycode is mapped to each control. This mapping should match your keyboard encoder (IPac). Since LEDBlinky doesn't read any data from the keyboard encoder, you need to configure this manually - that's where the controls editor comes in.

    So let's configure a fictitious emulator; ABC. You create a <default> control group for emulator ABC and add the control P1_BUTTON1 and assign it to KEYCODE_A (very important!).

    Now, when your FE starts a game for emulator ABC, here's what LEDBlinky does;
    - The FE passed the emulator name ('ABC') and the game name ('pac-dog').
    - LEDBlinky looks for unique controls defined for 'pac-dog'.
    - Since none have been defined, it looks for 'ABC' <default> controls.
    - It finds P1_BUTTON1 mapped to KEYCODE_A.
    - The device/port input map links KEYCODE_A to port 1 and the LED wired to port 1 lights up!

    So that's the basics.

    But let's say you defined P1_BUTTON1 for ABC but didn't assign it to any keyboard input code. Technically, nothing should light up. Unless... you've upgraded from an older version of LEDBlinky. In this case your controls xml file may have defined a set of overall default control input codes for all non-mame emulators. This can lead to some confusion and in retrospect maybe I should not have migrated this data. If you want, edit (using notepad) the LEDBlinkyControls.xml file and looks for this node:
    <controlDefaults groupName="OTHER"
    If you find it, you can just change it to this and the data will be ignored:
    <controlDefaults groupName="OTHER-ignore"

    Anyway, hopefully this helps understand what's going on. But if you send me your debug.zip file I can get a better picture of your exact configuration and help out.

    arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on June 06, 2009, 05:05:59 pm
    I'd be down, but I can't seem to get my sh*t together. When I add plugins to mala it crashes/freezes...

    Any plugin? What have you tried?

    Quote
    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

    Yes - it's called LEDBlinky  ;)
    If you've created lwax files you must be using the animation editor. Have you tried LEDBlinky with MaLa?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: kellenmeister on June 13, 2009, 05:00:37 pm
    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.   :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on June 13, 2009, 05:35:23 pm
    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.   :)

    Yes, LEDBlinky has a 'demo' mode available for both HS and Mala. Each time you select a game the controls will light up for a few seconds.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: disaac on June 16, 2009, 08:21:28 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on June 17, 2009, 08:31:09 am
    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

    For mame, the controls.ini file is not optional - have you tried LEDBlinky with that file specified? If you have and it's still not working, turn on the verbose debug option, start up hyperspin, then email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ChazMan on July 07, 2009, 04:45:22 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 07, 2009, 04:56:55 pm
    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:

    No need for batch files...

    If you haven't already, from Hyperpin (with LEDBlinky) play at least one game for each of the emulators. Then you'll need to use the LEDBlinky Controls Editor to add a <default> control group from each emulator; use the Import Unknown Games menu option. Then you can add the controls (joystick and buttons) to light up. There's a couple of sections in the help doc that should help:
    "Configuring Other Emulators" and "Import Unknown Games".
    If you still have questions let me know.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ChazMan on July 07, 2009, 05:44:12 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 07, 2009, 08:41:08 pm
    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:

    Try this - turn on the "Light Player Start and Coin" option, then for each emulator that you don't want the Coin button to light up, add the Coin buttons to the default control group and set the color or intensity value to 0.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ChazMan on July 08, 2009, 02:04:48 am
    That Worked!!  The Coin is not lit with Nintendo.  But is lit with MAME. But with the (LightPlayerStartCoin=1) set on, My Start button will not talk and say Start with Nintendo, But it is lit. And my panel has custom graphix that say Start below that button. So if it does not speak Start, I am okay with that!!  The Panel looks so GREAT With your prg!!  THANKS!!!!!!!!!!!!!!!!!!!!!        :applaud:    :notworthy:    ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Section_25 on July 13, 2009, 03:03:03 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 13, 2009, 10:26:42 pm
    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:


    Thanks, always great to hear that people like the app. The next release will include all kinds of cool audio animation features  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Section_25 on July 18, 2009, 07:39:05 am
    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.... :)

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 18, 2009, 03:36:57 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Section_25 on July 18, 2009, 04:10:14 pm
    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.

     Did you download the controls.ini file ? The site that keeps it updated is down, but there is an older version in a thread on this forum, you need to point led blinky to that file. I'm not sure if that is your problem..... thought I would attempt to help though  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 19, 2009, 05:47:06 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 19, 2009, 04:39:17 pm
    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

    Are you testing the button from the Controls Editor "New/Edit Control" dialog? If so, the LED that lights up is just for checking the color or intensity - it is not the actual button you may be adding or editing. You can change this using the "Test Single LED" drop-down.

    But back to your actual problem - the input map must reflect how your LEDs are physically wired and match the input codes used by your input encoder. The control names like "P1B1" or "Player 1 Button 1" are just labels for reference.

    So for example, let's say you have a LED under a button you refer to as "P1B1" and that LED is wired to port 1 on the PAC-Drive. And let's say the switch for P1B1 is wired to your input encoder and assigned to keycode "A". On LEDBlinky's input map, you would set the device to PACD-1 and for Port 1 you set the LED type to "single" and assign the input code as "KEYCODE_A". As for the label, you can use anything; "P1B1", "BUTTON-A", "FIRE", whatever makes sense for your cp layout. But the control label has no bearing on which LEDs light up when you play a game - it's the KEYCODE_A that's important. Because no matter how you remap controls in mame - that button will always respond to keyboard "A" (unless you rewire or reprogram your input encoder). Hope this makes sense.

    Quote
    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.

    In this case you have a RGB LED which is wired to three ports on the PAC-Drive. So the input map for those three ports MUST have the same label and input code (in your case use "TRACKBALL" for the input code). The LED type for each port should be correctly set to "RGB-Red", "RGB-Green", and "RGB-Blue" as is physically wired to the PAC-Drive ports. If you get the colors wrong here, then LEDBlinky will not use the correct colors.

    Quote
    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?

    For MAME, you shouldn't need to manually edit the games unless the Controls.ini file is wrong or a game is missing from Controls.ini. The five that are listed were included because I felt they needed additional values. So basically, if you have the LEDBlinky config correctly pointing to the controls.ini file, then the mame controls should all light up correctly!

    Quote
    Any help with this is appreciated.... :)

    If you can't get it working, turn on the debug and verbose options (on the "Misc Options" tab), run your FE and some games, then email me the debug.zip file in the LEDBlinky folder.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 19, 2009, 04:54:31 pm
    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.

    To set the Tab, Pause, and Esc buttons to always light up you'll need to use the Controls Editor. Select "MAME" and edit the <default> control group. On the "Common" tab, add the following controls; "UI_CONFIGURE" (tab), "UI_PAUSE", and "UI_CANCEL" (esc). For each, check the "Always Active" option. That should do it.

    Without seeing your debug.zip file (the download link in your prior post is no longer working), there's no way for me to see why P3B1 is lighting for ESC, but my guess is the input codes are wrong in the input map.

    Check out my prior post for an example on using the input map app. There really shouldn't be any reason to check which button is lighting up (that's why there's no test button on the GenLEDBlinkyInputMap app). All you need to do is make sure the port assignments match your input encoder mapping. So for the GP-Wiz, you should be using input codes like "JOYCODE_1_BUTTON1", "JOYCODE_1_BUTTON2", etc.

    If things don't go as expected, post a new debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 20, 2009, 03:25:50 am
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 20, 2009, 11:15:44 am
    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:

    First, try not to explode :)
    From the debug file I see you have the default.cfg file assigned as the Controller File (on the LEDBlinky MAME Config tab). Remove that file/path - a controller file should have a .ctrlr extension and I don't think you're using one (definitely not debug.cfg).

    This is a tough one to diagnose because someone else built and wired the cp so we can't be 100% sure what is what. I'm curious - is this a commercial cp you bought? Regardless, you absolutely need to know which LEDs are wired to which ports on the LED-Wiz. If you can't get this info from whoever built the cp, then you may need to trace the wires yourself.

    I would go back to using the original debug.cfg file provided with the cp since that mapped the buttons correctly for mame. Then I would set the LEDBlinky input map so that the input codes match the values in the debug.cfg file. For example, per the default_orig.cfg file you provided me, P2_BUTTON1 is assigned input code JOYCODE_2_BUTTON9 - so assign that same code to P2B1 in the input map. But again - if you don't know for sure that the P2B1 LED is wired to Port 3 (as is listed in the input map), then the button won't light correctly.

    So do these things;
    1) Don't specify any Controller file in the mame config (remove default.cfg).
    2) Go back to using the default.cfg file provided with the cp.
    3) Confirm which LED/Button is wired to each port on the LEDWiz.
    4) Fix the LEDBlinky input map so that the ports are correct and the input codes match the default.cfg.

    Try all that and see if the buttons light correctly. If not, get me a new debug.zip file and give me an example of how the buttons are wrong for a specific game that you played with the debug option on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 21, 2009, 12:31:13 am
    Just wanted to say THANK YOU VERY MUCH for the help. I think what I had originally done was changed the LEDBlinky input map to match an edited default.cfg file. Once I did one from scratch and re-mapped them all is working like it should. Amazing program you've made. It's one thing to see videos online, but it's anoth now that I have it right in front of me.

    Is there any updated or user-modified controls.ini that has been updated with all of the newer games?

    Once again, thank you and great program.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 21, 2009, 03:58:48 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 21, 2009, 09:18:00 am
    Is there any updated or user-modified controls.ini that has been updated with all of the newer games?

    Not that I know of.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 21, 2009, 09:53:08 am
    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.

    The speak game name feature is all or nothing - sorry.

    So let me ask some questions about with this weird issue;
    - As you scroll through the mame list of games, all games have the problem?
    - Is it always the P1 controls that are wrong?
    - While playing a game, are the P1 controls lit wrong?
    - After you play a game everything works as expected?

    Please get me a new debug file. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 21, 2009, 07:12:19 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 21, 2009, 08:48:16 pm
    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

    This is what I think the problem is - in your mame cfg folder you have the default.cfg file (which seems to be correct). But you must also have another .cfg file with a
    <system name="default"> node and those default values are wrong.

    For me to confirm this I would need you to zip up all the files in your mame cfg folder and get them to me. If you want to take this off the thread here, send me an email with the zipped files (see my profile).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 22, 2009, 12:08:58 am
    That was the problem. I forgot to move the two other cfg files I was trying to edit when I couldn't get things working. All is well. You sir are very wise.  :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 12:07:01 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 23, 2009, 09:41:49 am
    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

    Unless you have a backup of the LEDBlinkyControls.xml file I think you'll need to rebuild. Did you delete the entire file or just the <default> controls group?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 10:07:04 am
    just the <default>

    everything still seems to work fine, I just can't edit it cause it's not there
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 23, 2009, 11:05:08 am
    just the <default>

    everything still seems to work fine, I just can't edit it cause it's not there

    ah - no problem. Just create a new control group and click the 'Default' check box.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 07:20:15 pm
    I feel like an Idiot, missed the check box

    Thanks so much! :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 10:02:59 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 24, 2009, 08:41:28 am
    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

    On the Game Options tab, uncheck the option to "Light Player Start and Coin Buttons". With that option turned off your custom settings for those buttons should work.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 24, 2009, 10:08:21 am
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 24, 2009, 10:58:17 am
    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



    By custom I was referring to individual roms in the controls editor. But now that I think about it, turning off the "Light Player Start" option is not a good idea because then those controls won't light up unless you set them as Always Active in the <default> or assign them individually to every game (ugh).

    Try this - using the controls editor, import starwars, add the player 1 start button, and then set the R/G/B values to all zero (0). See if that works.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 24, 2009, 02:28:54 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 24, 2009, 03:47:21 pm
    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?

    You're right - there are a lot of games like this. The problem is that the controls.ini data does not include the start buttons. There's just no info to indicate if a game shares the start button with another button.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 24, 2009, 10:08:32 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 25, 2009, 09:36:29 pm
    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

    Hmmm, try this; edit the colors.ini file and set the Start button to Black for one of the games. Also edit the Color-RGB.ini file and make sure Black = 0,0,0. Then run the game and see what happens.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Rossman on August 28, 2009, 12:24:17 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 28, 2009, 08:25:36 am
    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.

    No worries - The latest release of LEDBlinky (which should be ready this weekend) has a new feature to help with the initial configuration; the selected port will now light up so you can visually see which button is wired to the port.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 29, 2009, 08:27:48 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 29, 2009, 08:59:26 am
    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

    njay,
    I can't seem to download the zip file. Also, I need the debug.zip file (not the Debug_FEControls log).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 29, 2009, 09:14:44 am
    me stupid here u are might arzoo lol

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 29, 2009, 10:53:00 am
    me stupid here u are might arzoo lol



    Not sure why but I can't download the file. Can you send it to my email?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 29, 2009, 11:07:26 am
    Done
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 30, 2009, 05:59:34 am
    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 ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 30, 2009, 10:00:00 am
    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 ?


    The Flash Player Credit feature only works for some mame games (like Asteroids, DigDug, etc) - I don't know the complete list. Which game did you try?

    For other emulators, you need to set them up using the Controls editor. Start with the Import Unknown Games tool - that should display all the emulators and games you've run that LEDBlinky doesn't have any control data. Select one of the emulators and choose the Default controls group option. Then you'll need to define all the controls (buttons) and which input code each one uses. The Install and Config pdf file has documentation on how to do all this. Let me know if you have any questions.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: njay on September 02, 2009, 09:26:20 am
    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?

    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 02, 2009, 09:46:10 am
    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?



    The best you could do for other emus would be to configure the start buttons to flash all the time - there's no way to detect when a credit is available. In fact, coin/credit counting and detection is kinda taboo - because the emulation software cannot legally be used for commercial purposes. Search the forum and you can find other threads discussing this subject.

    As for mame outputs, the games that flash the start buttons were the ones that did it originally - in other words, the mame developers try to accurately emulate each game. So it's not likely that they would ever add new outputs.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: cabecita on September 09, 2009, 06:33:14 pm
    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
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 10, 2009, 08:52:50 am
    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


    I'll look over the sdk for the IOWarrior and see how much effort this would require. But I've put a lot of time into the last blinky release and I need to take a break and work on some other projects. The other issue is, I don't have the hardware so there's no way I could test my code.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: stocktrader on September 11, 2009, 01:36:55 am
    Hey arzoo
    Past my bedtime.  LEDs light on LED-Input map,Animations Editor.
    Tankstick, Mame32, Led-wiz.
    Couldn't get it working with mame32 let alone with Hyperspin.

    I know it's simple but after a while, I'll use the Phone a Friend lifeline.

    Many thanks,

    Stock

    Fixed
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: njay on September 11, 2009, 03:51:41 am
    Missing value in Settings.ini: [MameControlsFile].

    you are missing the controls.ini for mame
    look for it here in the forums but if you cant find it email me or pm me  i will send it you
    if you don't have this one it won't work

    also create a mame.xml file for use with ledblinky

    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 11, 2009, 09:02:49 am
    njay is correct - you're missing the controls.ini file. You can download it here. (http://forum.arcadecontrols.com/index.php?topic=91711.msg962340#msg962340) Then add the path to the file on the mame config tab. Looks like you already have the mame.xml - so that's configured fine.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: stocktrader on September 11, 2009, 07:40:12 pm
    Losing my hair fast.

    Controls.ini I think is in the right place. Everythings runs and lights up in the setup programs. Go to Mame32 and nothing.
    Fixed
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: arzoo on September 11, 2009, 09:33:44 pm
    Losing my hair fast.


    For Mame32 you need to check the "Use MAME to Trigger Game Start/Stop Events" option on the Mame Config tab.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: stocktrader on September 12, 2009, 11:44:44 am
    Almost there.
    Switched from Mame32 to Mame.
    Now getting results from the Control Editor.
    Not getting results in MAME yet (or Hyperspin)
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: stocktrader on September 12, 2009, 11:45:03 am
    Part 2
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 13, 2009, 09:59:22 am
    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).


    I'll need to see the log after you're run a game from hyperspin (the logs you provided are from the Controls Editor). Also, rather than post the log here, just email me the entire debug.zip file. Thanks.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: ArcadeBliss on September 20, 2009, 08:46:34 am
    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.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 20, 2009, 09:28:19 am
    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.

    I've run blinky on some really old rigs - and yes, the cpu spikes when it parses the mame.xml (it's a large file). Other than that it should use very minimal cpu cycles - so there aren't really any minimum cpu requirements.

    But if the loading delay is annoying, you can start LEDBlinky and load the mame files before you start Hyperspin using this command;
    <path>\ledblinky.exe 7 mame
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: ArcadeBliss on September 20, 2009, 04:28:13 pm
    Thanks for the quick response. It turns out that the problem lies with hyperspin and the first initialization of XInput. LEDblinky is just fine  :cheers:
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: dulstone on October 02, 2009, 09:49:19 am
    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.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: arzoo on October 02, 2009, 10:29:14 am
    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.

    Rob,
    Funny you should mention that option - to specify the gameplay animation for each emulator - I was considering just that feature in the last release but never got around to it. Anyway, sounds like what you've setup with the script for the jukebox should work. I'll have to do some testing to see what's going on. For some reason I can't download the debug file so could you email it to me - send me the debug.zip (not the debug.txt). Also, can you include your script file so I can see the blinky commands you're using.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: Time Pilot on October 17, 2009, 09:48:54 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 17, 2009, 06:32:30 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:23:59 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: Time Pilot on October 19, 2009, 08:59:31 am

    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.

    Thanks Arzoo!  Got it working now.  As suggested, I went back to the UltraMap app and everything appeared to be working fine there.  I could also confirm that LEDBlinky was only changing 1 of the sticks (I mapped them to 2-way joysticks in UltraMap to make it obvious). 

    I checked the firmware versions on the sticks.  The stick that was updating was v2.3 and the non-updating sticks were v1.7.  I upgraded all the sticks to v2.4 and everything is working perfectly.

    Thanks again!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 10:10:09 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 12:02:44 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 01:43:59 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 02:11:13 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 02:19:27 pm

    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.

    Turn on the Debug/Verbose options and run a mame game. Then email me the debug.zip file.

    As for the launch.bat error - that has something to do with MA. It was discussed briefly in this thread (http://forum.arcadecontrols.com/index.php?topic=96786.0). You may need to post on the MA forum to find a solution.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 02:29:13 pm
    I sent you the debug.zip. But I also sent you LEDBlinky.log because it is showing some errors too. Maybe you know what they mean.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 02:45:57 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 02:58:16 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:02:44 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 03:07:36 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:17:12 pm
    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.

    Yeah, that did the trick. Thanks a lot.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:26:58 pm
    Almost there... :D

    Now when I start the FE, the animation plays nicely. But then I start a MAME game and the animation still keeps on playing. When I exit MAME, the animation stops. I start MAME again and no LEDs light up. If I start another emulator, the LEDs work fine. Then I exit the emulator and everything goes off again.

    So 2 problems at the moment.

    1) the LEDs aren't lighting up when starting mame.

    2) The FE animation won't play after quiting a game and going back to MA.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 20, 2009, 08:14:25 am
    Thank you very much arzoo for taking your time to help me. Very cool guy.  :cheers: :notworthy:

    The only problems I have left are:

    1) 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.

    2) The FE active animation won't play after quiting a game and going back to MA. (actually, I think it plays for like a second and stops)

    I registered to the MA forum but my account hasn't been activated yet. If anyone has any solutions please let me know. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: Time Pilot on October 25, 2009, 11:22:10 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 26, 2009, 08:29:26 am
    O arzoo, where art thou?

    Could you resend the files please?

    -Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 26, 2009, 08:33:08 am
    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!

    Run HS through the crash with debug/verbose on. Then send me the debug.zip file and also the animation (.lwax) file you are using. I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 26, 2009, 08:41:40 am
    O arzoo, where art thou?

    Could you resend the files please?

    -Thanks

    I don't know why we're having so many problems with email - I've sent you 4 or 5 but you're not getting them.

    Anyway - I just sent you another email with the patch link but this time I used the 2nd email address you gave me. Hopefully it will work   :dizzy:

    Let me know if you get it!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 26, 2009, 08:51:01 am
    I have no clue why I'm not receiving your mails  ???

    But the other E-mail adress seemed to work  :applaud:

    I will try it now and get back to you.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 26, 2009, 09:00:36 am
    Yay, it worked  :applaud:

    Thanks a lot arzoo :notworthy:

    Now, if only the MA developers would get back to me regarding the launch.bat problem and then all would be perfect  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: LLUncoolJ on October 28, 2009, 11:56:49 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 28, 2009, 01:22:08 pm
    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!


    Start HS and then alt-tab to some other app or your desktop - check the system tray and see if the LEDBlinky icon is there. If it's not then HS is not configured correctly to launch LEDBlinky. If the icon is there, then most likely something in the blinky config is not correct. You can turn on the Debug Log option, run HS and launch a game, then check the /ledblinky/debug.log file for any errors. If nothing shows up, turn on the verbose option, repeat the process and then email me the debug.zip file - I'll take a look.

    edit: I just remembered - HS has a log.txt file which should indicate if LEDBlinky is getting launched.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: LLUncoolJ on October 28, 2009, 11:32:24 pm
    Thanks for getting back Arzoo. I got it working and it looks awesome. Turns out the problem is in Hyperspin. In the LEDBlinky file path field, the dialog box would only got to C:\LEDBlinky. The log was showing it could not find the .exe file. It would not let me add anything to the field. So I went into the ini file and manually edited it. After a few sugestions from the HS forum, I simply added a \ to the end in the ini file like this: C:\LEDBlinky\

    It fired right up. Hopefully my torment documented on this thread helps someone else out. ;D
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on November 08, 2009, 05:41:13 pm
    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.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Circo on November 09, 2009, 04:02:17 am
    I really liked how this worked with hyperspin, just wanted to say thanks arzoo!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bent98 on November 09, 2009, 07:57:21 am
    Great Job. Keep up the good work!!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: HaRuMaN on November 09, 2009, 09:07:10 am
    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.

    That feature rocks, btw.   ;)
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: edubbs on November 12, 2009, 07:16:17 pm
    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.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 13, 2009, 08:31:18 am
    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.

    The joystick settings in the mame.ini have no relevance to how LEDBlinky maps the u360s. The confusion here is that later versions of mame have the feature to restrict analog joysticks to game specific maps (4-way, 8-way, etc.) which is the same capability that u360s can do with their own firmware. So LEDBlinky is only setting the u360 maps - regardless of what mame is doing.

    Theoretically you should be able to turn of the LEDBlinky u360 option and let mame restrict the outputs - but I've never tried it this way and I don't know if mame is correct for all the games. Headkaze developed an app to let you modify or create the mame maps.

    I'm guessing that by setting joystick_map = 0 mame is basically disabling analog joystick outputs. But I'm not really sure about this - you should post this question to the main forum for a quicker answer.

    By the way, I checked my mame.ini and joystick_map is set to 'auto' and I've never had any problems with the u360s (mapped via blinky).
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: edubbs on November 13, 2009, 10:55:05 am
    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!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 13, 2009, 11:15:32 am
    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'm surprised that your LEDBlinky maps had the old naming format - the upgrade process should have renamed them all.

    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.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 14, 2009, 11:04:18 am
    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?

    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 14, 2009, 04:24:43 pm
    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?



    I'll look into this - may need to get you a patch for the GameEx plugin.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 14, 2009, 06:08:50 pm
    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).
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: 200X on November 15, 2009, 10:22:21 am
    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.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: edubbs on November 15, 2009, 12:20:04 pm

    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.


    Can't believe i missed that...thanks!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: csa3d on November 16, 2009, 12:12:15 am
    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
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 16, 2009, 01:23:25 pm
    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.

    Never heard anything - sorry. Maybe I'll send another email.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 16, 2009, 01:37:41 pm
    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).
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: csa3d on November 17, 2009, 08:13:43 am
    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).


    That was way easy and took all of 2 minutes to fix.  Thanks!
    -csa
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 20, 2009, 09:29:53 am
    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).


    Is the Z drive a mapped network path or a physical drive on the same machine?
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 21, 2009, 12:35:01 pm
    I've attached two debug files (I didn't see a way to attach files to PMs).  Here is what I did:

    Debug1:
    1) launch GamEx
    2) Select Emulators
    3) Select Atari 2600
    4) Launch Adventure
    LEDBlinky correctly speaks name of game and name of controls
    5) Quit Adventure, returning to GameEx
    6) Select "Most Played"
    7) Select Donkey Kong (mame version)
    8) Launch Donkey Kong (mame version)
    No game name is spoken, and default controls for Atari 2600 are spoken

    Debug2:
    Basically, the same thing in reverse order.
    1) Launch DK from Mame All Games menu. 
    Game name and controls spoken correctly.
    2) Launch Adventure from Most Played Menu.
    This time, nothing is spoken.  No game name or controls.

    Thanks for looking into this!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 22, 2009, 04:31:10 pm
    And here is a better description of the other problem (the path problem).

    I have GameEx installed on the Z: drive, which is a second, internal physical drive (the boot drive is C:).  LEDBlinky is located in Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky
    Everything works fine for a while, but at some random point (maybe after I wake the computer up from sleep mode?) it gives me the attached error message.  So, LEDBlink "wants" to be located on the C: drive.  So, I move the whole folder to the c: drive at the path that is listed in the error message, and everything works fine for a while (but its weird and annoying to have it on the C: drive).  BUT then at some point it will give me the same, but opposite, error message.  Namely "LEDBlinky WriteToFile [Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log] ERROR: Could not find part of the path 'Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log'."  So now it wants to be back on the Z: drive!  If I just reboot, then it seems to be fine, until the next time I get the error message.

    Ha! Sorry to give you these problems to work on!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: yannip on January 08, 2010, 01:00:12 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 08, 2010, 02:38:28 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Bobulus on January 10, 2010, 07:29:43 am
    Hey Arzoo. Great program. Kind of a steep learning curve, but after a lot of forum searching, hair pulling, and fixing my own mistakes, I think I've got my demo control panel set up 99% of the way I want it. (It took me forever to figure out you could type in custom port names in the input config program. :P )

    I do (inevitably) have a couple questions, because I am a bit of a perfectionist and tiny things that wouldn't bother others drive me up the wall:

    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?

    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?

    Oh, and thanks for putting in the time to make such a neat program.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: yannip on January 10, 2010, 12:42:30 pm
    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.

    Thanks for the response.  Indeed I had the cfg folder incorrect however that's not what was causing my issue.  After some additional trial and error, it finally dawned on me that the default MAME control config didn't have a key mapped to buttons 5 and 6 for P2.  Once I took care of that, problem solved.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 20, 2010, 04:53:36 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 21, 2010, 08:32:57 am
    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

    Did you switch the blinky config to HS on the FE menu? Still, that would only effect the FE controls, not the game controls. Email me a debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 21, 2010, 04:18:09 pm
    yes i will send you it tommorow :) i was mainly thinking that hyperspin uses an akh script that captures keypresses i dont know if that would interfer with ledblinky
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 22, 2010, 05:56:56 pm
    got it fixed, i deleted my mame control scheme imported a game and bam fixed !  :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Bobulus on January 23, 2010, 12:58:41 am
    Guess my questions were a little too esoteric...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 23, 2010, 04:28:18 am
    Maybe arzoo overlooked !

    ask him again :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 24, 2010, 02:46:27 pm
    Sorry I missed this post...

    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?

    Quote
    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?

    Sorry - no. Once a button is controlled by the mame outputs, it lights based on the signals from mame - which usually starts in the off state. The intent here is to mimic how the original game worked.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Bobulus on January 25, 2010, 01:56:17 am
    Fair enough.  :) Thanks for the reply.

    Quote
    but the game buttons should return to their prior state after the animation stops (on unpause) - is this not the case?

    Yeah, that's how it's working.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 26, 2010, 10:48:20 am
    Trying to get ledblinky to work with Mamewah, was able to get it to work but not consistently. First I'd like to mention that I have to start ledblinky.exe manually even though Mamewah is capable to launch application at the start. If I try to launch it though Mamewah, ledblinky starts but mamewah would not start until I go to a system tray and exit out of ledblinky. If I start ledblinky manually before the front end start, it works fine for a little while. But changing emulators almost always creates an issue. It almost looks like there are multiple instances of ledblinky running because I have to exit it from a system tray a couple of times and every time new led pattern is displayed. I also get popup error message: " is not a valid integer value. I was going to post an error log but I don't have it handy. Here is what I've done so far.

    mamewah.ini
    ### External Application Settings ###
    startup_app_commandlines                  c:\ledblinky\ledblinky.exe 1
    exit_app_commandlines                     c:\ledblinky\ledblinky.exe 11
    exit_and_run_app_commandlines

    mame.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe [name]
    emulator_commandline                      c:\mame\mame.exe [name]{nodosbox}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    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
    emulator_commandline                      c:\n64\project64.exe [rompath]\[name].[romext]{nodosbox}{safelaunch}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    general_app_commandlines                  c:\cpv2\cpv2.exe -p=nintendo 64;c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"

    For anything other than mame i just want to illuminate certain pushbuttons as long as emulator is active. If I could get it to work consistently, it would be great. Any help is appreciated..

    Update:
    using {nowait} flag eliminates first issue with mamewah not starting properly unless ledblinky is launched before FE.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 26, 2010, 11:12:04 am
    I think you need to put {nowait} after each LEDBlinky command so that mamewah doesn't wait for blinky to finish executing - that should solve most of the problems.

    For "exit_app_commandlines" you should use "ledblinky.exe 2" (not 11). Param value 2 = exit and Param value 11 = stop animation.

    For the n64 "post_emulator_app_commandlines" you should use "ledblinky.exe 11" (not 4).

    Otherwise the commands look good.

    Code: [Select]
    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"

    I'm not a mamewah expert so I'm not 100% sure this will work - but give it a try. Send me the debug.zip if you're still having problems. I know others have successfully configured mamewah to use blinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 26, 2010, 11:21:08 am
    Arzoo,
    Thank you for the reply. Everything appears to be working with the following settings:
    mamewah.ini
    ### External Application Settings ###
    startup_app_commandlines                  c:\ledblinky\ledblinky.exe 1{nowait}
    exit_app_commandlines                     c:\ledblinky\ledblinky.exe 2
    exit_and_run_app_commandlines            

    mame.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe [name]
    emulator_commandline                      c:\mame\mame.exe [name]{nodosbox}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    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
    emulator_commandline                      c:\n64\project64.exe [rompath]\[name].[romext]{nodosbox}{safelaunch}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    general_app_commandlines                  c:\cpv2\cpv2.exe -p=nintendo 64;c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"

    I ended up using ledblinky.exe 4 on the exit from n64 back to FE. Using 11 killed all leds all together instead of getting back to animation. 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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 27, 2010, 11:52:03 am
    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.


    If you're using "ledblinky.exe random.lwax", then blinky should choose a random animation (from the lwa folder) each time mamewah executes the pre_emulator_app_commandlines command. I did a quick test using the command line options and it worked as expected. If you turn on the Debug and Verbose options, then look at the debug.log file, you should find messages that indicate which random animation file is loaded each time - like this:

    Event: FEStartAnimation [RANDOM.LWAX].
    Loaded LWAX File: [AudioFirstFrameTest.lwax].
    ...
    Event: FEStartAnimation [RANDOM.LWAX].
    Loaded LWAX File: [dissolveinout.lwax].

    If it's not working for you, email me the debug.zip and I'll take a look at your config.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 27, 2010, 12:52:58 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 27, 2010, 01:13:58 pm
    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.

    You can definitely use the controls editor with mamewah for other emulators - just pass the emulator name after the rom name. Here's an example for n64:

    pre_emulator_app_commandlines c:\ledblinky\ledblinky.exe "[name]" n64{nowait}

    Notice that I put double quotes around the rom [name] - that's because other emulators may use spaces in the game/rom name.

    Then in the controls editor set up an emulator called "n64".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 27, 2010, 03:52:28 pm
    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%.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 27, 2010, 04:00:48 pm
    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%.

    If you're hard-coding the emulator name in the ini file, then it doesn't really matter what you use as long as it matches in the controls editor. In other words, as long as you pass a unique emulator name for each emu and use the same name for the control groups, then it should work.

    I wonder if mamewah has a merge tag for the emulator name (like [emulator]). If it did then you could pass that as the parameter rather than hard-code the values. I checked the wiki but didn't see a tag for emulator name.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 27, 2010, 10:19:32 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 28, 2010, 08:20:13 am
    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?

    Email me the debug.zip file and also your mamewah ini file for n64.

    Also - could you do me a favor and edit your last post and put code tags around the log info - it will help keep the page width correct, Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 28, 2010, 08:26:28 am
    email sent, thank you for your help
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 09, 2010, 08:55:00 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: 200X on February 10, 2010, 02:59:40 am
    Hey arzoo.

    Have you yet heard anything from the MA crew regarding the launch.bat problem?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 10, 2010, 10:00:11 am
    Hey arzoo.

    Have you yet heard anything from the MA crew regarding the launch.bat problem?

    Never heard back - and I sent multiple emails  ::)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 10, 2010, 11:02:59 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 11, 2010, 08:27:43 am
    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.  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 11, 2010, 10:57:24 am
    Quote
    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.

    I like your way a lot better, especially being able to change the colors. I think I'll give that a go when I get home. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Quinny on February 12, 2010, 10:26:10 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 12, 2010, 10:31:52 am
    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?


    Sorry but no. My experience with linux doesn't go beyond hacking my Tivo's :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 17, 2010, 09:58:54 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 17, 2010, 11:27:46 am
    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?

    Otherwise I'll need to see the debug log to see how you're configured - turn on the "Debug Log" and "Verbose" options, run some games, then email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 17, 2010, 11:51:46 am
    Quote
    Do you have the "Light Game Controls" option checked and the Game Play animation off?

    I know the game play animation is off, but I have a funny feeling about light game controls. When i reconfigured last night I don't remeber seeing or checking this. I'll check when I get home. I hope it's this easy, but I'll kick myself if I actually wasted all this time and didn't notice a simple check box. Thanks for the quick response.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 17, 2010, 07:30:08 pm
    Well I did have "light game controls" checked after all. Here is the debug file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 18, 2010, 08:54:21 pm
    I did some more testing in stand alone mode and have an interesting result. Initially it would do the same thing, namely, when starting a game the controls will stay lit for about 4 seconds if i don't have the option to speak and blink controls checked. If I check this option they will briefly flash and go out. After trying multiple combos options the controls will now stay lit upon exiting the game. I attached a screenshot of my current configuration and a new debug file in case you would like to see it.

    Also I am running a recompiled version of mame .135 and to rule this out as the cause I downloaded .136 and kept the default settings and ended up with the same result.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 19, 2010, 08:44:35 am
    Did you try the patch I sent you?

    The problem actually has to do with the Demo Controls option. If you turn that feature off or set the Demo Delay to 0 then the problem will go away. But it's only an issue with HyperSpin's integration with LEDBlinky.

    The patch should fix it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 19, 2010, 10:00:16 am
    Just got it now. Didn't notice the PMs last night so I'll give it a shot when I get home.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: scept1c on February 19, 2010, 10:03:17 am
    is there anyone who has got a reply from MA crew?  :banghead:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 19, 2010, 10:08:41 am
    is there anyone who has got a reply from MA crew?  :banghead:

    are you having the same problem as 200X - the launch.bat issue?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 19, 2010, 06:46:57 pm
    You're the man, Arzoo. The patch works perfectly. Thanks again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 19, 2010, 06:55:28 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 19, 2010, 11:37:50 pm
    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.

    From what I've heard the new version of HS is working well with blinky. I was also bit surprised that this bug didn't surface earlier but I guess nobody else is using HS with the LEDBlinky Demo feature and Demo Delay set > 0. Regardless, I'll include the fix in the next release so it won't be a problem in the future.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: 200X on February 27, 2010, 12:26:19 pm
    is there anyone who has got a reply from MA crew?  :banghead:

    They are starting to pi** me off. It's been several months and no replies...and it isn't even a free program.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on March 07, 2010, 03:50:54 pm
    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??
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 07, 2010, 10:32:51 pm
    Anyone have an alternate link to download this software? The main link I tried is dead.

    Thanks in advance!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 07, 2010, 10:49:56 pm
    Anyone have an alternate link to download this software? The main link I tried is dead.

    Thanks in advance!


    Link seems to be working now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 07, 2010, 11:00:31 pm
    Thanks Arzoo!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 07, 2010, 11:01:09 pm
    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??

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 07, 2010, 11:01:54 pm
    Looks like I was going to an old URL...found the new one...thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: BigThumbToe on March 08, 2010, 06:59:38 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 08, 2010, 09:08:29 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on March 08, 2010, 08:16:53 pm
    I am using the latest Hyperspin 1.1.  I will PM you the Debug file.

    Quote
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 08, 2010, 08:48:08 pm
    I am using the latest Hyperspin 1.1.  I will PM you the Debug file.


    I looked over the log and HS 1.1 is not sending the correct command to LEDBlinky after exiting a game. I've sent an email to Bill (HS Dev) - I'm sure he'll be able to resolve this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: BigThumbToe on March 08, 2010, 11:20:26 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 09, 2010, 08:35:28 am
    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

    Hmmm, I'm guessing that when MA passes the emulator and game/rom name to LEDBlinky, it's not using quotes around the parameters, so any name with a space is a problem. I'll run some tests tonight and see if I can reproduce the problem. If that is the issue, then the fix will have to be handled with an update to MA. But first let me see what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: scept1c on March 23, 2010, 09:31:22 am
    thanks for the new download link, that worked, eventually.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 23, 2010, 09:38:15 am
    thanks for the new download link, that worked, eventually.

    ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 24, 2010, 03:29:47 pm
    Quote
    ?

    This was the same issue I had...there are some old links floating around to previous versions that are dead links.  Using this thread has resolved that as your links are active.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 13, 2010, 10:54:41 am
    arzoo - first of all, you are the MAN for building this app. Very, very impressive. I had a couple of questions for you to get it working perfectly for me. I'm runnning XP and Maximus Arcade (2.10 final) and the lastest LED Blinky.



    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.

    Thanks again for a stellar app - love it.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 13, 2010, 02:39:11 pm
    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?

    Depends - if you're using a PacDrive then there's no way to adjust the LED intensity via the software (you'll have to add resistors on the hardware side). But if you're using a LEDWiz then you can use the LEDBlinky Controls Editor;
    I'm assuming your Novagems are a single color (not clear with RGBs).
    1) Make sure the "colors.ini" file is NOT specified on the MAME tab in config app.
    2) From the Controls Editor, select MAME from the left list, then double-click <default> on the right list. If you don't have a <default> control group then you'll need to add it first.
    3) From the <default> control group on the "Common" controls tab, double-click the "Default-Active" control.
    4) Set the "Single LED" value to an intensity lower then 49 (max).

    Quote
    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.

    Like above, use the Controls Editor and bring up the MAME <default> control group. On the Common controls tab, you'll need to add your coin, pause, etc. controls.
    1) Click "New".
    2) From the control list, scroll down and find the "UI_" controls - these are the ones MAME uses for navigation. For example; Pause = UI_PAUSE, Exit = UI_CANCEL, Tab Menu = UI_Select.
    3) Set the "Single LED" intensity.
    4) Check "Always Active".

    Quote
    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.

    I'll need the log for this issue - turn on the verbose option and run X-men, then email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 13, 2010, 05:38:45 pm
    Hi Arzoo - thanks (Re: 1 & 2) - I knew there had to be a way to do it. I'm using an LED-Wiz for the record. I'll give your suggestions a try.

    For #3, here's the debug package:
    http://dl.dropbox.com/u/62627/Debug.zip (http://dl.dropbox.com/u/62627/Debug.zip)

    (as an aside from someone in the software business - this is a brilliant way to do logging...I'm surprised to see this level of sophistication in a free utility made for the community)

    Let me know if you see anything in there.

    Thanks again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 14, 2010, 09:18:28 am
    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.

    It looks like you have P2B5 and P2B6 mapped to "I" and "K" for LEDBlinky, but mame has those keycodes mapped to the P3 joystick up and down. My guess is you have the wrong keycodes mapped to P2B5 and P2B6 - either that or your keyboard encoder is using the same keys for the buttons and joystick. Hope this makes sense.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 14, 2010, 05:34:55 pm
    Thanks Arzoo - could you point out where you're seeing that in the debug log? I've checked my cfg/default.cfg and it seems correct. Is there another place in the MAME config I should look at?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 14, 2010, 07:36:57 pm
    Disregard - I found where the issue is. I think I should be able to sort it out now.

    Thanks for the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: sunsurfer90 on April 15, 2010, 02:04:25 pm
    I would just like to say thank you thank you thank you.  :notworthy: This program is exactly what I wanted, even if I only use Audio Animation. No offense to RandyT, but his Luminaudio was not quite making the cut, and this made me giddy when I ran it. Stayed up late into the night trying out the different combinations for the lights with my music.
    Keep up the good work, as this has made my day, week and probably month.
    Thanks again
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: sunsurfer90 on April 15, 2010, 07:19:40 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: dna disturber on April 16, 2010, 06:41:14 am
    After upgrading my cab to hyperspin 1.0 I went to download the new version of Ledblinky.
    It made me realize that Arzoo has been a very busy boy with this little app. for quite some time now

    I saw the development of ledblinky right after powermame and I must say it keeps on getting better and better.
    Support is unbelievable....Arzoo always lends a helping hand..    :applaud:
    And with the fact that I'm having so much fun with it.......I thought that a donation would be the right thing to do.....

    Thanks again Arzoo for the fantastic work you're doing for the arcade-community   :notworthy:


    Dna Disturber  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 16, 2010, 08:36:31 am
    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

    Sorry but no.

    All the config values are stored in the settings.ini file so I guess you could keep multiple copies - but you'd have to manually swap the file and then restart blinky each time you want to change the setup. Maybe you could use a batch or vbscript file to rename the settings.ini for the profile change.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: dna disturber on April 26, 2010, 02:40:02 pm
    Hi Arzoo,

    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.

    Could you help me out with this issue...  :notworthy:

    TIA,

    Dna Disturber  :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 27, 2010, 11:29:38 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: dna disturber on April 27, 2010, 03:02:27 pm
    Quote
    What version of HyperSpin are you running?

    I'm using hyperspin 1.1
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 10, 2010, 03:36:37 pm
    @ ARzoo

    Just curious, once we pay for the full (non trail) version, does that include free upgrades to later versions of LEDBlinky?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 10, 2010, 03:39:23 pm
    @ ARzoo

    Just curious, once we pay for the full (non trail) version, does that include free upgrades to later versions of LEDBlinky?

    Thanks!

    Absolutely!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 10, 2010, 05:04:11 pm
    Sweet. Buying right now then ...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tony.silveira on May 10, 2010, 10:35:04 pm
    hey arzoo,

    after taking a few months off, i think i'm back to try and finish my cab, primary thing i need to finish, my lit controls.

    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 10, 2010, 10:58:32 pm
    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!

    If you change the executable name for winkawaks to something that includes mame - like winkawaks_mame.exe, that might do the trick. Also, you won't be able to use any of the mame output features. Let me know how it goes.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tony.silveira on May 10, 2010, 11:38:16 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 11, 2010, 08:43:01 am
    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

    Try deleting winkawaks_mame from the controls editor - that way blinky should use the mame controls. If it still doesn't work - turn on the debug/verbose options and email me the debug.zip file. I'm sure we can get this to work.

    Latest version is 4.0 - you might want to read up on it here (http://forum.arcadecontrols.com/index.php?topic=102374.0).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tony.silveira on May 11, 2010, 01:58:04 pm
    that did her, thanks arzoo.  i also did the same for the model 2 emu, all is good now!

    what a heated exchange about your new shareware model.  fyi, i'll gladly update and pay the $20, very reasonable fee :)

    keep up the great work buddy!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: milkit on May 14, 2010, 10:33:43 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 14, 2010, 10:38:14 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: milkit on May 14, 2010, 10:49:38 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 14, 2010, 11:01:23 am
    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.

    This problem is very annoying and there's nothing I can do about it - MA is generating the error (LEDBlinky does not use any launch.bat file). I've sent multiple emails to the MA dev but received no response. Has anyone posted this problem on the MA forum?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: milkit on May 14, 2010, 11:16:22 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 14, 2010, 01:34:19 pm
    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

    I did a quick check of my MA test setup which has spaces in the path - but I've never received the error. As I understand, the error only occurs intermittently so even though I've never seen it during testing, it's not conclusive.

    I also checked for the launch.bat file in the LEDBlinky folder and sure enough - there is was. The file contains a single LEDBlinky command. So my theory is that MA creates and uses this file to send the commands to blinky - updating the file between each command. And I guess occasionally the file is still locked (from the prior update) and that's what causes the error. To be honest, this does not seem like an optimal way to control blinky, but that's the way it seems MA was coded to do it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 06:54:54 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 24, 2010, 09:13:52 am
    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

    Sorry - I'm not really sure I understand the problem.
    You're using the UHID with 6 LEDs and when you start the Generate Input Map application it does not respond for a few minutes? And your PC locks up?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 10:20:44 am
    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.)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 24, 2010, 10:37:51 am
    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.)

    Are you using the UHID just for the LEDs?

    Please turn on the Debug Log and Verbose options (on the LEDBlinky Config app - Misc tab), run your FE, then email me the debug.zip file in the LEDBlinky folder.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 10:59:02 am
    No I use for my various buttons (3 buttons per player + left, down, Coins 1 and 2, Start & and 2 .. Pause, Exit etc. ..)

    I just sent you an email with my debug.zip.  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 03:42:41 pm
    I limited the number of LED to 6, is it works without problem.  :applaud:

    Thk's
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: headkaze on May 24, 2010, 07:25:45 pm
    Hey Arzoo I got an idea for a cool new LEDBlinky feature - very easy to add too. With the latest PacDrive.dll I added a new function for U-HID devices which allows you to program it on-the-fly.

    The new function looks like this

    Code: [Select]
    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

    Basically you program the U-HID in U-Config then export the data using the new .raw format. Then you simply pass in the fileName of the .raw file to PacProgramUHid and it will program it. I think this would be a cool feature for people who use U-HID with changable panels.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 25, 2010, 08:20:35 am
    That would definitely be a cool feature to add but I'm not sure how blinky would know when the panels were switched - I guess it could be a hot key.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 25, 2010, 12:58:24 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 25, 2010, 01:37:33 pm
    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.

    No problem using fewer LEDs on some panels. Just make sure you use the same controller ports for the same buttons and it will work fine.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 25, 2010, 04:43:23 pm
    Cool... I have everything wired up into a DB37 so it should just be plug and play then (haven't gotten my LED controller yet to test it).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on May 25, 2010, 08:22:12 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 25, 2010, 11:43:11 pm
    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

    So when you boot your system, HS starts up (with LEDBlinky) and then after some time all the LEDs on both boards go out? After that happens, if you close and restart HS do the LEDs come back on for some time again or are they out until you reboot?

    Also, what do you mean by the boards running out of sync?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on May 26, 2010, 02:36:46 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 26, 2010, 08:07:09 am
    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


    I'm running 3 LEDWiz's (on an old XP box) and I've never had any syncing problem like you describe. This sounds like a hardware problem - which may require help from Randy at GGG.

    Here's some more questions to help diagnose:

    What happens if you unplug and then reconnect the controllers after they go out - do they start working again?

    Do the LEDs go out when you're doing something specific - like running a game or pressing a button?

    Are you supplying 5v to the boards or just using the USB connections?

    After the LEDs go out, can you run the LEDBlinky Config app and try testing any animation - what happens?

    After the LEDs go out, can you run the LED test software that came with the boards (from GGG) - does it work?

    Also, if you turn on the Debug Log and Verbose options (on the Misc. tab), reboot your pc and let it run until the problem occurs, then email me the debug.zip file in the LEDBlinky folder - it might shed some light on the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on May 27, 2010, 02:44:57 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 27, 2010, 03:09:11 pm
    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

    Yes, you can use the 5v and GND lines from your PSU to power the LEDWiz. You should check the GGG site for info on how to do this or search this site - I recall other threads on the subject. But it's not clear that will solve your problem - I would contact Randy at GGG for support.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: RandyT on May 28, 2010, 11:43:03 am
    Sometimes yes but the leds dont work and other times i get an error saying that there are no led devices connected

    This seems to indicate overloading of the USB power, due to the number of USB devices and the loads on your LED-Wiz's.   The first step is to try moving one of  the LED-Wiz's to a different physical USB port, keeping in mind that a PC usually has only 2 physical ports with many connectors on each.  Each port can source a pre-determined amount of power, but that power is shared amongst the connectors, so make sure it's really on a different port.  If that works, then you are good to go.

    Failing that, refer to the documentation for how to connect the LED-Wiz's to your PSU, which will remove the loads on the LED-Wiz's from the USB power.

    Also, make sure that you don't have the LED-Wiz Control Panel running in the background.  The LED-Wiz will listen to any application which is set up to speak to it properly, even if they are all speaking at the same time.  Could cause some odd behavior if this is happening.

    If none of this helps (I expect that it will) then drop me an email and we can go from there.  Thank you,  Arzoo, for helping him out.

    RandyT
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on June 06, 2010, 10:14:30 pm
    Hi guys
    Thanks for all the advice. I couldnt get it working on my cab so i figured id give it a try on my jukebox pc as i thought it might be a problem with my pc hardware.
    Turns out i was right lol. so i switched the pc's over, reinstalled all my software and now it runs like a fream :D
    Once again thanks for all the help
    Damien
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: toolmaker on June 10, 2010, 01:20:59 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on June 10, 2010, 01:36:17 pm
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: toolmaker on June 10, 2010, 03:00:11 pm
    Quote

    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)

    Thanks for the quick response Arzoo!

    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 reply and provide my results once I check on it later on this evening.
    Thanks again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on June 10, 2010, 03:03:52 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: toolmaker on June 10, 2010, 11:21:07 pm
    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.

    You were right! I updated my profile to include "Control" instead of "LControl" and vise versa for the shift and alt butons and it solved the problem.
    Appreciate your help!

    Thanks Arzoo...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: Miguelsluma on June 11, 2010, 09:45:27 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on June 11, 2010, 09:17:18 pm
    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!

    Turn on the Debug.log and Verbose options (Misc Options tab), run HS, then email me the \ledblinky\debug.zip file - that should help me see what the problem is.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tyson171 on July 17, 2010, 05:03:10 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 18, 2010, 11:02:08 am
    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!

    Yes - after you register the nag screen goes away and you'll also be able to create longer animations.

    If you check the "Light Player Start and Coin Buttons" option (on the Game Options tab) that will light up the buttons correctly for each player. All we need to do is figure out how to get them to ramp. I'm sure this is possible but I'm on vacation for the week so I can't try anything until I get back home.

    As for the pulsing effect - are you referring to the second video (Long Animation)? If so, that animation was created for my cp so it would not work the same for yours. But its very easy to do fades or color transitions using the animation editor. I can help out if you have any questions.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: markronz on July 19, 2010, 01:46:46 am
    I just have a question.   I haven't gotten the chance to install the new version of LEDBlinky yet, still on an outdated one without the audio effects.   I have some jukebox software on my cab and also a bunch of emulators.   Is there a way in the software to switch LEDBlinky to use the audio detection flashing fancyness only when I launch the jukebox software, and then if I choose an emulator have it switch back to normal lighting up the controls type mode?   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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 19, 2010, 09:38:53 am
    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!

    Yes - in fact that's how I have it working on my rig.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: markronz on July 19, 2010, 09:54:32 am
    Great!  I will have to get this sometime soon then.

    Thanks!
    Title: LEDBlinky - Audio Problem Error BASS_ERROR_NOTAVAIL (37)
    Post by: ironspider on July 21, 2010, 12:36:15 pm
    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?

    Title: Re: LEDBlinky - Audio Problem Error BASS_ERROR_NOTAVAIL (37)
    Post by: arzoo on July 21, 2010, 12:59:57 pm
    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?



    Was the LEDBlinky audio working and then it stopped working or did the error occur from the initial LEDBlinky install? How are you switching between OS's?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: ironspider on July 21, 2010, 01:06:12 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 21, 2010, 02:03:07 pm
    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.

    Try this; in the /LEDBlinky folder, edit the settings.ini file using notepad. Locate the "AudioInput" value under the [AudioAnimation] section. Change the value from -1 to 0. So it should look like this:
    AudioInput=0
    Save and close the file. Then try the config app and you should be able to select correct audio device. Let me know if this solves the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: ironspider on July 21, 2010, 02:15:07 pm
    Two things:

    1. Your suggestion did fix it.

    2. This may be the coolest thing I've ever seen.

     :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 21, 2010, 05:06:56 pm
    Two things:

    1. Your suggestion did fix it.

    2. This may be the coolest thing I've ever seen.

     :applaud:

    Thanks  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tyson171 on August 10, 2010, 09:06:52 pm
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on August 10, 2010, 11:03:37 pm
    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)

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: deepblue on October 15, 2010, 01:38:55 pm
    Arzoo - really quick couple of questions for you:

    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.

    Thanks arzoo.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 16, 2010, 09:12:07 am
    Arzoo - really quick couple of questions for you:

    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?
    LEDBlinky looks for "mame" anywhere in the emulator name - so try renaming the Raine exe to something like "raine-mame". That should work.

    Quote
    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.

    Thanks arzoo.

    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: deepblue on October 16, 2010, 11:01:51 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 17, 2010, 09:20:31 pm
    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.

    Run the Controls Editor and select the Import Unknown Games menu option - do any of the Raine/Mame games show up? Let me know how they are listed. Basically, you need to figure out how to configure MA so that the name of the Raine/Mame emulator that MA passes to LEDBlinky includes "mame".

    You could also turn on the Debug/Verbose options (on the Misc Options tab), run MA and launch a Raine/Mame game. Then email me the debug.zip file in the LEDBlinky folder - I'll take a look and see what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 20, 2010, 09:15:37 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 20, 2010, 09:41:12 am
    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.

    As it stands, blinky does not distinguish between multiple keycodes for a single control, and I believe you are the first to suggest this. My thinking here is that when most users configure more than one button for the same function, they don't think of them as primary and secondary. For example, on my cp, the single player classic games are configured with buttons for left and right handed players.

    It's not a bad idea - I'm just concerned that it could add more complexity to an already complex and option heavy configuration.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 20, 2010, 10:48:06 pm
    Quote
    It's not a bad idea - I'm just concerned that it could add more complexity to an already complex and option heavy configuration.

    No arguments there. It's a complicated scenario, anyway you slice it. Well, like I said, I can just unmap those keys as it is. Maybe it's an idea for the "one of those days piles" at any rate.

    BTW, I love the audio spectrum stuff you've added! I actually got a thumbs up from my wife over that one!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 22, 2010, 11:09:00 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 23, 2010, 09:26:15 am
    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!

    The reg.dat file needs to go in the LEDBlinky folder (which should be in the mala plugins folder).

    ...\Plugins
      ...\Plugins\LEDBlinky
      reg.dat

    As for the animation editor - did you save the layout? Look for a file with the .lay extension. The trial mode only restricts the max size of the animation - no other limitation.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 09:51:10 am
    Cool. Found the problem with my missing configuration

    The LAY file i was using was pointed to an old version of the InputMapFile (from before I registered it and moved it to the Mala PLUGINS folder).

    So it was never noticing my changes to the inputmap and wasn't updating the layout accordingly.

    However, the animation editor still says trial version when I load it, even though the reg.dat file is in the LEDBLINKY folder.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 09:55:32 am
    Not sure if this will help but I captured a screen shot showing all the relevant bits.

    You can see how I've got my folders configed.

    The REG.DAT file is in the LEDBLINKY folder, but the animation editor (run from the same dir) still shows TRIAL VERSION.

    Strange.

    I've got full rights (admin user) so that can't be the prob.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 09:59:40 am
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 23, 2010, 05:55:13 pm
    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.

    Couple of things you could try; First, see if there's a LBAE_Errors.log file in the LEDBlinky folder - if so, what's it say? Try temporarily renaming the LEDBlinkyAnimationEditor.ini file and then run the editor (it should create a new copy of the ini file) - does that resolve the problem? If not, download the animation editor from here (http://www.dndw.com/ledblinky/downloads/LEDBlinkyAnimationEditor_4_0_0.zip) and unzip into an empty folder. Put a copy of your reg.dat file in the same folder and see how the editor runs. Let me know the results.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 06:49:23 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 23, 2010, 08:01:40 pm
    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.

    Can you email me your layout file? Also email me the animation file that first loads and the debug.zip file created by blinky. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: markronz on December 12, 2010, 12:21:54 am
    I apologize, I just read your support page on your LEDBLinky website, else I would have posted onto this thread.   I started a new post for my issue, here is the link:

    http://forum.arcadecontrols.com/index.php?topic=107848.0 (http://forum.arcadecontrols.com/index.php?topic=107848.0)

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: orchidius on January 06, 2011, 02:56:03 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on January 06, 2011, 03:04:37 pm
    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!

    Check the Hyperspin log.txt file to confirm that LEDBlinky is getting launched correctly. Confirm that the path to the LEDBlinky folder in the Hyperspin setup ends in a backslash; ..\LEDBlinky\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Bender on January 19, 2011, 02:57:27 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 19, 2011, 04:52:16 pm
    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

    I'm not sure why un-checking the primary control would then cause it to blink and speak its function - so that confuses me (not hard to do   ;) ). You should be able to assign the primary control code or keycode to the LED port and then it should blink and speak like any other control. This support link has more details.

    http://www.dndw.com/ledblinky/Support.htm#LightTBJoy (http://www.dndw.com/ledblinky/Support.htm#LightTBJoy)

    But if it's not working as you expect, maybe email me your debug.zip file and I'll see what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 19, 2011, 06:50:12 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:09:37 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:11:37 am
    I did just notice that in the import window, it has the real directory listed (where the exe is).  It does not have the shorcuts directory where the lnk is.  Not sure if this matters, but it seems a little weird to me that it would not list the location of the file I actually launched through the front end.  Do I need to make a batch file to launch Grid Wars maybe? Instead of trying to use a shortcut file (lnk)?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 20, 2011, 10:14:30 am
    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!

    I'll do some testing and get back to you on this one.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:18:40 am
    Ok cool, thanks!

    Also, I started a different thread for a question about LEDBlinky yesterday.  I apologize, I should have probably posted it here instead.  But here is the link to the other thread:
    http://forum.arcadecontrols.com/index.php?topic=108693.0 (http://forum.arcadecontrols.com/index.php?topic=108693.0)
    Just a how to question.   Hopefully its just something simply I dont have set up right.   Thanks!!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:41:27 am
    Attached is my debug.zip file as requested.   I enabled verbose logging and I launched Grid Wars, and then also NBA jab through MAME.   Let me know what you think!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 12:32:23 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 20, 2011, 01:43:08 pm
    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.

    Is MaLa executing the batch file directly or using a shortcut?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 01:44:17 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 20, 2011, 01:51:20 pm
    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.

    Can you email or post the debug.zip after running with the batch file configured.

    Also, when exactly does the error occur in the controls editor? I tried importing the same values and I don't get any error.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 03:29:35 pm
    In case anyone reads my problem and is interested, Arzoo figured it out. The main issue was that my 'Other Emulator' in Mala was named "Other" which is a keyword.  So I changed this to "OtherGames" instead and my shortcut worked fine then!  Thanks again Arzoo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Bender on January 20, 2011, 06:05:39 pm
    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.

    Thanks Buddy, you da man!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Fat-Johnny on January 30, 2011, 11:01:32 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 30, 2011, 03:47:26 pm
    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

    ok - here's what you can try;

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Fat-Johnny on January 31, 2011, 08:18:57 pm
    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.

    Thanks for the clue, Arzoo.  I did exactly what you said, and it worked like a charm.
    1) All the buttons I had I identified as "always active", I unchecked that box
    2) I did add the additional buttons (P1_BUTTON9  and P2_BUTTON9), and made sure that the keystroke associated with them was correct.  They now light up and speak properly.
    3) Thinking how well that worked (and how easy it was), I erased P1_START and P2_START, and added P1_BUTTON10 and P2_BUTTON10.  I bound those to keystrokes "1" and "2", respectively.  I told it to speak "Player 1 start" and "Player 2 start", and now it speaks those correctly.

    So, my mapping and my "speech" NOW looks like:
    P1_BUTTON1  "Player 1 button A"
    P1_BUTTON2  "Player 1 button B"
    P1_BUTTON9  "Player 1 Select"
    P1_BUTTON10 "Player 1 start"

    (same setup for Player2)

    And LEDBlinky blinks them properly, and speaks them all properly!!!   Wahooo!!!!  :cheers:

    Thanks for the help!  :notworthy:
    FJ
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Eraser_arcade on February 02, 2011, 11:34:51 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 03, 2011, 09:15:00 am
    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.

    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"/>

    Another way to solve the problem is to play a mame game and from the "All Games" config menu (Tab key), assign the correct input values for the controls (like P2_JOYSTICK_DOWN) as are used by your control panel. In other words, explicitly set mame to use the correct input codes for the analog controls.

    And a third option is to remap your keyboard encoder so that those two buttons use keyboard inputs other than G and F :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Eraser_arcade on February 03, 2011, 12:08:41 pm
    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"/>

    Thank you! That did the trick. :)

    I was worried for a bit that I might had to remap my keyboard encoder, since I already have other games and emulators programed for it. But now I don't have to worry about it. So, thank you again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: BigDaddyE on February 12, 2011, 06:58:56 pm

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 12, 2011, 08:53:26 pm

    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

    Sounds like you are using LEDBlinky v5.0 - which has a bug when used for u360's but no LEDs. You can download the latest update from the LEDBlinky.net site or here's a link for just the fixed exe v5.0.0.1 (http://www.dndw.com/temp/LEDBlinky_5_0_0_1_exe.zip)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: BigDaddyE on February 12, 2011, 09:02:49 pm
    Thanks Arzoo.

    I'll try it tomorrow!

    Eric
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on March 23, 2011, 12:53:24 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 23, 2011, 08:37:44 am
    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

    Hey Chris,
    Depending on how you've configured the options - the 5 lit buttons are most likely the controls used by HS. There is also an option to blink the buttons whenever any are pressed. As for the mame cfg error, I'll need you to turn on the debug.log and verbose options (on the Misc options tab), then run HS and a game or two, then email me the debug.zip file (in the LEDBlinky folder). I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: dskansas on March 24, 2011, 11:41:19 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 24, 2011, 02:07:55 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: dskansas on March 24, 2011, 03:17:26 pm
    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.

    Not a problem arzoo. I'll get that information gathered up this evening and get it to you by tomorrow.

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: dskansas on March 25, 2011, 12:46:31 am
    Well it's working now. I downloaded a different version of controls.ini and pointed ledblinky to it. It still wouldn't work right so I pointed it back to the original one and walla, it works. The only game I noticed right off the bat that wasn't lighting correctly was Asteroids. For some reason it only lights and announces the hyperspace button even though the fire and thrust are both listed in the colors.ini and controls.ini. Thanks again for offering to look into my issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Peskoe on April 04, 2011, 01:41:05 am
    Quote from the Install and Config.pdf

    "Note: Assigning an input code to each port is not required if you are only creating LED animations for use with applications other than LEDBlinky."

    and

    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.

    Regards,
    Peskoe
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 04, 2011, 08:33:56 am
    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.

    You don't need to assign input codes, but those ports (without input codes) will only light when running an animation.

    I'm assuming you have a cp or cab with LEDs that are not under any buttons - yes? If you only want them to light up (without any animation), then you can create an animation with a single frame and run it from commandline or when the FE starts.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Peskoe on April 04, 2011, 02:15:29 pm
    I'm assuming you have a cp or cab with LEDs that are not under any buttons - yes?

    Correct. But I do have lighted buttons in use for the jukebox portion, originally this was just a jukebox, the arcade section was added later. I am still undecided if I will rewire these up to the LED controller or not. I want to use LEDBlinky to run animations on a homemade LED matrix. An arcade system without some eye-candy just doesn't feel right.

    One more thing, is there any limitations on animation length? Max number of frames or total time?

    BTW nice set of apps. If everything pans out, expect a purchase!

    Regards,
    Peskoe
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 04, 2011, 03:07:15 pm
    One more thing, is there any limitations on animation length? Max number of frames or total time?

    The trial version is limited to 20 frames. No limitation for the registered version.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on April 07, 2011, 10:07:22 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 07, 2011, 10:58:45 pm
    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

    Chris - You'll need to use the ultimarc software to set the ID for the second controller as #2.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on April 08, 2011, 10:12:54 am
    Ok
    Thanks again
    Chris
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: kronic24601 on April 08, 2011, 11:57:00 am
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 08, 2011, 02:40:05 pm
    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)

    Check your DevicePortInputMap and see what input code you have assigned to the LED under that button. If it’s left or right shift, ctrl, or alt, then you should also assign the non-left/right version of that code. For example, use both KEYCODE_SHIFT and KEYCODE_LSHIFT. But if it’s not one of those keys, then you’ll need to turn on the debug and verbose options, run HS, then email me the debug.zip file and I’ll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on April 11, 2011, 07:09:59 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 11, 2011, 08:41:38 pm
    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

    Chris - the easiest thing to do is just wire each of the RGB wires to the same port on the controller. For example, use port 1 for both red wires, port 2 for the green wires, and port 3 for the blue wires. If you use separate ports for each RGB and you always want them to light up together, then you're just wasting ports which could be used for other LEDs. But if that's the way you already have it wired and want to keep it that way, then assign "TRACKBALL" to all the ports on the input map and that should light them up together.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: kronic24601 on April 13, 2011, 08:31:46 pm
    Arzoo. Thanks for your help. It worked.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: scream1973 on April 22, 2011, 01:19:14 pm
    Probably missing something stupid here.
    Trying to get Mala setup with LedBlinky..
    Generated my map to map 4 buttons to LED Wiz RGBs .

    Setup Mala plugin and configured with the install guide ( unless i missed something stupid)
    Nothing is getting lit at all
    LEDblinky is active because its logging me going into all the various games being started.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: scream1973 on May 02, 2011, 10:41:14 am
    I got my initial issue resolved. Thanks arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 16, 2011, 08:16:08 am
    just bump'n to get the thread back toward the top.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: skewba98z28 on June 21, 2011, 05:24:04 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 21, 2011, 07:11:02 am
    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?

    The splash screen is disabled in the registered version.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: skewba98z28 on June 21, 2011, 06:15:55 pm
    Ah o.k. I'll be getting the full version soon  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Harlemhero on June 22, 2011, 03:59:18 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 22, 2011, 06:55:12 pm
    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.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: HaRuMaN on June 23, 2011, 09:42:31 am
    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)?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 23, 2011, 10:16:57 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: HaRuMaN on June 23, 2011, 10:20:45 am
    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.

    Excellent.  I thought it could, but just wanted to make sure.  I may have an interesting project coming up then.   :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yotsuya on June 23, 2011, 10:22:23 am
    Build Your Own DJ Booth.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: hogcia on July 08, 2011, 12:26:14 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on July 08, 2011, 06:08:36 am
    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


    Please check out this section (http://www.dndw.com/ledblinky/Support.htm#MAMEP2B56Problem) of the LEDBlinky support page and see if it solves your problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Encryptor on July 08, 2011, 06:40:29 am
    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


    That's a unique avatar you have. Someone else here used to have the same one.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Green Giant on July 19, 2011, 05:53:00 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on July 19, 2011, 06:55:45 pm
    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?

    A bunch of additional hardware and FE support plus new features have been added - my favorite is the Audio Animations. Check it all out on the LEDBlinky web site (http://www.dndw.com/ledblinky/LEDBlinky.htm).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on September 19, 2011, 11:29:15 pm
    Does the latest version still work properly with Maximus Arcade?  I can't seem to get the damn thing working at all.  I have it programmed and activating my LEDs via the test program and the animation program - but actual controls coming up via either the mame test program or Maximus Arcade isn't working at all.  :/

    - Figured it out.  Basically, you need to activate LedBlinky for EACH emulator in Maximus.  Interesting.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: neohusky on October 14, 2011, 08:11:55 am
    Hi all

    Arzoo has a nice feature which allows lighting cabinet LEDs. This is done via some clever coding which allows LEDblinky to control and run 2 animations simultaneously on different controller boards. This feature is located under the misc tab.  Currently this feature is a little restricted as the cabinet LED option only allows a single animation file to be specified.  It would be great if this could be expanded to be made more consistent with the other FE animation options ie. Allow separate cabinet animations for: FE Start-Up, FE Active, FE List Change, FE Quit and of course during game play.

    To date Arzoo has done a brilliant job with LED blinky and has put considerable time and effort into it. He's probably got plenty of planned features. I'd love to have this feature added so I'm just wondering how many other would find this feature expansion useful?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on October 15, 2011, 10:08:54 pm
    Hats off to you Arzoo! I am just barely getting my feet wet with LEDBlinky on my Two-Headed Beast and I am overjoyed! Absolutely amazing work with this, keep it up! A million thank yous for creating this! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on October 16, 2011, 10:17:51 am
    Appreciate the feedback - thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on October 16, 2011, 12:05:21 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on October 16, 2011, 07:19:16 pm
    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.

    Nephasth,
    If you're using a PACLED64 as your LED controller then only the curtainclose animation will run - the others won't light up anything on the 64. I've posted a fix for this - you can download the latest update on the LEDBlinky.net (http://www.dndw.com/ledblinky/Download.htm) site.

    As for the other issues, it's hard for me to tell what's going on without additional information. Please enable the Debug.log and Verbose options (on the misc options tab), run HS and a couple mame games, then email me the debug.zip file, I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on October 16, 2011, 08:09:38 pm
    I am indeed running a couple PACLED64s and actually created and ran an animation successfully, which had me wondering why the others didn't work. I will fire her back up and get you the information you need. Thanks for your help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 02, 2011, 05:58:34 am
    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.

    Hi Arzoo.... I'm using Autohotkey for a Pacdrive for basic keyboard/joystick/inputcontroller toggling of lights etc... basic script since its the first I've every written. So if it's usefull to anyone, feel free to play with it and pm me back with any changes you make which may be useful to me also hahaha...

    Anywho, I'm using LEDBlinky 5.0.0.1 for an audio animation on my Sega Touring Car DX cabinet.
     
    Sega Touring Car DX cabinet - Model 2 Emulator running Daytona USA Game test (http://www.youtube.com/watch?v=eRY7NeLteSI#ws) 
    Sega Touring Car DX Brakelight test (http://www.youtube.com/watch?v=ZrLfXMxvI7E#ws)

     
    On PC launch it just runs the LEDBLiny.exe <audio animation> command and it just works. No problems there, looks great too I might add.
    I use the below Autohotkey script to keep the 4 VR buttons lit and react to my pressing of the buttons (which are actually connected to a hacked gamepad)

    The problem now comes where I want to run multiple animations.

    Here's what I'm trying to acheive:

    * Footwell RGB LED strip mapped to 3 Pacdrive outputs to continue audio animation at all times regardless of any front end or PC game running.

    * 4 VR button LEDs to be lit and controlled by my AutoHotKey script (as I can directly control each pin directly with the PadDrive.dll call)

    * The Rear mounted brakelight is driven from the Autohotkey script that monitors the brake pedal axis and just enables the pacdrive LED port for the brakelight.

    * The new feature I want to add is a set of Red/Blue Police lights on the top of the cabinet to run through a sequence of police light flashes. I'm going to trigger the lights from either a button press or if I can make it work, from detecting which car I'm using in NFS:Hot Pursuit


    Where I seem to fall down is, the LEDBlinky animation seems to write 0 to all none lit LEDs regardless if they are mapped to an output. This means that even though I don't have those pins mapped in LEDBlinky, the LED's controlled by Autohotkey also flicker OFF with the Audio Animation even though I'm trying to hold them on

    So, is it possible to either isolate LEDBlinky from using/writing to Pacdrive outputs that aren't mapped in LEDBlinky so that I can manually override and control those LED's I want....
    ....or is it possible to run multiple animations at the same time? i.e. Audio Animation for the footwell LEDs and a different animation for the police LEDs (triggered by calling LEDBlinky.exe from a autohotkey script) at the same time.

    If you notice, the VR buttons are normally statically ON by the AutoHotKey script I use. But the dance with the music as it appears the Audio animation is telling them to turn off but Autohotkey is trying to keep them on.

    Any idea's?

    Oh and here's my test code for my AutoHotKey script... have a play with it :)

    Code: [Select]
    #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






    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 02, 2011, 07:28:35 am
    I thought I should explain my problem a little clearer after proof reading what I'd written.

    I have a single PacDrive... only 3 pins are connected for the RGB strip for the dancing Footwell Lighting.
    The rest of the LED ports I wish to drive either independantly or run a second animation sequence for the police lights whilst maintaining the music lights.

    The AutoHotkey script keeps the LED's on for the VR buttons till I press them, then i can do anything with them for a simple flash in the hotkey script or simple go out. This is scripted and works well on it's own

    The brakelight was pretty well explained in the last post. This is scripted and also works perfectly on it's own

    When the LEDBlinky Audio animation is running however. The animation appears to address the LED output states on a whole for the device rather than just addressing the pins it was setup for?

    For example, here is my Police light test LWAX.

    Code: [Select]
    <?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>

    The code shows that the entire 16 ports are given either a 1 or a 0 for their states. Regardless if I need unallocated pins assigned a state or not. What this does it override for a very brief moment, the status of the LED's being controlled and set by the AutoHotKey script. So my Always ON VR buttons now flicker as does my Brakelight when I'm braking (It's kinda cool to see in action even though the flickering to the sound is distracting)

    I can make a small sequence in AutoHotKey without any issues at all, and I have the same police sequence already scripted. But the Audio animation addresses the entire Pacdrive and I can't seem to stop it? I looooove the audio animation and I really wish to keep it. But I'm not sure how I can use the LEDBlinky animations whilst still be able to access unallocated LED ports from LEDBlinky?

    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?

    <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"/>

    Would changing the animation to look like

    <Frame Number="1" Duration="50">
          <State Device="PACDrive" Id="1" Value=" , , , 1, , , , , , , , , , , , "/>

    ... make any difference and stop it setting all the other outputs to 0? or is the State Device command the reference to the command to drive all the outputs?

    I rarely use MAME on this machine as you can see it's quite dedicated to PC racing and a bit of Model 2 and Model 3 arcade fun too. Thats why since I'm not using any front end, I'm finding I'm having to write a psuedo mini front end in AutoHotkey myself to control LEDBlinky and LED's for PC games.

    Thanks for any advice anyone can shed on my enquiry?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 02, 2011, 09:21:50 am
    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?

    You are correct, for efficiency, LEDBlinky addresses the ports all at one time. But I think there is a way we can make this work. LEDBlinky has the option to light up game specific buttons and flash all the unused buttons to the audio animation. Here's the steps you can try;

    1) Using the Controls Editor, create a bogus emulator - call it Sega (or anything you want).
    2) Configure the emulator default controls - add all the buttons (ports) that are used by the game. These are the static LEDs that you want the audio animation to ignore. Make sure they are set as "Always On"
    3) Using the LEDBlinky Config app, set the Game Play animation to Audio.
    4) Start LEDBlinky with this command; ledblinky.exe "driving" "sega"
    The first parameter "driving" is the rom and since it does not exist, the default emulator controls will be used. The second parameter "sega" is the important one - it must match the name you gave to the emulator in the controls editor.

    I'm pretty sure this should work although I don't have time right now to do a complete test. Give it a try and if you have any problems, turn on the debug and verbose options, and then email me the debug.zip file so I can see how it's all configured.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: headkaze on November 02, 2011, 04:40:06 pm
    PacDrive.dll keeps track of the LED states so you can use the following function to set the state of a single LED.

    Code: [Select]
    bool PacSetLEDState(int id, int port, bool state)
    EDIT: What I've done is move the LED state data to a shared section. This might make it possible for a AutoHotkey script to work alongside LEDBlinky but I'm not entirely sure. You can try the new dll by downloading it from here (http://www.headsoft.com.au/download/ultimarc/PacDriveDLL.zip)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 02, 2011, 07:54:46 pm
    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...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 03, 2011, 06:28:20 am
    Oh my, I don't know what to say. Thankyou both Arzoo and Headkaze. Your ongoing dedication to the community amazes me!

    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....

    Arzoo, I've literally only been using LEDBlinky in it's simplest form of launching an exe with an audio animation. So bare with me while I try to get to grips with the deeper functions of setting up an fake emu and so on... I'll get back to you with how I go on it. 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. Anywho, I'll have a crack at that too and see how I go :) Thankyou for the advice  :cheers:

    Ramjet :)


    ******* Update *******

    It appears I've had some success with this. I'm not sure what I've done just yet. 4 hours of buggering around with settings and basically creating a sequence script for AHK to flash the police lights in a basic 50ms ON/OFF Red-Blue (4 hours of flashing lights is enough to give anyone a headache). 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. So I should head off to bed, but I will definately share my settings here tomorrow (or probs weekend till I can play on it a bit more).

    Mapping a fake Emulator and assigning Buttons to LED's, Always Active and OFF appears to turn them OFF (as you'd imagine) and the Audio Animation when launched from the exe parameter then ignores those ports used as buttons and told to be OFF. This seems to allow my AHK script then do what ever it wants with that LED pin whether it's Turn it ON and keep it lit, or flash when a button is pushed, or in my case... Switch on the Brakelight when the Z Axis of the Logitech G27 is pushed or Turn on a flashing Police light on the top of the cabinet when I'm playing as a cop in NFS: Hot Pursuit.

    The TEST button for the audio animation in the LEDBlinkyConfig.exe will apply the LED sequence to the whole PacDrive regardless of what LED's are mapped where. BUT! if it is then launched via the command line (or parsed via a script) it takes notice of what LED's to ignore and leave them free for me to use. A Trick for the noobs there I reckon... since it caught me too

    Now all I need to do is find a way to monitor the Police Lights ON/OFF memory location in NFS:HP and use that to trigger the Police Light sequence.

    I'll be buying LEDBlinky. Top effort and exceptional support, I'm sold on that. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 03, 2011, 09:19:57 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 03, 2011, 09:29:41 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 03, 2011, 10:32:12 am
    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.


    Yeah, I thought the same thing. However, the refresh rate of the audio animation is about 10ms from memory and a flash that short is not noticeable. When the LED's are told to be OFF state, then the AHK script can turn them ON and hold them ON. I've spent the last 30mins (giving myself a mini epileptic fit) fine tuning the sequence in AHK for just the Police Lights alone. And because the LED's are OFF on those pins (set OFF within the default controls of the Controls editor) the AHK script modifies the pacdrive.dll states. I'm assuming here that LEDBlinky when it goes to change the LED's on a whole, will capture the new States, alter the ones it needs, and write them back to the pacdrive?

    It's late and I may be jibbering a bit lol... but it looks like it's working... I'll get a verbose for you if you'd like to see how it's configured?

    All this hard work will pay off by adding support for all my PC Games as well as the Emulated games.... btw, does M2Emulator use the VR lights properly in LEDBlinky yet? I haven't looked into it yet as I'm still setting up a hundred other things on this machine and building two more of them. The Build log should be quite epic now that I know what I'm doing :P
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: headkaze on November 03, 2011, 03:00:00 pm
    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....

    I would place your AHK script in the same folder as LEDBlinky's PacDrive.dll so it uses the same one.

    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.

     :laugh2:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 03, 2011, 09:15:48 pm
    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.

    Thansk - will do.  May be something with GameEx calling the Alt key menu or something like that.  I'll check and see.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 04, 2011, 11:29:34 am
    Arzoo - I think I figured out the problem after looking at the log.  None of the 'Advanced Keyboard Input' items from GameEx are appearing/lighting up - maybe not detected or something along those lines?  They function, they just don't work.

    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 04, 2011, 09:37:55 pm
    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.

    Currently LEDBlinky does not read the advance keyboard commands from GameEx - although this is something I could add to a future update.

    Yes - menu change events should be detected. Have you configured blinky to run an animation on the FE List Change?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 05, 2011, 12:38:46 am
    Yeah, I tried that and it wasn't doing anything.  And...damn on the advanced commands :) since I just found out I can't add/edit/modify the FE button config within the config app (it locks it to a set configuration since I have it set to GameEx).

    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). 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 05, 2011, 03:58:42 pm
    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). 

    I've updated LEDBlinky with a fix for the GameEx menu change bug. I also added the GameEx advanced keyboard inputs. Download the upgrade and let me know if it works for you.

    LEDBlinky v5.0.0.4 (http://www.dndw.com/ledblinky/Download.htm)

    Also, to get the advance keyboard inputs to work - you'll need to manually edit the LEDBlinkyControls.xml file. I would recommend using Notepad++ (http://notepad-plus-plus.org/) but you can use any text editor. The lines between the ---------------- need to be added;

    Code: [Select]
      <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>

    Code: [Select]
      <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>
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 06, 2011, 03:19:13 pm
    Arzoo, you freaking rock.   I'll update and edit the files and let you know how things go!  Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 06, 2011, 08:32:12 pm
    Arzoo - all is working perfectly and good with the world.  Again, you rock.  Thanks much.  Now just a few more software 'issues' to get resolved with CPWizard and my cab will be close to done! ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 06, 2011, 10:35:27 pm
    Arzoo - all is working perfectly and good with the world.  Again, you rock.  Thanks much. 

    Excellent!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: mbasile35 on November 10, 2011, 03:05:21 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 10, 2011, 03:30:42 pm
    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?

    Yes - LEDBlinky can sync the LEDs to the audio output (game sounds or music).

    If I understand your second question correctly, you're asking if pressing a button can turn that LED on and then off when the button is released - the short answer is no. To prevent LEDBlinky from affecting emulator performance, it does not monitor keyboard presses. The only exception to this is when the FE is active - in which case it has a feature to flash the LED.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 12, 2011, 11:57:50 pm
    A couple of things...

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 13, 2011, 12:00:32 pm
    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.

    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.

    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?

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 12:34:30 pm
    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.

    That's strange. Those games aren't lighting any buttons. I saw that they weren't listed in controls.ini and thought that might have something to do with it is why I asked. I'll have to take a closer look at my 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've done this, but the problem I am having (if it's even a problem) is that my P1 and P2 layouts contain 7 buttons. If I select a game that uses only 2 buttons (and uses MAME defaults), all 7 buttons light up. I'm looking to only light active controls.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 12:52:03 pm
    I checked my colors.ini and compared with my mame.xml, rom names match. Don't know why some games that are listed in colors.ini aren't lighting the controls. I'll have to send some more debug info your way later today.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 03:00:59 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 13, 2011, 04:18:07 pm
    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.

    I took a quick look at your debug file and noticed that it's only loading 1334 roms from your mame.xml and 0 clones. Typically the mame.xml file should contain closer to 2500 roms and just as many clones. LEDBlinky first looks to the controls.ini file for the rom controls, then to the mame.xml. I would suggest generating a new mame.xml file from your mame.exe (http://www.dndw.com/ledblinky/Support.htm#MAMEXMLFile).

    Code: [Select]
    [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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 05:00:30 pm
    I had created a new mame.xml file some time ago to take out the clones and also games for which I don't have controls (trackballs, guns, etc.) and that is the list Hyperspin pulls up as the main mame list. Raiden and Metal Slug are included in my mame.xml. They weren't in my controls.ini. Once I added those two games to my controls.ini, their buttons lit up correctly. I tried not having controls.ini completely, and no buttons light up without it. I've been playing with controls.ini a little to see what the least amount of info I need in there to get the buttons lit up is.

    This was what I added for Metal Slug. I basically copied the info from the other games, making the appropriate changes as needed:
    Code: [Select]
    [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=

    This is what I came up with for the minimum amount of info to get the controls for Raiden to light up correctly (P1Controls line isn't NEEDED, but I thought I woud leave it in):
    Code: [Select]
    [raiden]
    numPlayers=2
    alternating=0
    P1NumButtons=2
    P1Controls=8-way Joystick+joy8way
    P1_BUTTON1=
    P1_BUTTON2=

    I'm pretty much completely new to all of this, but it definitely seems to be an issue with controls.ini being incomplete. I do have the "most up to date" version of controls.ini from here (http://controls.arcadecontrols.com/controls/controls_dat.php). But it looks like MacGyver also had an issue with controls.ini (http://forum.arcadecontrols.com/index.php?topic=111104.msg1228693#new). I wonder if he made any progress in adding to it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 13, 2011, 05:17:28 pm
    It's true that control.ini is not complete and in fact there's a forum to support the controls.dat (http://forum.arcadecontrols.com/index.php?board=45.0) project.

    That being said, LEDBlinky looks to mame.xml for any rom missing from the controls file. There's enough info in mame.xml to identify which buttons should light up (but not the actual button function, run, jump, etc.). Also, metal slug is neogeo and blinky considers all neogeo roms to be clones - they all use the same controls. I guess what I'm getting at is, if your mame.xml file were complete, blinky should light up most every game correctly. The ones that don't light up correctly or you want to customize can be imported into the controls editor and modified. That way you don't have to mess with the controls.ini file.

    But sounds like you've got it working with your method - which is fine also  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 05:31:12 pm
    It's just kind of hard me to wrap my head around that, since I don't fully understand it. If LEDBlinky looks to mame.xml for roms missing from controls.ini, shouldn't some (maybe even most) games still light up when LEDBlinky isn't directed towards controls.ini? The NeoGeo stuff makes a little sense, but that doesn't help explain the Raiden problem to me because it's present in the mame.xml, but doesn't light up until it is present in controls.ini as well. I will try what you suggest and make a complete mame.xml, but keep it seperate from Hyperspin, and see what happens.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 06:23:40 pm
    No dice with a complete mame.xml, same games light up, same games don't.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 14, 2011, 08:11:00 am
    No dice with a complete mame.xml, same games light up, same games don't.

    email me your debug.zip
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 21, 2011, 09:20:31 pm
    Well, arzoo, I now have LEDBlinky working wonderfully!

    I spent more time than I'd care to admit these past few days adding all the games from colors.ini to controls.ini that weren't already in controls.ini. All those games lit up properly after that. However, none of the other games would light up to the mame defaults for active controls. I thought it might have been a problem with my complete .xml you had me try, so I decided to give it another shot and made another one. When I set the path to the new .xml, NONE of the leds would light for any game. I set it back to the one I just had it on, and now everything is working as it should. I didn't add the PlayChoice games to controls.ini because I planned on removing them... well now they light up to the right colors as well. Seems like it was in fact a problem with my .xml all along, I just don't understand why it wasn't working before, but now it all of a sudden it is... and why the new .xml won't light any of the leds. My head hurts.

    Thanks again for all your support! :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Helltrasher on January 09, 2012, 01:09:44 pm
    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!

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 09, 2012, 04:34:33 pm
    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!



    The colors.ini file was created by headkaze. As far as I know it has not been updated. You may want to check the controls.dat (http://forum.arcadecontrols.com/index.php?board=45.0) board – I know they are working to enhance the data and it may include button colors.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: headkaze on January 10, 2012, 05:22:10 am
    The latest version is here (http://headsoft.com.au/download/mame/colors.zip). I believe someone added a few extra games but not many. Arzoo might include the latest one I'm not sure.

    Anyway there is a program called ControlsDat (http://headsoft.com.au/index.php?category=controlsdat) that makes it easy to add color entries. You give it a path to your CP images and then go through every game. It has a color picker so you can click on the actual CP but it's probably easier to just use the color swatches.

    Once done you can export to colors.ini.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on February 27, 2012, 05:08:42 pm
    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!

    Code: [Select]
    [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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 27, 2012, 05:23:32 pm
    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!

    Can you be more specific as to what is lighting up and what you think should be lighting up? Also, you'll need to post the contents of DevicePort-Input.ini (or email me the file) before I could tell you what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on February 27, 2012, 05:51:17 pm
    should be lighting up: ports 4, 5
    lighting up: ports 4,5,7,8,9,

    Code: [Select]
    [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=
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 27, 2012, 10:19:18 pm
    should be lighting up: ports 4, 5
    lighting up: ports 4,5,7,8,9,

    By default, mame uses keycodes R, F, D, and G for P2 Joystick up/down/left/right. You have keycodes D, F, and G assigned to ports 7, 8, and 9 respectively - so they will light up whenever a game uses the P2 Joystick. To solve the problem, from mame's in-game config menu (tab), un-assign those keycodes from the P2 joystick for "All Games".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on February 28, 2012, 11:49:12 am
    That was exactly it.  I'm midbuild and i hadn't configured the player 2 controls yet.  Thanks!

    Great job on the software!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on February 28, 2012, 12:43:00 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 28, 2012, 01:56:27 pm
    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.


    drventure,
    Yes, blinky does read the controller file (assuming it has been specified by the user). The controller file is parsed and loaded into memory (along with all the other cfg files). This happens when blinky first starts up - so if your remap utility modifies the controller file on the fly (as controls are swapped), then blinky would have to be restarted to pick up the changes. Also, blinky prioritizes the rom specific cfg and default.cfg above the controller file – so controls specified in the cfg files would ignore the controller file.

    pm or email me if you want to take this offline.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 09:10:01 am
    Arzoo,

    First off I would like to say that your software rocks!  I am a brand new member to this forum, as I have just completed my first build of a multi system cocktail arcade machine.  Anyway,  I have a question for you.  I have just finished building a piece of software that works with MAME .  Since I only have the allotment for two players to play on my system, as I am sure many people do, I want to be able to easily play as player 3, bart, on  the simpsons arcade, or to be able to play AGAINST my buddies in NBA JAM instead of on the same team.  The only problem I am having is that for my software to work, I have to run MAME from inside my program.  When LED Blinky sees it, it sees it as the name of my software and not MAME, there fore negating the wonderful automatic MAME capability of your software to know what to do without a separate config for each game.  Is there anyway to make your software see my program as MAME?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on March 16, 2012, 10:37:23 am
    Why not just change the player 2 controls to player 3 controls in config for that one game in the Tab menu?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 11:15:39 am
    That does work, but if you have people playing on it all the time, especially people who don't know what they are doing, this is a perfect answer.  I don't know about you but I really hate taking the time to remap buttons every time I want to play as a different player.  My program reads the controls.xml file and if the game has more than two players it dynamically brings up a menu, with the games marquee if it is on the system, and player art, if available, for both players to select the characters they want.  It then goes and rewrites the control map for you, much quicker and user friendly.  This may not be for everyone but when my kid wants to play as a different character, as she always does, I don't have to go set it up for her now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on March 16, 2012, 11:19:56 am
    Oh, that sounds cool, you should post a thread about it on the software board.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 11:37:58 am
    Thank you!  This is my first program and is testing very well!  I just want to get this hitch taken care of first, then I will post it and a link to a small website that I have ready to publish once it is complete.  Thanks  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on March 16, 2012, 12:29:01 pm
    Instead of running mame "in" your app, would it be possible to run your app before mame starts?

    Use a BAT file, and pass in the name of the rom that mame will load.

    In the bat, Run your program before mame, your program does it's check, if it's a game you want to be able to remap, you pop your screen, prompt, remap things and then exit, the bat continues on and executes MAME as normal, and LEDBlinky will run as it usually does.

    That's the way I wrote my "ControllerRemap" utility. The only snag with it and LEDBlinky is that LEDBlinky normally loads up the Mame config once, the first time it's loaded.

    Then it assumes that the controls files won't be changing.

    Arzoo and I have been talking about a possible change where it would be possible to "tell" ledblinky that the controls mapping has changed and he should reread it.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 12:51:21 pm
    That is a great idea.  The funny thing is that it does work half of the time.  I have to do a very specific combination in my front end (AtomicFE) to get it to work but it does.  From what I can tell so far, which doesn't make any sense, if I select the first game to run outside of my favorites menu, it seems to work just fine, if not led blinky doesn't work.  Very strange...  I have been working on this program for a while, and want to add a bunch of other stuff, but I want to get the basic version out there to get some feedback on how to make it better.  I want to make it work with LED Blinky before I release it though.  How does your program work?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on March 16, 2012, 02:24:43 pm
    ControllerRemap is basically just a file rewriter.

    Check my sig for a link to the full thread, the download is there and there's a full PDF that documents everything.

    But basically, it's a purely command line app (no gui at all).

    You run it BEFORE starting mame, so typically, you'd create a "StartMame.bat" file, and in it, run controllerremap, and then start mame.

    For instance you might have a bat file

    REM Start of file

    ControllerRemap /Remap:c:\mame\ctrlr\MyArcade.cfg

    Mame %1 –ctrlr MyArcade.cfg

    REM End of bat file


    So the idea is that the front end would start the BAT file and pass it the name of the ROM selected.

    That would get passed in as %1, ControllerRemap would run, read and then rewrite the MyArcade.cfg file

    and then mame would start and load that cfg file.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 16, 2012, 07:18:20 pm
    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.

    drventure,
    The current version of LEDBlinky (5.0.0.5) does have a command line option to reload a controller file - did you ever get a chance to test it with your app?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 16, 2012, 07:25:47 pm
    brilliancenp,
    The problem with LEDBlinky should be easy to solve - you just need to make sure the name of your app (whatever AFE is configured to launch) has "mame" in it. So for example, if AFE is configured to run your app as <path>\PlayerSelect.exe, you could rename it to <path>\PlayerSelectMame.exe. Hope this makes sense.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 09:18:19 pm
    Arzoo,

    Thank you so much.  I will try this.  I will let you know how it works out.  Thanks again! :)  I want to make sure it works with your software because, as a developer, I think it is amazing.  I have left a couple of pics in case you are interested. Normal and cocktail mode :) You are the man!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 17, 2012, 11:21:18 am
    Arzoo,

    That worked just as you said!  Thanks again  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on March 17, 2012, 11:40:33 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 17, 2012, 12:32:57 pm
    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.

    Looking for "mame" in the file name was the easiest way to identify any version of mame - not the most elegant solution but it works - and in this case provides some flexibility.

    No rush on testing the controller file reload  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 03:13:36 pm
    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"?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 12, 2012, 03:48:42 pm
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 05:22:46 pm
    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)

    Okay I understand.

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 12, 2012, 06:21:17 pm
    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?

    You'll need to use batch files with MESS to get LEDBlinky to recognize different systems. Here's another thread discussing the issue: http://forum.arcadecontrols.com/index.php?topic=93526.0 (http://forum.arcadecontrols.com/index.php?topic=93526.0)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 08:30:42 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 12, 2012, 09:07:01 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 09:44:07 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 10:46:56 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on April 12, 2012, 10:55:41 pm
    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.

    Only works on games that support that. Like Galaga (and/or Galaxian) I believe, and some other old school ones.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 13, 2012, 08:32:26 am
    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.

    Sorry but I’m still confused about your cp button layout. Are you saying that both player 1 and player 2 have a button wired to keycode 7 or player 1 has two buttons wired to keycode 7? If two buttons are using keycode 7, then both will have the same function within MAME – so doesn’t it make sense that they should both light up?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 13, 2012, 09:26:12 am
    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".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 14, 2012, 05:21:14 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 14, 2012, 05:43:13 pm
    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.

    Haha! YES!  Thanks Arzoo!  Works great! 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 25, 2012, 01:07:52 pm
    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.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 25, 2012, 06:41:21 pm
    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.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: bgmagic on April 25, 2012, 10:25:02 pm
    Is the ledblinky.net site down?  Cant get to it to download.

    Thanks,

    Brett
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 26, 2012, 12:57:25 am
    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.

    Worked perfectly, thanks again! 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 26, 2012, 08:17:09 am
    Is the ledblinky.net site down?  Cant get to it to download.

    Thanks,

    Brett

    Not sure what the problem was but the site is up now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 22, 2012, 09:59:15 am
    Arzoo,

    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:
    LEDBlinky is the main tool that makes my cab what it is, and I thank you for it! If it could do just a little more, it would put the cab over the top. If any of the above is too much work, I understand, LEDBlinky is great as it is already. I can't thank you enough for this contribution, truly amazing! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 22, 2012, 02:28:00 pm
    Arzoo,

    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.
    Need more info on what you're asking here.
    Quote
    • Have a seperate animation editor for cabinet lighting. (Or can I do this by having 2 animation editors named differently already?)
    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.
    Quote
    • 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).
    Possible in a future upgrade, but you're the only one who's asked for this feature.
    Quote
    • 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).
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Mysterioii on May 22, 2012, 04:03:00 pm
    • 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).
    Possible in a future upgrade, but you're the only one who's asked for this feature.

    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... 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 22, 2012, 04:06:45 pm
    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... 

    That does make sense  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 22, 2012, 07:50:29 pm
    Arzoo,

    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.
    Need more info on what you're asking here.
    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?

    Quote
    Quote
    • Have a seperate animation editor for cabinet lighting. (Or can I do this by having 2 animation editors named differently already?)
    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.
    I'll have to mess around with it some more.

    Quote
    Quote
    • 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).
    Possible in a future upgrade, but you're the only one who's asked for this feature.
    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... :-\

    Quote
    Quote
    • 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).
    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.
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 22, 2012, 10:11:59 pm
    Arzoo,

    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.
    Need more info on what you're asking here.
    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?

    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 22, 2012, 10:46:59 pm
    Sweet. I thought it was just a drop down menu.

    What are your thoughts on the multiple default colors?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 23, 2012, 09:16:14 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 23, 2012, 10:54:16 am
    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).

    Just did this. Thanks for the help on this!

    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.

    :banghead: Don't know why I thought I couldn't do it before, but now I have my defaults set for different colors for different players. Thanks on this too! For some reason I was trying to set up the defaults in the "common" tab. I love LEDBlinky's "Black" BTW, I use it for all my start buttons that are defined as "White" in colors.ini as well as my default color for start.


    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 23, 2012, 11:31:59 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 23, 2012, 11:41:54 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 23, 2012, 02:25:07 pm
    SWEET! ;D

    Adding the additional cab animations (for each individual event) is not really difficult. The majority of the effort would be the configuration app and the documentation. The config app is already crammed with stuff, and I don't want to increase the window size - it's designed to work at very low resolutions. But I have an idea, so I think it's doable. I'm swamped with other work - so no promises on when this feature will be added, but I will get to it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 23, 2012, 05:30:21 pm
    I'm swamped with other work - so no promises on when this feature will be added, but I will get to it.

    No rush on my end. This is great news! Definitely something to look forward to. :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: fryster on June 06, 2012, 03:10:30 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 06, 2012, 08:59:22 pm
    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!

    Try turning off the "Button Flash" and/or the "Demo Game Controls" options and see if that solves the problem. If you're not using either of these options or the problem persists with them off, you'll need to turn on the Debug Log and Verbose options, run HS and a few games, then email me the debug.zip file so I can look over your configuration.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: fryster on June 09, 2012, 06:32:12 pm
    Thanks azroo, that seems to have done the trick
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on June 12, 2012, 01:40:17 pm
    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. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 12, 2012, 02:13:34 pm
    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. 

    You could try creating an animation with a single frame that has all the LEDs off. Then when the computer goes to sleep, run a batch file with the LEDBlinky command to start the "All Off" animation; ...\ledblinky.exe alloff.lwax
    The animation will continue to run (actually doing nothing since it's a single frame) until the next time your front-end sends another command to LEDBlinky (start game, quit game, change emulators, etc) at which time the LEDs should light up again. Only thing you'll have to figure out is how to kick off the batch file on sleep.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on June 13, 2012, 09:42:17 pm
    Autohotkey can do that, so that should work.  I'll try it and see - I think the issue I had with it before was when I did that LedBlinky lost connection or state or something and just blanked until I rebooted/restarted the frontend.  I'll try again! 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on June 16, 2012, 07:20:09 pm
    HEy Arzoo

    Just a quick note:

    Just got some time to pull down the latest v5 LEDBLinky. I'd been having problems on my cab with LEDBlinky crashing when exiting mame. I thought I might have something to do with permissions (Mame and Mala run under a very restricted login with few rights).

    But, turns out, whatever it was, you've already fixed it! v5 works like a champ!

    Awesome!

    Now on to explore all the new bits and give it a go with ControllerRemap (no, haven't forgotten about those mods  :) )
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on June 30, 2012, 04:33:56 pm
    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...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 30, 2012, 06:27:09 pm
    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...

    I've been working on some new animation features and you will be able to specify an audio animation on a game by game basis. But the handicap concept is just too obscure for me to consider - sorry.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on June 30, 2012, 08:56:16 pm
    Still, great news! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on June 30, 2012, 11:43:40 pm
    About the "handicap" idea. Really, you should be able to do that just by adjusting the strength of that one color in your animations.

    Just animate based on the actual look of the LED's versus what LEDBlinky shows in it's simulator.

    Alternately, you could vary the resistance to the one bright led to dim it slightly. You'll often see that in commercial products, the red and green will use one resistance, but blue with use a slightly different value, because the LED's so much brighter.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on July 01, 2012, 10:55:48 am
    About the "handicap" idea. Really, you should be able to do that just by adjusting the strength of that one color in your animations.

    That's what gave me the idea. But the LEDs in question won't be part of any animations (and the 2 offcenter LEDs act as one with this one), they'll be lit with colors.ini. It's not a biggie, and I'm sure I'll be the only one to ever notice the hot spots anyway. I was hoping for a software solution, but if it starts to bother me, I'll implement a hardware solution.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: bigbuffs on August 11, 2012, 10:38:09 pm
    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. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: cmoses on August 18, 2012, 01:08:06 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 18, 2012, 04:59:06 pm
    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

    Clayton,
    I'm not sure this is an issue with LEDBlinky. All blinky does is set the u360 maps (4-way, 8-way, analog, etc). If you're not getting any response from the joysticks you may want to post something on the HS forum or contact Ultimarc. But if the issue has something to do with the maps, here's a support link that might help; http://www.ledblinky.net/Support.htm#U360Problem (http://www.ledblinky.net/Support.htm#U360Problem).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: griffindodd on August 21, 2012, 02:20:16 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 21, 2012, 03:46:10 pm
    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.

    No, LEDBlinky doesn't read the landscape/portrait attribute for the ROMs. I'd suggest contacting the person directly to ask how he made it work. If you find out, post the answer back here - I'd be interested to find out how it was done.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: griffindodd on August 21, 2012, 03:55:35 pm
    I left a message on his Youtube post, hopefully he will reply, here it is in action...

    Automatic Screen Rotation with Hyperspin and LEDBlinky (http://www.youtube.com/watch?v=azcdbs73ig4#)

    quote:
    "Arcade Cabinet (not finished yet) with the Hyperspin Frontend and LED Blinky for the Button lighting. The automatic rotation is started by a 7th button in LED Blinky wich will only be lighted up by a vertical game. The LED of this button is attached to a twilligt switch wich determines the direction of the 12V motor."
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 22, 2012, 08:21:34 am
    My guess is he modified the controls.ini or used the controls editor to add a unique button for each vertical game. Very cool!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ultrageek on August 23, 2012, 02:27:56 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 23, 2012, 03:11:37 pm
    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

    absolutely.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Santoro on August 23, 2012, 07:24:37 pm
    Still, great news! :applaud:

    yup... anxiously awaiting that!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ndiniz on August 24, 2012, 11:36:13 pm
    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. Is that possible? If it is, I'll be happy. If not, I'd like to have it as a feature request for the next version of LEDBlinky. I must say that LEDBlinky is already awesome as to what it can already do.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on August 25, 2012, 08:44:18 am
    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.

    Maybe Arzoo will have more to add on this, but I'm doubting it's possible unless the game already has some outputs for such events (like an output for flashing some cabinet lights as a result of an ingame event). Lacking that, you'd actually have to monitor the execution of the rom in the emulator, looking for specific memory address changes and such, which would vary for each rom and for each version of each rom. Not terribly likely.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ndiniz on August 26, 2012, 03:11:19 am
    I thought so. Just thought I'd see if it was possible. I can see how hard it would be to do such a thing. It would have been a cool feature to add. Too bad you can't legally disassemble the code in each game so you can see where the game events are. But still, being able to use Rope lights, and those buttons using LEDBlinky is awesome. When I read the action packed list of features that LEDBlinky is capable of, I decided it'd be worth buying.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 26, 2012, 01:56:05 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on August 26, 2012, 02:15:36 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 26, 2012, 05:33:01 pm
    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.

    NVM, figured it out.  Still can't get LEDblinky to output in MAME though.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 26, 2012, 10:19:28 pm
    Ha ha, lol, I forgot to click the little box that said turn on game control lights.  LOLz

    Got it working now.  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.

    (http://img7.imageshack.us/img7/9889/ledblinky.jpg)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 29, 2012, 04:00:35 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 29, 2012, 04:54:56 pm
    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!

    Thought about that, but that would turn on all of them instead of just the ones for the game, in the case of pac man, none of them are used.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: techman103us on August 31, 2012, 08:41:45 pm
    Anyone know where I can get LEDBlinky? their site seems to be down. I cannot find the software anywhere.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 02, 2012, 03:34:06 pm
    Anyone know where I can get LEDBlinky? their site seems to be down. I cannot find the software anywhere.

    www.ledblinky.net (http://www.ledblinky.net)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 02, 2012, 03:39:14 pm
    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.

    That's an interesting suggestion, but it would not be a trivial modification to the code and apps. I'll consider for a future update.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ttamnedlog on September 10, 2012, 02:50:19 am
    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.

    I'm having issues with specific games myself, but as for HyperSpin, I might have a solution for you if you're using gamepad controllers and/or Joy2Key.

    I was also having some odd lighting going on with HyperSpin - player 1 controls lit up the way I intended, but player 2 controls lit up differently despite the fact that both controls were set up to operate HyperSpin the same way. I am using Joy2Key to control HyperSpin via keyboard input (so both controllers were set up the same way under the Keyboard tab in HyperSpin controls), but the problem was that I had previously setup the Joystick tab as well before I started using Joy2Key. Under the Joystick control tab, I did *NOT* have my player 1 and player 2 controls set up the same way, and even though I had disabled the use of joystick control in HyperSpin, the way they were setup differently initially was throwing LEDBlinky off.

    I hope all that made sense. To sum up, make sure your HyperSpin controls are set up how you want them in both the keyboard and joystick tabs, regardless of whether or not you actually use the keyboard or joystick.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ttamnedlog on September 10, 2012, 03:02:00 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 10, 2012, 08:46:36 am
    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?

    Depending on the size of your mame.xml (and speed or your pc), LEDBlinky can take 5 to 10 seconds to completely process all the data. This only occurs at startup, but during that time you may receive the “timeout” error. Does the problem only occur when HS and blinky first startup or does it happen randomly all the time? For example, if you run Killer Instinct and the buttons don’t light up, what happens if you exit KI and start it a second time – does it work then?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: millercentral on September 10, 2012, 08:28:58 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 10, 2012, 10:14:41 pm
    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 does not parse any files in the mame ini folder. It does parse the \cfg\<rom>.cfg files but I realize you would prefer to not create a custom cfg file for every rom.

    There may be another option; I recently added a new command line parameter to load a ctrlr file. You would have to modify your FE to make the LEDBlinky call with the correct ctrlr file before it (the FE) starts the game. This might require a script file with logic to read the rom.ini and determine which ctrlr file to pass to LEDBlinky. Not a simple solution, but feasible.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: millercentral on September 12, 2012, 08:04:19 pm
    Seems like that could work. I'll circle back once I'm to the point of getting all my software configured...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on September 26, 2012, 09:56:12 pm
    Version 5.1 released!

    Code: [Select]
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: drventure on September 26, 2012, 10:53:55 pm
    Nice. I'll have to pull this down and give it a whirl!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on September 26, 2012, 11:03:12 pm
    Loving it! Many thanks arzoo! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Santoro on September 28, 2012, 08:30:10 pm
    woooohooo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: jdjuggler on October 24, 2012, 10:48:15 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 25, 2012, 08:53:15 am
    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

    When assigning your device/port input settings, the port label (P1B1 for example) can be set to any value you want. It's the input codes you assign to each port that determine which LEDs light up. So in your example, you could label the 8-way player 1 button 1 "P1B1-8" and the 4-way player 1 button 1 "P1B1-4". As long as they both have the same input code(s) then both buttons will light up and blink for player 1 button 1. Just to clarify, when using the GenLEDBlinkyInputMap tool, the Port Label drop-down is just a list of suggested values - you can type any value you want as a Port Label.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: drventure on October 28, 2012, 02:16:34 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 28, 2012, 05:39:52 pm
    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?

    It would not be a difficult enhancement to turn off all LEDs after a set period of silence. I'll consider for future version!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Trnzaddict on October 28, 2012, 10:10:04 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on October 28, 2012, 11:09:01 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 29, 2012, 10:20:40 am
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: yaksplat on October 29, 2012, 12:02:04 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 29, 2012, 02:05:28 pm
    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.

    LEDBlinky doesn't monitor keypress events while an emulator (MAME) is active. So there's really no way to implement the feature - sorry.
    Title: Lights Flash white//
    Post by: iserian on November 03, 2012, 07:53:49 pm
    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.
    Title: Re: Lights Flash white//
    Post by: arzoo on November 04, 2012, 09:08:52 am
    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.

    Do you have the Button Flash option enabled (on the FE Options tab)? If so, try turning that off.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 06, 2012, 08:51:08 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 07, 2012, 10:59:48 am
    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

    Hi Pete,
    You'll need to edit the MameOutputs.ini file and either add LEDSTART to the [default] section or create a section for Battlezone. You can assign the mame output (LEDSTART) to one or more ports on your LED controller(s) or assign it to a specific control. The MameOutputs.ini file has some documentation and examples in the header.

    Your entry should look something like this:

    [Default]
    LEDSTART=START1

    Let me know if you have any questions.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 08, 2012, 08:38:08 pm
    Thanks! I'll give that a try...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 08, 2012, 10:23:45 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 09, 2012, 08:49:19 am
    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

    Not sure why the port label didn't work (you had it correct without the angle brackets) but glad you got it working!

    Edit: my mistake; you can use a control name as defined by mame (not a port label).
    LEDSTART = START1
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 09, 2012, 11:56:03 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 09, 2012, 02:00:27 pm
    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.

    Sorry for the confusion. START1 is a mame defined control name. If you open the LEDBlinkyControls.xml file and look in the <controlDefaults groupName="MAME"> section, you'll see a list of the control names. MAME assigns each control to input codes (keyboard codes and joystick codes) based on defaults or values you set from the in-game config menu. LEDBlinky uses the keyboard codes and joystick codes to map the relationship between the mame controls and the ports on the LED controllers.

    When using the LEDBlinky device/port input map application, you assign a port "label" to each port. In your example above, this would be the value "P1START". The port label is only used to tie together three RGB ports into a single LED - it has nothing to do with mame control relationships. That's why you can use any port label values you wish. Only the keyboard codes and/or joystick codes are used when determining which button to light up.

    Back to your example above, "JOYCODE_1_BUTTON1" is the joystick code that you have assigned to your player 1 start button. The mame control name for the player 1 start button is START1 or P1_START. So for the mame output called "LEDSTART" you would use:
    LEDSTART=START1
    or
    LEDSTART=P1_START

    Not sure if this helps or makes everything more confusing  :o
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 11, 2012, 12:15:28 pm
    Here's the basic flowchart:

    http://www.ledblinky.net/Support.htm#LEDBlinkyMAMELogic (http://www.ledblinky.net/Support.htm#LEDBlinkyMAMELogic)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: griffindodd on November 16, 2012, 01:42:55 am
    Hi all,

    Struggling with my first ever LEDBlinky setup and Hyperspin FE.

    So far I have...

    Mapped and saved all my key lights to the correct ports on my PACLED64's (I have 2)
    Didn't map any keystrokes to my buttons in LEDBLinky as I have programmed them to the IPAC already
    Generated my Mame.xml and pointed to it
    Downloaded the controller.ini from controls.arcadecontrols.com and pointed to it.
    In General Settings set to light game keys, no animation during game play.
    In Hyperspin settings set to light keys for demo

    Can't get the gameplay buttons to light up when previewing in Hyperspin or when playing in Mame, they are all just off (or perform an animation if I choose a gameplay animation option).

    What have I missed???

    EDIT - FOund the issue, I didn't have my keystrokes mapped in the mapping config

    Joel
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: jonesjustin on November 17, 2012, 02:18:18 am
    I have been searching for hours and I haven’t found such awesome work.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 17, 2012, 10:30:02 am
    I have been searching for hours and I haven’t found such awesome work.

    Searching for what? And Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Endprodukt on November 25, 2012, 05:35:00 pm
    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? 

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 26, 2012, 08:58:42 am
    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?

    You can set the port label to anything you want (type in your own value or select from the list) – it does not affect which buttons light up. It’s the keyboard codes that determine which buttons light. For dedicated buttons that are not normally used by mame (or other emulators), you’ll need to use the Controls Editor and set them to “Always Active”. This link may help; http://www.ledblinky.net/Support.htm#LightMAMEUI (http://www.ledblinky.net/Support.htm#LightMAMEUI)

    For NEOGEO, I think you’ll need to use the controls editor to import the Unknown Game (neogeo) and set up the default controls and colors.

    The Troubleshooting app may also help determine why a button is not lighting up.

    Post back if you're still having problems/questions or email me the debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on November 26, 2012, 09:14:59 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 26, 2012, 10:21:22 am
    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.

    Nephasth - You might want to also post that on the controls.dat forum (http://forum.arcadecontrols.com/index.php/board,45.0.html). Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Endprodukt on November 26, 2012, 10:51:04 am
    I'd love to have that controls.ini! :)

    I got the genre/start game buttons working also! :) so now I only need to get neo geo working.

    Would it be possible to set neo geo up as an emulator in the control editor although it's running through mame?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 26, 2012, 11:54:44 am
    Would it be possible to set neo geo up as an emulator in the control editor although it's running through mame?

    Hmmm, you might be able to create another instance of mame and rename the exe so it didn't have "mame" in the file name. Then Blinky would just see it as another emulator. But with that configuration, none of the mame specific files or features would be used - basically the buttons would just light up as configured in the controls editor (like any other non-mame emulator).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Lunar Looser on November 27, 2012, 07:43:49 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 27, 2012, 08:51:47 am
    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?

    Try using the Troubleshooting app (http://www.ledblinky.net/Support.htm#ItsNotWorking) to determine why the Thrust button is not lighting up. If that doesn't help, email me the debug.zip file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Trnzaddict on November 27, 2012, 09:58:14 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 27, 2012, 10:46:23 am
    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?

    When there's no color defined for a control, LEDBlinky uses the Default Active color (white by default). Using the controls editor, you can create a <default> control group for MAME and then set the Default_Active color (on the Common Controls tab). But there is no way to default some buttons to red and others to blue - you would have to import each game separately or add to the colors.ini.

    The Start and Coin buttons are never spoken. This is an option I could possibly add in a future release if there is enough interest.

    If you turn on the Debug Log and Verbose options, run some of the PC10 games, then email me the debug.zip file I'll take a look.

    Not sure why the troubleshooting app is crashing - is the .exe in the LEDBlinky folder? If you want to zip up your entire LEDBlinky folder and email that to me I might be able to figure out what the bug is.
    Title: AW: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Endprodukt on December 01, 2012, 05:25:38 pm
    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

    Title: Re: AW: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on December 01, 2012, 05:34:37 pm
    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

    That feature is only supported by some of the older classic games. Its basically game dependent.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 17, 2013, 12:04:30 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 17, 2013, 09:52:38 am
    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

    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.
    Title: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 17, 2013, 03:47:42 pm
    Thanks for the help Arzoo!  That got me going in the right direction.

    In Windows 7, you have to click START and search "Sound". 
    Select "Sound" under Control Panel.
    Click the "Recording" tab.
    Right click in any space and click on "Show Disabled Device".
    Look for either "Stereo Mix" or "What U Hear".

    For me, only "Stereo Mix" was there. Since this was a new computer, I had not even plugged my microphone in Nd enabled that yet (And why would I have? It's a Mame dedicated computer).

    Right click on "Stereo Mix" and set it to "Default".

    Open up the LED Blinky Config app and go the Animation tab.
    Choose "Stereo Mix" from the Audio Device and Input drop down.
    Choose "Master Volume" from drop down to the right of that.
    Choose "Pulse Animation" from the Audio Animation Mode drop down.
    Play some music and click TEST.

    Thanks Arzoo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 17, 2013, 05:57:06 pm
    Arzoo,
    One more question that's been irking me until just now...

    I use Hyperspin and in although I have my LED Blinky Config set to "speak" the Hyperspin controls (and all the Hyperspin controls have been configured within HS) by pressing ENTER.

    The problem is, I can only get LED Blinky to speak a few of the main controls such as...

    "Select", "Genre",  "Favorites", "Hyperspin"

    ...I cannot get it to say, "Skip Up Num", "Skip Down Num", "Exit"???

    I know the video I saw on YouTube with the LED Blinky talking relates to Mala as the frontend...but doesn't Hyperspin do the same?

    Also, is the speech configurable (as in) can I tell it what to say instead of "Skip Up Num", maybe "Skip Forward".

    And lastly, when I press ENTER the controls flash as their functions are spoken different colors, but then they all stay lit "white" (even the controls that are not spoken aloud).  Are those colors configurable?

    Thanks again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 21, 2013, 07:45:10 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Patrickbutler on January 24, 2013, 01:55:39 am
    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.

    Hello you seems to be an experienced person. I am looking to design led system operated by computer. Can you help me
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 24, 2013, 10:30:40 am
    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?

    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.

    As 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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 24, 2013, 10:37:06 am
    Hello you seems to be an experienced person. I am looking to design led system operated by computer. Can you help me

    If you're looking for advice on building your own hardware, then I don't think I can be of much help. If you're looking for help on using the LEDBlinky software, them I'll need more specific details on your issue(s).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 28, 2013, 05:38:33 pm
    Arzoo,
    Quote
    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. 

    Quote
    As 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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 28, 2013, 10:32:27 pm
    Arzoo,
    Quote
    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. 

    Quote
    As 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.
    Title: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 29, 2013, 04:31:47 am
    Arzoo,
    Quote
    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. 

    Quote
    As 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!  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Zeenon on February 21, 2013, 08:26:27 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on February 21, 2013, 08:35:55 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on February 22, 2013, 08:38:06 am
    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.

    evh347's answers are both correct (thanks evh!). 

    The colors.ini file defines the button color for each game. You can edit that file and do a global replace if you wish to make bulk changes (like change the P1_START to blue for every game). Just keep a backup in case you wish to return to the original colors. You can also use the Controls Editor to override the button colors (as defined in the colors.ini). To set the color for all mame games, you would need to create a <default> control group and add the individual buttons for which you wish to set the color. To set the color for individual mame games, you would use the Import function with the rom name and then set the button colors.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 15, 2013, 03:02:57 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on March 15, 2013, 04:14:26 pm
    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

    Try setting Button Flash (FE Options tab) to none and uncheck Demo Game Controls (HS Options tab). Either one of those features might be causing the problem. It's most likely the Demo Game Controls feature. If you really want to use that, make sure the Demo Scroll Delay has a value greater than 0.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 15, 2013, 04:42:56 pm
     :cheers:

    That was quick!Arzoo that did the trick thank you! dont mind having that off for now ; of to read ledblinky pdf, now I have to learn how to map the colours when I play mame games- the controls/buttons  are mapped fine just the colours arent  relating to the actions its speaking flashing at me t use ,brb if i get truly stuck.... :)

    psok i think i remember now how this works colours-wise just done a quick test with 1944 in mame using the editor and once saved it worked had to coloured buttons in the right place so its just a laborious task now to do everything mame game but im stoked either way as a new board is coming and the cp is taking shape really nicely now!!

    ( first started buying components and your software in 2011 lol, its only now that ive managed to get time to make it happen and i forget alot of what i read on these forums) again most are like you so quick and helpful, this forum really is awesome,and so ill be putting my wares on the project announcement section v soon thanks to what ive seen and been inspired by here all you clever /creative lot ..
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 15, 2013, 04:46:11 pm
    ...Still think i have a faulty pacled64 theres always one light switched on regardless if board is connected to pc or not ..eek..... hope Andy or ultramarc can get back to me soon!!
    update: Andy has already got back to me and replacing board ,superb service! cant wait to try nw board

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 16, 2013, 08:15:24 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on March 16, 2013, 10:58:40 am
    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

    There's no way to import all the mame games into the controls editor. The colors.ini file defines the button colors for the majority of mame games. If you want to make a mass change (like all Player1 Button 1 to red for example), you can edit the colors.ini with notepad or any text editor.

    But if the colors seem to be randomly wrong, then that might be a hardware issue. Although I don't see why the colors would be correct when using the test mode but wrong from HS. You could try using the Troubleshooting app and see what it finds. Or you can turn on the Debug Log and Verbose options, run HS with the games that are not working as expected, then email me the debug.ZIP file and I'll take a look. If you send me the debug file, make sure to tell me exactly which LEDs are not lighting correctly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 17, 2013, 10:13:15 am
    Yeah i think i saw mame/ledblinky colours work fine for a few games prior to it crashing[pacled] in between the corrupt lighting then subsequent failure of all lights ;then off! my pacled64 board is randomly working at mo so i wont bother you anymore about this, I'm pretty certain the software side of things is behaving now just gotta wait till new one arrives to completly test all configs out,,I did try your suggested troubleshooting tool [neat idea]but i get a violation error dialog box popping up ?

     ps its sooo cool to see nba jam/streetfighter/[add game here] with the correct colours on correct buttons and then microsoft anna speaking them out its soo damn flashy !its gonna be swweeet!ill post my findings when i get the new hardware ,thanks again :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on March 17, 2013, 11:08:14 am
    I did try your suggested troubleshooting tool [neat idea]but i get a violation error dialog box popping up ?

    Do me a favor and email me your debug.log file - that will help me fix the troubleshooting app crash. Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 17, 2013, 11:50:05 am
    just sent you email with my debug file ,cheers mrPiklz
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 19, 2013, 10:08:25 pm
    replacement pacled64 board arrived today!colours looking great now just have  to add the games which havent got specific colours .. :)

    update since playing with the new pacled64 board and ledblinkys audio section, i've not been building arcade lol// the sampling rate is really rather decent (for an onboard soundcard) really cant wait to pause mame and see the background music having matching pulsating lights!played with  some trigger thresholds+ some dance tracks and it works so well!! Arzoo this is brill!
    Title: In-game specific color changes
    Post by: hoffy84 on June 10, 2013, 12:18:21 pm
    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 
    Title: Re: In-game specific color changes
    Post by: arzoo on June 10, 2013, 02:43:09 pm
    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

    You are correct, the only way that would be possible would be if mame were providing an output message indicating which player is up. I don't play GT so I'm not sure if it has any output messages, but my guess is not. In the LEDBlinky folder there should be a MAMEOutputTest app which you can run to see all the output messages while running each game. All I can suggest is give it a try.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 11:46:08 am
    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?

    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?

    Here are somethings I don't know if it matters or not.

    Using U360s for player 1 and 2 but I am not using the button controls from the U360s. In other words the button harness are not even hooked up to my control panel.

    Using Xpadder to assign key movements to U360s.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 18, 2013, 01:10:10 pm
    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?

    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?
    Hi,
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 01:36:43 pm
    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?

    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?
    Hi,
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 18, 2013, 06:16:55 pm
    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?

    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?
    Hi,
    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?

    No need for controller file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 07:46:09 pm
    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??
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 18, 2013, 07:56:09 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on June 18, 2013, 07:57:37 pm
    .
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 08:25:34 pm
    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.

    Mame is installed in one location only. I even just reinstalled it, same problem it seems.

    Email sent with debug.zip

    Hope you can help and thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 19, 2013, 03:21:41 pm
    Pretty sure I solved my problem, reinstalled Mame and reconfigured.

    Question... Can CPWizard be ran with LED Blinky?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 19, 2013, 03:39:11 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 19, 2013, 04:21:07 pm
    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'll give it a shot and report back soon. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 01, 2013, 02:24:18 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 01, 2013, 10:39:44 am
    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.
    Title: Re: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 01, 2013, 02:06:33 pm
    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.
    Title: Re: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 01, 2013, 02:47:39 pm
    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.


    Turn on the Debug Log and Verbose options (Misc Options tab), run HS and a mame game or two, then email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 01, 2013, 02:56:50 pm
    Got it working just now, finally. I was testing it with wwf wrestlefest only, that doesn't work for some reason. I'll take a look at the control file. Thanks for your advice.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 17, 2013, 01:12:51 am
    I have a couple of questions I'm hoping you guys can help me with.

    1. Is there any way of increasing the volume, I have it turned all the way up in the gui but it's still very quiet.

    2. Why does it lag when running hyperspin. If I run hyperspin, skip the intro video, jump into mame, then quit back to hyperspin, 30 seconds later it'll announce the mame game title/controls. I take it ledblinky can't be interrupted and has to complete whatever task it's doing before going to the next task?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 17, 2013, 11:04:57 am
    Hi,
    I'm not sure what you are referring to about the volume - LEDBlinky does not control the audio volume.

    As for the lag with HS - does this only happen when you first start HS or is it all the time? When LEDBlinky first starts up and loads mame, there can be a short delay (5 - 10 seconds) while it loads all the data files into memory. If you have a very large mame.xml file, this can increase the delay (although 30 seconds seems excessive). After the initial load, there should be no delay. If you are seeing otherwise, turn on the debug.log and verbose options, run HS, then email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 17, 2013, 11:33:34 am
    The volume is under the misc tab in ledblinky config "Speech volume", I have it set to the maximum 100 but its still very quiet compared to all other audio. Re the lag, I'm still using the trial version, at the start where it pronounces "Led Blinky" by the time this has finished I'm already into mame, then I have to wait for my HS animation to finish (runs about 4 times, don't know why) before it acknowledges a mame game has even loaded. I thought that running mame would force the HS animation or any other animation to stop  :dunno
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 17, 2013, 11:59:05 am
    Not sure what's going on with the volume - this may have something to do with your audio drivers or maybe something to do with the Microsoft TTS voices?

    The LED animations are not interrupted, each event is queued and then run when the prior event completes. It's best to keep the startup animations short (most of the generic animation included with LEDBlinky should only run for a few seconds). The startup animations only run one time, there's no looping.

    Try a couple things; first disable LEDBlinky in the HS config and see if HS runs smoothly without LEDBlinky. Next run LEDBlinky in command line mode (without HS) and see if it runs without lag. Use this command to start LEDBlinky for a specific mame game:
    LEDBlinky.exe <rom>

    You can also send me the debug.ZIP and I'll see if anything stands out as a problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: ivwshane on August 13, 2013, 10:00:42 pm
    Is there an update to the colors.ini? Who is maintaining that file?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on August 14, 2013, 09:00:52 am
    Is there an update to the colors.ini? Who is maintaining that file?

    There's a forum board dedicated to that data but I'm not sure if there's been any activity lately.
    http://forum.arcadecontrols.com/index.php/board,45.0.html (http://forum.arcadecontrols.com/index.php/board,45.0.html)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: zanna5910 on September 08, 2013, 02:38:37 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on September 08, 2013, 06:38:30 pm
    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?

    Can you turn on the Debug.log and Verbose options, run HS and some games which cause the problem, then email me the debug.ZIP file and I'll take a look. arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: zanna5910 on September 10, 2013, 10:14:08 am
    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)

    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: flyingfischer5 on September 16, 2013, 09:46:50 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on September 16, 2013, 10:42:49 pm
    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

    Sure - LEDBlinky supports command line options (see the install/config pdf). You can create a batch or script file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: TopJimmyCooks on October 15, 2013, 11:42:43 pm
    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

    Code: [Select]
    [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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 16, 2013, 08:26:27 am
    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

    Make sure you've checked "No LEDs Mode" (Misc Options tab). That should do the trick.
    http://www.ledblinky.net/Support.htm#NoLEDs (http://www.ledblinky.net/Support.htm#NoLEDs)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: TopJimmyCooks on October 16, 2013, 09:18:41 am
    Worked.  Thank you very much. 

    Poking around in it I never realized how much led programming and control was available.  I'm inspired to look at button lcd's again. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 20, 2013, 12:24:28 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 20, 2013, 12:18:54 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 20, 2013, 01:44:03 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 20, 2013, 01:58:23 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 20, 2013, 02:22:01 pm
    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.

    E-mail sent.  Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 27, 2013, 09:19:46 pm
    Arzoo helped me track down my issue.  Turns out there was issues with the TTS voice I was using.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on November 11, 2013, 05:22:59 pm
    It seems If I setup a default set of controls for an emulator I cant get the rom name (on a per rom basis) "Name (Voice)"  to be spoken. Am I doing something wrong or is this not possible ?

    So far I can either have it read out the default controls or the name of the rom but not both.

    FIXED:

    I wasn't setting up the "voice" under the "common" tab for the default controls, my bad  ::)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: DJMattB241 on December 17, 2013, 07:29:28 pm
    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! :)

    (http://i.imgur.com/7lQfw7u.png)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on December 17, 2013, 11:33:26 pm
    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! :)

    Please turn on the Debug Log and Verbose options (Config - Misc Options tab), run HS and one or two NES games, then email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: DJMattB241 on December 19, 2013, 08:55:10 pm
    Done and done. Thanks!!  :notworthy:

    EDIT: To modify my last post, MAME games are working with LEDBlinky. Not all of them, but I get that. As soon as I sort out why NES, etc aren't working, I can go through and map lights for the games that aren't in the list I got from your site. Woo! :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: DJMattB241 on December 22, 2013, 06:02:39 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on December 22, 2013, 07:14:04 pm
    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?

    Dropping events 7 and 9 are usually not an issue although event 3 might cause the result you described. But more likely this is related to the issue where by HS sends a bogus 'GameQuit' command immediately after starting the emulator. This has become a very pervasive problem and until it's resolved HS and LEDBlinky are just not compatible. I may have to drop dedicated HS support entirely if the HS dev is unwilling to provide a fix. But as to your specific problem, if you can run the debug/verbose log and email it to me with the specific time that the problem occurred I might be able to identify exactly what the cause is.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Bambam1963 on January 31, 2014, 07:43:20 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 31, 2014, 09:11:10 am
    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.

    The latest LEDBlinky update (v5.1.0.3) has a workaround to mitigate the HS false GameQuit issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: headkaze on March 23, 2014, 02:02:38 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on March 23, 2014, 02:34:10 pm
    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).

    That's great news - thanks for the info. I'm currently working on the next update to LEDBlinky which will included support for the new hardware.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: griffindodd on April 29, 2014, 12:27:53 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on April 29, 2014, 07:22:08 pm
    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

    Have you tried the Troubleshooting app to see if it can identify what's going on? If that doesn't help email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: boohiss on May 03, 2014, 09:37:17 pm
    Saw the new ledblinky beta in action via the Howler arcade controller video on youtube.  Very nice to see the controls light up for each game while browsing in Hyperspin!  Since the controls are already lit up when you are browsing in the menu, I take it this will 100% eliminate any chance of the buttons not lighting up correctly on launch or reverting back to a frontend animation?  At least that's my hope of what is intended.  I have 2 ledwiz boards powered via a powered USB hub in my machine, and even with the power coming completely from the wall and not the PC for the boards I sometimes (rare but still happens) get only controls for one board to light up on launch.  Also for some odd emulators such as Future Pinball, it loves to go back to the frontend animation.  I'd guess it's due to the delay on launch of the game through the few menus it needs to go through before the actual table loads up.

    Here's to looking forward to the new ledblinky! :).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mikeyngo on May 21, 2014, 10:05:02 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on May 21, 2014, 11:16:49 am
    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.

    LEDBlinky will only play the startup animation one time (first to last frame). But using the animation editor you can add an internal loop with the “Goto/Repeat” feature; on the last frame you would go back to the first frame. Then it just becomes a timing issue. For example, if you clock a single loop at 5 seconds and you want the animation to run for 1:14 (74 seconds), then you would set the Goto/Repeat to 15, which should run the animation for 75 seconds. You might have to tweak the repeat value to get it just right, and be aware that other running processes may affect the animation speed.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mikeyngo on May 21, 2014, 02:20:17 pm
    Thank you I will try that.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mikeyngo on May 22, 2014, 10:05:44 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on May 22, 2014, 11:53:18 am
    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.

    I understand the issue with the animation continuing to play when the intro is skipped, but I'm curious as to why LEDBlinky would crash in that scenario? Maybe if you have time you could turn on the Debug Log, cause the crash, and then email me the debug.zip file.

    As for the emulator naming, from the Controls Editor, check the Import Unknown Games menu and it should list any emulator that you're previously run that is not recognized. From there you can import the emulator and set the default controls.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mikeyngo on May 22, 2014, 01:27:12 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on May 22, 2014, 01:44:10 pm
    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.

    Run the emulators first in HS, then run the Controls Editor.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mikeyngo on May 23, 2014, 09:28:36 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on May 23, 2014, 10:01:07 am
    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.

    Sorry but no, the controls editor does not have any function to copy an entire emulator. But you could manually edit the LEDBlinkyControls.xml file (using any text or xml editor) and cut/paste the entire <emulator> node and then change the emuname attribute. I would only try this if you're comfortable working with xml. Also I would suggest you keep a backup copy of the original file in case something gets messed up.

    An occasional dropped event is not unusual.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: Bennyv07 on June 11, 2014, 04:11:10 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on June 11, 2014, 06:11:31 pm
    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.

    As far as I know, the latest controls.ini is .141. http://controls.arcadecontrols.com/controls/controls_dat.php (http://controls.arcadecontrols.com/controls/controls_dat.php)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: boohiss on June 14, 2014, 10:00:29 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on June 15, 2014, 09:44:15 am
    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.

    When the buttons don't light up - do none of them light or some do light and some don't? If some do light, is it always the same ones or random?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: boohiss on June 15, 2014, 02:42:01 pm
    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. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on June 15, 2014, 07:30:40 pm
    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.

    It's still unclear if this is a hardware related problem. But if it's a software issue then you might try the troubleshooting app to see if it can tell you what the problem is. You'll have to get the LEDs to fail while the debug log option is turned on. If the troubleshooting app doesn't help you can email me the debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: boohiss on June 15, 2014, 08:56:28 pm
    Email sent.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: YoMama1 on July 07, 2014, 11:56:57 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on July 07, 2014, 12:46:44 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: YoMama1 on July 07, 2014, 02:37:51 pm
    Make sure you have the "Light Game Controls" option checked.

    Perfect, thank you!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: marcoboy on July 23, 2014, 05:27:42 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on July 23, 2014, 10:43:35 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: marcoboy on July 24, 2014, 05:55:51 am
    Have you tried the LEDBlinky Troubleshooting app? It may be able to identify what's going on.

    I tried that earlier, but did not get it to work (or so I thought). I didn't realize I had to manually start a new debug session and were really confused on why it showed an old version of MaMe and told that no game has been started...

    Well, I realized that I have to manually start a new session and got some information.

    After all it seems that I DO WANT to differentiate between the left and right shift, alt & ctrl... I did not know this :(

    So, everything seems to work now! Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: thatpurplestuff on August 10, 2014, 03:48:27 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on August 10, 2014, 11:36:32 pm
    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?

    Your timing is pretty good - I'm very close to releasing an update to LEDBlinky which, in addition to a few other small enhancements, will also allow you light individual LED ports (without using an animation file). I think this should meet your needs. I'm hoping to have the update completed in a few weeks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: thatpurplestuff on August 11, 2014, 11:21:57 pm
    Awesome, thanks for the quick reply!  Looking forward to trying out the update!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: drventure on August 13, 2014, 05:08:03 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on August 13, 2014, 06:32:51 pm
    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?

    Sorry, that's not an option but I'll add it to the requested enhancements list.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: drventure on August 13, 2014, 06:49:27 pm
    No worries. Thanks for the reply.

    At least I know now I'm not doing something wrong!  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: drventure on August 13, 2014, 07:29:57 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on August 13, 2014, 08:32:13 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on August 13, 2014, 09:50:20 pm
    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.

    I've pm'd you with a patch!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: drventure on August 14, 2014, 12:06:35 pm
    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?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on August 14, 2014, 01:38:08 pm
    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?

    Email me your debug.zip file and we'll figure this out.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: drventure on August 14, 2014, 03:18:32 pm
    Hey Arzoo

    I think I got it figured out (or at least a work around)

    Instead of using the command line ledblinky to play an specific audio animation, I configured it to do an audio animation for the "Game Play Animation"

    then, instead of running

    ledblinky audio.lwax pattern01.lwax

    from my loader bat file (in this case, I'm wanting audio animation for the game Typhoon, a tempest clone, being run out of Mala)

    I switched so just use:

    ledblinky typhoon

    Ie act as if I was passing a ROM name, so LEDBLinky will do the Game Play animation.

    That seems to work just fine.

    I noticed that the new ledblinky has rom specific animation capabilities. I might have a look at that at some point. There are some games that I'd like to have audio driven animations (like Typhoon or most Mame games), but then others (like PhaseShift or Frets on Fire), where having the cabinet lights blink can be really distracting, so I'll turn all animations off.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: Maximus on September 01, 2014, 08:07:00 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on September 01, 2014, 08:56:10 pm
    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.

    LEDBlinky uses the data in Controls.ini to determine the joystick used by each game. Seems like the data and/or config is telling LEDBlinky that the games are 8-way which doesn't make sense (for those games). Email me the debug.zip file and I'll get back to you.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: griffindodd on September 01, 2014, 09:50:54 pm
    Logs sent via email, thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: Maximus on September 01, 2014, 09:52:36 pm
    Logs sent via email, thanks

    Oops, posted under my old account. Anyway, logs sent.

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: helpman on September 07, 2014, 01:04:07 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on September 07, 2014, 02:14:26 pm
    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?

    LEDBlinky is looking for "mame" anywhere in the emulator name. You'll need to modify the GameEx config for the custom list so the name includes "mame" in the name.

    By the way, The LEDBlinky Controls Editor,  Import Unknown Games menu option will list all the unknown games and emulators - this should help you identify what GameEx is passing to LEDBlinky.

    If you can't figure it out, turn on the Debug Log, run a game or two from the custom list, then email me the debug.ZIP file and I'll give you a hand.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: helpman on September 07, 2014, 04:55:47 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on September 07, 2014, 10:24:44 pm
    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

    Can you turn on the Debug Log option (Misc Options tab), run GamEx, and a game or two, then exit GameEx. Email me the debug.ZIP and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: helpman on September 12, 2014, 05:55:23 pm
    sorry for the delay :D too much work to do, too little free time to play :D
    I'll try to send you an email tomorrow... it's almost 12am here and the cabinet is veeeery noisy :D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: helpman on September 13, 2014, 07:43:34 pm
    I just sent you an email from the forum link under your picture :D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: helpman on September 14, 2014, 01:33:28 pm
    ok, just a bit offftopic here, but don't you hate when there're no controls defined and you hear "player 1. 1. 2. 3. player 2. 1. 2. 3."...?  :hissy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: rockyrocket on September 28, 2014, 01:41:24 pm
    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: .
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on September 28, 2014, 05:58:51 pm
    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: .

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: rockyrocket on September 29, 2014, 09:38:50 am

    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.
    Hi, thanks for the offer but I am happy to just leave debugging enabled for the interim.

    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/)

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.0
    Post by: arzoo on September 29, 2014, 11:17:40 am
    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/)

    Sorry, no current plans to support the sainsmart. But if there's significant demand in the future and the hardware dev can provide the necessary interface module then it could happen.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: thatpurplestuff on October 12, 2014, 02:17:27 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on October 12, 2014, 12:16:32 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: thatpurplestuff on October 12, 2014, 12:27:56 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on October 12, 2014, 05:02:55 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: thatpurplestuff on October 12, 2014, 06:50:08 pm
    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.

    haha yeah I figured that was just a typo  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on October 12, 2014, 09:24:12 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: thatpurplestuff on October 12, 2014, 10:14:05 pm
    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.

    That would be absolutely incredible.  I really appreciate you looking into it, and again I can't say enough good things about your software.  The animation editor alone is amazingly robust... it's obvious you've put a ton of time into LEDBlinky and it's easily worth the small price tag.  I've been having a great time just playing with all the options, and having all of these cool transitions definitely makes the software that I'm working on look a whole lot more polished!  Thanks again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: Mil7br4nd on October 17, 2014, 03:23:16 pm
    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..............
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on October 17, 2014, 05:45:49 pm
    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..............

    Have you tried the LEDBlinky Troubleshooting app to see if it can help get things going?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: Mil7br4nd on October 18, 2014, 11:37:22 am
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on October 18, 2014, 12:14:09 pm
    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)

    The "Demo Game Controls" option (HS Options tab) will light up the controls for each game as you scroll through the HS lists. The "Light Game Controls" option (Game Options tab) will light up the controls during game play. On the MAME Config tab, there's no need to set any value for the "Controller File". For the "Controls.ini" setting, specify the path to the controls.ini file (downloaded from the link you specified above). Hope this helps.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: Mil7br4nd on October 18, 2014, 12:51:47 pm
    Arezoo thanks man! its working now for mame! im going to buy it today i think :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: lebronfaling on December 07, 2014, 10:36:38 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on December 08, 2014, 07:33:40 am
    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,
    The feature to flash the start buttons with credits is game/rom dependent - the game sends MAME Outputs to indicate when the LED is flashing. It's mostly supported by some of the older classic games. Try Asteroids or Dig Dug and see if it's working.

    arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: mikeyngo on December 08, 2014, 09:23:53 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on December 08, 2014, 01:48:50 pm
    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

    Try unchecking the "Demo Game Controls" option on the HyperSpin tab. You can also try unchecking the "Button Flash" option on the FE Options tab.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: mikeyngo on December 09, 2014, 09:36:18 am
    Thanks arzoo.  Seems like its working. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: mikeyngo on December 13, 2014, 04:50:57 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on December 14, 2014, 12:00:13 pm
    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?

    Hi, please see this support link: http://ledblinky.net/Support.htm#HSGameQuitProblem (http://ledblinky.net/Support.htm#HSGameQuitProblem)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: mriggins on December 30, 2014, 06:54:04 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on December 30, 2014, 08:39:37 pm
    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

    That is correct, the "Always Active" option can only be used for the <default> control configuration.

    Option 1 - Trick LEDBlinky into thinking Tron has additional buttons
    First manually edit your Controls.ini file and add the four buttons to the Tron section. The trick here is to use the correct buttons - this would depend on the keycodes assigned to those buttons and your mame configuration. For example, if one of those buttons is mapped to KEYCODE_C (and you haven't remapped that button in the mame setup), then the mame default for KEYCODE_C = P1_BUTTON7. So you would add P1_BUTTON7 to the Tron section in Controls.ini like this:
    P1_BUTTON7=Always On Blue Button
    The value on the right side of the "=" is the button action and in this case it doesn't matter what you put there.
    Next you'll have to use the LEDBlinky Controls Editor and from the Import MAME menu, import "Tron". From there you should see the new button(s) (in this example it would be P1_BUTTON7) and you can edit each button and set the color.

    Here's where I see a problem - if the four buttons are mapped to keycodes that are not used by player 1 and since Tron is a single player game (alternating), then you won't be able to add them to Tron. If that's the case, the only other option I can think of is to use animation files;

    Option 2 - Use single frame animations
    Using the Animation Editor, create a single frame animation that just lights the four buttons and save it as "tron.lwax". Then put that animation in the ..\LEDBlinky\lwa\GameSpecific\GamePlay folder. Next create a second single frame animation that doesn't light ANY buttons and save it as "stub.lwax" (it doesn't matter what name you give it). Then from the LEDBlinky Config app, set the "Game Play Animation" to stub.lwax. The reason you need the stub animation (which doesn't light anything) is because LEDBlinky won't use the game specific animation (tron.lwax in this example) unless a default Game Play animation is also specified - but you don't want any additional buttons to light up for any other games. Theoretically, the stub animation should run but not do anything. I've never tried this so I can't guarantee it will work, but it's worth a try!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: mriggins on December 31, 2014, 03:31:03 am
    Awsome! Thanks for the prompt reply! I'll give these a shot and let ya know if it worked or is possible with those options! :)

    Thanks again and Happy New Year!

    Matt
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: newoski on January 01, 2015, 11:24:39 am
    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:

    (http://i58.tinypic.com/bg8gnl.png)

    (http://i58.tinypic.com/33e1j50.png)

    (http://i61.tinypic.com/2cyftl3.png)

    (http://i60.tinypic.com/mh3xj5.png)

    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on January 01, 2015, 02:56:58 pm
    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!

    Seems like HS is never sending the "FE Start" command to LEDBlinky. Check the HS log file and see if it has any errors.

    You could also try manually starting LEDBlinky; drag ledblinky.exe to the Run dialog and add the parameter "1". So the command should something like this:
    <path>\ledblinky\ledblinky.exe 1

    Then check the debug log. If that works then there must be something wrong with your HS configuration.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: newoski on January 01, 2015, 03:01:33 pm
    EDIT: That was a step in the right direction... Still have some questions to get my other emulators setup -- and MAME isn't switching yet -- but I'll get them organized and then post again
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: newoski on January 01, 2015, 04:50:09 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on January 01, 2015, 06:09:25 pm
    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

    Glad you got it working. To set the joystick to 8-way in HS; from the Controls Editor click the FE button. Next click the New button to add a new control. From the New Control dialog, select CONTROL_JOY8WAY. Check the Primary Control option and then save. That should do it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: newoski on January 01, 2015, 08:16:42 pm
    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?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on January 01, 2015, 10:27:25 pm
    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?

    If you don't set a primary control then I believe it will stay in the current state.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: newoski on January 01, 2015, 11:42:02 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on January 02, 2015, 09:55:08 am
    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?

    4-way is the default for the FE. If you don't specify a different primary control for the FE, then it will always go to 4-way.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: newoski on January 02, 2015, 08:29:04 pm
    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!

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on January 03, 2015, 03:27:39 pm
    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!

    I believe the problem is that your emulator is called "PacMAME" and LEDBlinky considers any emulator with "mame" in the name to be MAME - so instead of using the PacMAME controls configuration, it's using the MAME controls configuration (which does not have a default primary control). You can solve the problem by adding a <default> control group to mame with a primary control, OR you'll need to change the name of the PacMAME emulator - PacMAM would work for example. But if you change the name don't forget to change it in the Controls Editor and you may also need to change it in the HS config.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: newoski on January 04, 2015, 01:42:35 pm
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on January 05, 2015, 11:46:20 am
    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)

    The controls xml and log you provided indicate that the Nintendo Entertainment System emu is configured with an 8-way as the primary control - so it seems to be working as expected.

    Code: [Select]
      <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>
    Code: [Select]
    [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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: bobmoo79 on January 19, 2015, 10:30:31 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: thatpurplestuff on January 19, 2015, 01:35:47 pm
    The link text on the site says 6.0, but actually points to a file called "LEDBlinky_6_1_0_0.zip"

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.1
    Post by: arzoo on January 19, 2015, 06:09:47 pm
    The link text on the site says 6.0, but actually points to a file called "LEDBlinky_6_1_0_0.zip"

    Thanks for pointing that out - I've updated the site.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Blueic5 on January 22, 2015, 02:08:21 pm
    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?   
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 22, 2015, 07:33:56 pm
    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?

    Assuming you can configure mala to run a command or script file on exit, you can use the following LEDBlinky command:
    Code: [Select]
    <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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: thatpurplestuff on January 22, 2015, 11:32:49 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 23, 2015, 03:48:57 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: thatpurplestuff on January 23, 2015, 05:10:10 pm
    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.

    You're awesome man, thanks!  I sincerely appreciate you taking the time to see if it's a feasible option.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: bsong on March 19, 2015, 11:56:28 pm
    have the same issue with the other emulators not lighting up only MAME works any ideas ??
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 20, 2015, 10:09:01 am
    have the same issue with the other emulators not lighting up only MAME works any ideas ??

    Please see this support link: http://ledblinky.net/Install.htm#OtherEmulators (http://ledblinky.net/Install.htm#OtherEmulators)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: bfauska on March 21, 2015, 01:18:23 pm
    I'm planning on using more than one RGB LED around my trackball and I'd like them to be wired to separate ports on my ipac ultimate for the sake of animation but still have them all illuminate when a game uses the trackball. Is there a way to have LEDs be independently addressable for the sake of animation but be treated as one control device when launching a game and having the LEDs indicate which controls are used?

    Edit:
    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.

    Thanks for the great product. I've been amazed at how easy it's been use.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 21, 2015, 01:56:05 pm
    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.

    That is exactly right!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: kweller on March 25, 2015, 04:42:39 pm
    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".    In the Hyperspin log I show the following:

    03:09:21 PM |  Nintendo Entertainment System wheel loaded successfully
    03:09:21 PM |  Nintendo Entertainment System wheel loaded successfully
    03:09:22 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Cabal (USA)"
    03:09:23 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Caltron - 6 in 1 (USA) (Unl)"
    03:09:24 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Capcom's Gold Medal Challenge '92 (USA)"
    03:09:25 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "California Games (USA)"
    03:09:29 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Castlevania II - Simon's Quest (USA)"
    03:09:32 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Chip 'n Dale Rescue Rangers 2 (USA)"
    03:09:32 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Chris Evert & Ivan Lendl in Top Players' Tennis (USA)"
    03:09:33 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Chip 'n Dale Rescue Rangers 2 (USA)"
    03:09:33 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "Chip 'n Dale Rescue Rangers (USA)"
    03:09:35 PM |  Launching Game
    03:09:35 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 3 "Chip 'n Dale Rescue Rangers (USA)" "Nintendo Entertainment System"
    03:09:35 PM |  Using HyperLaunch
    03:09:35 PM |  Getting HyperLaunch path
    03:09:35 PM |  HyperLaunch located at C:\Personal\hyperspin\hyperlaunch\HyperLaunch.exe
    03:09:35 PM |  Running HyperLaunch.exe
    03:09:35 PM |  HyperLaunch Command Line is: C:\Personal\hyperspin\hyperlaunch\HyperLaunch.exe "Nintendo Entertainment System" "Chip 'n Dale Rescue Rangers (USA)"
    03:10:17 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 4
    03:10:18 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 4
    03:10:18 PM |  Loading Main Menu.xml
    03:10:18 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 8
    03:10:18 PM |  Main Menu.xml successfully loaded
    03:10:19 PM |  Main Menu wheel loaded successfully
    03:10:20 PM |  Exit program unavailable
    03:10:20 PM |  Quiting Hyperspin
    03:10:20 PM |  Command Line is: "C:\Personal\hyperspin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 2
    03:10:20 PM |  Bye!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 25, 2015, 04:59:56 pm
    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".   

    Without the LED controller, LEDBlinky won't actually do anything so it never records the unknown roms/games. You can manually edit the settings.ini file and set the following key under [OtherSettings] to trick LEDBlinky into thinking the IPacUIO is connected:

    LEDControllersOverride=IP1
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: ArcadeBliss on April 03, 2015, 02:16:29 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JesseA on April 08, 2015, 11:29:07 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 08, 2015, 01:38:24 pm
    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.

    Are the joysticks wired to the Howler? When this happens, are the LEDs actively changing? I would guess this has something to do with the Howler hardware or firmware. Have you tried contacting Wolfware?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JesseA on April 08, 2015, 04:38:06 pm
    Yup joysticks are wired to the Howler and LED change color once it occurs. I had the problem on Version 0.255 Howler firmware and have not been able to confirm if it's still a problem since reverting to Version 0.202 (panels 2 hours away from me).

    LEDBlinky cannot detect the Howler after it occurs so I also believe the howler is the root of the problem. It has happen during a single player game and four player game of TMNT (I originally thought 4 people mashing buttons had something to do with it but it seems not). 

    I will email wolfware and see whats up. Thank you!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: kweller on April 10, 2015, 12:39:39 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 10, 2015, 08:58:12 am
    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?

    Using the GenLEDBlinkyInputMap app, make sure you have the correct LED Type (color) assigned to each port. If everything seems correct, email me back your LEDBlinkyInputMap.xml file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: kweller on April 10, 2015, 10:40:42 pm
    <?xml version="1.0" encoding="UTF-8"?>
    <dat>
      <meta>
        <description name="Used by LEDBlinky for LED Input Map Data."/>
        <generatedBy name="genledblinkyinputmap.exe"/>
        <version name="6.2.0.0"/>
        <date name="04/10/2015 21:37:36"/>
      </meta>
      <ledController type="6" id="1" name="iPACUltimateIO">
        <port number="1" label="P1B1" type="R" inputCodes="KEYCODE_Y"/>
        <port number="2" label="P1B1" type="G" inputCodes="KEYCODE_Y"/>
        <port number="3" label="P1B1" type="B" inputCodes="KEYCODE_Y"/>
        <port number="4" label="P1B2" type="R" inputCodes="KEYCODE_U"/>
        <port number="5" label="P1B2" type="G" inputCodes="KEYCODE_U"/>
        <port number="6" label="P1B2" type="B" inputCodes="KEYCODE_U"/>
        <port number="7" label="P1B3" type="R" inputCodes="KEYCODE_O"/>
        <port number="8" label="P1B3" type="G" inputCodes="KEYCODE_O"/>
        <port number="9" label="P1B3" type="B" inputCodes="KEYCODE_O"/>
        <port number="10" label="P1B4" type="R" inputCodes="KEYCODE_Z"/>
        <port number="11" label="P1B4" type="G" inputCodes="KEYCODE_Z"/>
        <port number="12" label="P1B4" type="B" inputCodes="KEYCODE_Z"/>
        <port number="13" label="P1B5" type="R" inputCodes="KEYCODE_X"/>
        <port number="14" label="P1B5" type="G" inputCodes="KEYCODE_X"/>
        <port number="15" label="P1B5" type="B" inputCodes="KEYCODE_X"/>
        <port number="16" label="P1B6" type="R" inputCodes="KEYCODE_N"/>
        <port number="17" label="P1B6" type="G" inputCodes="KEYCODE_N"/>
        <port number="18" label="P1B6" type="B" inputCodes="KEYCODE_N"/>
        <port number="19" label="P1B7" type="R" inputCodes="KEYCODE_C"/>
        <port number="20" label="P1B7" type="G" inputCodes="KEYCODE_C"/>
        <port number="21" label="P1B7" type="B" inputCodes="KEYCODE_C"/>
        <port number="22" label="P1B8" type="R" inputCodes="KEYCODE_H"/>
        <port number="23" label="P1B8" type="G" inputCodes="KEYCODE_H"/>
        <port number="24" label="P1B8" type="B" inputCodes="KEYCODE_H"/>
        <port number="25" label="P1COIN" type="R" inputCodes="KEYCODE_5"/>
        <port number="26" label="P1COIN" type="G" inputCodes="KEYCODE_5"/>
        <port number="27" label="P1COIN" type="B" inputCodes="KEYCODE_5"/>
        <port number="28" label="P1START" type="R" inputCodes="KEYCODE_1"/>
        <port number="29" label="P1START" type="G" inputCodes="KEYCODE_1"/>
        <port number="30" label="P1START" type="B" inputCodes="KEYCODE_1"/>
        <port number="31" label="P2B1" type="R" inputCodes="KEYCODE_A"/>
        <port number="32" label="P2B1" type="G" inputCodes="KEYCODE_A"/>
        <port number="33" label="P2B1" type="B" inputCodes="KEYCODE_A"/>
        <port number="34" label="P2B2" type="R" inputCodes="KEYCODE_S"/>
        <port number="35" label="P2B2" type="G" inputCodes="KEYCODE_S"/>
        <port number="36" label="P2B2" type="B" inputCodes="KEYCODE_S"/>
        <port number="37" label="P2B3" type="R" inputCodes="KEYCODE_Q"/>
        <port number="38" label="P2B3" type="G" inputCodes="KEYCODE_Q"/>
        <port number="39" label="P2B3" type="B" inputCodes="KEYCODE_Q"/>
        <port number="40" label="P2B4" type="R" inputCodes="KEYCODE_W"/>
        <port number="41" label="P2B4" type="G" inputCodes="KEYCODE_W"/>
        <port number="42" label="P2B4" type="B" inputCodes="KEYCODE_W"/>
        <port number="43" label="P2B5" type="R" inputCodes="KEYCODE_I"/>
        <port number="44" label="P2B5" type="G" inputCodes="KEYCODE_I"/>
        <port number="45" label="P2B5" type="B" inputCodes="KEYCODE_I"/>
        <port number="46" label="P2B6" type="R" inputCodes="KEYCODE_K"/>
        <port number="47" label="P2B6" type="G" inputCodes="KEYCODE_K"/>
        <port number="48" label="P2B6" type="B" inputCodes="KEYCODE_K"/>
        <port number="49" label="P2B7" type="R" inputCodes="KEYCODE_J"/>
        <port number="50" label="P2B7" type="G" inputCodes="KEYCODE_J"/>
        <port number="51" label="P2B7" type="B" inputCodes="KEYCODE_J"/>
        <port number="52" label="P2B8" type="R" inputCodes="KEYCODE_M"/>
        <port number="53" label="P2B8" type="G" inputCodes="KEYCODE_M"/>
        <port number="54" label="P2B8" type="B" inputCodes="KEYCODE_M"/>
        <port number="55" label="P2COIN" type="R" inputCodes="KEYCODE_6"/>
        <port number="56" label="P2COIN" type="G" inputCodes="KEYCODE_6"/>
        <port number="57" label="P2COIN" type="B" inputCodes="KEYCODE_6"/>
        <port number="58" label="P2START" type="R" inputCodes="KEYCODE_2"/>
        <port number="59" label="P2START" type="G" inputCodes="KEYCODE_2"/>
        <port number="60" label="P2START" type="B" inputCodes="KEYCODE_2"/>
        <port number="61" label="" type="" inputCodes=""/>
        <port number="62" label="" type="" inputCodes=""/>
        <port number="63" label="" type="" inputCodes=""/>
        <port number="64" label="" type="" inputCodes=""/>
        <port number="65" label="" type="" inputCodes=""/>
        <port number="66" label="" type="" inputCodes=""/>
        <port number="67" label="" type="" inputCodes=""/>
        <port number="68" label="" type="" inputCodes=""/>
        <port number="69" label="" type="" inputCodes=""/>
        <port number="70" label="" type="" inputCodes=""/>
        <port number="71" label="" type="" inputCodes=""/>
        <port number="72" label="" type="" inputCodes=""/>
        <port number="73" label="" type="" inputCodes=""/>
        <port number="74" label="" type="" inputCodes=""/>
        <port number="75" label="" type="" inputCodes=""/>
        <port number="76" label="" type="" inputCodes=""/>
        <port number="77" label="" type="" inputCodes=""/>
        <port number="78" label="" type="" inputCodes=""/>
        <port number="79" label="" type="" inputCodes=""/>
        <port number="80" label="" type="" inputCodes=""/>
        <port number="81" label="" type="" inputCodes=""/>
        <port number="82" label="" type="" inputCodes=""/>
        <port number="83" label="" type="" inputCodes=""/>
        <port number="84" label="" type="" inputCodes=""/>
        <port number="85" label="" type="" inputCodes=""/>
        <port number="86" label="" type="" inputCodes=""/>
        <port number="87" label="" type="" inputCodes=""/>
        <port number="88" label="" type="" inputCodes=""/>
        <port number="89" label="" type="" inputCodes=""/>
        <port number="90" label="" type="" inputCodes=""/>
        <port number="91" label="" type="" inputCodes=""/>
        <port number="92" label="" type="" inputCodes=""/>
        <port number="93" label="" type="" inputCodes=""/>
        <port number="94" label="" type="" inputCodes=""/>
        <port number="95" label="" type="" inputCodes=""/>
        <port number="96" label="" type="" inputCodes=""/>
      </ledController>
    </dat>

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 11, 2015, 09:15:43 am
    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.

    The settings look ok. What happens when you use the SimpleLEDTest app - do the individual ports still light the mixed colors? If so, is it only a few ports or most of them? I'm going to guess this is a hardware/wiring issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: IMMark on April 14, 2015, 08:46:13 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 14, 2015, 09:41:11 pm
    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

    Given that two people are having the exact same (very specific) issue, I'm beginning to wonder if there's a bug in the firmware. I'll contact Andy at Ultimarc and see if he can shed any light on this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: IMMark on April 14, 2015, 09:51:08 pm
    Thanks Arzoo, any help is greatly appreciated.  FYI, I have 2 of the Ultimates on hand, each have the same symptoms.
    Mark
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 15, 2015, 10:40:14 am
    Thanks Arzoo, any help is greatly appreciated.  FYI, I have 2 of the Ultimates on hand, each have the same symptoms.
    Mark

    I've been advised by Andy that you need to go into WinIPAC and un-check “enable high current drivers”.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: IMMark on April 15, 2015, 03:15:49 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 15, 2015, 06:17:10 pm
    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

    At this point I would suggest contacting Ultimarc for further support.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: IMMark on April 16, 2015, 10:28:32 am
    Thanks, I will try to contact him and see what I can work out.  Thanks again for your help.
    Mark
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Mr_Numbers on April 22, 2015, 02:08:06 am
    Thanks, I will try to contact him and see what I can work out.  Thanks again for your help.
    Mark

    Please share if you get a solution as my purchase of an Ultimate I/O is on the fence hearing this.  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JamesTKirk on April 22, 2015, 10:34:10 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 23, 2015, 07:33:02 am
    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?

    From the Controls Editor you'll need to import the mame game and then add the new button. The other option is to manually edit the controls.ini file and add the button there.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JamesTKirk on April 23, 2015, 11:50:51 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on April 23, 2015, 01:05:56 pm
    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

    Yes, that's correct.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JamesTKirk on April 23, 2015, 02:56:07 pm
    So at what point in this process does LEDBlinky use any of the control changes that have been setup in the LEDBlinky controls editor?

    I was able to use the LEDBlinky Controls Editor to custom edit the Rom (1944) so that three buttons and the Joystick light up. From inside the Controls Editor I can test the new custom configuration and it all lights up correctly. Then I save it.

    However, when I launch MaLa and scroll to the game and play the game the custom controls I just setup (and tested as working in the Controls Editor) are not lit. Instead the older incorrect controls I'm trying to overwrite are lit.

    What am I missing?  :dunno
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: studi27 on May 07, 2015, 11:44:27 am
    Hi there,
    finally got my CP wired up (IPac Ulltimate I/O) and am having trouble with LEDBlinky Controls Editor. I'm running Hyperspin, but after playing an unknown game, when i exit the frontend and try to IMPORT > UNKNOWN GAMES i get the message stating 'no unknown games found'. Any idea's? I'm thinking that maybe i need to be changing the settings in HS to 'tell' it to send the game report to LEDBlinky but can't find a setting for this in hyperHQ.

    any help appreciated!

    ***EDIT*** Apologies - restarted my system and now they appear. LOVE Technology! :-\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on May 11, 2015, 12:27:57 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 11, 2015, 01:15:39 pm
    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

    From the config app on the Game Options tab, check the "Speak and Blink Controls on Game Pause" option - I think that's what you want.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on May 11, 2015, 01:19:26 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 11, 2015, 01:34:25 pm
    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

    That's correct - the pause option only works with mame. LEDBlinky doesn't monitor key presses so there's no way to make that work for other emulators (from within LEDBlinky) - sorry.

    It might be possible to use AutoHotKey and manually execute the LEDBlinky GameQuit and then GameStart command to force LEDBlinky to re-speak and flash the game controls. But this could be tricky or problematic. I guess you'd have to experiment a bit.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on May 18, 2015, 01:26:21 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 18, 2015, 02:08:36 pm
    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?

    The game and emulator names must be specified exactly the same as HS is passing the values to LEDBlinky. One way to check this is from the Controls Editor Import Unknown Games menu option. Or you could just open the UnknownGames.dat file (in any text editor). If the name has spaces, then you'll need to use double-quotes around the parameter (as you did in the first example, but without the file extension).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on May 18, 2015, 03:31:52 pm
    Arzoo

    Thanks for the quick response, I've got it working now

    Jon
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: gamepimp on May 24, 2015, 04:17:06 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 25, 2015, 10:25:17 am
    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!

    Sorry for this issue - it' something I need to address in a future update. For now you can manually edit (using notepad or any text editor) your control panel layout file (*.lay) and update the path to the input map file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: gamepimp on May 25, 2015, 02:24:13 pm
    No worries. Just glad there is a workaround for this. Thanks!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on May 27, 2015, 07:02:29 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 27, 2015, 06:19:00 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 04, 2015, 10:07:02 pm
    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.

    I've looked over the code and sure enough you can't change the start and coin spoken phrase. But here's a work-around; using the Controls Editor, edit the controls for emulator/game you want to change. Add the player start and coin button but don't select COIN# or START#. Instead select any other unused button (for example P#_BUTTON12). Set the Name(Voice) value to whatever you want to be spoken, and assign the Input Code to the correct value for Start (usually 1/2/3/4) or Coin (usually 5/6/7/8). That should override the default spoken start/coin phrase.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on June 06, 2015, 06:04:40 am
    Hi Arzoo

    That's great thanks. I'll have a go at swapping them over.

    Jonathan
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on June 12, 2015, 01:49:43 am
    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:


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 12, 2015, 08:25:23 am
    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:

    Hi,
    Based on the log it seems that HS/RL is not launching LEDBlinky correctly - it never received the FEStart command. Have you checked the HS log? Unfortunately I have not used Rocket Launcher - maybe post a question on their forum.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on June 12, 2015, 06:47:30 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 12, 2015, 11:23:14 pm
    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!

    RocketLauncher needs to pass the ROM name to LEDBlinky. I would suggest checking the RocketLauncher forum for help with the configuration.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on June 12, 2015, 11:26:16 pm
    I brought it up on the RL forum and djvj says that RL hasn't implemented LEDBlinky completely yet. Other than that, Blinky seems to be running beautifully. Thanks!



    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: albertoonezio on June 18, 2015, 07:48:45 pm

    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 ???
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 18, 2015, 08:28:47 pm

    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 ???

    You can turn one or more ports on or off (or any value from 0-48). Here's the basic command:
    <path>\LEDBlinky\LEDBlinky.exe 14 <port>,<intensity>|<port>,<intensity>|...

    For example:
    <path>\LEDBlinky\LEDBlinky.exe 14 1,48|2,25
    This example will set port 1 to 48 (max) and port 2 to 25.
    <path>\LEDBlinky\LEDBlinky.exe 14 1,0
    This example will turn off port 1 (and leave all other ports at their current setting)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: albertoonezio on June 19, 2015, 11:58:37 am
    The command ledblinky 14 here is not working and had been giving port error and command error.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 19, 2015, 12:53:00 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: albertoonezio on June 19, 2015, 01:33:37 pm
    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.

    I sent via MP
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Line_ on June 20, 2015, 04:07:45 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on June 21, 2015, 01:58:56 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 22, 2015, 04:19:18 pm
    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.

    It should work as long as you have the joystick(s) configured in the HyperSpin setup. Can you confirm that?

    No sure why you would see flickering when switching animations but all the ports do turn off when switching.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 22, 2015, 04:41:57 pm
    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

    The underscores are generated by LEDBlinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on June 23, 2015, 08:29:25 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 23, 2015, 10:59:37 am
    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

    You don’t need to specify the underscores when passing parameters to LEDBlinky. So in your example, LEDBlinky.exe "Game Name" "System Name" should work fine. But you do need to define the default controls for each emulator (or for each non-mame game) using the Controls Editor – and here the underscores are required. The unknowngames.dat file is used for importing unknown games (and emulators) into the Controls Editor – that’s why the data in the file includes the underscores. Hope this makes sense.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on June 25, 2015, 01:47:03 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 25, 2015, 02:27:35 pm
    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

    Jon,
    Please turn on the Debug Log option (misc options tab), run both scenarios, then email me the debug.ZIP file so I can see what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jonnieboyrevel on June 26, 2015, 07:42:01 am
    Hi Arzoo

    I've sent the two files to the LEDBlinky support e-mail address.

    Thanks

    Jon
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JolietBob on June 26, 2015, 04:39:06 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 26, 2015, 06:08:23 pm
    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

    If the LEDBlinky voice features are really the cause of the crashes, then you may have an issue with the Windows TTS engine (LEDBlinky uses the Windows TTS engine for all speech). You could try testing the Windows Text To Speech functionality while using HS and without LEDBlinky to see if the crash still occurs. You could also try manually launching LEDBlinky (using command line parameters) without HS to see what happens.

    Before I can help any further I would need you to turn on the Debug Log option (misc options tab), run HS and a few games to cause the problem, then email me back the debug.ZIP file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on June 26, 2015, 09:57:55 pm
    Jolietbob, I just had the same thing happen to me with HS. It would crash out of the blue and I lose explorer and task at. I found that turning off my antivirus completely did the trick although I'm not sure it's a permanent fix.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: the_greeze on June 27, 2015, 07:36:24 am
    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...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: yotsuya on June 27, 2015, 11:43:55 am
    Are you using other two joystick games? Like Total Carnage? How does it work with those?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: the_greeze on June 27, 2015, 12:55:06 pm
    Are you using other two joystick games? Like Total Carnage? How does it work with those?

    Yes, I am. On "Smash TV", it works just fine.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on June 27, 2015, 08:13:47 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: the_greeze on June 28, 2015, 07:26:35 am
    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...

    Issue resolved.  :applaud: I didn't have it set as a primary 8-way joystick. Still learning this cool software!

    Purchase made! Thank you Arzoo  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 28, 2015, 10:23:55 pm
    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!

    Seems like HS is not sending the Game Quit command to LEDBlinky. I'll need a log file to determine exactly what's going on. Turn on the Debug Log (misc options tab), run HS and a couple games to reproduce the problem, then email me the debug.ZIP file. I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 10, 2015, 09:52:37 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 10, 2015, 05:08:09 pm
    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.

    Looking through the log, everything seems fine prior to running Commando. After quitting Commando it seems like HS is sending LEDBlinky additional GameQuit commands while scrolling through the lists - this is why the demo mode is not working. When HS loses focus it will send a GameQuit command. I'm not sure why this is happening with your configuration although Xpadder is a possible cause.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 10, 2015, 05:10:05 pm
    I thought so. The f*#%^n xpadder keeps flashing in and out. Thanks for the reply though! With further testing it works half the time, then other times it doesn't. Thanks!


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 15, 2015, 07:46:26 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 15, 2015, 09:42:11 pm
    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!

    Hi,
    I'll look into adding an option to use an audio animation for the FE Startup in a future release.

    As for the Game Play animation - you can create game specific animations. Check the ...\LEDBlinky\lwa\GameSpecific\info.txt file for help with this. Using this feature you could create a set of different colored animations and then assign them individually to the games. Depending on how many games you have this could be a bit of work. Any game that doesn't have a specific animation will use the default.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 15, 2015, 10:26:14 pm
    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.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 15, 2015, 10:26:41 pm
    Games, not hands. Doh!


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 16, 2015, 10:40:01 am
    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.


    Sent from my iPhone using Tapatalk

    How do you envision LEDBlinky choosing a color for each game and how would the color apply to the animation?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 16, 2015, 03:15:00 pm
    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? :)


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 16, 2015, 09:47:38 pm
    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? :)


    Sent from my iPhone using Tapatalk

    Got it. That would require a lot of work to implement. Can't promise when or if I'll be able to do it - but I'll add it to my enhancement request list.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 16, 2015, 09:48:59 pm
    Hey, I even appreciate your consideration. Thanks again for an awesome app. Everyone gasps when they see the buttons light up on my cab.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: reehmicks on July 21, 2015, 04:06:54 pm
    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
      6425

    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
      56xx

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 21, 2015, 09:06:42 pm
    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
      6425

    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
      56xx

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: reehmicks on July 22, 2015, 08:36:54 pm

    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

    I uploaded the debug.zip to a google drive share. I PM'd you the link.

    Thanks for the assistance..
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: rablack97 on August 15, 2015, 06:08:55 pm
    Hello Arzoo,

    My game control function was working fine, but now in mame when i modify a button in the admin panel, it now says "kbd B Joybutton 1".  Before it was just kbd B, every since the join with joybutton 1, led blinky will no light controls.

    How can i make the software pick up this new join, thanks in advance.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: rablack97 on August 15, 2015, 10:50:51 pm
    nvm figured it out, had vjoy running in the background so it was registered the kbd stroke and the vjoy input, all is well.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: trick72 on August 23, 2015, 06:24:52 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on August 24, 2015, 07:10:07 pm
    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

    Unfortunately the colors.ini will only work with rom names. But using the Controls Editor you should be able to import neogeo as an emulator, create a default control layout, and set the colors as you like.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: rablack97 on August 27, 2015, 09:39:54 pm
    I noticed on some games that game start button won't light up until after the credit button is pressed.

    How do you light other buttons by pressing another?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on August 28, 2015, 08:08:45 am
    I noticed on some games that game start button won't light up until after the credit button is pressed.

    How do you light other buttons by pressing another?
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: rablack97 on August 28, 2015, 10:25:43 am
    is there a way to assign leds to emulators and or roms via ini files instead of going through the gui?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on August 28, 2015, 04:16:33 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: greggooch on October 09, 2015, 02:52:46 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 09, 2015, 03:30:50 pm
    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!

    LEDBlinky looks for 'mame' anywhere in the emulator name. For example, if HS passed the emulator name as 'SNK Neo Geo MVS MAME', LEDBlinky would consider the emulator to be mame.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: greggooch on October 09, 2015, 05:28:28 pm
    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.   ;D

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: scoodidabop on October 11, 2015, 02:13:03 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 12, 2015, 09:31:30 am
    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!

    The registration files (2) need to go in the \LEDBlinky folder along with the animation editor (LEDBlinkyAnimationEditor.exe) and other applications.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 12, 2015, 09:07:06 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 12, 2015, 10:18:52 pm
    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?

    You can actually give the buttons any label you wish (the Port Label drop-down list are common values). So for example you could use LFLIPPER and RFLIPPER. The port labels are only used by LEDBlinky - they have no effect on MAME. It's the keyboard or joystick input codes that are used by MAME.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 12, 2015, 10:32:25 pm
    Ahhhhh. How simple! Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 12, 2015, 10:45:23 pm
    How?

    For the Port Label you can select from the drop-down list or type anything you want.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 14, 2015, 08:54:27 pm
    Hey Arzoo,

    Another question as I dig into LEDBlinky setup... What is the difference between Primary Controls vs all other controls?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 15, 2015, 08:20:28 am
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 15, 2015, 08:40:30 am
    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)?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: raungst on October 15, 2015, 10:56:39 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 15, 2015, 12:47:06 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 15, 2015, 12:58:14 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 15, 2015, 01:06:37 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on October 15, 2015, 01:27:34 pm
    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.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: raungst on October 15, 2015, 01:35:07 pm
    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.

    That makes sense. I currently use v151, so I'm guessing its on the big side. How do I go about generating a smaller one? Just get an older version of mame and -listxml through my roms?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 15, 2015, 02:06:08 pm
    I believe you could do it with any older exe file, however, the 151 version shouldn't be that big compared to newer ones. The changes that result in much larger files, according to the LEDBlinky docs, took place after 160. I believe it was around 162 potentially.

    To generate the xml, just follow the -listxml process using an older exe. I don't believe you need to have all the roms, because it's generating a list based on its internal database, not your roms.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: raungst on October 15, 2015, 02:19:16 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 15, 2015, 03:19:33 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 15, 2015, 03:21:22 pm
    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.

    Yes, it's still necessary.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 15, 2015, 03:33:59 pm
    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).

    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: raungst on October 15, 2015, 11:19:16 pm

    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.

    Thanks!


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 16, 2015, 07:17:44 am
    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.

    LEDBlinky uses the mame.xml data for games that are not found in the controls.ini file. So you are correct, newer games may not light up correctly. But the Controls Editor keeps track of unknown games and you can use the import function to manually add any game that's missing.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: raungst on October 16, 2015, 10:20:59 am
    Thanks for the help. I'll probably stick with v111 and see if I miss anything. Other than going through the XML file, I couldn't find a list out there on what games were added between versions.

    For an unsolicited suggestion, have you thought about reading the XML file the first time and then saving what you need to a format that's quicker to parse (or as a binary file?). Maybe I only notice this because my computer is older, and its not really a problem for people with more recent computers.

    Thanks for LEDBlinky. I'm glad to have it all up and running.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 19, 2015, 08:42:30 am
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 19, 2015, 09:21:17 am
    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)

    Try using the LEDBlinky troubleshooting app and see if that provides any insight as to why it's not working for any specific game/rom. If that doesn't help, email me the debug.ZIP file and I'll look it over.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 19, 2015, 04:23:17 pm
    Are there any complications if using MAME ctrl files for input mapping + LEDBlinky?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 20, 2015, 07:29:38 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 20, 2015, 07:31:10 am
    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.
    Why not? Problems w Mame or Binky?

    Sent from my HTC6535LVW using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on October 20, 2015, 07:55:55 am
    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.   ;D

    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
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 20, 2015, 08:17:55 am
    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.
    Why not? Problems w Mame or Binky?

    Sent from my HTC6535LVW using Tapatalk

    Support for a mame controller file was added (to LEDBlinky) back when some of the control panel manufacturers were supplying controller files. There have been no updates to that section of code since the initial implementation and I can't be sure it will correctly parse newer files.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: greggooch on October 20, 2015, 10:14:42 pm
    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

    That might do the trick.  My little workaround hack can fake out HyperSpin to display the right controls during the 'demo' pre-launch, but I have having problems once the game launched.  It would be nice to do this natively within LEDBlinky though.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: tbone2000 on October 22, 2015, 03:31:37 am
    Have a question about ledblinky if anyone can help.

    Trying to configure future pinball in the Controls Editor.
    I imported it from the uknown games list as suggested.

    Seems to be working to some extent, however I am not seeing how the "control drop-down list" is referring to my actual mapped controls on my "I-pac ultimate i/o" and/or those in "Future Pinball".

    The control options from the drop-down list refer to 10 player 1 buttons, three sets of player 1 joystick controls, trackball ect, ..and I do not understand what this list refers to.
    The keycodes are there to be set and assigned as I have them, however It looks like the lighting assignments are going to 2 places at once.
    Example being the flipper button on the side (with the keycode) and the play 1 button.

    Anyone have any idea where the source of this control list is generated from and or what I should be referring to regarding the control IDs ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on October 28, 2015, 07:09:33 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 28, 2015, 09:55:49 pm
    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'm assuming these are not mame games? When you set Always Active, the button cannot be overridden. But I'm not sure why you would need to use Always Active - if you configure a <default> set of controls for the emulator (Shooter Games), and the input codes are set correctly, then any rom that doesn't otherwise have a uniquely defined set of controls will use the <default> controls. For example, lets say you define shooter games <default> controls as P1B1 and P1B2. An you also define shooter games ROMA as having P1B1, P1B2, and P1B3. Then any shooter rom other than ROMA will use light the defaults (P1B1 and P1B2) and ROMA will use P1B1, P1B2, and P1B3. None of these controls need to be defined as Always Active - you would use that for something like and admin button (Pause, Config, etc), a button that every game uses. Hope this helps.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Lizard69 on October 29, 2015, 07:28:35 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 29, 2015, 09:35:32 pm
    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

    Try temporarily removing (or renaming) mame.dll in the LEDBlinky folder. This will prevent LEDBlinky from using any mame output features. See if that resolves the conflict.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Lizard69 on October 30, 2015, 12:42:10 am
    Thanks for the reply , unfortunately your suggestion did not resolve the issue.
    I wonder if something something in the registry got screwed up with the change from pacled64 to ledwiz.
    I might have to reload windows and do a clean install and go from there.

    Cheers

    Edit on thing i did notice i was running an animation for the front end and it drops mamehooker then also. Just starting the front end and exiting again does it also.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Lizard69 on October 30, 2015, 01:38:36 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on October 30, 2015, 10:41:02 am
    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

    I'm not familiar with ledwizm.ocx but it seems like a strong possibility that this is causing the conflict. Try un-registering the ocx and see what happens.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on November 01, 2015, 01:56:16 pm
    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...

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 01, 2015, 02:54:41 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on November 01, 2015, 03:03:55 pm
    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.

    I've been testing for 5 minutes and so far, changing the HyperLaunch name to RocketLauncher.exe seems to solve the problem. Lots more testing to come, but so far, this is a big step in the right direction. Thanks Arzoo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: langersld on November 06, 2015, 07:33:01 am
    Hi ....Im a little new to LEDBlinky

    Im trying to run LEDBlinky Stand-Alone (Command Line) Mode...

    Just wanted to see if anyone had an Autohotkey file or a Batch file to run the Animation Start

    LEDBlinky.exe <animation>.lwax <option> <option>

    Any help appreciated

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: scoodidabop on November 20, 2015, 11:11:29 am
    Hey Arzoo!

    Any idea what might be causing this occasional error?:

    (http://i.imgur.com/zHCUdD5h.jpg)


    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;

    (http://i.imgur.com/R6mfpE8h.jpg)

    And another test in SNK Neo Geo;

    (http://i.imgur.com/trj1f4Uh.jpg)

    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!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 20, 2015, 12:54:24 pm
    Hey Arzoo!
    Any idea what might be causing this occasional error?:
    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.

    Quote
    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 "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!!
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: scoodidabop on November 20, 2015, 04:25:58 pm
    Thanks Arzoo.  I'll give that a go and report back.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JudgeRob on November 23, 2015, 12:27:29 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 23, 2015, 11:12:34 am
    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

    I've had a few discussions with some of the hardware vendors about supporting individually addressable LEDs but nothing ever moved forward. So for now the answer is no.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JudgeRob on November 23, 2015, 03:42:00 pm
    OK,thanks for confirming.  Too bad, it sure would clean out a lot of unnecessary wires from all of these control panels!  8)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on November 25, 2015, 06:39:05 pm
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 26, 2015, 09:27:03 am
    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.

    What happens when you try the SimpleLEDTest app?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on November 26, 2015, 09:28:23 am
    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.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 26, 2015, 10:22:15 am
    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.


    Sent from my iPhone using Tapatalk

    But the same LEDWiz works fine on another pc? What happens if you run the test app in Admin mode? The interface library (ledwiz.dll) has been around forever and I've never heard of a problem where it didn't detect the hardware.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on November 26, 2015, 10:27:49 am
    I've been running all the Blinky apps under administrator, and with SimpleLEDtest, the error pops up No LED Controllers Detected.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 26, 2015, 11:47:40 am
    I've been running all the Blinky apps under administrator, and with SimpleLEDtest, the error pops up No LED Controllers Detected.


    Sent from my iPhone using Tapatalk

    I'm really not sure what to suggest here - seems like this is some sort of conflict with your pc and the ledwiz communication library. If you zip up and email me your entire LEDBlinky folder I can give it a test on my system. At least then we would know if the LEDBlinky install is good.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on November 26, 2015, 11:49:18 am
    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?


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 26, 2015, 12:32:49 pm
    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?


    Sent from my iPhone using Tapatalk

    My guess is another device on your pc is conflicting with the ledwiz. But that could be hard to diagnose.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: sevenseal on November 26, 2015, 02:14:46 pm
    I've been running all the Blinky apps under administrator, and with SimpleLEDtest, the error pops up No LED Controllers Detected.


    Sent from my iPhone using Tapatalk
    remove the run on admin on the program... on windows 8, it will cause programs to not as expected
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on November 26, 2015, 04:21:29 pm
    Well LEDBlinky works as expected on my laptop when I plugged in a PacLED64. It's just the LEDWiz. But the Wiz works when I hook it up I to my cab, running Win7 64bit. I assume I should just uncheck Administrator in the properties and test again.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JudgeRob on November 26, 2015, 11:48:44 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: JudgeRob on November 27, 2015, 12:20:13 am
    Sorry, one more question: is LEDBlinky compatible with I-PAC ULTIMATE I/O?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on November 27, 2015, 09:36:25 am
    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

    LEDBlinky is not compatible with the Nano.

    Sorry, one more question: is LEDBlinky compatible with I-PAC ULTIMATE I/O?

    Thanks!

    Yes, LEDBlinky is compatible with the Ultimate I/O.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: headkaze on November 27, 2015, 08:04:19 pm
    LEDBlinky is not compatible with the Nano.

    FYI The PacDrive SDK supports the Nano.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on November 27, 2015, 08:25:25 pm
    Seems I solved my problem. One USB port worked with the Wiz and Blinky, and the other doesn't.  On this laptop one port is USB2.0, the other 3.0 so I think that may have been the cause.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: reefboi16 on December 06, 2015, 01:36:48 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: scoodidabop on December 10, 2015, 03:07:46 am
    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.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on December 10, 2015, 06:00:22 am
    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.

    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.
    RocketLauncher's LEDBlinky integration works 100% of the time for me. Try that

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 10, 2015, 10:22:58 am
    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.

    If you're using HyperSpin then please see this support link; http://ledblinky.net/Support.htm#HSLEDProblem (http://ledblinky.net/Support.htm#HSLEDProblem)
    An upcoming LEDBlinky release will include the same fix for RocketLauncher although you can manually update HLExeName=RocketLauncher in the settings.ini file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 14, 2015, 03:54:29 pm
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 16, 2015, 07:54:20 am
    You know, upon further consideration, maybe this has something to do with the 'shift' functionality supported by the IPAC.

    It would make sense that buttons designated as 'shift' buttons would not send a KeyCode until they are released as opposed to when they are pressed.

    When I get home tonite, I'm going to remove the 'shift' flag from these buttons and report back the results.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 16, 2015, 09:40:43 am
    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

    You may need to contact Ultimarc for support with the Ultimate I/O but hopefully the shift function is the cause of the odd behavior. As for the u360, try the test app again but start it with “run as administrator”. This support link may help: http://ledblinky.net/Support.htm#U360Problem (http://ledblinky.net/Support.htm#U360Problem)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 16, 2015, 04:12:43 pm
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 16, 2015, 04:45:01 pm
    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

    LEDBlinky communicates with the Ultimate UI via a function library that’s supported by Ultimarc. I’m not sure why sending commands to the LED ports would also trigger an output port on the device, but this would seem to be related to your hardware setup and/or configuration (I haven’t had any other similar issues reported). Or maybe the hardware has a defect? Best way to get this resolved would be to contact Ultimarc.

    As for the Abort Speech ‘Any Key’ checkbox, when unchecked you also need to specify the key (using the Pick button). If you don’t specify a key then the Any Key checkbox will revert back to checked.

    I’m more than happy to look over your debug log and see if anything looks wrong.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 16, 2015, 06:00:11 pm
    Ok, I'll contact Andy.

    I understand what you describe with regard to the UI issue.  Perhaps two radio buttons and the edit field would make more sense.

    Thanks,
    Dave

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 17, 2015, 04:15:19 pm
    Ok, so it turns out my firmware a little bit old so I upgraded to the current stuff.

    Same problem.

    Previously, when I thought I had turned off the 'shift' flag from withing WinIPAC it turns out that I had not.  Turned off Player2 not Player1.

    After turning off the flag on the correct button, the problem has gone away.  Good thing for me I don't use the 'shift' function of the IPAC.

    There's still a bug, probably in the IPAC as Arzoo sez.  I asked Andy to look at it, I can easily duplicate the problem.

    Thanks for the help.

    Dave
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Ginsonic on December 18, 2015, 03:30:51 am
    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 !
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 18, 2015, 07:36:27 am
    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 !

    Please check out this support link; http://ledblinky.net/Support.htm#U360Problem (http://ledblinky.net/Support.htm#U360Problem)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 18, 2015, 08:39:09 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 18, 2015, 09:09:44 am
    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

    Hmmm, thought I was using the latest dll. Hard to tell since they don't have any versioning. Thanks for the heads up.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 18, 2015, 09:58:49 am
    For those having problems getting LEDBlinky to recognize the latest u360 firmware, this may require an update to LEDBlinky. I'm looking into this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 19, 2015, 09:30:19 am
    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


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 20, 2015, 12:48:42 pm
    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

    The only way I can see achieving what you want to do would be to run a script or batch file after MAME loads to reset the u360 map to analog. This is the command: <path>\LEDBlinky.exe 13 analog
    The script would have to run after LEDBlinky finishes with it's Game Start options.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 21, 2015, 12:00:03 am
    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 !

    Please download the latest version of LEDBlinky (v6.2.2 (http://ledblinky.net/Download.htm)) - this will fix the U360 detection problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Ginsonic on December 21, 2015, 06:43:41 am
    I downloaded the new version (BTW: many thanks !) but I have two more questions:

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on December 21, 2015, 06:28:55 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 21, 2015, 11:34:30 pm
    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".

    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 21, 2015, 11:42:14 pm
    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.

    If you use an Audio Animation and set the mode to "Pulse Animation" or "Amplitude Animation", and then create an animation that keeps the start button on in all the frames - I think this would achieve what you want.

    Another possible option would be to have HS execute a script or batch file whenever it's active and send the "Set Ports" command to LEDBlinky to turn on the correct port(s) for the Start button. I think which ever ports are set via the manual command will remain lit regardless of any running animation but I'm not 100% sure about this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Ginsonic on December 22, 2015, 04:04:32 am
    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 !
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 24, 2015, 10:50:21 am
    Hi:

    6.2.2 fixes the issue with my u360s not being identified.

    However, I still have a problem that I've narrowed down to the u360 interaction.

    When JDR mode is enabled in LEDBlinky the log shows that it's setting the correct maps to the sticks.

    However, during this process, it seems like the sticks themselves are kicking out activity (like movements or even random button events) which completely screw up hyperspin.  When I launch a MAME game for example, the wheel will often move or sometimes HS will bring up my 'Favorites' menu as RocketLauncher is pulling up MAME.

    With the 'Enable JDR' option turned off, this never happens and launches complete as expected.

    I realize this is likely not an LEDBlinky issue and I'm also contacting Andy at Ultimarc.

    I'll post back the results of that discussion.

    Thanks,
    Dave
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: BigWaveDave on December 25, 2015, 06:19:43 pm
    Ok, following up...  It looks like this is an issue with HyperSpin Startup Script 1.08 and LEDBlinky activity.

    It looks like if you're running the HyperSpin Startup Script (which I am), when LEDBlinky attempts to write the u360 maps, the script is sending joystick commands to HS.  At least that's the way it seems.

    If find it hard to believe that I'm the only one using this hardware/software combination... but maybe so.

    Anyway here's what I posted over in the HyperSpin Startup Script support thread on the HyperSpin site...

    Quote
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: quakebo on December 31, 2015, 03:13:32 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on December 31, 2015, 04:47:24 pm
    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.

    If you have LEDBlinky configured to use a Game Play audio animation and also Light Game Controls, then the active controls should not be effected by the audio animation. This support link might help: http://ledblinky.net/Support.htm#Jukebox (http://ledblinky.net/Support.htm#Jukebox)

    There are other support links which apply to Maximus Arcade.

    Try using the LEDBlinky Troubleshooting app to see if it provides any answers. If that doesn't help, email me the debug.ZIP file (generated by the troubleshooting app) and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: quakebo on December 31, 2015, 05:08:50 pm
    Thanks for your help I have found the problem.  I did not check the box game play animation for jukebox only so now all is good.  and now the buttons for maximus arcade sometimes light up. If only they would light up all the time when in maximus arcade.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Ginsonic on January 06, 2016, 12:27:23 pm
    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 !
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 06, 2016, 01:52:12 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Ginsonic on January 06, 2016, 02:10:06 pm
    Something must have changed in .169 and broke LEDBlinky. I'll look into this.

    Many thanks !
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 09, 2016, 06:34:10 pm
    I've posted an update to LEDBlinky (v6.2.2.2) which fixes the issue with mame.xml v.169
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jaywv1981 on January 15, 2016, 11:26:27 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 15, 2016, 03:19:37 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jaywv1981 on January 15, 2016, 04:44:11 pm
    Thanks a lot.  I'll play around with the settings tonight and see if I can figure it out.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on January 16, 2016, 02:27:41 pm
    Could you add an option to Delete All Inputs for the selected player. It would make it so much faster to import a MAME game, fix/add to P1 controls, and the switch to the other players, hit Delete All for that layer, and the Copy P1

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: bobmoo79 on January 18, 2016, 11:01:49 am
    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.


    I've had the same problem for months, and it persisted even when I set my bartop up from scratch (fresh copies of Hyperspin and RLauncher - I think I kept the same copy of LED Blinky).

    The LEDBlinky intro animation still displays about 11 seconds after Hyperspin has loaded.

    I have checked the Hyperspin Log and it appears from the log that there is no delay in loading LEDBlinky, and in fact no appreciable delay in doing anything. According to the log everything is happening correctly. This setting would account for the late flashing I think - LEDBlinky loads at the correct time as commanded by HS but then takes a while to pre-load data before displaying the intro animation.

    I'll check this setting on my system when I get home tonight to see whether I have somehow had that option enabled and I'll report back.

    I'm gonna be hyped if it solves the problem after all this time!!

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jaywv1981 on January 18, 2016, 11:45:23 am
    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.

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: bobmoo79 on January 19, 2016, 04:02:51 am
    Ignore me, I'm a pleb.
    My hyperspin installation was pointing to the wrong version of ledblinky (my old one).....
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 19, 2016, 03:03:07 pm
    Where can I download different voices for the LEDBlinky speech?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 19, 2016, 04:05:37 pm
    ...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on January 19, 2016, 04:12:27 pm
    Where can I download different voices for the LEDBlinky speech?

    What operating system are you running?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 19, 2016, 04:17:15 pm
    Where can I download different voices for the LEDBlinky speech?

    What operating system are you running?

    Win7
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 21, 2016, 03:47:07 pm
    newoski?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on January 21, 2016, 03:54:53 pm
    I spent a lot of time looking into this and found a lot of voices that DIDN'T work. That said, these are the only ones that I've found that work on Windows 7. I've only tested Brian -- he works really well. I would assume the others would work just as well. Yes, they're $45. No, I don't have any other solutions

    http://www.text2go.com/purchasing.aspx (http://www.text2go.com/purchasing.aspx)
    Title: LED Blinky: Not lighting up MAME Game buttons on new computer
    Post by: technabob on January 21, 2016, 06:55:25 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 21, 2016, 07:06:08 pm
    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?

    Very strange - seems unlikely that LEDBlinky is causing this behavior but if you turn on the Debug Log option, run HS and some games until the problem occurs, then email me the Debug.ZIP file, I'll take a look.
    Title: Re: LED Blinky: Not lighting up MAME Game buttons on new computer
    Post by: arzoo on January 21, 2016, 10:21:41 pm
    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?

    Try running the LEDBlinky Troubleshooting app and see if it finds any problems. If that doesn't help, email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Ginsonic on January 22, 2016, 02:31:21 am
    Hi Arzoo,

    I have a question regarding PinballX integration: When I choose to display "All tables" and I change the table list (keys left and right shift) the "FE list change animation" is triggered correctly.
    When I restrict the selection to e.g. "Future Pinball tables" (table group), the list change animation does not work anymore.
    Is that a PinballX or a LedBlinky issue ?

    EDIT:
    I just read the manual entry:

    Note: This feature may not be fully supported by every front-end. For example, some front-ends may only play the list change animation when switching emulators, but not for game lists or category lists

    Question answered  ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 29, 2016, 10:12:38 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 30, 2016, 11:59:53 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 30, 2016, 03:15:40 pm
    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?

    Let me try this again... I don't think I worded that clearly enough.
    When I select an emulator the buttons are fine... they light up and stay lit for 30 seconds like you say then the FEActive starts again until I continue to scroll through games.

    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....
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 30, 2016, 04:18:21 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 30, 2016, 06:13:49 pm
    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?

    See this support link: http://ledblinky.net/Support.htm#LightMAMEUI (http://ledblinky.net/Support.htm#LightMAMEUI)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 30, 2016, 06:34:50 pm
    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....

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on January 30, 2016, 06:42:12 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on January 30, 2016, 08:08:33 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on January 30, 2016, 08:24:06 pm
    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.
    Thanks!!!

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on January 30, 2016, 09:19:16 pm
    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.

    Hey that worked great and also let's me set up a custom color scheme when each emulator is selected! Awesome!!

    Still an issue with the mouse though...
    In Generate LEDBlinky Input Map I have the 2 mouse buttons as Mouse1Button1 and Mouse1Button2

    In the controls editor here is what is happening... I have the mouse buttons lighting up fine in HS for games in Commodore 64

    Commode Emulator with <default> selected
    Common tab>>>new control>>>
    Under available input codes I can select mouse1button1 or button2 and shoot them over to the input code box
    Select my color.... but before I click ok it tells me I MUST select a 'control' from the dropdown tab at the top... even though nothing in that tab mentions a mouse... I just select something at random and it still works.

    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....

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on February 01, 2016, 03:57:16 pm
    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....

    For MAME the easiest way to light up your trackball is to use the GenLEDBlinkyInputMap app and assign TRACKBALL as an input code to the correct port(s). Then any MAME game that has a trackball for its primary control will light it up. This support link explains in more detail: http://ledblinky.net/Support.htm#LightTBJoy (http://ledblinky.net/Support.htm#LightTBJoy)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Hutt on February 07, 2016, 12:39:30 pm
    *****>>>>>EDIT... I would have just deleted this post but forum doesn't do that.... figured it out right after I posted.
    I recently reprogrammed that key input. What I didn't do was in my MAME settings was to change the default control to match the new input.
    All is well now :-)

    Hey Arzoo... most things are going smoothly with the setup but for some reason my P3B1 light isn't functioning properly.
    It does not light when I am scrolling through emulators and does not light for active game buttons.

    If I run the Generate LEDBlinky Input Map program it is there and programmed correctly and lights up R-G-B when I select the inputs.
    In LEDBlinky Controls Editor if I select it as the 'Test RGB LED' it lights up fine.
    Running Simple LED Test it works fine.

    Now when I start HS and it plays my FE Active animation it does work...and it also works during the FE Quit animation.
    But will not light during any activity selecting emulators or games or when running a game.

    Code: [Select]
    [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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: chrisvg on March 16, 2016, 06:29:16 am
    Edit, nevermind!

    I just reinstalled an earlier version of LEDBlinky (6.2.1.0) and it works perfectly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Ginsonic on March 16, 2016, 06:59:42 am
    @chrisvg:

    Attention, your debug log contains personal information (registration data, email). It could be better to remove this  ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: chrisvg on March 16, 2016, 07:02:26 am
    @chrisvg:

    Attention, your debug log contains personal information (registration data, email). It could be better to remove this  ;)

    Yeah cheers, I noticed that too! whoops!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Peper on March 16, 2016, 11:25:32 am
    Hey Arzoo

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: wemr97dl on March 24, 2016, 03:53:59 am
    I was wondering if support was added yet for the Nanoled
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 24, 2016, 08:11:17 am
    Hey Arzoo

    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?
    The syntax for running an animation would be LEDBlinky.exe <animation>.lwax
    There's no specification for the specific controller or a timeout value. The command line options are documented in the Install and Config pdf and the readme.

    LEDBlinky initializes all the configured hardware at the same time. I think you could try setting the topper controller as a "Cabinet LED" controller (Misc options tab) - that way it will run independently from the other controller.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 24, 2016, 08:19:42 am
    I was wondering if support was added yet for the Nanoled

    Sorry but no. It is on my radar.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Milky on March 24, 2016, 03:53:12 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 24, 2016, 04:39:11 pm
    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!

    You can set the animation to run for an allotted time but there's no option to abort on key press.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on March 27, 2016, 05:59:30 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 27, 2016, 07:23:05 pm
    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

    If I understand correctly, you have each (mame) game category set up as a wheel in HS. LEDBlnky's Controls Editor lets you define a <default> set of controls for each emulator, and the emulators are determined by the name passed from HS to LEDBlinky. Are you looking to use the same LEDBlinky controls for all the mame wheels or different controls for each wheel?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on March 27, 2016, 07:26:41 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 27, 2016, 09:59:55 pm
    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

    Normally you shouldn't need to define the controls for mame games (LEDBlinky uses the controls.ini, mame.xml, and <rom>.cfg files) - is there something different with your config?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on March 28, 2016, 07:31:33 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on March 28, 2016, 11:17:06 am
    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

    LEDBlinky should still pick up most of the mame controls from the controls.ini file. And the controls editor won't let you define input codes for mame games. So I'm guessing that your HS wheels/categories defined in the controls editor are not getting detected as mame games. You need to make sure that the emulator name that HS passed to LEDBlinky (for each wheel) includes "mame" somewhere in the name. For example, it could be "MAME Shooters". That way LEDBlinky will use the controls.ini file and you should not need to do any custom configurations. If you want, turn on the Debug Log option, run some games, and then email me the debug.ZIP file and I'll confirm what's happening.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on March 28, 2016, 11:20:10 am
    I see. What I have set up is custom buttons for every game in a list, with specific colors per game. Ideally I don't want to use the same colors over and over. Right now I have over two hundred games "lit" all done one by one in the controls editor. When I'm in front of my cab I'll send you a debug. Thanks.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: evh347 on March 31, 2016, 01:09:08 pm
    Arzoo, I just started having an issue w/ my LEDBlinky 6.2.2 after updating to MAME172. I'm on a Win10 i7 6700+k etc...machine.

    Specifically, none of my LED's are working when launching HS or any system's game using the LEDBlinky Controls Editor, LEDBlinky Test feature.

    In my Configure LEDBlinky app, the LEDs test just fine.

    I updated my controls.ini and .dat and all the paths appear correct. I've isolated the path to LEDBlinky to the actual LEDBlinky path (not EDS, Hyperspeech, etc...)

    Here's my LEDBlinky debug file after just running a test using the LEDBlinky Controls Editor app (it reports 'Not Responding' within a few seconds). The only thing I can do is kill the process thru the Task Manager:
    Code: [Select]
    [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

    EDIT: All of my LED's illuminate as desired if testing using the Configure LEDBlinky app's Audio Animation test.

    Code: [Select]
    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!

    Code: [Select]
    [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].

    DISREGARD:  I fixed it. I upgraded to 6.2.2.3 and wah lah...started working again. Weird.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Endprodukt on April 10, 2016, 04:07:17 am
    I updated my whole system and I have a problem with Demul launching through HS with LED Blinky (everything else works).

    Atomiswave and Naomi will show the correct colors for default and individual games WITHIN Hyperspin. When I start a game, flash animation starts and returns to HS Menu Control setting instead of the games setting.

    Here's my HS log.

    Code: [Select]
    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!

    What I think is happening:

    As soon as I press "enter" to go into the game, the hs wheel spins up by one immediately, confusing LED Blinky. Anyone has an idea?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Endprodukt on April 11, 2016, 11:34:23 am
    Anyone having the same problem?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Milky on April 17, 2016, 10:05:37 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on April 30, 2016, 07:09:48 pm
    I dont know what I did but LEDBlinky started throwing this error

    " is not a valid integer

    Here is my debug log.

    Code: [Select]
    [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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on May 02, 2016, 05:56:41 pm
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 02, 2016, 07:36:49 pm
    DISREGARD:  I fixed it. I upgraded to 6.2.2.3 and wah lah...started working again. Weird.

    MAME .169 (and newer) broke LEDBlinky - which was fixed in 6.2.2.3!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 02, 2016, 07:42:01 pm
    Anyone having the same problem?

    Have you tried the LEDBlinky Troubleshooting app? If that doesn't help, email me the debug.ZIP file and I'll take a look. Just to confirm, everything works as expected except for Demul games?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 02, 2016, 07:46:02 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 02, 2016, 09:46:25 pm
    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.

    There's some very strange things happening in the log - like the order of the events is wrong. What is HyperEDS?

    I may need you to zip up your entire LEDBlinky folder and email it to me so I can try to reproduce the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on May 03, 2016, 05:17:55 am
    HyperSpin Event Dispatch System (EDS) is a program that runs numerous operations when HS starts up. I am running LEDBlinky, HyperMarquee, and HyperSpin Startup Script at the onset. Will send you my LEDBlinky folder when I get home tonight. Thanks!


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on May 03, 2016, 05:18:41 am
    HyperSpin Event Dispatch System (EDS) is a program that runs numerous operations when HS starts up. I am running LEDBlinky, HyperMarquee, and HyperSpin Startup Script at the onset. Will send you my LEDBlinky folder when I get home tonight. Thanks!


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Eraser_arcade on May 04, 2016, 10:11:28 pm
    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:
    Code: [Select]
    [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

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 05, 2016, 09:07:18 am
    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.

    Can you try using the MameOutputsTest app and confirm that the mame pause command is detected?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Eraser_arcade on May 05, 2016, 12:57:53 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Milky on May 05, 2016, 03:23:39 pm
    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.



    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 05, 2016, 04:24:55 pm
    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.

    I’ve confirmed that mame .173 outputs are not detected by LEDBlinky. Not sure which version of mame changed/broke this but I’m surprised nobody else noticed. I’ve contacted the dev who coded the interface library and hopefully can get a fix soon.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 05, 2016, 04:33:54 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Milky on May 05, 2016, 08:35:03 pm
    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.

    That seemed to do it!  Thank you so much!

    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!!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 06, 2016, 08:15:37 am
    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!!!

    Whenever you play a (non-mame) game that LEDBlinky doesn't have data for it gets added to the unknown games list and can be imported and then configured. But as a shortcut, another forum member has created a small app that will auto-generate the controls for over 160 systems. You can check it out here:
    http://forum.arcadecontrols.com/index.php?topic=150224.0 (http://forum.arcadecontrols.com/index.php?topic=150224.0)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Milky on May 06, 2016, 09:09:32 am
    Thank you yet again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: jking3 on May 07, 2016, 11:02:47 am
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 07, 2016, 07:19:55 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Eraser_arcade on May 08, 2016, 06:23:03 pm
    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).

    Hopefully, it's just an oversight. What reasons could the Mamedevs have to remove the output system from Mame?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Howard_Casto on May 08, 2016, 07:30:59 pm
    Well the actual "output.set" calls are still in there, I just can't find the actual functions. 

    What I'm afraid of is where mame now supports lua scripting, they might expect us to write lua scripts to access the outputs.  Lua is great.... unless you want to manipulate an external exe/dll, then it's typically a glitchy mess, depending upon the apps lua implementation.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: heyyouguys on May 11, 2016, 04:52:43 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 11, 2016, 06:54:56 pm
    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

    Your buttons will light up just fine with .173. But what won't work is the ability for LEDBlinky to detect when you pause a mame game - so if you want to use that feature you'll have to downgrade to a version of mame prior to .170. Hopefully this will be fixed in an upcoming mame release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: neohusky on May 19, 2016, 10:02:28 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: neohusky on May 19, 2016, 10:02:39 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 19, 2016, 11:32:52 am
    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?

    Can you zip up your entire \LEDBlinky folder and email it to me? Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: neohusky on May 19, 2016, 06:12:48 pm
    Hi Arzoo

    Email with a link to the zip sent. Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Milky on May 24, 2016, 07:59:13 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 24, 2016, 09:30:37 am
    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?

    You should be able to assign additional input codes (GenLEDBlinkyInputMap) to the P1B1 and P1B2 ports for the paddle. Scroll down on the Input Codes list and you'll see JOYCODE and MOUSECODE options for analog X/Y/Z. I'm not sure which ones mame is using for Lunar Lander but the LEDBlinky Troubleshooting app might help figure that out.

    Another option would be to create a single frame animation (using the Animation Editor) which lights up the correct buttons for Lunar Lander and then assign that animation file in the ..\LWA\GameSpecific folder. For this to work you also need to configure a default GamePlay animation and since you only want the animation for LL, you would need to create a single frame animation that doesn't turn on any ports to use for the default. The info.text file provides additional information on using game specific animations.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: shitoken on May 30, 2016, 02:31:00 am
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on May 30, 2016, 09:02:38 pm
    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

    Hi,
    I believe we've been corresponding via email and there's something wrong with the way you have HS configured - it's passing "ledblinky" as the ROM/Game parameter rather than actually game selected. I would suggest posting a question on the HS forum and make sure to mention that HS is passing the wrong parameters to LEDBlinky.

    I should also mention that RocketBlinky is not associated with LEDBlinky - so you would need to contact the RocketBlinky dev for support with that app.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: shitoken on May 31, 2016, 12:57:44 am
    Thanks arzoo for your help.
    Yesterday night me & newoski go thru all the settings and tested ledblinky  via cmd the games were launching fine with few buttons assigned wrong and  was conflicting after reassigned it was OK with direct test.

    Here the problems come as soon as we thought problem been solved , before going bed I tried to launch HS and ledblinky lit up witb same problem again with all P1 8 buttons lit up white and P2 1 to 4 buttons lit up white outside and inside the game.

    After seeing your above message maybe you are right problem is with HS parameters and will discuss in HS forum.

    FYI ledblinky was set to launch by EDS.

    Tapatalk を使用して私の A0001 から送信

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on May 31, 2016, 05:37:31 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on May 31, 2016, 06:47:47 am
    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!
    Shoot me a PM

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 03, 2016, 09:03:52 am
    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!

    As it stands the Demo Mode does not light up the 'Always Active' controls. I can look into adding this as an enhancement.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: shitoken on June 03, 2016, 01:19:22 pm
    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.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: romeot089 on June 14, 2016, 05:33:58 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 14, 2016, 08:35:24 am
    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.

    I looked over the log and nothing jumps out as a problem. Unfortunately the pictures do not help. Can you elaborate when you say "wrong sequences". For me to help I'll need to know the name of the game, and the exact buttons/ports that are lighting up incorrectly. Shoot me an email and we can follow-up offline.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 14, 2016, 08:38:17 am
    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

    Hi, Try using the LEDBlinky Troubleshooting app and see if it can provide an answer. If not, email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: uptown47 on June 22, 2016, 06:01:01 pm
    Firstly I just want to congratulate you on an excellent piece of software. LEDBlinky is awesome!

    I do have a question though that you might be able to help me with.

    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?

    Realise this is probably a long shot but LEDBlinky does everything else so thought I'd ask.

    Thanks again for a great piece of software and keep up the brilliant work. It's certainly appreciated. :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 22, 2016, 09:47:04 pm
    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?

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: uptown47 on June 23, 2016, 03:36:37 am
    That's brilliant arzoo, thanks for the info.

    I'll get that sorted.

    All my best wishes and thanks again for all your help :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: uptown47 on June 23, 2016, 03:54:43 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on June 23, 2016, 04:18:45 pm
    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:

    Thanks, beer it is!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: scoodidabop on June 24, 2016, 10:34:46 am
    So this one is a little odd as I haven't encountered this problem before across several builds:

    All systems setup, configured, yada yada.  It's a 4 player setup.  Every system lights up properly accept MAME.  Specifically buttons 5, 6 and 7 on player 2 don't light up be default.  For example if I choose Street Fighter II buttons 5 and 6 don't light up.  For Mortal Kombat 1 and 2 I've actually changed those default setups and am using a custom input map, and on those games button 5 and 6 do indeed light up.  So with that in mind it seems like an issue with default mappings somehow. 

    Sorry this is a bit of a word salad.  It's early and I'm sorting out my thoughts on the problem.   :cry:

    EDIT:  Fixed.  It looks like my LED Blinky was pointing to an older MAME/cfg file. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 02, 2016, 03:32:17 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 04, 2016, 11:18:24 am
    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 - please enable the Debug Log, run HS and switch between some wheels and games (maybe start a game or two), then email me back the debug.ZIP file and we'll go from there.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: MydknyteStyrm on July 04, 2016, 04:32:44 pm
    Sent. Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: nutter1980 on July 22, 2016, 04:07:34 am
    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 !!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Titchgamer on July 22, 2016, 05:32:05 am
    In the LED controls program just add the buttons and colours want them to be to the "default" that should do what you want.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: nutter1980 on July 22, 2016, 07:20:56 am
    Ok Whilst that sounds simply. Do I need to have something running on Windows startup so they light up immediately?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Titchgamer on July 22, 2016, 07:33:36 am
    Afraid I am not framiliar with your board so cant comment.
    I use a PACLED 64 which allows you to flash the board so it brings the lights on the colour you want right from power up.
    But the LED config software ties into hyperspin or whatever so it only starts when you launch hyperspin etc.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: nutter1980 on July 22, 2016, 07:36:03 am
    Ok I am using an IPAC Ultimate. PACLED64 software can be used to record a script with my board. No quite sure what to do with it though.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Titchgamer on July 22, 2016, 08:01:09 am
    Ahh in that case you can download the software for it from the Ultimarc website which allows you to set the buttons the way you want right from power on.

    http://www.ultimarc.com/PacLED64.exe (http://www.ultimarc.com/PacLED64.exe)

    http://www.ultimarc.com/pacled64.html (http://www.ultimarc.com/pacled64.html)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 22, 2016, 09:59:23 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: nutter1980 on July 22, 2016, 10:21:06 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on July 22, 2016, 11:03:59 am
    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!

    Each RGB LED should be wired to three ports (Red/Green/Blue). You control the color by adjusting the intensity value for each port - basically mixing the red, green, and blue levels.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: Titchgamer on July 22, 2016, 12:26:24 pm
    I have never done it with the ultimarc software so I may be wrong but I assume you adjust each of the LED's individually on the brightness tab.
    As arzoo said there are 3 leds ber button so you will have to adjust each block of 3.

    As for the script you can record and test them in the settings tab of the software though I am not sure how exactly as i never did it.
    From what I understand though once you have flashed the controller the old settings are lost so be aware of that.

    If you need specific help Andy and ultimarc is a very kind and helpfull bloke who ime sure will help you out :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on August 03, 2016, 11:05:32 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on August 03, 2016, 11:54:27 am
    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?

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: newoski on August 03, 2016, 11:55:14 am
    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?

    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.
    Thanks. Email sent

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: IMMark on August 05, 2016, 02:54:31 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on August 05, 2016, 03:56:47 pm
    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

    What version of MAMEUI64 are you using?

    As of mame .170 the output system is broken and LEDBlinky can't detect any mame output events. A patch has been submitted and implemented as of .176 but the interface library (between LEDBlinky and mame) is still in the process of getting updated. Also, I'm not sure how patches to mame are migrated to MAMEUI64.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: IMMark on August 05, 2016, 06:44:57 pm
    Sorry, yes  I am using version .154, so I thought that shouldn't be an issue?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on August 05, 2016, 09:00:26 pm
    Sorry, yes  I am using version .154, so I thought that shouldn't be an issue?

    Turn on the Debug Log option, run a few games, then email me the debug.ZIP file and I'll see what's going on.

    You could also try using the MAMEOutputTest app to see if LEDBlinky is detecting any mame outputs.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: scam3r on September 01, 2016, 07:39:51 am
    I have been having a torrid time with LEDBlinky and Pac64LED, on my own build...  I can't even get an output when in debug mode, before it crashes hyperspin as it hangs the USB controller. (is there any drivers i need to install? as I wasn't aware of any)

    Without LEDBlinky enabled, everything runs fine.

    Any pointers to what to try would be helpful.

    Running 1.72 roms, MameiFX64 1.64 (to get around current issues with mame), hyperspin 1.4, RocketLauncher

    Should I get my Mame build up to 1.76 before going any further?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: scam3r on September 01, 2016, 09:22:58 am
    Ignore my previous post for the moment....   This maybe user error....
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: kmoney2315 on September 04, 2016, 03:02:29 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on September 04, 2016, 09:39:50 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: kmoney2315 on September 05, 2016, 07:56:01 pm
    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.

    That would be great if you could test to see if everything is working properly as I think there is a couple of things I noticed in testing that did not seem correct. I have also posted over on the LaunchBox Beta Testing post in the forums about the issues I found that I think are easy fixes.
    Thanks arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: herve on September 10, 2016, 10:42:36 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: arzoo on September 10, 2016, 11:04:33 am
    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

    http://ledblinky.net/downloads/controls_ini.zip (http://ledblinky.net/downloads/controls_ini.zip)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.2
    Post by: johnstewart on September 10, 2016, 03:29:54 pm
    Hello; I recently built a control panel using the Ultimarc Ultimate I/O board.

    I'm trying to get LEDblinky to work using no frontend; just MAME. I know there were some issues with the output system in MAME .170 and later, so I chalked up my LEDblinky issues to that. But more recently I went back to .169 to see if I could get LEDblinky to work, and I'm still stumped. I started with a virgin copy of the MAME 0.169 distribution.

    Basically, the symptom is that LEDblinky never sees the emulator running, and never lights up any of the control panel lights. I feel like I'm missing some obvious checkbox somewhere.

    I got the input map all configured. This seems to work:
    https://dl.dropboxusercontent.com/spa/oxiisko9e3k4yis/ue6u0-bk.png

    And I think I have LEDblinky configured as instructed. I have "Other Front-End" selected in the FE menu (there is no "no front-end" option).

    My settings under Game Options:
    https://dl.dropboxusercontent.com/spa/oxiisko9e3k4yis/afpupx47.png

    My settings under MAME Config:
    https://dl.dropboxusercontent.com/spa/oxiisko9e3k4yis/860ac-8l.png

    The debug log only seems to log LEDblinky itself starting/stopping, even if I'm running MAME:

    [09/10/2016 14:22:22] Event Started: FE_QUIT
    [09/10/2016 14:22:22] Event Completed: FE_QUIT
    [09/10/2016 14:22:24]
    [09/10/2016 14:22:24] LEDBlinky v6.2.2.3
    [09/10/2016 14:26:46] Event Started: FE_QUIT
    [09/10/2016 14:26:46] Event Completed: FE_QUIT

    And the troubleshooter is saying no emulators were run:
    https://dl.dropboxusercontent.com/spa/oxiisko9e3k4yis/uiebo2vm.png

    Yet when I run MAME Output Test, I *do* seem to see communication between LEDblinky and MAME:
    https://dl.dropboxusercontent.com/spa/oxiisko9e3k4yis/y297e-au.png

    I've got to me missing something obvious here. Any suggestions?

    thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 17, 2016, 12:21:03 am
    Released version 6.3 which adds support for LaunchBox and BigBox! Plus fixed a bunch of bugs introduced with latest versions of mame.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 17, 2016, 12:21:40 am
    tbd
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 19, 2016, 02:13:29 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 19, 2016, 02:51:12 pm
    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

    Looks like the install package has a bad LEDBlinkyAnimationEditor.exe file (v6.3.0.990). I'll have this fixed later today, but if you wish, download the latest upgrade package (http://ledblinky.net/downloads/LEDBlinky_6_3_0_0_upgrade.zip) and extract just the LEDBlinkyAnimationEditor.exe file - that one should have a version of 6.3.0.0 and it should work fine. Sorry for the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 19, 2016, 04:49:58 pm
    Perfect! Downloaded the upgrade package and extracted the Animation Editor - works a treat!

    thanks ever so much for your help

    ras
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 19, 2016, 05:51:44 pm
    Perfect! Downloaded the upgrade package and extracted the Animation Editor - works a treat!

    thanks ever so much for your help

    ras

    Glad that worked. Btw, the full install package has been fixed also.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 20, 2016, 01:13:51 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 20, 2016, 04:42:11 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 21, 2016, 02:34:00 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 21, 2016, 08:20:01 am
    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

    You can enable LEDBlinky from within the HyperSpin configuration but I'll defer to the HS forums for help with that. For MAME, use the LEDBlinky config and set the required fields on the MAME tab, then check the Light Game Controls option on the Game Options tab.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 21, 2016, 03:02:35 pm
    Hi Arzoo

    I cannot get LED Blinky to light any of my controls at all. I've followed the configuration guide to 'enable' it in both Rocket Launcher and HyperHQ (setting the correct Paths etc), but I can't get anything to light up at all.

    Can anyone else help at all? It looks like I've configured it correctly, but what settings should i be using in LEDBlinkyConfig? There is an FE tab and also a HyperSpin tab... they seem to sort of contradict each other.

    I'd be really greatful if someone could run through the settings with me

    I'm sure I'm just being stupid, lol

    Thanks a lot guys
    Craig
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 21, 2016, 03:14:39 pm
    Screenshots of my config in Rocket Launcher / HyperHQ and LEDBlinkyConfig.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: quakebo on September 21, 2016, 04:19:46 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 21, 2016, 09:40:48 pm
    Hi Quakebo

    Could you possibly assist me with setting LEDBlinky for Hyperspin?

    I'm struggling to even get Hyperspin to light my controls at this stage.

    Would be very grateful if you could help?

    Thanks ever so much
    Ras
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: quakebo on September 22, 2016, 03:31:44 am
    Hi Ras
    Have you enabled ledblinky in hyper HQ?
    Have you setup hyperspin in ledblinky config?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 22, 2016, 07:55:43 am
    Hi 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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: newoski on September 22, 2016, 07:57:25 am
    Hi 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
    One or the other. Otherwise, you'll get duplicate commands

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 22, 2016, 09:02:39 am
    Thanks mate, I've tried configuring just HyperHQ and re-tested - this didn't work. Also tested configuring just RL and re-tested, this also didn't work and none of my controls work at all.

    I've read that LEDBlinky has to be invoked through a startup script? But if it's already referenced in RL, then that should be sufficient, right?

    Thanks again
    ras
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: newoski on September 22, 2016, 09:05:53 am
    I would recommend using RocketLauncher's LEDBlinky integration, over HyperHQ, these days. My RocketBlinky FAQ has instructions for getting LEDBlinky setup with RocketLauncher:

    http://www.hyperspin-fe.com/topic/15592-rocketblinky-10/ (http://www.hyperspin-fe.com/topic/15592-rocketblinky-10/)

    Once you confirm things are working that way, then you can start experimenting with more advanced features...

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: quakebo on September 22, 2016, 11:30:49 am
    How does setting it up in rocket launcher help him get it to work in hyperspin.  Because hyperspin loads before you need rocket launcher.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: newoski on September 22, 2016, 11:42:43 am
    How does setting it up in rocket launcher help him get it to work in hyperspin.  Because hyperspin loads before you need rocket launcher.

    He can use HyperSpin's HyperHQ to setup LEDBlinky with HyperSpin. In my experience, this has become more and more buggy.

    The other option is to use RocketLauncher which, which handles game launch, pause, and exit LEDBlinky functions with 100% consistency. That would also help him figure out the source of his problem.

    If he wishes to use in-wheel animations, demoing colors etc, he can then accomplish that by using RocketLauncher combined with HyperSpin Event Dispatch System.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 22, 2016, 11:55:20 am
    thanks guys, but I'm not sure what you're suggesting I do here?

    I've already tried configuring both HyperHQ and RocketLauncher 'individually' for LEDBlinky (see previous screenshots). I know all of my controls can light up correctly as I've tested them and also set up the Input Map.

    Can either of  you provide a higher-level step-by-step process for how to get the basics working? I know I'm just being a complete imbecile here, so it's obviously something I've missed.

    Thank you again guys, appreciate your help and patience :)

    ras
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: newoski on September 22, 2016, 11:56:26 am
    PM me your TeamViewer login info> I'll get you setup
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 22, 2016, 12:24:19 pm
    Hi mate,

    That is VERY kind of you indeed. Will PM

    Thanks again :)
    ras
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: reilley on September 22, 2016, 12:51:54 pm
    Hello!  New LED Blinky user here.  It was installed on a system I had built and the version was 5.1, I believe.  I just updated it to 6.3 and registered it with Arzoo.  Also, I am using HyperSpin.

    When I start the system, the controller LEDs light in a sequence which is clearly coming from LED Blinky.  HyperSpin starts and the LED's go out, but animations run when the HyperSpin "wheel" is spinning to a random emulator or game (depending on which wheel you are on).  When the game starts and I press any play button, all LEDs light and there is a stuttering of the emulated game.  Does this makes what I'm describing?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 22, 2016, 01:58:33 pm
    PM me your TeamViewer login info> I'll get you setup

    newoski - appreciate your helping out here  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 22, 2016, 02:01:31 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: ras2a on September 22, 2016, 02:22:28 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: quakebo on September 22, 2016, 06:41:40 pm
    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.

    I have not tried the LEDBlinky troubleshooting app I will give that a try.  if still not right I will send you my debug.zip.  Also the problem only seems to be with player two that I have noticed so far.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: newoski on September 22, 2016, 08:33:33 pm
    Happy to try to help here. Shoot me a PM with TeamViewer info if you'd like me to login and try to get you squared away
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: newoski on September 22, 2016, 08:37:07 pm
    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

    Glad we were able to get you squared away!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: fablog on September 24, 2016, 06:45:18 pm
    Hi Arzoo, I don't know if there is a bug with Ledblinky or if I made a wrong configuration or if the leds, provided by Ultimarc, for the U-TRAK are faulty but maybe you have an idea about my problem. When I test every led with Ledblinky I'm able to light the red, green or blue lights. But, when I light every leds at the same time only the blue and green LEDs lights, not the red one. Any idea? The result is a bluish color when I try to get a white color. I precise that all leds a connected to an Ipac UIO. Thx for any help.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: quakebo on September 26, 2016, 06:43:33 am
    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.

    Hi Arzoo I sent you that email.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: johnstewart on September 27, 2016, 12:11:14 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on September 30, 2016, 06:34:39 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: johnstewart on October 03, 2016, 10:23:49 am
    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.

    Yep, this was it; thanks, arzoo! MAME is now talking to LEDBlinky!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: epic on October 07, 2016, 02:50:15 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: Titchgamer on October 07, 2016, 04:57:36 am
    Have you got the controls.ini file for led blinky to work with mame?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: epic on October 07, 2016, 10:40:12 am
    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.

    Might be easiest to take a video this afternoon.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on October 07, 2016, 11:31:54 am
    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.

    I would suggest trying the LEDBlinky Troubleshooting app. If that doesn't help, email me the debug.ZIP file and I'll look it over.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: Scotty_C on November 07, 2016, 12:46:51 pm
    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?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on November 07, 2016, 01:53:34 pm
    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?

    There's nothing in the Animation Editor to specify the cabinet LEDs - it will show all LEDs across all your controllers. When you create the single frame animation, just turn on the LEDs on the controller which is used for the cabinet lighting and leave the others off (it really doesn't even matter if you turn on LEDs for non-cabinet controller(s) - they won't be used for cabinet animations). Then, from the LEDBlinky config app on the Misc Options tab; there's a section for Cabinet LEDs. From there you specify which LED controller(s) are used for the cabinet lighting and you can assign the FE Active and Game Play (single frame) animation file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: CatttDaddy on November 11, 2016, 02:11:36 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on November 11, 2016, 02:41:27 pm
    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

    Try disconnecting one of your two controllers and see if the problem still remains. Then repeat with the other controller. This might help isolate the issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: LeedsFan on November 17, 2016, 01:01:14 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: arzoo on November 17, 2016, 02:07:09 pm
    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

    No need to "sod it" :) Email me your debug.ZIP and we'll figure this out.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.3
    Post by: newoski on November 27, 2016, 07:11:31 pm
    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

    While I LOVE, LOVE, LOVE LEDBlinky for LED controls, RocketLauncher's built in ServoStik support is actually a better fit for your needs and is 100% reliable:

    First, disable LEDBlinky's ServoStik support, if you plan on using RocketLauncher. Use one or the other.

    Then:

    1. Enable RocketLauncher's ServoStik functionality and set your default mappings to 8-Way and 8-Way:
    (http://i68.tinypic.com/2hi2sev.png)

    2. Set MAME and all MAME-related systems (CAVE, SNK Neo Geo AES, Capcom Play System etc) to "Auto"
    (http://i63.tinypic.com/4qgegz.jpg)

    3. Keep all your other non-MAME systems, that don't use 4-way, set to Default
    (http://i63.tinypic.com/21dh91z.jpg)

    4. Keep your non-MAME systems that only feature a few games that require 4-way set to Default. Then right click on the few 4-Way mappings and customize the ServoStik to 4-Way for that game only, using Per Game Options:
    (http://i67.tinypic.com/1znapfp.png)


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: vinegar on December 05, 2016, 11:23:11 pm
    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.

     :notworthy:

    once i finish up this bartop i'm working on for an xmas gift, i want to dive into this to build a little "bridge" client with a map for translating individual R,G,B port data to addressable LEDs through a teensy or *duino. i'm just hoping at first to cut down on wiring, but the potential for this feature feels massive!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: davidlinch on December 14, 2016, 05:56:29 am
    @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 ? :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 14, 2016, 08:19:33 am
    @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 ? :)

    The LEDBlinky output system (in v6.4) allows other hardware vendors to custom code for LEDBlinky data. But it's unlikely that the lizardking firmware has been modified to do this. You would have to contact them.
    Title: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: usaf-lt-g on December 23, 2016, 10:09:53 am
    @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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on December 23, 2016, 11:01:23 am
    @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

    Without a log file, it will be hard for anyone to help you.

    If you'd like to PM me with your TeamViewer access, I can log in and take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 23, 2016, 11:59:13 am
    @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

    Have you tried using the TroubleShooting app? If that doesn't help, you can email me the debug.zip file and I'll take a look but @newoski also offered to help and he may be able get to it quicker.

    @newoski - thanks :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: usaf-lt-g on December 23, 2016, 01:59:52 pm
    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.
    I tried running the troubleshooter and it didn't execute when I tried running it... ???

    I gave newoski the team viewer info in a PM.

    As I'm in the middle of supervising a pool table installation in my house, trying to take care of my 3 year old and 9 month old, re-arrange the basement, preparing to host Christmas and get this thing "fully operational" (yay Star Wars)... It's been a nutty morning / afternoon to say the least and I haven't had a chance to research how to do the debugging myself.

    Im trying to monitor this thread on my tapatalk app on my phone at the minute. So if you need me to do something, let me know and I'll do my best to get back to my computer and run whatever needs to be done.

    Again thanks!!! Sorry to be so NEWB on this one.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 23, 2016, 02:26:07 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: usaf-lt-g on December 23, 2016, 02:59:24 pm
    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

    I think @newoski is looking at it now. I'll get a debug over in the meantime, but as I mentioned in the OP, literally once MAME launches, none of the games work. I'm trying Galaga (original NAMCO rom) for example, and that's not working. It defaults completely to my "default lighting" instead of looking at the MAME.xml file.

    Here are
    Screenshots of the control panel I also sent to @newoski.

    (http://uploads.tapatalk-cdn.com/20161223/cbe641dba3c8d376a9ec53b66b26e290.jpg)

    (http://uploads.tapatalk-cdn.com/20161223/3fa5812162a5e8217b9fc7dd0c4e3928.jpg)

    (http://uploads.tapatalk-cdn.com/20161223/1e83778718ca4738e3f5756e2dd1e356.jpg)


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: usaf-lt-g on December 23, 2016, 03:10:11 pm
    @arzoo @newoski

    So did a little more testing here. And if you run LEDBlinky followed by the game name (i.e. 1942, or Galaga) from the command line it works just fine. Buttons light up appropriately.

    However the machine is using hyperspin. And when you select a game in hyperspin under MAME, it launches the game but goes to the default LED mapping and not the specific LED mapping for the game. So it appears it's not handing off correctly between hyperspin and MAME somehow. Is there some weird option in hyperspin / rocket launcher or something that needs to be modified here? Oddly enough the hyperspin FE lighting works just fine.

    It's just the MAME led maps that aren't being passed


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: usaf-lt-g on December 23, 2016, 08:36:07 pm
    @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?


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 23, 2016, 08:58:01 pm
    @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?


    Sent from my iPhone using Tapatalk

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: usaf-lt-g on December 23, 2016, 09:55:55 pm
    @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?


    Sent from my iPhone using Tapatalk

    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?

    Can do. The troubleshooting app just says I need to startup hyperspin and then run a game since I haven't run it before. I do that, but then it never rums, and keeps giving me the same message. What email should I send to?


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: usaf-lt-g on December 24, 2016, 09:36:17 am
    @arzoo @newoski - well it's working now as expected!! I was up till 3am when I could finally get back to it at last night, and it was literally a couple things.

    1) the global settings, settings, LEDBlinky, name attribute which @newoski fixed. Needed to be blanked out in rocket launcher

    2) the hyperhq setting under MISC for LEDBlinky needed to be disabled - @newoski

    3) the directories for execution of LEDBlinky in the LEDBlinky confit file were looking at an old directory that was renamed, this needed to be updated

    After that was fixed... Working as expected!

    Now next up... Is trying to figure out how to setup theses other emulators (NES / Genesis, TG16, etc) as hyperspin isn't launching into wheels.

    But hey! MAME is working! :) thanks guys!


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Robert Cook on January 02, 2017, 11:01:43 pm
    I am unable to get Led Blinky to work for all of the Mame games I want it to work for. I have been successful with Asteroids, Gauntlet, and Defender. But Centipede and Millipede do not work. I have spent some time debugging the problem and it appears to be more of a Mame Issue that an LED Blinkey issue, but I suspect there are some smart people here who know how to fix it. On the games that do not work, the ROM name does not appear to be output. Using the MAME Output Test software, when a game does not work, Output(0):___EMPTY appears instead of the ROM name. When a games works the ROM name appears insteaf of "__EMPTY".

    Thanks in advance for your help.

    Regards,
    Robert Cook
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Poldilein on January 09, 2017, 05:29:06 pm
    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 ??


    [01.09.2017 23:22:35] LEDBlinky v6.4.0.0
    [01.09.2017 23:22:35] Event Started: FE_START
    [01.09.2017 23:22:35] Settings.ini ******************** BEGIN
    [01.09.2017 23:22:35] [VersionInfo]
    [01.09.2017 23:22:35] Major=6
    [01.09.2017 23:22:35] Minor=4
    [01.09.2017 23:22:35] Release=0
    [01.09.2017 23:22:35] Build=0
    [01.09.2017 23:22:35] [GameOptions]
    [01.09.2017 23:22:35] LightGameControls=1
    [01.09.2017 23:22:35] GamePlayLWAFile=neu.lwax
    [01.09.2017 23:22:35] GamePlayAniJukeboxOnly=0
    [01.09.2017 23:22:35] GamePauseLWAFile=<Random Montage>
    [01.09.2017 23:22:35] GamePauseSpeakControls=1
    [01.09.2017 23:22:35] UseMameOutputs=0
    [01.09.2017 23:22:35] LightPlayerStartCoin=1
    [01.09.2017 23:22:35] GameStartLWAFile=neu.lwax
    [01.09.2017 23:22:35] GameStartSpeakControls=1
    [01.09.2017 23:22:35] GameStartSpeakPrimaryControls=0
    [01.09.2017 23:22:35] GameStartSpeakStartCoin=1
    [01.09.2017 23:22:35] GameStartSpeakName=0
    [01.09.2017 23:22:35] GameStartStrobeName=2
    [01.09.2017 23:22:35] GameStartSpeakText=lets go
    [01.09.2017 23:22:35] GameStartStrobeText=0
    [01.09.2017 23:22:35] AbortSpeechAnyKey=0
    [01.09.2017 23:22:35] SpeakControlsPrefix=
    [01.09.2017 23:22:35] SpeakPrimaryControlsPrefix=Primary Control
    [01.09.2017 23:22:35] SpeakStartButton=Start Game
    [01.09.2017 23:22:35] SpeakCoinButton=Insert Coin
    [01.09.2017 23:22:35] GameStartDelay=0
    [01.09.2017 23:22:35] GameStartDelayLEDsOff=0
    [01.09.2017 23:22:35] [FEOptions]
    [01.09.2017 23:22:35] FE=hyperspin
    [01.09.2017 23:22:35] LightFEControls=1
    [01.09.2017 23:22:35] DemoGameControls=1
    [01.09.2017 23:22:35] DemoScrollDelay=0
    [01.09.2017 23:22:35] DemoDuration=5
    [01.09.2017 23:22:35] FELWAFile=
    [01.09.2017 23:22:35] FEScreenSaverLWAFile=<Random Montage>
    [01.09.2017 23:22:35] FEScreenSaverRandomText=1
    [01.09.2017 23:22:35] FEScreenSaverRandomTextDelay=10
    [01.09.2017 23:22:35] FEScreenSaverRandomTextBerzerkMode=1
    [01.09.2017 23:22:35] FEStartLWAFile=neu.lwax
    [01.09.2017 23:22:35] FEStartLWASingleLoop=0
    [01.09.2017 23:22:35] FEStartLWADuration=5
    [01.09.2017 23:22:35] FEStartSpeakText=Hyperspin
    [01.09.2017 23:22:35] FEStartStrobeText=0
    [01.09.2017 23:22:35] FEQuitLWAFile=slowfadeupdown.lwax
    [01.09.2017 23:22:35] FEQuitSpeakText=astalavista
    [01.09.2017 23:22:35] FEQuitStrobeText=0
    [01.09.2017 23:22:35] FESpeakControlsKey=0
    [01.09.2017 23:22:35] FEStartSpeakControls=1
    [01.09.2017 23:22:35] FEListSelectedLWAFile=Pattern02.lwax
    [01.09.2017 23:22:35] FEButtonFlash=0
    [01.09.2017 23:22:35] FEButtonFlashSpeed=50
    [01.09.2017 23:22:35] FESettingsFile=C:\HyperSpin\Settings\Settings.ini
    [01.09.2017 23:22:35] HLActive=1
    [01.09.2017 23:22:35] HLExeNameOverride=
    [01.09.2017 23:22:35] GameExRunGameFromSS=0
    [01.09.2017 23:22:35] [MAMEConfig]
    [01.09.2017 23:22:35] Colors_ini=C:\HyperSpin\LEDBlinky\LEDBlinky\Colors.ini
    [01.09.2017 23:22:35] Mame_cfg_folder=D:\HyperSpin\Emulators\MAME\cfg
    [01.09.2017 23:22:35] MameControllerFile=
    [01.09.2017 23:22:35] UseMameDefaultForOtherEmulators=1
    [01.09.2017 23:22:35] MameOutputBufferSize=
    [01.09.2017 23:22:35] MameControlsFile=C:\HyperSpin\LEDBlinky\LEDBlinky\controls.ini
    [01.09.2017 23:22:35] MameXmlFile=C:\HyperSpin\Databases\MAME\MAME.xml
    [01.09.2017 23:22:35] UseMameToTriggerGameStart=0
    [01.09.2017 23:22:35] LoadMameFilesAtStartup=1
    [01.09.2017 23:22:35] UpdateMameIniOutput=1
    [01.09.2017 23:22:35] [RandomText]
    [01.09.2017 23:22:35] Text0=Get The Intruder
    [01.09.2017 23:22:35] Text1=Intruder Alert!
    [01.09.2017 23:22:35] Text2=I detect coin in pocket.
    [01.09.2017 23:22:35] [Speech]
    [01.09.2017 23:22:35] SpeechRate=-3
    [01.09.2017 23:22:35] SpeechVolume=100
    [01.09.2017 23:22:35] Voice=Microsoft Anna - English (United States)
    [01.09.2017 23:22:35] [AudioAnimation]
    [01.09.2017 23:22:35] AudioDevice=0
    [01.09.2017 23:22:35] AudioInput=-1
    [01.09.2017 23:22:35] SampleRate=30
    [01.09.2017 23:22:35] AmplitudeMultiplier=800
    [01.09.2017 23:22:35] AutoAmpMultTargetAvgLow=8
    [01.09.2017 23:22:35] AutoAmpMultTargetAvgHigh=14
    [01.09.2017 23:22:35] AutoAmpMultUpdateRate=2000
    [01.09.2017 23:22:35] AAMode=1
    [01.09.2017 23:22:35] AAGamePlayLWAFile=
    [01.09.2017 23:22:35] AAGamePauseLWAFile=
    [01.09.2017 23:22:35] AAFEActiveLWAFile=
    [01.09.2017 23:22:35] AAFEScreenSaverLWAFile=
    [01.09.2017 23:22:35] AACabAttractLWAFile=
    [01.09.2017 23:22:35] TriggerMode=2
    [01.09.2017 23:22:35] TriggerThreshold=25
    [01.09.2017 23:22:35] TriggerFrequency=1
    [01.09.2017 23:22:35] TriggerDeadZone=5
    [01.09.2017 23:22:35] ControlFrequencyList=P1COIN|1,P1B5|1,P1START|1,P1B1|3,P1B4|1,P1B3|1,P1B2|1,P1B6|1,P2START|1,P2COIN|1,P2B2|1,P2B1|1,P2B3|1,P2B4|1,P1B7|1,P1B8|1,P2B6|1,P2B5|1
    [01.09.2017 23:22:35] ControlThresholdList=P1COIN|24,P1B5|24,P1START|24,P1B1|1,P1B4|24,P1B3|24,P1B2|24,P1B6|24,P2START|24,P2COIN|24,P2B2|24,P2B1|24,P2B3|24,P2B4|24,P1B7|24,P1B8|24,P2B6|24,P2B5|24
    [01.09.2017 23:22:35] LockTriggerFrequency=0
    [01.09.2017 23:22:35] LockTriggerThreshold=1
    [01.09.2017 23:22:35] Decay=4
    [01.09.2017 23:22:35] SpectrumMode=1
    [01.09.2017 23:22:35] SpectrumColor1=clYellow
    [01.09.2017 23:22:35] SpectrumColor2=$004080FF
    [01.09.2017 23:22:35] SpectrumColor3=clRed
    [01.09.2017 23:22:35] SpectrumColor4=clBlue
    [01.09.2017 23:22:35] SpectrumSingleAmpRange=1
    [01.09.2017 23:22:35] [CabLEDs]
    [01.09.2017 23:22:35] CabLEDsMode=0
    [01.09.2017 23:22:35] CabLEDControllers=
    [01.09.2017 23:22:35] CabFEStartLWAFile=
    [01.09.2017 23:22:35] CabFEQuitLWAFile=
    [01.09.2017 23:22:35] CabFEActiveLWAFile=
    [01.09.2017 23:22:35] CabFEScreenSaverLWAFile=
    [01.09.2017 23:22:35] CabGameStartLWAFile=
    [01.09.2017 23:22:35] CabGamePlayLWAFile=
    [01.09.2017 23:22:35] CabGamePauseLWAFile=
    [01.09.2017 23:22:35] CabFEListSelectedLWAFile=
    [01.09.2017 23:22:35] [JDR]
    [01.09.2017 23:22:35] UseGPWiz49=0
    [01.09.2017 23:22:35] UseUltraStik=0
    [01.09.2017 23:22:35] UltraStikRestrictorType=0
    [01.09.2017 23:22:35] UseServoStik=0
    [01.09.2017 23:22:35] [LEDBlinkyOutput]
    [01.09.2017 23:22:35] UseLEDBlinkyOutput=1
    [01.09.2017 23:22:35] LEDBlinkyOutputProtocol=2
    [01.09.2017 23:22:35] LEDBlinkyOutputIDs=
    [01.09.2017 23:22:35] BasePortNumber=1025
    [01.09.2017 23:22:35] IPAddress=127.0.0.1
    [01.09.2017 23:22:35] Optimize=1
    [01.09.2017 23:22:35] [OtherSettings]
    [01.09.2017 23:22:35] MaxPlayers=2
    [01.09.2017 23:22:35] CocktailMode=0
    [01.09.2017 23:22:35] RandomAniExcludeSelected=0
    [01.09.2017 23:22:35] PreloadAudioLib=0
    [01.09.2017 23:22:35] GameStartDelayTimeout=20
    [01.09.2017 23:22:35] ButtonFlashPreventQDelay=750
    [01.09.2017 23:22:35] LogFile=Debug.log
    [01.09.2017 23:22:35] DisplayErrorsOnExit=0
    [01.09.2017 23:22:35] ZipDebugFiles=1
    [01.09.2017 23:22:35] LEDControllersOverride=
    [01.09.2017 23:22:35] JDROverride=0
    [01.09.2017 23:22:35] NoLEDs=0
    [01.09.2017 23:22:35] SaveUnknownGames=1
    [01.09.2017 23:22:35] SingleDebugSession=0
    [01.09.2017 23:22:35] Settings.ini ******************** END
    [01.09.2017 23:22:35] LoadLEDBlinkyOutput Error; LEDBlinkyOutputIDs in Settings.ini does not contain any values.
    [01.09.2017 23:22:35] Detected LED Controllers: IP1
    [01.09.2017 23:22:35] Mapped LED Controllers: IP1
    [01.09.2017 23:22:35] LEDBlinkyInputMap.xml ******************** BEGIN
    [01.09.2017 23:22:35] [iPACUltimateIO-1]
    [01.09.2017 23:22:35] Port001=P1COIN,B,KEYCODE_5
    [01.09.2017 23:22:35] Port002=P1COIN,R,KEYCODE_5
    [01.09.2017 23:22:35] Port003=P1COIN,G,KEYCODE_5
    [01.09.2017 23:22:35] Port004=P1B5,R,KEYCODE_Y
    [01.09.2017 23:22:35] Port005=P1B5,G,KEYCODE_Y
    [01.09.2017 23:22:35] Port006=P1B5,B,KEYCODE_Y
    [01.09.2017 23:22:35] Port007=P1START,R,KEYCODE_1
    [01.09.2017 23:22:35] Port008=P1START,G,KEYCODE_1
    [01.09.2017 23:22:35] Port009=P1START,B,KEYCODE_1
    [01.09.2017 23:22:35] Port010=P1B1,R,KEYCODE_A
    [01.09.2017 23:22:35] Port011=P1B1,G,KEYCODE_A
    [01.09.2017 23:22:35] Port012=P1B1,B,KEYCODE_A
    [01.09.2017 23:22:35] Port013=P1B4,R,KEYCODE_F
    [01.09.2017 23:22:35] Port014=P1B4,G,KEYCODE_F
    [01.09.2017 23:22:35] Port015=P1B4,B,KEYCODE_F
    [01.09.2017 23:22:35] Port016=P1B3,R,KEYCODE_S
    [01.09.2017 23:22:35] Port017=P1B3,G,KEYCODE_S
    [01.09.2017 23:22:35] Port018=P1B3,B,KEYCODE_S
    [01.09.2017 23:22:35] Port019=P1B2,R,KEYCODE_D
    [01.09.2017 23:22:35] Port020=P1B2,G,KEYCODE_D
    [01.09.2017 23:22:35] Port021=P1B2,B,KEYCODE_D
    [01.09.2017 23:22:35] Port022=P1B6,R,KEYCODE_ESC
    [01.09.2017 23:22:35] Port023=P1B6,G,KEYCODE_ESC
    [01.09.2017 23:22:35] Port024=P1B6,B,KEYCODE_ESC
    [01.09.2017 23:22:35] Port025=JOYSTICK1,R,KEYCODE_UP
    [01.09.2017 23:22:35] Port026=JOYSTICK1,G,KEYCODE_UP
    [01.09.2017 23:22:35] Port027=JOYSTICK1,B,KEYCODE_UP
    [01.09.2017 23:22:35] Port028=P2START,R,KEYCODE_2
    [01.09.2017 23:22:35] Port029=P2START,G,KEYCODE_2
    [01.09.2017 23:22:35] Port030=P2START,B,KEYCODE_2
    [01.09.2017 23:22:35] Port031=P2COIN,R,KEYCODE_6
    [01.09.2017 23:22:35] Port032=P2COIN,G,KEYCODE_6
    [01.09.2017 23:22:35] Port033=P2COIN,B,KEYCODE_6
    [01.09.2017 23:22:35] Port034=JOYSTICK2,R,KEYCODE_R
    [01.09.2017 23:22:35] Port035=JOYSTICK2,G,KEYCODE_R
    [01.09.2017 23:22:35] Port036=JOYSTICK2,B,KEYCODE_R
    [01.09.2017 23:22:35] Port037=P2B2,R,KEYCODE_L
    [01.09.2017 23:22:35] Port038=P2B2,G,KEYCODE_L
    [01.09.2017 23:22:35] Port039=P2B2,B,KEYCODE_L
    [01.09.2017 23:22:35] Port040=P2B1,R,KEYCODE_J
    [01.09.2017 23:22:35] Port041=P2B1,G,KEYCODE_J
    [01.09.2017 23:22:35] Port042=P2B1,B,KEYCODE_J
    [01.09.2017 23:22:35] Port043=P2B3,R,KEYCODE_Q
    [01.09.2017 23:22:35] Port044=P2B3,G,KEYCODE_Q
    [01.09.2017 23:22:35] Port045=P2B3,B,KEYCODE_Q
    [01.09.2017 23:22:35] Port046=P2B4,R,KEYCODE_W
    [01.09.2017 23:22:35] Port047=P2B4,G,KEYCODE_W
    [01.09.2017 23:22:35] Port048=P2B4,B,KEYCODE_W
    [01.09.2017 23:22:35] Port085=P1B7,R,KEYCODE_C
    [01.09.2017 23:22:35] Port086=P1B7,G,KEYCODE_C
    [01.09.2017 23:22:35] Port087=P1B7,B,KEYCODE_C
    [01.09.2017 23:22:35] Port088=P1B8,R,KEYCODE_V
    [01.09.2017 23:22:35] Port089=P1B8,G,KEYCODE_V
    [01.09.2017 23:22:35] Port090=P1B8,B,KEYCODE_V
    [01.09.2017 23:22:35] Port091=P2B6,B,KEYCODE_K
    [01.09.2017 23:22:35] Port092=P2B6,G,KEYCODE_K
    [01.09.2017 23:22:35] Port093=P2B6,R,KEYCODE_K
    [01.09.2017 23:22:35] Port094=P2B5,B,KEYCODE_I
    [01.09.2017 23:22:35] Port095=P2B5,G,KEYCODE_I
    [01.09.2017 23:22:35] Port096=P2B5,R,KEYCODE_I
    [01.09.2017 23:22:35] LEDBlinkyInputMap.xml ******************** END
    [01.09.2017 23:22:36] LEDBlinkyControls.xml: v1.0 01/16/2009 15:38:09
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-GAUNTLEG]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SFKICK]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-HARDDUNK]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-PAIRS]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SF2HF]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SOULCLBR]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SPACEINT]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-SPF2T]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-STARCAS]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-STARFIGH]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-TAPPER]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-TINV2650]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-QUARTET2PLAY]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-RAMPART2P2PLAY]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-QUARTETXBOX]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [MAME-RAMPART2PXBOX]. This may be expected.
    [01.09.2017 23:22:36] Duplicate ROM/Game in LEDBlinkyControls file: [SEGA_NAOMI-DEFAULT]. This may be expected.
    [01.09.2017 23:22:36] 614 mame games loaded from LEDBlinkyControls.xml
    [01.09.2017 23:22:36] 439 emulator games loaded from LEDBlinkyControls.xml
    [01.09.2017 23:22:36] HyperSpin UI Profile 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
    [01.09.2017 23:22:36] LED Controller [iPACUltimateIO-1] Intens:   0,  0,  0, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48,  0,  0,  0,  0,  0,  0, 48, 48, 48, 48, 48, 48,  0,  0,  0, 48, 48, 48,  0,  0,  0, 48, 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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    [01.09.2017 23:22:36] Controls.dat INI file Version=0.111.3, Time=2007-08-19 16:21:19, Generated by=SirPoonga
    [01.09.2017 23:22:36] 1047 games loaded from controls.ini
    [01.09.2017 23:22:37] 6848 games loaded from Mame.xml
    [01.09.2017 23:22:37] 0 clones loaded from Mame.xml
    [01.09.2017 23:22:37] 1389 games loaded from Colors.ini
    [01.09.2017 23:22:37] Speak [<pitch middle="8"><spell>LED</spell>Blinky.</pitch>]
    [01.09.2017 23:22:44] Game Start Key (P1): 49
    [01.09.2017 23:22:44] Game Start Key (P2): 50
    [01.09.2017 23:22:44] Loaded LWAX File for FE Start: [neu.lwax]. Run for [5] seconds.
    [01.09.2017 23:22:49] FE 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
    [01.09.2017 23:22:49] LED Controller [iPACUltimateIO-1] Intens:   0,  0,  0, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48,  0,  0,  0,  0,  0,  0, 48, 48, 48, 48, 48, 48,  0,  0,  0, 48, 48, 48,  0,  0,  0, 48, 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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    [01.09.2017 23:22:49] LED Controller [iPACUltimateIO-1] States:   0,  0,  0,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1,  1,  1,  0,  0,  0,  1,  1,  1,  0,  0,  0,  1,  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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    [01.09.2017 23:22:49] Speak [Hyperspin]
    [01.09.2017 23:22:51] Speak [Player 1: Start Game]
    [01.09.2017 23:22:54] FE 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
    [01.09.2017 23:22:54] LED Controller [iPACUltimateIO-1] Intens:   0,  0,  0, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48,  0,  0,  0,  0,  0,  0, 48, 48, 48, 48, 48, 48,  0,  0,  0, 48, 48, 48,  0,  0,  0, 48, 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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    [01.09.2017 23:22:54] LED Controller [iPACUltimateIO-1] States:   0,  0,  0,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1,  1,  1,  0,  0,  0,  1,  1,  1,  0,  0,  0,  1,  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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    [01.09.2017 23:22:54] Event Completed: FE_START
    [01.09.2017 23:22:55] Received Event - Queue:[1] Msg:[9~Sony Playstation~Main Menu].
    [01.09.2017 23:22:55] Event Started: EMULATOR_SELECTED [Main Menu] []
    [01.09.2017 23:22:55] Emulator: [MAIN_MENU]
    [01.09.2017 23:22:55] Event Completed: EMULATOR_SELECTED
    [01.09.2017 23:22:55] Event Started: GAME_SELECTED [Sony Playstation] [] []
    [01.09.2017 23:22:55] Event Completed: GAME_SELECTED
    [01.09.2017 23:22:56] Received Event - Queue:[1] Msg:[2].
    [01.09.2017 23:22:57] Event Started: FE_QUIT
    [01.09.2017 23:22:57] Speak [astalavista]
    [01.09.2017 23:22:58] Loaded LWAX File for FE Quit: [slowfadeupdown.lwax]. Single loop only.
    [01.09.2017 23:23:00] FE 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
    [01.09.2017 23:23:00] LED Controller [iPACUltimateIO-1] Intens:   0,  0,  0, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48, 48,  0,  0,  0,  0,  0,  0, 48, 48, 48, 48, 48, 48,  0,  0,  0, 48, 48, 48,  0,  0,  0, 48, 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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    [01.09.2017 23:23:00] LED Controller [iPACUltimateIO-1] States:   0,  0,  0,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  1,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1,  1,  1,  0,  0,  0,  1,  1,  1,  0,  0,  0,  1,  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,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0
    [01.09.2017 23:23:02] Event Completed: FE_QUIT

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 09, 2017, 07:14:43 pm
    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 ??

    Hi,
    Please email me the debug.ZIP file (not just the debug.log) and tell me specifically which buttons are the wrong colors.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: CoOlSlY on January 18, 2017, 10:52:36 am
    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's
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on January 18, 2017, 10:57:56 am
    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's
    Look-up RocketBlinky. Should get you to where you want to be, including HS integration via Rocket Launcher

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: CoOlSlY on January 18, 2017, 12:10:32 pm
    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's
    Look-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 :p
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on January 18, 2017, 12:11:54 pm
    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's
    Look-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
    Shoot me a PM with your TeamViewer login. Should be able to help

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: luizw81 on January 18, 2017, 11:10:07 pm
    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?

    Sent from my SM-G530R4 using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on January 18, 2017, 11:17:47 pm
    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?

    Sent from my SM-G530R4 using Tapatalk
    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.

    I use Brian from Ivona. Not free but we'll worth it, for me.

    Sent from my HTC6535LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: urbecrisch on February 06, 2017, 12:24:21 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Titchgamer on February 06, 2017, 03:43:23 am
    You can set the colours through Blinky.
    All the info you need is in the instructions text document that comes with it.

    You can set buttons and colours on a system by system or individual game basis.

    Some games are not lit correctly but again this can be modified on a individual basis if required.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on February 06, 2017, 08:03:56 am
    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?

    When you refer to specific buttons like pause/enter/exit, if you mean MAME controls, please see this support link; http://ledblinky.net/Support.htm#LightMAMEUI (http://ledblinky.net/Support.htm#LightMAMEUI)

    If you want specific buttons (such as P1 and P2) to remain lit at all times for all emulators/games, then you could create a single frame animation with just those buttons lit and set that as the "Game Play Animation". Or you could use the controls editor to set a <default> control layout for each emulator and set those buttons as "Always Active" (the same as pause/enter/exit).

    If buttons are not lighting correctly for a specific emulator/game, please try using the Troubleshooting app to determine what's going on. If that doesn't help, you can turn on the Debug Log option, run HS and a game or two that aren't lighting correctly, and then email me back the debug.ZIP file so I can take a look. Please tell me exactly which game and which buttons are not correct.

    The registered version of LEDBlinky removes the splash screen and a limitation on the size of animations that can be created.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: wemr97dl on February 06, 2017, 09:59:25 pm
    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?


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on February 06, 2017, 11:13:23 pm
    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?


    Sent from my iPhone using Tapatalk

    LEDBlinky does not have any built-in functionality to respond to keyboard inputs (button presses), but you might be able to use some other software such as AutoHotKey to respond to the button press and run a LEDBlinky animation or command.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: urbecrisch on February 07, 2017, 07:47:12 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on February 08, 2017, 08:52:32 am
    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

    The LEDBlinky Controls Editor only includes a few examples. Normally you should not need to use it for any MAME game unless you want to override the default colors or voice actions. But for any non-MAME emulator, you will need to configure the game controls (using the Controls Editor) OR there's also an app called RocketBlinky that will pre-configure all emulators. You might want to give it a try.

    As for the error, something is just not right with your configuration. Please turn on the Debug Log option (Misc Options tab), run your FE and a few games, then email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: urbecrisch on February 11, 2017, 11:40:56 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on February 12, 2017, 11:46:35 am
    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.

    P2B5 and P2B6 are lighting up and voiced as up/down because you have those ports (43-54) assigned to KEYCODE_I (P2B5) and KEYCODE_K (P2B6) and mame has those keyboard input codes assigned to P3_JOYSTICK_UP and P3_JOYSTICK_DOWN respectively. Basically you've got the same keyboard input code used for multiple controls. You can fix this from the mame configuration for All Games and remove those keyboard codes (I and K) from Player 3 Joystick Down and Player 3 Joystick Up. But if those keyboard codes are actually used by the P3 joystick, then you'll need to find other keyboard input codes for P2B5 and P2B6.

    The error message indicates that two of your mame cfg files (dkongjr and upndown) have invalid data. I can't tell you what's wrong with those files unless you email them to me. I would just suggest deleting them and let mame regenerate the files. Or you can just ignore the errors.

    This support link will explain how to set your mame admin buttons as Always Active; http://ledblinky.net/Support.htm#LightMAMEUI (http://ledblinky.net/Support.htm#LightMAMEUI)

    As for lighting all your buttons blue, you could create a single frame animation (using the Animation Editor) with the buttons lit the way you want, then set this animation as the FE Active Animation (FE Options tab) and Game Play Animation (Game Options tab).

    If you have further questions, it might be easier if you contact me directly via email. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: jshendel on March 12, 2017, 12:35:33 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: wemr97dl on March 14, 2017, 02:07:53 pm
    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??
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on March 14, 2017, 02:30:23 pm
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 14, 2017, 02:33:31 pm
    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.

    LEDBlinky only supports LED controller hardware from Ultimarc, GGG, and Wolfware Technologies.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 14, 2017, 02:38:38 pm
    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.

    Actually, the full LEDBlinky install would overwrite the configuration files.

    Copying your original \LEDBlinky folder should work fine, so I'm not sure what file(s) could be missing. Are you sure it's LEDBlinky giving you that error message?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: wemr97dl on March 14, 2017, 02:43:02 pm
    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


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 14, 2017, 02:51:53 pm
    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


    Sent from my iPhone using Tapatalk

    That would seem to imply that something's not right with your BB or RL configs.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: wemr97dl on March 14, 2017, 03:20:57 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 14, 2017, 03:45:38 pm
    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?

    settings.ini
    LEDBlinkyAnimationEditor.ini
    LEDBlinkyInputMap.xml
    LEDBlinkyControls.xml
    *.lay

    Some of the files may have hard-coded paths that also need to be updated.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: wemr97dl on March 14, 2017, 04:09:06 pm
    Ok thanks


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: wemr97dl on March 15, 2017, 08:29:15 am
    Moved all the files and still getting the errors,

    What files may need edited??
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 15, 2017, 11:05:27 am
    Moved all the files and still getting the errors,

    What files may need edited??

    Unless you're using custom hardware with LEDBlinky Outputs, you can ignore the first error. The second error (from the Animation Editor) is coming from your layout file; <your file name>.lay. Edit the .lay file and make sure the path to the LEDBlinkyInputMap.xml is correct.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: wemr97dl on March 15, 2017, 11:38:59 am
    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 ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 15, 2017, 01:31:59 pm
    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 ?

    No way for me to know without seeing your debug log. Try using the Troubleshooting app. If that doesn't help, email me the debug.ZIP file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on March 15, 2017, 04:33:24 pm
    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!


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 15, 2017, 04:57:04 pm
    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!

    Give the LEDBlinky Troubleshooting app a try and if that doesn't help, email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on March 18, 2017, 08:38:15 am
    Thx Arzoo, the troubleshooting help me to find the problem :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on April 16, 2017, 07:46:45 pm
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: raph on April 16, 2017, 08:12:45 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 16, 2017, 10:47:24 pm
    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

    Hi - give the troubleshooting app a try and see if it can help. If not, please email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 16, 2017, 11:02:56 pm
    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?

    The default patterns are LED Controller Independent - so they run on all LED controllers and layouts, but with limitations (for example, you can't group ports for RGB LEDs). You can create your own LED Controller Independent animations by first creating a LED Controller Independent layout (from the Layout menu). Any animation you create for that layout can be used by everyone.

    Quote
    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.

    I keep track of all enhancement requests but I can't promise I'll implement any specific request - it depends on the complexity and if the feature will be beneficial to everyone. Thanks for the suggestions!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 20, 2017, 08:51:28 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: raph on April 20, 2017, 04:05:09 pm
    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. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 21, 2017, 09:53:22 am
    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. :)

    Sounds impressive - any video you can post?

    The LEDBlinky app UX's are definitely a bit dated and not always intuitive (given all the options), but they're mostly used for configuration (once and done) and they've remained reliable with each new iteration of Windows. But there's always been a few weird behaviors in the Animation Editor (and a couple small bugs), so I decided to do a little work with it and I'll look into adding the ability to fill a LED across all frames.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Scotty_C on May 17, 2017, 09:20:55 am
    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)

    Not to step on Raph or steal their thunder but I just saw their post and I had done something practically identical to what was described. Still working on doing the waves that start in different positions (IE from the right/top/bottom/center)

    ! No longer available (http://www.youtube.com/watch?v=XUe94_wrpyY#)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: raph on May 17, 2017, 12:25:23 pm
    Nice! Mine is much slower and smoother, most of the time; then it speeds up at major UI events like list switching. Still haven't made a good video though  :-\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 18, 2017, 09:25:51 am
    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)

    Thanks for the suggestions. I'm currently working on some enhancements (and fixes) for the animation editor.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: lamprey on May 29, 2017, 01:04:13 am
    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!

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 29, 2017, 06:39:48 pm
    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,
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: lamprey on May 30, 2017, 05:34:00 pm
    Hi,
    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.
    Arzoo,

    Thanks for the links, unfortunately, I've already looked through them. However, the Trouble Shooting app looks like it will be of great assistance.

    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 30, 2017, 08:54:13 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: lamprey on May 30, 2017, 09:34:01 pm
    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.

    So far so good!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: MydknyteStyrm on June 11, 2017, 08:56:01 pm
    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?

    (https://uploads.tapatalk-cdn.com/20170612/ef2963be1fccfe3fbf6b4e597b02a82a.jpg)(https://uploads.tapatalk-cdn.com/20170612/601697f829639d350d9ac05fb66583d2.jpg)(https://uploads.tapatalk-cdn.com/20170612/85e6a4f87853c9b5c60b6e262d22824a.jpg)


    Sent from my iPhone using Tapatalk Pro
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on June 12, 2017, 08:57:55 am
    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?

    That's correct, the app has a fixed width - a legacy feature that goes back to when mame rigs were built with RGB monitors running at low resolution for authenticity with classic games. 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. Sorry of the inconvenience.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: headkaze on June 12, 2017, 09:42:31 pm
    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.

    If you right-click the .exe and select the "Compatibility" tab, in Windows 10 there is an option called "Override high DPI scaling behavior" that might help. For Windows 7 I believe the setting is called "Disable display scaling on high DPI settings".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: MydknyteStyrm on June 28, 2017, 08:34:02 am
    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.


    Sent from my iPhone using Tapatalk Pro
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on June 28, 2017, 10:08:19 pm
    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.


    Sent from my iPhone using Tapatalk Pro

    You might be able to use some sort of proxy script between HS and LEDBlinky so that no matter what group is selected in HS, a single common emulator name is passed to LEDBlinky. Then you could configure every game in the Controls Editor under a single emulator.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: engineeryman on July 06, 2017, 02:03:21 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 06, 2017, 02:47:22 pm
    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?

    Do you have LEDBlinky configured to point to the colors.ini file (on the MAME Config tab)? If the path is correct for the colors.ini file, then turn on the Debug Log option, run a couple games, and then email me the debug.ZIP file so I can take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: engineeryman on July 07, 2017, 12:54:07 pm
    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. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 07, 2017, 01:51:02 pm
    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.

    Glad you got it working. There's no updated colors.ini that I know of but you can manually edit the file or use the Controls Editor to import and override the colors.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: engineeryman on July 20, 2017, 08:44:55 am
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 20, 2017, 01:35:43 pm
    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).

    LEDBlinky never sends any keyboard commands to the OS. But when an animation is running it's sending a lot of commands/data to the I/O board. This sounds like a possible problem with the Ultimate I/O board (maybe the wiring)? I would suggest contacting Andy at Ultimarc and see if he has any thoughts.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: JudgeRob on July 25, 2017, 09:52:39 pm
    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?

    Code: [Select]
    [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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 25, 2017, 10:26:50 pm
    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?

    I'm assuming you used the Controls Editor to configure Squash. On the Common tab, edit CONTROL_JOY8WAY and check the "Primary Control" option. That should do the trick.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: JudgeRob on July 26, 2017, 11:18:18 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 26, 2017, 01:15:32 pm
    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?

    Correct, "stick" is analog.

    There's been some debate as to which is better, loading the Ultrastik maps or letting mame handle the digital restriction. I've always used the Ultrastik maps and it seems to work well, but you might want to try it both ways to see which you prefer.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: JudgeRob on August 02, 2017, 12:15:57 am
    I did a quick run with both on Ms Pacman and I found the Ultrastik maps to be much better than MAME with analog.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on September 19, 2017, 10:29:09 pm
    Released v6.5 which contains new features (and bug fixes) for both LEDBlinky and the Animation Editor.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gstav on September 27, 2017, 08:17:30 am
    Thanks for the upate!!  ;D

    One problem I never got around is to set up the Audio Device and Input

    (https://s26.postimg.org/9zl60oq6x/ledwiz.jpg)

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on September 27, 2017, 09:34:47 am
    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?

    As I recall other users have occasionally had issues with onboard audio. You could try updating the drivers. The only other suggestion would be to purchase an inexpensive sound card. Sorry I don't have a better answer.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gstav on October 05, 2017, 02:04:14 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 05, 2017, 07:29:34 am
    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

    It should run at the same speed although if your CPU is not very fast and other processes are running it could cause slower performance. I would run TaskManager while HS is starting up and see which processes are using the CPU.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: DaddyLongLegs on October 20, 2017, 08:54:39 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 21, 2017, 07:44:21 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: DaddyLongLegs on October 21, 2017, 07:29:54 pm
    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.

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on October 21, 2017, 07:51:45 pm
    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.

    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 quick

    Sent from my HTC6545LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: DaddyLongLegs on October 22, 2017, 12:46:31 am
    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.

    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 quick

    Sent from my HTC6545LVW using Tapatalk

    I just googled it and RocketBlinky sounds amazing. Awesome work!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on October 22, 2017, 12:47:50 am
    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.

    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 quick

    Sent from my HTC6545LVW using Tapatalk

    I just googled it and RocketBlinky sounds amazing. Awesome work!!
    Enjoy! I'm here if you have questions. None if it would be possible without the magic if LEDBlinky

    Sent from my HTC6545LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on October 28, 2017, 12:49:18 pm
    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




    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on October 28, 2017, 04:09:05 pm
    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?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 28, 2017, 06:35:13 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 28, 2017, 06:40:30 pm
    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

    So only P1Start for mame doesn't use the modified colors.ini? In all other cases it's fine?

    Also, is there a typo here? Oddly, this only affects P1Start. P1Start and all other buttons look perfect.

    Just want to make sure I understand exactly what the problem is.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on October 28, 2017, 06:48:44 pm
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on October 29, 2017, 03:15:15 am
    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?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 29, 2017, 12:05:48 pm
    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?

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 29, 2017, 03:21:10 pm
    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 think one issue here is you have P1Start assigned to KEYCODE_R but that's also the mame default for P2_JOYSTICK_UP. The default for P1Start is KEYCODE_1 which you don't have assigned at all, so I don't think your P1Start button would light up unless you're playing a 2 player game with joysticks? Regardless, when I ran a test using your configuration, the P1Start ports (19/20/21) did light up with your adjusted RGB values for white (19/48/48). It would help if you turn on Debug and ran a couple games where the P1Start isn't lighting correctly, then email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on October 29, 2017, 06:03:05 pm
    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?

    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 :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on October 29, 2017, 06:03:52 pm
    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?

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 29, 2017, 08:46:41 pm
    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?

    So if I understand correctly, you want LEDBlinky to set the joystick to 4way when Launchbox is active but back to 8way when you exit. I don't use Launchbox so I don't know all the features but if it can run a script on exit, then you could send an LEDBlinky command to set the joystick;
    Code: [Select]
    LEDBlinky.exe 13 <map name>
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on October 29, 2017, 08:59:36 pm
    If you use RocketLauncher, it can control your sticks too

    Sent from my HTC6545LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Vincefaro on November 09, 2017, 01:41:21 pm
    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 ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on November 09, 2017, 02:55:05 pm
    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 ?

    Correct. If the button on your CP that you consider to be P1B1 is configured in mame as the Player 1 Joystick Button 3, then set the LEDBlinky port(s) input code to JOYCODE_1_BUTTON3.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Vincefaro on November 10, 2017, 04:06:22 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on November 10, 2017, 04:59:52 pm
    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?

    The trick to getting LEDBlinky working correctly is to make sure the LED ports (wired to the LED's under each button) are assigned the same input codes (keyboard or joystick) as are used by the emulator (MAME in this case). MAME has a default configuration for all games, or you can customize each game's config.

    If I understand correctly, in your example, you've configured Jungle King so that the game's player 1 button 1 is triggered by a button on your CP that you consider to be player 1 button 3. That physical button on your CP (P1B3) is wired to a button controller on your U360 (I'm not sure which it is but let's say it's button 3). The same physical button has an LED that is wired to your LED controller port (or 3 ports if it's an RGB LED). So in this example, the common value is JOYCODE_1_BUTTON3. It's a "joycode" because you're using the U360's buttons (rather than a keycode if you were using a keyboard encoder). LEDBlinky reads all the MAME .cfg files, and for Jungle King, see's that player 1 button 1 is assigned to JOYCODE_1_BUTTON3. Using the GenLEDBlinkyInputMap you must assign the ports under the physical button on your CP to JOYCODE_1_BUTTON3. And then it will light up.

    Bottom line, if you have the LED ports assigned to the correct input codes (keyboard or joystick), then for MAME all the buttons should light correctly even if you make changes to the individual game button configurations.

    I'm not sure if I'm explaining this clearly. Here's a support link that may help: http://ledblinky.net/Support.htm#LEDBlinkyMAMELogic (http://ledblinky.net/Support.htm#LEDBlinkyMAMELogic)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Vincefaro on November 10, 2017, 06:11:03 pm
    Ok, Thank you . Im going to experiment tonight with my machine . Thanks again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Vincefaro on November 22, 2017, 03:36:05 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on November 22, 2017, 03:38:40 pm
    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

    Sent from my HTC6545LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Vincefaro on November 22, 2017, 04:34:41 pm
    Yeah , Even after I shutdown and come back in. Once I set the buttons in MAME the Joystick buttons don't light up.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on November 22, 2017, 04:55:21 pm
    Joystick buttons?

    Sent from my HTC6545LVW using Tapatalk

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on November 22, 2017, 05:03:26 pm
    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?

    LEDBlinky reads the mame cfg files on the fly (each time you start a game). So when you use the mame in-game menu (tab) to change the input mapping, the next time you start that game LEDBlinky will read the config and light the buttons based on your changes.

    Here's the thing, if you're saying the buttons are lit correctly (at first), but don't function correctly in mame, then you have a fundamental disconnect with your LEDBlinky configuration. Whatever input code (keyboard or joystick) you use for a button in mame has to be the same input code you assign to the LED ports for that button. For example, if you have a button that when pressed triggers the letter A, then that's the input code you must use for the LED ports wired to that button. I don't know how else to explain it.

    At this point I would suggest turning on the Debug Log option (Misc Options tab in LEDBlinky config), run your front-end and a game or two that don't light correctly, then email me the debug.ZIP file. Tell me exactly which buttons are not correct. I'll take a look and hopefully we can figure out what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Vincefaro on November 22, 2017, 05:54:22 pm
    Thank you for Helping, Here is my debug log.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gumby510 on December 05, 2017, 02:46:09 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 05, 2017, 09:07:38 am
    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.

    Yes, there's a section in the Install/Config pdf that explains how; Running LEDBlinky in Stand-Alone (Command Line) Mode.

    LEDBlinky can definitely be overwhelming at first. The support page (http://ledblinky.net/Support.htm) has some good video tutorials. You can also post questions here or contact me via email.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gumby510 on December 07, 2017, 02:05:04 am
    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.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 07, 2017, 01:42:54 pm
    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 with
    Code: [Select]
    /ledblinky.exe <your animation>.lwax
    Title: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gumby510 on December 08, 2017, 01:07:33 am
    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 with
    Code: [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.


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 08, 2017, 09:15:06 am
    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.
    Title: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gumby510 on December 08, 2017, 10:41:27 pm
    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?


    Sent from my iPhone using Tapatalk
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 09, 2017, 11:28:09 am
    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?

    You can create a windows script or batch file with the LEDBlinky command and then put a shortcut to the script in your windows startup folder - that way it will run when the pc boots. Google should be able to help with this. As for the buttons flashing on key press, try setting the "Button Flash" option to "None" - it's on the "FE Options" tab.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Johnisnotcool on December 11, 2017, 03:07:06 pm
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: JudgeRob on December 15, 2017, 04:01:09 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 15, 2017, 04:46:34 pm
    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.

    LEDBlinky uses the Windows TTS engine for the audio and there special tags you can add to alter hour is sounds. For example <spell>LED</spell> will speak L E D rather than LED. I know you can also change the pitch and speed. I'd give google a search.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 15, 2017, 04:57:37 pm
    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?

    Let's say for example your CP has a button, say P1B1, and that button is wired to joystick 1 button 1 which is then converted to A (via joytokey). The emulator is configured to use A for that button. In the LEDBlinky controls editor you need to set the input code for P1B1 to KEYCODE_A for that emulator's default controls or the game specific controls. Then LEDBlinky will light up the LED controller port that's assigned to KEYCODE_A. Hope this makes sense.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: JudgeRob on December 16, 2017, 01:27:07 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 16, 2017, 09:05:00 am
    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.

    For lighting up the buttons, it doesn't matter that the emulator isn't using the inputs. If you add them to the default controls for the emulator (via Controls Editor), and the associated input codes map to the correct LED ports, then the buttons will light up. Basically you're telling LEDBlinky that the buttons are used by the emulator even though the emulator doesn't use them.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: JudgeRob on December 16, 2017, 07:44:02 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 16, 2017, 08:35:52 pm
    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!

    Well normally you would match the input codes used by the emulator so that the correct button light up. But in your case you wanted extra buttons to light up. As for mame, the input codes are pre-defined from the mame .cfg files, so it's not necessary to use the controls editor unless you want to override the colors or voice commands.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: SpatzST on December 21, 2017, 08:20:32 pm
    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?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on December 21, 2017, 10:58:28 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: SpatzST on December 22, 2017, 03:04:41 pm
    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.

    Thanks Arzoo.. I actually have it enabled already and the only entries in there show no errors.

    And I just realized WHY it wasn't working.  HyperHQ keeps crashing if I enter a file browser to select LEDBlinky path so I did it manually in the settings.ini, but I directed it straight to LEDBlinky.exe not the PATH to LEDBlinky.  Just tried it again and it works great!

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: ironspider on December 31, 2017, 10:01:17 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 01, 2018, 06:41:34 pm
    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!

    The port labels don't have any affect on which LEDs light up for each game - it's the input codes that are important. So you would be correct labeling the primary button P1B1 and the dedicated Asteroid button as Hyperspace (or whatever you wish). But the issue as you've figured out is that with the same input code for both sets of RGB ports, both LEDs will light up.

    Unfortunately there's really no simple solution. You could purchase a second keyboard encoder so you can use unique input codes for every button. Or maybe it's possible to dynamically program the UIO and change the assigned input codes when certain games (like Asteroids) are launched - then in the LEDBlinky Input Map you can assign unique input codes for each button and have the keyboard encoder (UIO) change on the fly. Other than that, I don't know what to suggest - LEDBlinky responds to the input codes and if more than one button shares the same input code then they all light up.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Xpendable on January 02, 2018, 12:54:36 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 03, 2018, 01:23:14 pm
    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

    There's really no difference between the audio animation and a standard animation except that the audio animation may be pushing more data to the hardware (UIO). Try testing with a non-audio animation and see if the problem occurs. I would also contact Andy at Ultimarc - in the past he's been able to help with this kind of issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Xpendable on January 03, 2018, 05:41:14 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 03, 2018, 08:27:10 pm
    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.

    Honestly I'm not sure anyone has ever reported an issue the same as what you're seeing (although my memory is not always perfect). Do you have another PC you could try - that might rule out the USB drivers and other PC hardware. You can copy the entire LEDBlinky folder to a USB drive and copy it over.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Xpendable on January 04, 2018, 09:57:35 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 04, 2018, 10:25:28 am
    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.

    lol, I can never trust my memory! Glad the firmware upgrade seems to have solved the issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Xpendable on January 05, 2018, 10:08:29 am
    Unfortunately it happened again.  I was playing Street Fighter III with my daughter when the I-Pac Ultimate I/O froze about 10 or 15 minutes into gameplay.  All the button colors froze and the CP no longer functioned.  MAME and HyperSpin were both still running as if nothing had happened.   I have a regular USB keyboard underneath in a keyboard drawer, so I pulled that out and was able to break out of MAME and shutdown HyperSpin.  I immediately heard the Windows "Dig!" "Dig!" "Dig!" default sound over and over again.  I opened up notepad and saw that the Ultimate I/O was sending the letter "k" over and over again in a continuous stream.  Rather then pulling USB power from the Ultimate I/O, decided to just try a reboot.  Upon reboot, the Ultimate I/O was still frozen and Windows threw up some kind of error about the driver.  I finally had to open up the CP and remove power from the Ultimate I/O so it would reset.  In the future, I think I'll try a shutdown instead of a reboot since that should kill power to the Ultimate I/O.  I've already informed Andy and he's given me a new firmware to try that I think is supposed to have a failsafe to keep it from sending a stuck key.  Have not had a chance to try this yet.  I should add that I currently have LEDBlinky to play FE animation (not audio) and left everything on over night, and the animation is still happily playing this morning.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gatordad on January 09, 2018, 08:16:15 pm
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 09, 2018, 09:27:12 pm
    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

    Has it been that long! What pins?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: gatordad on January 10, 2018, 08:00:13 pm
    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




    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 11, 2018, 08:16:32 am
    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

    Very nice collection!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: tony.silveira on March 07, 2018, 02:33:15 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 12, 2018, 09:31:38 am
    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,
    Can't really help with Hyperspin or EDS issues - maybe post on the HS forum?

    As for the LEDBlinky icons in the tray - It's normal for LEDBlinky to start a secondary instance and then immediately quit. The ghost icons would indicate that LEDBlinky was not closed cleanly. Could this be caused by EDS? Regardless, the icons in the tray should not cause any issues.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fablog on April 27, 2018, 09:46:06 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 27, 2018, 05:15:20 pm
    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?

    It's lighting different buttons for the demo mode vs in game? Hmmm, I'm not sure how that's possible since it's basically executing the same code. Turn on the Debug Log option, run the game that's not lighting correctly, then email me the debug.zip file and I'll see if I can help.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Hutt on May 01, 2018, 08:26:39 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 01, 2018, 11:19:10 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Hutt on May 06, 2018, 07:37:54 pm
    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.

    Thanks for the reply, Arzoo.
    I found a solution.... I used the 'RomLister' program. Probably haven't used this program in 7+ years... couldn't even remember what it was for.
    Anyway it created an xml file for me based on my rom set.
    1.2 meg!!!
    I now have LED Blinky set to pre-load it for once, WooHoo!

    Working great with the new file.

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on May 14, 2018, 10:49:41 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 14, 2018, 11:31:48 pm
    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?

    Using the Controls Editor, you'll need to configure an "Always Active" button on the Common Controls tab for each of your emulators <default> controls. There are a selection of "UI" controls and you can really use any but UI_CANCEL or UI_END makes the most sense. This support link should help: https://ledblinky.net/Support.htm#LightMAMEUI (https://ledblinky.net/Support.htm#LightMAMEUI)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on May 15, 2018, 09:20:07 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 15, 2018, 09:54:10 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: MartyKong on May 15, 2018, 01:03:26 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 15, 2018, 01:07:03 pm
    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?

    Hi, same answer as above; you'll need to create a script or batch file that launches LEDBlinky on windows startup. You can have LEDBlinky turn on specific ports or you can run a custom animation. Unless you're starting RL on Windows startup, in which case you can just use the FE Start animation.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Hutt on May 17, 2018, 07:23:15 pm
    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?

    I'm curious as to how you have a button on your control panel set up in windows to launch your front end???
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on May 17, 2018, 10:45:34 pm
    autohotkey script which runs constantly looking for the keystroke
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Hutt on May 18, 2018, 07:03:51 am
    autohotkey script which runs constantly looking for the keystroke

    Would you mind sharing it? Does it terminate the app after the program is launched?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on May 18, 2018, 09:16:51 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Hutt on May 19, 2018, 06:49:33 am
    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

    Thank you.
    I'll have to get back to this later when I have a little more time. I have a feeling I'm going to have a few questions.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Hutt on May 19, 2018, 06:52:43 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 19, 2018, 10:02:10 am
    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?

    Here's how: Using the Controls Editor, click the "FE" button (in the middle) and then click the "New" button (on the lower right panel). From the New Control window, select CONTROL_JOY8WAY from the drop-down and check the "Primary Control" option. Click "OK" and then Save. That should do it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on May 25, 2018, 04:42:46 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 29, 2018, 09:53:37 am
    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.

    If you're only controlling LEDBlinky manually (via batch file) or don't want to use any of the FE options, then you can set the FE to "Other" (from the config app). But if you also want to use the FE options then you'll need to create a single frame animation with just the one button turned on and run that manually from the batch file. I'll also look into a future update to allow the manual port commands to work without also lighting the FE buttons.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on May 29, 2018, 12:00:34 pm
    If you're only controlling LEDBlinky manually (via batch file) or don't want to use any of the FE options, then you can set the FE to "Other" (from the config app). But if you also want to use the FE options then you'll need to create a single frame animation with just the one button turned on and run that manually from the batch file. I'll also look into a future update to allow the manual port commands to work without also lighting the FE buttons.
    [/quote]

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 29, 2018, 01:09:54 pm
    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.

    Actually it's the other way around - animations run in a continuous loop by default. You have to specify the SingleLoop (S) option to only run one time. So if you create a single frame with one or more ports turned on, when you run the animation those ports will just stay on until you stop the animation.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Mrhyde1969 on May 31, 2018, 05:42:10 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on June 04, 2018, 10:51:15 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on June 05, 2018, 08:19:47 am
    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.

    That looks correct. Try using the troubleshooting app and if that doesn't identify the problem, email me the debug.zip file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on June 05, 2018, 08:23:26 am
    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.

    Turn on the Debug option (Misc Options tab), run through your startup scenario, then email me back the debug.zip file and I'll try to help.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: 8trek on June 05, 2018, 10:26:03 pm
    here ya go, thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: tvsian on June 20, 2018, 05:36:04 pm
    I'm still working on my cabinet, but I've noticed one oddity that I can't pin down. I'm using LEDBlinky with an I-Pac Ultimate I/O and Ultimarc RGB buttons and sticks, LaunchBox/BigBox as the frontend with Rocketlauncher in the middle. One button seems to be a little wonky though, and only under certain circumstances.

    P1B1 is my "select game" button in BigBox, and I have it set to light up blue to match the cabinet. For 4-button arcade games, I have it set to P1B2 as it's more comfortable with my button layout. For some weird reason, Neo Geo games are sometimes lighting it up as kind of an off-white instead of yellow (it seems brighter than the "black" of the joystick and not as bright as full on white). It doesn't appear to depend on the individual game, I've tried a few Neo Geo games and have seen the same thing. If I reboot and go straight from BigBox (loads on startup) to a game it will most likely work normally. But going in and out of games, exiting the frontend and going back in, etc. seem to make it more likely to come up wrong. It does return to the correct blue when I exit MAME and drop back to BigBox.

    Since I'm still in the configuration stage, I haven't done a lot of game play on it yet, so I haven't noticed it anywhere else. It does kind of stand out there though. The only edit I've made to colors.ini was to universally set the coin lights to red - I'm using the fake coin return buttons and it just doesn't look right to me in other colors.

    Playing around with the LED settings and animation editor, I can't get the button to display the wrong color under any other circumstances, it specifically seems to be a random thing when playing certain games.

    Any pointers on where to start looking for a solution?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: zorg2000k on July 11, 2018, 10:45:20 am
    Hi,

    I've already followed you great video's and managed to set up my arcade cabinet with Hyperspin and LEDBlinky. Looks great and love the LEDBlinky software.

    I have now set up a vertical cabinet with the PinballX front end. I have been struggling to get the LED's to light at all after launching frontend (PinballX) or in the Visual pinball emulator.

    I have managed to get the LED's to work from the LEDBlinkyConfig.exe when selecting a game and test.

    I've gathered all my log files and was hoping you may be able to help ?

    Thanks Stuart
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: drewjbx on July 20, 2018, 07:09:53 pm
    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...)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 20, 2018, 08:18:53 pm
    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...)

    Sure, just edit UnknownGames.dat (with any text editor) and delete the entries.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: bperkins01 on July 24, 2018, 12:44:47 pm
    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!

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 24, 2018, 01:06:24 pm
    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!

    Rather than upload, email it to me and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: bperkins01 on July 24, 2018, 01:11:40 pm
    Done.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: rtkiii on July 24, 2018, 08:28:23 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 25, 2018, 09:56:48 am
    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

    From the LEDBlinky Config app, on the "Game Options" tab make sure the "Light Game Controls" is checked. And on the "GameEx" tab, make sure the "Demo Game Controls" is checked. If these options are checked and it's still not working, try the Troubleshooting app. If that doesn't help email me the debug.zip file and I'll take a look. CPWizard is not associated with LEDBlinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: rtkiii on July 25, 2018, 12:06:52 pm
    triple checked those settings and they are set.

    PMing you the .zip
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Altanore on July 28, 2018, 09:27:00 pm
    Disregard, finally got it sorted.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Trnzaddict on August 06, 2018, 12:59:23 am
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on August 06, 2018, 08:44:04 am
    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.

    Too many questions here to answer via the forum - let's take this offline. I'm concerned as to why the troubleshooting app would crash. Could you zip up your entire \LEDBlinky folder and get it to me via email/dropbox?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Trnzaddict on August 06, 2018, 11:38:53 am
    All set just emailed it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Darksquall22 on August 12, 2018, 05:53:24 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on August 12, 2018, 07:57:36 pm
    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.

    Hi, are you saying that each time you run a game the button colors don't change from the prior game? Is it specifically the colors that are wrong or are the wrong buttons illuminated? What front-end are you using and what game is not working?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Darksquall22 on August 12, 2018, 09:33:42 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on August 13, 2018, 08:38:15 am
    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

    Cool that it started working! If problems return shoot me an email with the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Darksquall22 on August 13, 2018, 11:41:07 pm
    Started again. I sent over the debug file. Thanks for the help.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Sky25es on August 26, 2018, 02:19:39 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on August 26, 2018, 04:05:17 pm
    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.

     :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Felsir on October 01, 2018, 01:12:08 pm
    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.

    Background:
    For my cab I plan -next to illuminated buttons- to have a lightbar integrated in the CP (similar to the the lightbar on the Playstation 4). So I got an addressable LED strip for which I programmed a pattern editor. It would be great to have patterns to trigger via the Ledblinky- so I don't have to integrate with frontends or MAME myself. So ideally I'd like to know what pattern Ledblinky has started so I can match the LEDstrip pattern.





    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 01, 2018, 07:11:27 pm
    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.

    Hi - the LEDBlinky Install & Config pdf (http://ledblinky.net/downloads/Install%20and%20Config.pdf) has a section on using the LEDBlinky Output System (page 71). You do not need the Ultimate I/O or any LED controller hardware to use the output system. Post back here or email me if you have any additional questions.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Felsir on October 02, 2018, 01:31:30 pm
    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.
    The picture isn't very clear- here is a video of the effect:
    https://www.youtube.com/watch?v=a3ruHjkRU4U (https://www.youtube.com/watch?v=a3ruHjkRU4U)


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 02, 2018, 02:00:22 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Felsir on October 02, 2018, 04:06:27 pm
    This might be the first example of the LEDBlinky Output System is use! Glad it's working for you.
    Great!
    I'll focus on the build of the cab for now; I'm happy to know Ledblinky can support what I'll need when setting everything up. I'll definetly get in touch when I get to that stage. Thank you for your response to my question :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: kwolfe19 on October 16, 2018, 02:08:23 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 16, 2018, 08:35:50 am
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: kwolfe19 on October 16, 2018, 12:06:10 pm
    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).

    PM sent. Thanks again for your help.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: marcux on October 25, 2018, 01:07:33 pm
    So far so good, LED blinky setup with 2x ipac ultimates.  Loving the setup, would love to get addressable LED's working.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Arroyo on November 09, 2018, 10:39:45 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: drewjbx on November 20, 2018, 05:09:34 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: vaderag on December 16, 2018, 08:23:16 am
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Propdept on December 21, 2018, 10:25:46 am
    Hello Arzoo
    Question about led Blinky.  I just got the software it is the trial version.  I have been following Mavericks arcade videos and I am up to the Mame tutorial.  I donnot have a controller board.  I wanted to see how the program worked before I went and dropped money on led buttons and. Controller.  A few things I notice,
     :hissy:
    I wanted to see first if led Blinky
    will announce the game name,
    And audibly speak the control buttons...example. Warp, thrust, fire shields  ect.
    It is not doing that.  I get no splash screen.  It is sitting in the lower right hand side of my windows tray nearest to the network icon.  It does say when I quit my front end. Goodbye as that is what I want it to say on quit.

    I realise I am putting the horse before the cart.  I realise that the lighting of buttons is it primary function and saying the control or button name is a fring benefit. Yet these things are important to me before I move fowrd

    Must I FIRST have on hand the led controller board plugged in for me to get the voice explaining each button?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 06, 2019, 10:28:05 pm
    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

    I realize it's a bit late to be answering this question (sorry) but using the Animation Editor you can load any of the included animations and set the Frame Duration for each frame.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 06, 2019, 10:29:10 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 06, 2019, 10:31:36 pm
    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.

    Sorry I haven't responded sooner on this (not getting forum notifications for some reason) - Anyway, if you're still having issue please send me a PM or an email.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Propdept on January 06, 2019, 10:54:37 pm
    Email sent to you.... hope you can help
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Felsir on January 08, 2019, 07:25:12 am
    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)).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 08, 2019, 08:20:55 am
    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)).

    Thanks Felsir - I totally forgot about that as an option!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Propdept on January 13, 2019, 09:30:11 pm
     :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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 14, 2019, 01:41:51 pm
    :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

    Got your email - we'll pick this up offline.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: MydknyteStyrm on January 17, 2019, 07:37:08 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 17, 2019, 09:00:57 pm
    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

    I'll add this to my feature requests list. Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: digable on January 22, 2019, 06:08:03 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: FALSE on January 31, 2019, 08:45:42 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 31, 2019, 09:29:47 pm
    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.

    Have you tried the troubleshooting app? If that doesn't help, email me the debug.zip file and we'll figure out what the problem is.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on January 31, 2019, 09:36:35 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: FALSE on January 31, 2019, 09:42:23 pm
    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.

    I've got it somewhat working now but certain games in mame aren't lighting up. Not sure why that is. I'll spend some time tinkering with it.
    *EDIT
    I'm guessing this is because controls.ini is out of date since v1.41. Anyone confirm?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: FALSE on February 02, 2019, 11:47:32 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on February 02, 2019, 09:08:37 pm
    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'll need to see the debug log to help - can you email it to me?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Chip9399 on February 05, 2019, 10:01:44 pm
    I been watching you tube video on led blinky(maveric’s) I’m stuck on finding the file hyperspin settings ini.?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on February 10, 2019, 10:16:16 am
    I been watching you tube video on led blinky(maveric’s) I’m stuck on finding the file hyperspin settings ini.?

    That file should be in a \settings folder where you installed Hyperspin.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: jclemens78 on February 20, 2019, 07:20:45 pm
    Arzoo....I had everything fully functional in my prototype control panel and now I have my final build done.  My uTrak trackball LED I can get to be lit up white when clicked by itself.  But as soon as I try to do a Fade Up animation with all the buttons it turns light blue.  Or if I start clicking some buttons on one by one it shifts from White to Blue over time.  I've tried like 4 open ports on my Ultimate I/O and PACLED64 and it's the same across the whole thing.  Any ideas what is going on?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: fischb on March 02, 2019, 06:00:26 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: JudgeRob on March 25, 2019, 09:17:54 pm
    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,
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 26, 2019, 08:57:41 am
    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

    Did we ever get this resolved offline?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on March 26, 2019, 09:01:29 am
    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,

    Hard for me to know without more info. If you turn on the Debug Log, run some PCGames, then email me the debug.zip I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: MydknyteStyrm on April 20, 2019, 08:32:19 am
    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?


    Sent from my iPhone using Tapatalk Pro
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: shitoken on April 20, 2019, 12:16:44 pm
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 20, 2019, 07:48:43 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Felsir on April 21, 2019, 04:42:47 am
    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.
     
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 21, 2019, 09:40:36 am
    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.

    That's a good thought but LEDBlinky does not typically start on boot unless you've specifically created a startup script or other custom process.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 21, 2019, 09:44:53 am
    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

    Latest version (v6.6.0.1) was released on 2/7/2019. Upgrade instructions can be found here (https://ledblinky.net/Download.htm).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 21, 2019, 09:45:12 am
    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

    Latest version (v6.6.0.1) was released on 2/7/2019. Upgrade instructions can be found here (https://ledblinky.net/Download.htm).
    Title: Re: LEDBlinky - And Jukebox issue
    Post by: Propdept on April 27, 2019, 02:09:10 pm
    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
    Title: Re: LEDBlinky - And Jukebox issue
    Post by: arzoo on April 27, 2019, 09:59:04 pm
    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

    This support link may help;
    http://ledblinky.net/Support.htm#InvalidAudioDevice (http://ledblinky.net/Support.htm#InvalidAudioDevice)

    Unfortunately LEDBlinky may not support the Realtek audio on your motherboard. You could try updating the audio drivers. The other option is to purchase an inexpensive sound card.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Propdept on April 28, 2019, 02:14:59 pm
     :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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on April 28, 2019, 03:55:27 pm
    :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

    Glad you got it working  :cheers:
    You can always email me a link to your video!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: rooter on May 07, 2019, 11:51:22 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 08, 2019, 09:42:17 am
    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?

    Seems like HS/RL is sending the game quit command right after starting the game, but I can't be sure without seeing the log data. If you turn on the Debug Log option (Misc Options tab), run the scenario that's failing, then email me back the debug.zip file, then I can confirm what's going on. You could also try posting this question on the HS forum.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Defender dude on May 10, 2019, 06:13:52 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Line_ on May 10, 2019, 12:54:49 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 10, 2019, 10:47:09 pm
    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 Chris,
    LEDBlinky was designed to use a second hardware controller for the cabinet animations. If you only want LEDBlinky to run your marquee animation (and nothing else) then you may want to consider starting LEDBlinky with a manual command to just run the animation. But if you want to use LEDBlinky for FE or game features (plus the marquee) without a second controller, then I think your solution is the only option.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 10, 2019, 10:50:01 pm
    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!

    Let me get back to you on this. Long day and I'm just not thinking clearly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Line_ on May 11, 2019, 05:23:47 am
    Here are some diagrams to help better explain what I'm talking about:

    Here is my control panel layout and the lighting for the FE Active Animation
    (https://imgur.com/xv2Ka1L.png)

    Here is how the buttons are hooked up to the WolfWare Howler
    (https://imgur.com/ZU3bek8.png)

    Here is how the buttons are being mapped to an XBOX Layout, using x360ce
    (https://imgur.com/d6FJFA6.png)
    LB=Left Bumper
    RB=Right Bumper
    LS=Left Stick Click
    RS=Right Stick Cllck
    G=Guide Button

    Here is what the buttons register as in Windows after all is said and done
    (https://imgur.com/W9gpTNj.png)
    Z=Z-Axis Negative Position
    RZ=Z-Axis Rotation Negative Position
    G=Guide Button

    Here is what happens when I set all the buttons to actions in Launchbox/BigBox and illuminate LEDBlinky FE controls
    (https://imgur.com/inzO4tK.png)

    Notice how P1 Joystick, Z, RZ and Guide buttons are not illuminated due to Launchbox being unable to map triggers and the guide button. Also all of player 2 and the trackball are not illuminated either.

    I will try and get a video posted of the flashing that occurs when using the FE animation option.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 11, 2019, 10:17:31 am
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Line_ on May 11, 2019, 12:40:11 pm

    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).

    OK e-mail sent to the support address, debug files attached.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Line_ on May 12, 2019, 01:11:47 am
    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).

    Here is an imgur album containing two videos showcasing the issue when FE Active animations are set vs. FE controls lit.

    https://imgur.com/a/D3bfuzv (https://imgur.com/a/D3bfuzv)

    I increased the Demo Scroll Delay to 1 second, but it doesn't change the behavior where all the LEDs go blank for a moment.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Line_ on May 14, 2019, 04:42:18 am
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 14, 2019, 08:09:08 am
    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:

    There is an option to demo controls when mame is paused, but not other emulators. Monitoring for controller input might be possible - I'll add it to the enhancement request queue (but I can't promise when or if I can do it).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Line_ on May 14, 2019, 10:15:49 am
    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...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 14, 2019, 02:41:55 pm
    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...

    If the non-mame emulator has an event hook on "Pause" that allows you to execute a batch or script file, then yes, manually sending LEDBlinky the Game Start command could be used as a workaround to re-demo the controls. Keep in mind that any game start option you have enabled (speak controls, speak name, run animation, etc) will all execute.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: bperkins01 on May 27, 2019, 10:35:38 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on May 27, 2019, 02:16:25 pm
    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

    Hey Bob - look over this support link (http://ledblinky.net/Support.htm#LightTBJoy), specifically the section on "light the trackballs or joysticks separately based on which are used by each game". Using that method both joysticks should light up. If it's not working or you have additional questions, run pacman with the Debug Log option enabled (misc options tab), and email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Kudrun on June 07, 2019, 10:14:20 am
    Hi Arzoo, I really hope you can help me. In short, I can get LEDBlinky to work in HyperSpin, but only after a game in MAME has launched. I’ll try and be as concise as I can with the details of this, but please let me know if there anything else I can tell you that might help diagnose my issue.

    I’m building an arcade cabinet with RGB lights and running MAME through HyperSpin.

    Programs used: HyperSpin, HyperHQ, RocketLauncher, RocketLauncherUI, MAME, LEDBlinky

    -   I installed HS, MAME, and RL
    -   I then followed along to the great Youtuber Maverick’s Arcade in setting up LEDBlinky.
    -   I’ve set up a basic 1 frame animation for the default colours I want whilst not in game (FE Active etc..), and added an FE Start-up and FE Quit animation.
    -   All buttons are wired up correctly and each program seems to be talking to each other. I can launch a game in MAME, and the colours change based on the colour.ini etc…great
    -   However, LEDBlinky doesn’t run the FE Start-up when I launch HS. It only runs that once I launch a game through MAME. Game runs, it flashes white for second, then runs the FE Start-up animation, then switches to the specific game colours. When I exit the game back to the menu, FE Active kicks in. But when I close HS, The FE Quit doesn’t run and after HS is closed, the FE Active stays lit.
    -   So, it seems like everything is working, just not in the right order. Or, something isn’t configured correctly.
    -   If I start LEDBlinky, then launch HS, same thing.
    -   If run a HS Start-up Script to run LEDBlinky on HS launch, same thing.
    -   But, I’ve checked the Debug.log and HS Log.txt and LEDBlinky does launch at the same time as HS does when the Start-up Script runs.

    Some further info that might help:

    -   I have LEDBlinky Disabled in HyperHQ (I was advised that it would conflict with RL-LEDBlinky communication)
    -   I have LEDBlinky Enabled in RocketLauncherUI and set to “Enabled - All”
    -   In LEDBlinky I have the FE set to “Other Front-End”

    I can provide you with the Debug.log and Debug.zip as well as HS and RL logs if that would help.

    My guess is, it’s something simple, and I’m just missing it. Your help and guidance would be most appreciated.

    Thanks,

    Kudrun

    ----------------------------------------------------------------------------------------------------------------------------------------

    SOLVED

    It was a simple case of me not having my Hyperspin Startup Script correctly set up. So it wasn't launching LEDBlinky when Hyperspin started, and only when MAME started.

    For anyone interested, I just needed to add a "1" after the program run target:

    [Startup]
    Minimize_Background_Windows_Enabled=true
    Window_Classes_To_Not_Minimize=Shell_TrayWnd,Button
    Process_Name_To_Close_1=
    Program_To_Run_Target_1=LEDBlinky.exe 1
    Program_To_Run_Working_Dir_1=K:\LEDBlinky\
    Program_To_Run_MaxMinHide_1=Min
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: jkimrey on June 11, 2019, 09:01:12 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on June 11, 2019, 11:03:55 pm
    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.

    Email me the debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: neohusky on July 04, 2019, 07:01:12 am
    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 from
    Code: [Select]
    <emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides"> section into
    Code: [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.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 05, 2019, 05:57:51 pm
    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 from
    Code: [Select]
    <emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides"> section into
    Code: [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.

    As long as the emulator name includes "mame", LEDBlinky will consider it a mame rom. For example, you could use "Capcom_Play_System_(mame)". But you are suggesting that from the Controls Editor there could be a flag that designates any emulator group as mame. I'll add that to the enhancement request list, thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: newoski on July 05, 2019, 06:03:29 pm
    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 from
    Code: [Select]
    <emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides"> section into
    Code: [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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on July 05, 2019, 06:31:40 pm
    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

    Nice! I did not know that.  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: neohusky on July 05, 2019, 07:15:45 pm
    Oh wow. I’ll give it a try. Thanks for the tip.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: shitoken on July 19, 2019, 03:42:23 am
    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 think you do not need to set events for Ledblinky and it works.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: boslaw2 on August 29, 2019, 10:50:41 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on August 29, 2019, 11:20:47 pm
    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'll need you to turn on the Debug Log option, run your FE and the games that aren't lightning correctly, then email me the debug.zip file so I can see what's going on. You'll also need to tell me exactly what buttons aren't lighting as expected.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Foxhole on September 04, 2019, 12:36:53 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on September 04, 2019, 08:54:52 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Foxhole on September 04, 2019, 09:53:37 am
    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.
    It's enabled. I'll upload the debug later on, when i get home. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Trnzaddict on September 04, 2019, 10:28:15 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on September 04, 2019, 04:29:54 pm
    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

    I can look into adding this feature but does it really make sense to speak generic button names for MAME? You should be able to do this for non-MAME emulators.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Foxhole on September 04, 2019, 11:38:28 pm
    Hi, arzoo, i've sent the debug.zip to your support mail.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: duncanator on September 12, 2019, 02:26:09 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Headrush69 on September 14, 2019, 05:30:23 pm
    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.
    In LEDBlinkCOnfig you can enable other options like demo the controls specific to each game highlighted in LB/BB or contrinue to use an 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.
    When you important a MAME rom, if it's in the mame.xml, it should start with that layout making it easy for you to change.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on September 14, 2019, 05:49:21 pm
    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!

    LEDBlinky reads the LB/BB settings file to determine which buttons the FE is using and tries to light those. Another way to do this is to create a single frame animation with just the buttons you want lit up and set that animation as the FE Active animation.

    As for the game that's not lighting correctly, have you tried the Troubleshooting app - it may help identify what's going on. If that doesn't help you can email me the debug.zip file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: dino82 on September 25, 2019, 09:45:59 pm
    (https://i.imgur.com/VUdvhtZ.jpg)

    It's very hard to see with the lighting but I circled the only two buttons that aren't lit up white, they are yellow. I am not sure what config it pulled this from but it's none I'm either aware of or set myself. Here's Street Fighter II Turbo:

    (https://i.imgur.com/L7QiQKl.jpg)

    Why is Player 3 lit up at all (yellow), and why is Player 1 lighting up B-1,B-4, B-5, B-6 white, and Player 2 is lighting up B-4 yellow?

    I've triple checked my LEDBlinky config mapping with the actual controls (Player 1 buttons are Keyboard A thru G, for instance). Where can I continue my investigation? The buttons are consistent, so if I close TMNT and relaunch, the same buttons light up, so it isn't 'random'.

    Later, I checked the troubleshooter logs again and it mentioned something strange -- when I run TMNT, it's running tmnt2po, not tmnt. I go to check the actual path to the ROM inside of Launchbox and it is tmnt2po.zip but that file doesn't exist, it exists inside of tmnt.zip. Launchbox appears to be having problems recognizing cloned games and it isn't passing the correct ROM name to LEDBlinky. Here's a screenshot of my CP when I forced the path to use tmnt.zip, it still isn't correct but you can see it's actually getting closer to reality:

    (https://i.imgur.com/bzbbXO9.jpg)

    Did I screw something up and I'm really in the weeds now?

    Edit: Is there some kind of filter going on, I can't type 'B 4', it turns into that BINGO phrase?[/list]
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: PL1 on September 25, 2019, 10:50:04 pm
    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.

    You can disable it by selecting "Leave words uncensored" on your profile's Look and Layout page.
    http://forum.arcadecontrols.com/index.php?action=profile;area=theme;u=97217 (http://forum.arcadecontrols.com/index.php?action=profile;area=theme;u=97217)


    Scott
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: dino82 on September 26, 2019, 12:51:38 am
    The troubleshooting app is very handy, I found the source of some of my issues, one being that my Player 2 Button 4 is mapped to KEYMAP_P, and the default UI_PAUSE button in MAME is KEYMAP_P, and it was set to Always Active by default, so it would light up on all games.  I also found that assigned a button twice (Player 1 Button 1) somehow, and it was set to Always Active as well, so AA overrode the color it was mapped to.

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on September 26, 2019, 03:41:56 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: dino82 on September 27, 2019, 12:31:39 pm
    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.

    Thanks for the follow up -- you should have a new email with additional info.

    To clarify for the thread, the mame.xml file either is malformatted on creation, doesn't have the data LEDBlinky needs, or LEDBlinky isn't able to load it for some reason.  Here's a screenshot from a freshly re-created mame.xml and the debug.log after starting Launchbox again

    (https://i.imgur.com/jmvMDUS.png)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: tvsian on September 29, 2019, 09:44:46 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on September 29, 2019, 10:52:19 pm
    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.

    Email me the debug file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: dino82 on September 30, 2019, 03:10:02 pm
    With the help of Arzoo, we were able to determine the cause of the issues...

    The short story:  Don't use Powershell to run mame64.exe -listxml > mame.xml, use cmd.exe

    Long story:  Powershell by default encodes files to UTF-16 when redirecting output to a file.  mame.xml needs to be ANSI encoded.  This caused the file to be basically unreadable and LEDBlinky didn't know what to do with it.  This caused the mapping of clones to be impossible, so most games were broken as far as lighting up the correct buttons.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: rablack97 on October 08, 2019, 09:49:52 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Propdept on October 08, 2019, 07:22:54 pm
    I hope you all can help here
    Ok I have led blinky. Before I got my control board set up for my game cab I set up led blinky. On a test board.
    Now I have the control board in my cabinet and I have these problems
    1. I have BERZERK in my game cabinet.  I decided to remove that rom and change it to BERZERK1. I can’t go into controls editor and set it up.  I used to be able to go into controls editor and pick the type of contrôler and specify the various buttons.  P1  colour blue keyboard button alt. P2 Color red keyboard button  shift etc....(I am just using this for example...  now I cannot in the lower left hand side of the controls editor do that. It is greyed out

    2 I cannot add more games to my led blinky. When I do it saves it but it does nothing when I click on the game in hyper spin.  :hissy:

    Do I need to start all over again setting up all of my mame games.  Isn’t there a file. A CFG or INI FILE that I can just modify ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Propdept on October 08, 2019, 07:30:02 pm
    This is test
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 08, 2019, 10:10:45 pm
    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.

    The animations included with LEDBlinky are very generic. For the best results I would recommend using the animation editor to create your own animations for your specific control panel layout.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: Chillijason on October 13, 2019, 03:07:35 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: SteveB69 on October 14, 2019, 11:49:11 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 14, 2019, 02:41:14 pm
    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!

    When starting LEDBlinky from the command line, you should pass a "1" parameter which is FE Startup. Then assuming you have the mame options configured correctly, it should work. If it still doesn't respond to mame games, turn on the Debug Log option, try running again, then email me the debug.zip file so I can help further.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 14, 2019, 02:45:03 pm
    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

    Using the animation editor you can increase the Frame Duration (ms) for all frames in the animation. You may need to do some trial and error to get the speed right.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: RpT on October 21, 2019, 12:11:58 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: SteveB69 on October 22, 2019, 12:55:28 pm
    I'm new to ledblinky & having quite a bit of trouble setting it up, I've been emailing Arzoo but probably best to share my problems here rather than keep bugging him. Now I have it working perfectly with streetfighter 2 & a couple of other games but Asteroids is being a bugger, probably because the game is set up to use buttons for left & right & not the joystick.
    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?

    So I tried going into the Controls editor & set up the 3 buttons, fire, thrust & hyperspace but still no joy. How do I get LB to use the joystick as buttons 1 & 2?

    Also I like that LB can speak & flash the controls, however pressing any key or setting a specific key to cancel the speech doesn't work, it just speaks on until done?

    Also should I have Keycodes within my Input codes as well, the keycodes being whatever the default Mame input codes are?

    Also I have a Marque, how do I get ledblinky to light this up during games? Appreciate any help???

     
     
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: SteveB69 on October 22, 2019, 01:06:15 pm
    Sorry & carrying on from above, I opened the LB Controls Editor & added asteroids. I set up my joystick Left & Right & then a button, but everytime I ok it & then click back into joystick or P1_Button1 the light that lights is the last light I set up for all three Controls, neither sticking to the light that I first set them up on?

    I have Streetfighter 2 working fine, everything lights up as should, what I don't really get is where is ledblinky getting the information from for this because if I could see that I might have an idea of what I should copy & get the other games working?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 22, 2019, 04:01:47 pm
    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

    I'm not familiar with Pinup but if it can run a script when a games starts and pass the game and emulator as parameters (to the script), then you can use LEDBlinky command line functionality. If not, you can still have LEDBlinky work with mame using the mame output system which will notify LEDBlinky when a game starts and stops. There's info in the LEDBlinky docs (pdf) on all the LEDBlinky command line parameters. You can also email me directly if you have additional questions.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 22, 2019, 04:05:03 pm
    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?

    Also I have a Marque, how do I get ledblinky to light this up during games? Appreciate any help???
    You'll need to use JOYCODE_1_LEFT as the input code for JOYSTICK_1_XAXIS_LEFT_SWITCH.

    The only marque display that LEDBlinky supports natively is the Pixelcade.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: SteveB69 on October 22, 2019, 07:46:32 pm
    Quote from: SteveB69 link=topic=73905.msg1699310#msg1699310 date=1571763328
    The only marque display that LEDBlinky supports natively is the Pixelcade.
    [/quote
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
    Post by: arzoo on October 22, 2019, 10:35:47 pm
    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?

    You can create an animation that lights the ports for you light strip and set it as the Game Play Animation. LEDBlinky will still light the active buttons for each game on the control panel but also run the animation.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JudgeRob on November 05, 2019, 09:37:53 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on November 06, 2019, 08:21:34 am
    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

    Have you tried using the Troubleshooting app to see why GoldenTee is not lighting correctly? If that doesn't help email me the debug.zip file and I'll take a look.

    For the error message when trying to import the rom, can you open your mame.xml file in a text editor (it may be large so it takes a few seconds to load) and email me back the first few lines of the file (or a screen shot). Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JudgeRob on November 06, 2019, 11:58:53 pm
    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>
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on November 07, 2019, 08:03:23 am
    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>

    That doesn't look like a standard mame.xml file. I would suggest using mame to generate a new xml file and stick it in the LEDBlinky folder. Then set the LEDBlinky config to point to the new file and you can continue using the other file for your FE if you wish.

    Here's the command to generate the listxml;
    Code: [Select]
    <path>\mame.exe -listxml > mame.xml
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JudgeRob on November 08, 2019, 12:57:39 am
    Ah, I didn't realize I could use separate xml files.  Thanks, works great!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Peperami on November 25, 2019, 01:13:02 pm
    Hey guys :)

    So I purchased LEDBlinky as I think its a really excellent piece of software, even though I know its going to be one hell of a learning curve me as I am not particularly Techie minded and I'm an old fart ;)

    I have a couple of questions I have not been able to figure out yet hopefully someone could help me?

    1) Specific Game in Mame

    I love the game "New Rally X" and I have LEDBlinky setup so it lights buttons and speaks and I have tested "Bank Panic" as thats one of my favourite games and it worked great

    Unfortunately New Rally X doesn't.... It does say "New Rally X" when it loads, but it doesn't say the name of the button for the smoke screen or the coin or player start. It also just sets the buttons to white, so please could someone explain to me how to alter this so it works and says the correct name for the buttons, plus how to set the Buttons colours please (what file names i would need to edit)

    2) Sound on Space Invaders Pulsing colours

    I saw a cool Video somewhere, where someone had Space Invaders playing and the buttons were Pulsing to the throbbing sound that Space Invaders makes, how is this achieved please??

    Any help appreciated guys!!  I've learnt a lot on my own so far but these two have made my hear hurt lol
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on December 04, 2019, 12:06:20 am
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 04, 2019, 11:48:38 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on December 04, 2019, 12:58:28 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 05, 2019, 09:55:19 am
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on December 07, 2019, 07:35:56 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 07, 2019, 10:15:19 pm
    Just to be clear, in my Inputmap, COIN1 -> CUSTOM1, START1 -> CUSTOM2, COIN2 -> CUSTOM3, START2 -> CUSTOM4.

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

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

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

    The input map port labels are not used to determine which ports light up. It's the input codes that matter. This support link (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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on December 07, 2019, 11:56:48 pm

    The input map port labels are not used to determine which ports light up. It's the input codes that matter. This support link (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?
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 08, 2019, 10:53:54 am
    I understand about the input port labels, I just meant when I used the name P1COIN and P1START as labels, Controls Editor would automatically set the spoken words and unable to edit. Using custom labels bypasssed that.

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

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

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

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

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

    The log shows LEDBlinky is using the inputs for all four P1 buttons from the mame default.cfg file (MAME-ALLGAMES). That would indicate it's not finding those buttons in the ikari.cfg file. If you email me your ikari.cfg and also your debug.zip files, I should be able to see what's going on and we can figure this out.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on December 08, 2019, 02:04:18 pm
    The log shows LEDBlinky is using the inputs for all four P1 buttons from the mame default.cfg file (MAME-ALLGAMES). That would indicate it's not finding those buttons in the ikari.cfg file. If you email me your ikari.cfg and also your debug.zip files, I should be able to see what's going on and we can figure this out.
    Thanks, I have emailed the files.

    That's exactly the issue I'm seeing. If the MAME game.cfg has a remapped button for an analog to digital button it is not read/used by LEDBlinky.
    If I remap the BUTTON1 in the same game, the LEDBlinky log shows that it read from ikari.cfg.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: tvsian on February 10, 2020, 02:57:22 pm
    Just a quick question. I'm using an iPac Ultimate in my cabinet, and I recently upgraded the firmware on it to the new multi-mode one (I've been trying to use gamepad mode for Windows games, and it was a bit flaky on the old firmware).

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

    Since 7.0.2 doesn't seem to be the version where it works, I just wanted to make sure that was accurate info, and there is something coming to get that working. Not asking for an ETA, just making sure it's on the radar.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 10, 2020, 03:11:52 pm
    Just a quick question. I'm using an iPac Ultimate in my cabinet, and I recently upgraded the firmware on it to the new multi-mode one (I've been trying to use gamepad mode for Windows games, and it was a bit flaky on the old firmware).

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

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

    Yes, the next LEDBlinky release (7.0.3) will support the UIO gamepad mode. The update should be released in a week or so. If you would like this sooner, send me an email and I'll get you a patched version.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on March 22, 2020, 04:42:32 pm
    Hi Arzo,

    I'm having a couple of issues with Ledblinky:

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

    #2 In the Controls Editor I can only test one game config at a time and then I have to restart the editor cause after the first one, the app behaves erratically (No voice output, incorrect controls...).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on March 22, 2020, 06:47:28 pm
    Hi Arzo,

    I'm having a couple of issues with Ledblinky:

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

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

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

    For issue #2, this is the first I've heard of what you are describing. I'll have to do some testing to see if I can replicate the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on March 23, 2020, 12:13:49 am

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

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

    Ok. I understand now. Many thanks for your quick reply arzoo.
    I'll have a look at the RL modules and see if I can sort it out...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on March 23, 2020, 08:37:09 am
    #2 In the Controls Editor I can only test one game config at a time and then I have to restart the editor cause after the first one, the app behaves erratically (No voice output, incorrect controls...).

    Can you email me your debug.log file so I can see what's up with the controls editor test. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on March 23, 2020, 03:49:10 pm
    Can you email me your debug.log file so I can see what's up with the controls editor test. Thanks.

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

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

    Edit: Ok. Log file deleted.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on March 24, 2020, 10:09:28 pm
    Ok. I've found a (dirty) solution to the first issue (Frontend control leds). It's far from ideal but it's better tan nothing.

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

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

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

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

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

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

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

    Run, Ledblunk.ahk
    Return

    That's all  :)

    Edit: I made a small change:

    - Added a Blockkey command in order to avoid problems.

    Please download the file again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on March 25, 2020, 01:52:13 pm
    Ok. I've found a (dirty) solution to the first issue (Frontend control leds). It's far from ideal but it's better tan nothing.

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

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

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

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

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

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

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

    Run, Ledblunk.ahk
    Return

    That's all  :)

    So basically what this solution does is use an AHK script to launch the emulator and then send LEDBlinky a GameQuit command 2 seconds after the emulator closes, correct?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on March 25, 2020, 09:22:51 pm
    So basically what this solution does is use an AHK script to launch the emulator and then send LEDBlinky a GameQuit command 2 seconds after the emulator closes, correct?

    Yes. That's the idea.  ;)

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

    I know it's not the best method, but hey, it works at least...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: shitoken on March 26, 2020, 02:07:11 am
    How can I stop LEDBlinky to run whenever my windows start?
    I want Ledblinky to start when I launch Hyperspin. I am using EDS with Hypermarques. Each time I need to open ledblinky editor and close to disable the lights if I am just using windows

    Tapatalk を使用して私の MIX から送信

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

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: brutusbuckeye1996 on March 28, 2020, 08:15:45 pm
    Looking for some help getting LED Blinky to work with MAME.
    I have hyperspin installed, using rocketlauncher to start Mame64.
    LEDBlinky is integrated, and everything works at front end launch, when front end is active, when I close front end, etc.  All the buttons light up per the selected animation, etc.
    But whenever I select a game to play, Mame starts, and all buttons go dark.
    I have confirmed the colors.ini file, and also used the command to create the mame.xml file (as shown on LEDBlinly website).
    I have double checked configurations, to make sure the files paths are all pointed to correctly in LEDBlinky.
    No errors are logged when I quit the front end.
    I am unsure what to do next.
    I am not a programmer, so I'm not able to go in and debug or look for small things that may be causing this.
    Any help is greatly appreciated.  If I can get the buttons to light up for the Mame games, my cabinet is done.
    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: knightrdrx on April 16, 2020, 03:52:34 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 16, 2020, 04:28:48 pm
    Looking for some help getting LED Blinky to work with MAME.
    I have hyperspin installed, using rocketlauncher to start Mame64.
    LEDBlinky is integrated, and everything works at front end launch, when front end is active, when I close front end, etc.  All the buttons light up per the selected animation, etc.
    But whenever I select a game to play, Mame starts, and all buttons go dark.
    I have confirmed the colors.ini file, and also used the command to create the mame.xml file (as shown on LEDBlinly website).
    I have double checked configurations, to make sure the files paths are all pointed to correctly in LEDBlinky.
    No errors are logged when I quit the front end.
    I am unsure what to do next.
    I am not a programmer, so I'm not able to go in and debug or look for small things that may be causing this.
    Any help is greatly appreciated.  If I can get the buttons to light up for the Mame games, my cabinet is done.
    Thanks!

    Sorry I didn't get back to you on this sooner. If you're still having problems, enable the Debug Log option (misc options tab), run RL and a few games, then email me back with the debug.zip and/or debug.log file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 16, 2020, 04:34:52 pm
    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?

    The only way for LEDBlinky to change the trackball (or any button) color when alternating players would be if the ROM sends a mame output signal when the players change. It's possible some games/roms do this but I don't know of any off hand. You can use the LEDBlinkyOutputTest app and see what outputs are provided by World Class Bowling, and if it does send an output signal on player alternation, then LEDBlinky could theoretically change the trackball color.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: knightrdrx on April 16, 2020, 07:49:13 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 16, 2020, 08:51:23 pm
    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?

    The outputs are labeled differently for each game, but typically you'll see things like LAMP0 or LAMP1 or LED0 etc. In your case you would want to see some value show up whenever you alternate players.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: shitoken on April 16, 2020, 09:54:59 pm
    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.
    Sorry for my late reply. I will check this out.

    Tapatalk を使用して私の MIX から送信

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: ginkgoblue on April 18, 2020, 08:44:37 am
    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???
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 18, 2020, 11:22:45 am
    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???

    I'm not familiar with RetroFE but for MAME LEDBlinky can work with any front-end; LEDBlinky has a feature that uses mame outputs to signal when each game starts and stops. For other emulators, RetroFE would need the capability to execute scripts or commands on events such as FE start, game start, game stop, etc. If it can be configured to send commands with parameters (emulator and rom name), then theoretically it should be able to control LEDBlinky. The LEDBlinky docs have a section describing the command line syntax and parameters. Drop me an email if you need additional support.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Brett Lonsdale on April 19, 2020, 11:56:42 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 19, 2020, 12:28:54 pm
    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

    Mame output messages vary for each game and most don't provide any. From what you've listed, the outputs are working correctly. As an additional test, try Asteroids or DigDug and you should see a stream of LAMP messages when credits are available.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: bigbatmoegan on May 07, 2020, 04:07:08 pm
    This might be the wrong place to post, but anytime I search for a similar topic i get the "unable to reach search dameon" error. I have set up a patter I want my buttons to be lit up at no matter what game is played. When it is plugged into my laptop it appears correctly (the first picture). However when i plug the board back into my raspberry pi where the Retropie arcade is installed, it lights up completely different, without all of them even lighting up. I can not figure out what causes this. The first attachment is the desired output, the second attachment is what it lights up as. If this is the wrong place, just let me know where to post this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: knightrdrx on May 14, 2020, 12:32:39 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 14, 2020, 01:24:01 pm
    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

    The animation files included with LEDBlinky are generic, so they'll look different depending on each control panel. Your best bet would be to use the Animation Editor and create the effect specific for your control panel. The editor has fade and color transition features.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: knightrdrx on May 15, 2020, 12:04:28 pm
    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 one
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 15, 2020, 01:40:30 pm
    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 one
    Wish 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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: knightrdrx on May 16, 2020, 05:31:33 am
    Updating the driver worked ! even though it's from 2014.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 16, 2020, 11:13:39 am
    Updating the driver worked ! even though it's from 2014.

     :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: knightrdrx on May 16, 2020, 02:33:13 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 16, 2020, 03:53:21 pm
    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.

    Please enable the Debug Log option (Misc Options tab), run your FE and a few mame games, then email me the debug.zip and/or debug.log files. I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: error1 on May 19, 2020, 03:23:50 pm
    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 :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 19, 2020, 05:21:17 pm
    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 :)

    Hi,
    No problem, this support link will explain how to change the FE default joystick type; https://ledblinky.net/Support.htm#FEDefaultJoy (https://ledblinky.net/Support.htm#FEDefaultJoy)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: error1 on May 20, 2020, 08:44:31 am
    Thank you! Don't know how I missed that when skimming through that page yesterday  :-[

    That fixed it for me, it's switching way less between 4 and 8-way now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 20, 2020, 09:17:51 am
    Thank you! Don't know how I missed that when skimming through that page yesterday  :-[

    You didn't miss it - I've had a number of requests on how to do that so I added the info to the support page just yesterday :)
    Title: Master brightness?
    Post by: Kaizen777 on May 30, 2020, 04:26:52 pm
    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
    Title: Re: Master brightness?
    Post by: arzoo on May 30, 2020, 07:02:59 pm
    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.
    Title: Re: Master brightness?
    Post by: Kaizen777 on May 31, 2020, 06:14:12 pm
    That worked perfectly, thank you!  I ended up editing the xml directly using a sweeping find/replace to get it done faster.
    I might write a simple program or autohotkey script to change it for me, as I have reasons to have the max intensity vary.
    Might tie the script to an ambient light sensor one day as well.
    Thank again  =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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Peperami on June 01, 2020, 08:47:36 am
    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 :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 01, 2020, 09:25:57 am
    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, I responded to your pm, but I'll post here also; LEDBlinky uses the controls.ini and mame.xml files to get the complete list of mame games, so there's no need to add them using the Controls Editor. The only reason to import a mame game into the Controls Editor is if you wish to change the button colors or spoken action. The Controls Editor is primarily used for non-mame emulator configuration.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: knightrdrx on June 06, 2020, 10:44:33 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 07, 2020, 09:28:38 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 07, 2020, 09:29:16 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: leojhartiv on June 07, 2020, 05:53:27 pm
    I’m trying to get my LedBlinky/iPAC Ultimate setup to work correctly with Launchbox -> MAME to launch starwars.zip.  I have the mame controls setup to use my analog joystick and a push bottom mapped to mouse one, but mouse buttons don’t seem to be an input option for mame games in ledblinky. Is there a preferred way to add them?  Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 19, 2020, 11:20:07 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 20, 2020, 11:03:27 am
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 20, 2020, 08:26:42 pm


    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)

    Thanks for the reply, Arzoo.  Unfortunately, it is not aborting speech altogether, it is clipping sound in the middle (usually starting around 2 seconds and lasting for 1-2 seconds).  I've noticed that it is roughly about the time my servostik adjusts (whether it's moving between 4-way and 8-way, or just "readjusting" itself to 8-way like it does each time).  So I had considered the possibility that something from RocketLauncher was causing an interrupt, but none of the settings stood out to me.

    Regarding the "not speaking at pause" issue, the output is set to Windows already. However, when running MAMEOutputTest.exe, there seems to be nothing getting through to the test window.  The LEDBlinky error log didn't generate anything either.  :(

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 20, 2020, 08:40:26 pm

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 20, 2020, 08:52:18 pm

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 21, 2020, 01:39:09 pm


    So basically adding a delay between the spoken prefix and the rest of the spoken commands solves the problem? That's so strange.

    Yeah. Sometimes I'll hear an extra "con..."  or a "...ols" so i turned off the spoken prefix and just added the delayed start option down below that. I found that a 6 second delay is good to avoid the TTS silencing, and still fits well for the player's experience since the ROMs are usually still loading up for at least that long.  But yeah, very weird.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 22, 2020, 08:40:01 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 23, 2020, 08:33:57 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 23, 2020, 04:01:51 pm

    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.

    Thanks again, Arzoo. I'll be paying for the full version. It sounds like it has everything I'm looking for.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on June 30, 2020, 03:29:00 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 30, 2020, 06:31:13 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on June 30, 2020, 08:43:16 pm
    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).
    Here's a montage I made to give you an idea of what I mean:

    (https://i.imgur.com/i6ulJHs.jpg)

    Anyway, it's just an idea.  :cheers:

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 30, 2020, 11:07:59 pm
    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).

    I understand now, not a bad idea. I'll add that the the request list. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on July 01, 2020, 04:39:43 am
    Many thanks Arzoo  :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Trnzaddict on July 01, 2020, 01:07:49 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 01, 2020, 01:55:03 pm
    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?

    The name of the emulator in the controls editor must match what RL is passing to LEDBlinky. You can use the Import->Unknown Games menu (Controls Editor) to see which game/emus LEDBlinky is being passed that don't match. You can also give the Troubleshooter app a try, it may help. If you can't figure it out, run with the Debug Log on and email me the debug.zip file so I can take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Ginsonic on July 03, 2020, 05:58:43 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 03, 2020, 10:54:39 am
    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!

    If the .exe's are disappearing then this sounds like your security software is deleting or quarantining them maybe? I use Norton which can classify the LEDBlinky apps as "unknown" and will sometimes flag them. Not sure what ntdll is but that's not a file used by LEDBlinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Ginsonic on July 04, 2020, 02:39:25 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 04, 2020, 08:54:39 am
    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 additional runtime is needed. Is it just LEDBlinky.exe that is not working or do none of the .exe's work? For example, is the LEDBlinkyConifig.exe working? If the config app is working, can you turn on the Debug Log option (Misc Options tab). If the config app is not working, edit the settings.ini (use any text editor) and set LogFile=Debug.log under the [OtherSettings] section. Then run LEDBlinky without your front-end (just double-click LEDBlinky.exe). Check to see if there's a debug.log file. If so, please email it to me, thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Ginsonic on July 04, 2020, 01:54:45 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: cgrisamore on July 04, 2020, 03:08:26 pm
    ntdll.dll is a Windows system file.  Windows has the ability to repair corrupt files so before you do a complete reinstall it might be worth a try.

    open a cmd prompt as administrator

    type sfc /scannow
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 04, 2020, 03:42:45 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Ginsonic on July 05, 2020, 08:27:07 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 05, 2020, 03:10:33 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Ginsonic on July 06, 2020, 03:38:21 am
    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.
    I will try to contact Andy, if there is a new firmware for them!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Ginsonic on July 08, 2020, 03:01:15 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 08, 2020, 08:21:34 am
    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.

    Your older u360 should work fine with LEDBlinky for setting the digital restriction (if you use that feature). Setting DetectJoysticks=0 will not effect the digital restriction features, it only prevents LEDBlinky from detecting joystick input codes used for aborting speech and a few other configuration conveniences.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Ginsonic on July 08, 2020, 08:40:33 am
    Thanks Arzoo! Yes, it currently works, but I am only curious, if the new PCB brings any changes when enabling "DetectJoysticks".
    One only costs approximately 20$, so I decided to order them.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: scheerce on July 11, 2020, 06:27:17 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 11, 2020, 08:44:07 pm
    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?

    You should be able to use a single install for LEDBlinky with two instances of LB/BB (each pointing to the same LEDBlinky.exe), or you could install LEDBlinky twice into two different locations, either way would work. Probably easier to have a single install for LEDBlinky. As for why your second LB/BB instance is not working with LEDBlinky, are you sure the FE is sending commands to LEDBlinky? I can't really help with your FE configuration, but for me to help with the LEDBlinky config I'll need you to turn on the Debug Log option (misc options tab), run LB/BB and some games, then email me the debug.zip and/or debug.log files.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on July 13, 2020, 11:08:55 am
    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.

    :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 13, 2020, 07:57:17 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on July 14, 2020, 02:33:46 am
    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 :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: scheerce on July 14, 2020, 09:19:22 am
    Thank you arzoo for your guidance.  I did a dual install and I have things working now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on July 16, 2020, 02:34:46 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 16, 2020, 06:27:17 pm
    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.

    Give the Troubleshooting app a try - it should tell you which input codes are used by the game. Then you can add those to the LED ports. If that doesn't help, email me the debug.log and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on July 17, 2020, 08:54:41 am
    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 :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 17, 2020, 09:29:53 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on July 17, 2020, 12:57:12 pm
    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 :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 17, 2020, 01:24:51 pm
    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 :-)

     :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on July 19, 2020, 07:42:50 am
    Another quick question - is there a way of having an emulator selected as a 'jukebox' and still put in Player 1 controls? I suspect not but thought I'd ask.

    I have some Jukebox software that uses the "Player 1 Coin" button to put a coin in and uses the Tab key as part of the navigation of the software.

    Because it's selected as a Jukebox in LEDBlinky controls editor it only seems to be speaking the Common controls.

    I've tried editing the xml but to no avail.

    If I turn off the 'jukebox' setting then it reads out the Player 1 controls correctly (the Player 1 controls aren't allowed to be selected in the Common Controls dropdown).

    However, without it being selected as a Jukebox I can't run my Jukebox specific LEDs.

    Is there a workaround? Or a way of getting all buttons into the Common Controls dropdown?

    Thanks :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 19, 2020, 10:38:01 am

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on July 19, 2020, 11:27:47 am

    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 :)

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on July 19, 2020, 12:23:31 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on July 19, 2020, 01:25:33 pm

    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.

    Sent mate, thanks. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: zestyphresh on August 01, 2020, 07:02:16 am
    Quote
    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!!

    I had this exact same issue with J1HATSWITCHU, what was the solution in the end?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on August 01, 2020, 07:59:19 am
    Quote
    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!!

    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 :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on August 01, 2020, 11:45:37 am
    Quote
    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!!

    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 :)

    That's correct, v7.1.0.1 fixes the J1HATSWITCHU issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: zestyphresh on August 02, 2020, 07:40:52 am
    Thanks, that fixed it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: hitking100 on August 07, 2020, 05:01:02 pm
    Hi all,

    I'm having a very frustrating problem with LEDBlinky and MAME.
    I already updated to the latest version but that didn't fix this problem :

    Every time i add a mame game to the control editor in order to change the button colors, this happens :

    I change the colors for example button 1, start and coin.

    When i do a test in the control editor, my START and COIN don't light up, but two other regular buttons do.

    Then i exit the test, select the game again and rerun the test and then it shows up correctly.

    But once i load up Hyperspin and run the game, the first test results light up again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: millercentral on August 29, 2020, 03:52:15 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on August 29, 2020, 04:18:47 pm
    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.

    I've just tested with mame64 v.224 and after creating mame.ini (using -cc) and changing the OSD Output Options from
    Code: [Select]
    output auto to
    Code: [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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on August 31, 2020, 03:41:30 am
    Hi Arzoo,

    I've just got a general question that I'm hoping you would be able to help with.

    I've got both an iPac Ultimate I/O board *and* a PACLED64 board connected to my computer.

    The Ultimate I/O board controls all my LEDs and all my buttons and is working brilliantly with LEDBlinky.

    I was hoping to use the PACLED64 board in order to switch inputs on an Arduino Uno board that I have.

    I have the wiring all done, I've set up the PACLED64 board in the Generate Input Map. I can run the Simple LED Test and, when I bring on the PACLED64 output, the Arduino Uno responds correctly.

    Now for the tricky bit....

    I want to set that output on the PACLED64 when I start a specific platform (Visual Pinball).

    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 wondered if I'm approaching this the wrong way? I've done a quick rough sketch of what I'm trying to achieve. Really the only part that concerns LEDBlinky is putting on an output of PACLED64 when a certain emulator is started from Launchbox. The rest is tried and tested.

    Thanks for any help / pointers you can give me :-)

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on August 31, 2020, 08:25:50 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on August 31, 2020, 08:28:21 am
    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 :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: millercentral on August 31, 2020, 10:47:00 am
    I've just tested with mame64 v.224 and after creating mame.ini (using -cc) and changing the OSD Output Options from
    Code: [Select]
    output auto to
    Code: [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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on August 31, 2020, 01:28:39 pm
    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.

    I've updated the LEDBlinky support page to list .221 as not working with mame outputs, thanks.

    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:
    Code: [Select]
    LED1=P1_BUTTON1
    LED1=P1_BUTTON9
    or
    Code: [Select]
    LED1=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

    The syntax is documented in the MameOutputs.ini file, but if you've upgraded from a version prior to 7.0.2, the MameOutputs.ini file is not updated with the latest comments about using the same key multiple times.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on August 31, 2020, 02:19:36 pm
    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 :-)

    I managed to have a look at this tonight. After finding out that the way I was trying to achieve it should have worked I started looking at other areas that might be causing the problem and I think it's due to electrical noise on the inputs to the arduino. I think I need to put a pull-up resistor on the input to get rid of, what I suspect, is a floating voltage. Thanks for all your help and pointing me back in the right direction. I'll post back if that doesn't sort it but I'm pretty confident it will. :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: millercentral on August 31, 2020, 02:41:33 pm
    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:

    Awesome thank you! I will try this out, and post a video if I get it working.

    Another (unrelated) question for you:

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on September 01, 2020, 09:27:46 am
    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.

    This is the first I've heard about the portname plugin. The data could be useful for LEDBlinky, but as you mentioned, would be better if it included the button colors.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on September 04, 2020, 10:25:41 pm
    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.
    Thanks, didn't know about that. Sure be nice if mame started including that detailed information as well.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on September 06, 2020, 12:38:09 pm
    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.
    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 :-)

    Here is the log:

    Code: [Select]
    [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]
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on September 06, 2020, 09:56:33 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on September 07, 2020, 02:52:15 am
    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.

    As simple as that!! I'm really glad I asked and stopped struggling on with it. I was trying to sort this (and other unrelated issues) over the whole weekend and was reluctant to post on here as 1) I know you're a busy man 2) I really didn't want it to be something simple that I missed!

    However, I wouldn't have caught that so I'm glad I threw the towel in and asked for help!

    You're a diamond Arzoo. I'll make those changes tonight hopefully after work.

    Thanks again for all your help :-)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on September 14, 2020, 12:18:41 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on September 14, 2020, 01:07:38 pm
    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:

    Thanks for the props!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on September 26, 2020, 01:19:50 pm
    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.
    [09-25-2020 19:14:22] Joystick Id [2] enabled.
    [09-25-2020 19:14:22] Joystick Id [3] enabled.
    So it appears it is now polling joysticks as well.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on September 26, 2020, 01:28:39 pm
    What about using Devreorder to stop the joysticks showing up?

    I've just used it to get rid of a lot of extra devices to ensure Retroarch sees my Xbox controllers every time.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on September 26, 2020, 01:37:20 pm
    What about using Devreorder to stop the joysticks showing up?

    I've just used it to get rid of a lot of extra devices to ensure Retroarch sees my Xbox controllers every time.
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on September 26, 2020, 03:51:20 pm
    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.
    [09-25-2020 19:14:22] Joystick Id [2] enabled.
    [09-25-2020 19:14:22] Joystick Id [3] enabled.
    So it appears it is now polling joysticks as well.

    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.

    Luckily, I never add a new feature (like joystick detection)  without adding an override  :)
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on September 26, 2020, 04:15:08 pm
    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.

    Yes a joystick code comes up, J2UP.

    Luckily, I never add a new feature (like joystick detection)  without adding an override  :)
    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.
    OMG, how did I miss that, doh!

    Thank you. Abort using joysticks isn't needed in my cabinet.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: dgrace on September 27, 2020, 07:56:52 pm
    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

    (https://i.imgur.com/800h8xI.jpg)

    (https://i.imgur.com/RG4wrkJ.jpg)

    (https://i.imgur.com/VxiGJq4.jpg)

    (https://i.imgur.com/800h8xI.jpg)

    (https://i.imgur.com/q5gMIAx.jpg)

    (https://i.imgur.com/vsBmrvN.jpg)


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on September 27, 2020, 08:14:51 pm
    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

    Give the Troubleshooting app a try and see if it can help with the problem. If not, email me the debug.zip and/or debug.log files and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: uptown47 on September 28, 2020, 06:01:34 am
    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


    I use Launchbox instead of Hyperspin but I know you've got to tell the front end (in the case of Launchbox) where LEDBlinky is? Maybe you need to do that in Hyperspin too?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on December 15, 2020, 09:50:04 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 16, 2020, 11:18:52 am
    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.

    Yes, you should be able to get this working. HS is passing the emulator and rom/game parameters to LEDBlinky which need to exactly match the entries in the Controls Editor. Using the Controls Editor, Import Unknown Game menu option, select the game from the list and configure the controls. If you're still having problems, turn on the Debug Log option and email me the debug.zip and/or debug.log after you run the PC game, and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Headrush69 on December 27, 2020, 08:48:09 pm
    Is there any method for forcing primary controls to be spoken before other buttons?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 28, 2020, 08:41:34 am
    Is there any method for forcing primary controls to be spoken before other buttons?

    Sorry but no.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Moleburt on December 28, 2020, 10:45:23 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 29, 2020, 08:59:01 am
    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.

    Is LEDBlinky lighting up any ports on the PacLED64? Is the exact error message "Unknown Ultimarc Controller Type: 3"? What happens if you use the SimpleLEDTest app, do you get the same error?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Moleburt on December 29, 2020, 08:19:31 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on December 30, 2020, 11:41:27 am
    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.

    Can you tell me the File Version number for the PacDrive32.dll file (right click, select properties, details tab). It should be 2.3. As for the error, you can turn off the notification; from LEDBlinkyConfig, Misc Options tab, uncheck "Display Errors On FE Quit".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: terarc on December 30, 2020, 04:00:25 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on January 01, 2021, 05:12:37 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: terarc on January 01, 2021, 05:59:17 pm
    No, it's the larger U-HID device with a possibility to connect up 16 LEDs and yes it controls the LEDs. If was the board then why would the LEDBlinkyAnimationEditor work correctly and not the others (GenLEDBlinkyInputMap & SimpleLEDTest)?

    GenLEDBlinkyInputMap - Accepts inputs/displays inputs in the MAMEOutputTest (UHID-1,1,2,48) but won't turn on the leds/won't display individual leds
    SimpleLEDTest  -  Shows the LED controller device/will display All leds/clicking on a port will very rarely display the led (I got it to work once or twice)/won't display individual leds

    Ok thanks for your reply, I'll contact Andy and see what he thinks.

    Update 01/05/21:

    Did what you asked and Andy and I checked the U-HID board and everything is working fine from the U-HID board (wiring and sending cmds using the board software). Do you know if anyone else is using your software along with the U-HID board to drive LEDs connected to it. I don't see any chatter on the forum discussing the U-HID board using LEDs. I do see the PacDrive,PacLed64, and iPacUltimate I/O ect but not the U-HID board, am I the first?

    If I'm wrong then someone please chime in or if anyone has a U-HID board and can connect an LED to it to verify that it's working with LEDBlinky properly, would greatly be appreciated.

    So in the mean time I ordered a PACDrive board (works with LEDBlinky) to drive my LEDs since I can't get LEDBlinky to work with the U-HID board properly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 01, 2021, 11:52:24 am
    Deleted
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 01, 2021, 01:24:27 pm
    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).

    Sorry I didn't get back to you on this sooner but I've confirmed that LEDBlinky is working with the UHID (at least with my test unit).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 01, 2021, 05:35:51 pm
    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 flash 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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 01, 2021, 06:38:12 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 02, 2021, 12:08:37 pm


    Updating the firmware might resolve the issue, but this is really a question for Andy at Ultimarc.

    Got it going. Connected a dif usb from the board to another computer and it was stuck in a firmware flash mode meaning it got corrupted.
    Andy at ultimarc sent firmware file. Had to uninstall it from device manager then flash the firmware.

    So thats good. Now i can go back to the regularly scheduled program of endless hours of emulation setup 😂
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 02, 2021, 06:26:43 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 02, 2021, 09:43:34 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 03, 2021, 11:56:02 am


    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 03, 2021, 04:12:29 pm


    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 03, 2021, 08:20:05 pm
    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.

    I figured out what it was....Its right on your site under "What happens if I select both the 'Light Game Controls' option and the 'Game Play Animation'?"
    Its lighting the game controls in mame but then applies my game play animation to the non lit buttons.


    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 03, 2021, 11:22:28 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 04, 2021, 10:22:36 pm


    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 copied over the launchbox files from my backup drive and now attract mode is working.

    Only issue left is FE list change only triggering when backing out of a games info... But maybe this is normal for bigbox?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 21, 2021, 10:56:52 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 21, 2021, 02:38:36 pm
    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

    Hi, the Animation Editor has it's own .ini file with the folder path to the layout files. Edit LEDBlinkyAnimationEditor.ini and that should solve the L drive issue. As for the buttons blinking constantly, that sounds like maybe your iPAC is running an animation from the firmware, that's the only explanation for the issue continuing across different LEDBlinky apps and after a reboot. Unless you have a Windows startup script running when you boot that's sending an LEDBlinky command?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 21, 2021, 03:18:39 pm
    I had to restore factory defaults on led boards and now they are not blinking but ledblinky keeps looking for everything on L drive even after a re-install.
    LEDBlinkyAnimationEditor.ini does specify C: drive loacation.
    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:


    LEDBlinkyAnimationEditor.ini

    [Settings]
    LastLayoutFile=C:\Launchbox\LEDBlinky\Daniels control panel layout.lay
    LastAnimationFile=
    SnapToGrid=1
    ShowButtonLabels=1
    AnimateVirtualDelayAdjust=20
    DisplaySize=1
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 21, 2021, 03:35:40 pm
    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:

    Sorry about that, forgot you also need to edit the .lay file (it's a text file). I should probably make it easier to move the animation files - something for a future update :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: deezdrama on February 21, 2021, 03:46:53 pm
    No worries... I appreciate your fast replies! Thanks!

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Retro77 on February 21, 2021, 03:52:21 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on February 21, 2021, 07:35:02 pm
    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

    Hi, Try using the LEDBlinkyTroubleshooter app and see if it can help. If not, email me the debug.zip and/or debug.log files and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Noobiecade on March 03, 2021, 09:43:40 pm
    EDIT: Half Solved. My player 1 has ctrl and shift used BUT they weren’t defined as L side.

    Leaving the original question in place in case anyone else has a brain fart like me.

    The problem I STILL have - player 1 and 2 buttons and some random (game) buttons blink the entire time when I play. Some controls stay lit fully and work as should. When I exit launch box, some random buttons stay lit and I have to go into the config tool and select a blank port to turn them off. Any ideas? Thanks!


    Hey all!

    I cannot figure out what’s wrong with my ledblinky for the life of me. I’m using it in launchbox and it works great in regular consoles, Nintendo, etc, but in mame the buttons are lighting up are all over the place. I’ve read all documentation and watched every video I could find. On some default roms the player 2 side lights up ok but player 1 doesn’t.

    I’m using mame .229 and the newest ledblinky (trial for now, will def buy!). I have a tankstick as my controller.

    My input map is perfect (pacled64) and saved although if I try to run ledblinky output test it tells me I need to create an input map. I think all my settings are correct - I went in mame and made sure my buttons were correct.

    I tried to use an MK rom that I inputed myself - Mk4al and I edited the specific controls in that game and tried ledblinky with the new control map and original one. Still doesn’t map right. I tried default roms too and same thing.

    Any ideas? I’m sure I’m missing something!

    Thanks in advance!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Moleburt on March 12, 2021, 11:08:11 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on March 13, 2021, 12:17:43 am
    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!

    Your script would have to know when the game is finished and send LEDBlinky the GameQuit (4) command.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Moleburt on March 13, 2021, 12:28:44 pm
    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.  Here is my launch script for the game:

    Run, steam://rungameid/678950
    Sleep, 5000
    WinWait, Killer Instinct
    WinWaitClose
    SplashImage, Off
    ExitApp


    And here is my script to close Xarcade-Xinput and the game at the same time:

    $Esc::
    {
    Process, Close, XArcade_XInput.exe
    }

    Escape::
    Send !{f4}

    if WinExist("LaunchBox Game Startup")
    {
    WinActivate
    WinWaitClose, LaunchBox Game Startup
    }

    if WinExist("LaunchBox")
    {
    WinActivate
    }

    if WinExist("LaunchBox Big Box")
    {
    WinActivate
    }
    ExitApp
    return
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on March 13, 2021, 04:56:02 pm
    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 think this is a question best posted on the LB forum.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Sky25es on March 23, 2021, 06:45:37 pm
    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!

    Go to page 41 and take a look at my script. Maybe you can use it to achive what you want.
    Title: LEDBlinky - Volume controls
    Post by: MartinC on April 07, 2021, 03:08:22 pm
    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 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: G22 on April 10, 2021, 05:06:35 pm
    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:

    Quote
    Microsofts 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.
    Title: Re: LEDBlinky - Volume controls
    Post by: arzoo on April 10, 2021, 07:27:33 pm
    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

    If you're looking to light additional non-game related buttons while a game is active, this support link should help. The button name you select doesn't really matter as long as "Always Active" is checked;
    https://www.ledblinky.net/Support.htm#LightMAMEUI

    If you're looking to light specific buttons when the FE is active, this support link should help. Look at the section about "complete control";
    https://www.ledblinky.net/Support.htm#LightFEUI
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 10, 2021, 07:33:36 pm
    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:

    Quote
    Microsofts 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.

    If I understand correctly, the IPac Ultimate can't light LEDs when running in XInput mode. This really has nothing to do with LEDBlinky. All I can suggest is purchasing a separate LED controller.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on April 13, 2021, 09:18:00 pm
    Pac-man playing in 8-way SOLVED.

    So, Pac-man (and Puckman) were playing in 8-way mode on my servostik. I had noticed the controls were set to CONTROL_JOY4WAY, but the "Primary Controls" box was not checked.

    Checking that box solved the issue.

    That solution was not intuitive to me, so I figured I'd post it in case anyone else ever comes across that issue.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: MartinC on April 14, 2021, 01:52:49 pm
    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?
    (https://i.imgur.com/AiWeDRn.jpg)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 14, 2021, 03:17:59 pm
    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?

    The Start and Coin button's spoken action is fixed, but it can be set globally (for all games) in the settings.ini;

    Code: [Select]
    [GameOptions]
    SpeakStartButton=Start Game
    SpeakCoinButton=Insert Coin

    You can edit the file with any text editor and change the values.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: MartinC on April 14, 2021, 04:57:04 pm
    The Start and Coin button's spoken action is fixed

    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>
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 14, 2021, 05:18:30 pm
    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>

    If RocketBlinky specifies a "voice" value for the start and coin buttons, it will override the global value in settings.ini. If you want to use the global value for all games, you'd have to manually edit the LEDBlinkyControls.xml and remove the "voice" value for every game.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: MartinC on April 14, 2021, 05:22:03 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 14, 2021, 07:33:43 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on April 14, 2021, 08:56:38 pm
    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'd be in favor of that. On some steam games, I like to use those buttons as menu select or menu cancel, and I would've liked to be able to add those voices.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: MartinC on April 15, 2021, 04:06:30 am
    I should probably revisit it some day and allow changes from the UI.

    That would be great at some point, but no rush. As I say I can always edit the raw XML and really appreciate what you do!

    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.

    Sorry to be a pain!  :embarassed:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: MartinC on April 15, 2021, 04:21:07 am
    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.

    @G22 - Have you looked at http://forum.arcadecontrols.com/index.php/topic,158047.0.html (http://forum.arcadecontrols.com/index.php/topic,158047.0.html)? Not get this far in my setup yet, but looks interesting.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on April 15, 2021, 07:46:30 am
    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.

    I'll add this to the feature request list, thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: MartinC on April 15, 2021, 08:12:47 am
     :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: G22 on May 03, 2021, 02:47:55 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 03, 2021, 04:06:12 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: G22 on May 04, 2021, 06:18:07 pm
    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).

    What changed is that instead of using the ipac ultimate in keyboard mode I installed the application UCR which creates 2 xbox 360 controllers from my keyboard bindings on the ipac. That way I can make the arcade  controls work on newer games that are only compatible with a x360 controller. The only way to get LedBlinky to keep working is having the ipac in keyboard mode and not xinput mode which prevents ledblinky to access the led controller.

    I forgot about setting up the new buttons in the LedBlinky Input Map. I just configured everything complying with the new buttons from my x360 emulated controllers.

    1. Servostick still doesn't work
    2. The buttons now light up but only for player 2

    Thank you for helping out!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 04, 2021, 10:26:18 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: G22 on May 10, 2021, 01:30:33 pm
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 10, 2021, 01:58:20 pm
    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)

    Glad you got if figured out!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: bufaton on May 18, 2021, 01:21:04 pm
    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).

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: lomoverde on May 27, 2021, 10:00:35 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 27, 2021, 11:52:44 am
    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.

    Yes, that should work fine.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 27, 2021, 11:54:52 am
    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).

    Hard to say without seeing a debug log, but the UIO board does have the ability to store an animation in the firmware (totally separate from LEDBlinky).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: G22 on May 27, 2021, 04:14:38 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on May 27, 2021, 05:12:50 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: G22 on June 01, 2021, 11:24:41 pm
    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.

    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.

    Not sure if I have more data to provide. Hope you can help! Id really like to move on to the next step and configure custom lightning for non mame games.

    Thank you!  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 02, 2021, 08:02:33 am
    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.
    LEDBlinky doesn't know anything about how the LEDs/Buttons are wired to your IPac other than what you configure in the GenLEDBlinkyInputMap app.
    Quote
    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).
    Quote
    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.

    Sorry about the bug in the Troubleshooting app; if you send me an email I can get you a patched version. It will be fixed in the next update. Also email me your debug.log so I can take a look.

    LEDBlinky uses the mame .cfg files to determine which input codes are assigned to each control. This support link (https://www.ledblinky.net/Support.htm#LEDBlinkyMAMELogic) provides additional info.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 12, 2021, 08:43:01 pm
    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.).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 12, 2021, 09:33:14 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 13, 2021, 02:35:55 pm
    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.

    Awesome. I will try that blank default animation technique and let you know how it goes!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 14, 2021, 09:34:43 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 14, 2021, 11:14:23 pm
    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.

    Since the animations are specific to each control panel layout, sharing them doesn't really make sense. You can create control panel independent animations (like the ones included with LEDBlinky), but they tend to be very generic. I don't know of any website or repository of other animations.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: JRobATL on June 15, 2021, 09:36:56 am
    Yeah, that makes sense.

    Figured I'd ask just in case.  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: Malenko on June 17, 2021, 11:19:47 am
    Arzoo, this is amazing!

    (http://forum.arcadecontrols.com/index.php?action=dlattach;topic=164992.0;attach=388282;image)
    Im gonna paypal you for it right now.  There are very few things in this hobby that blow me away anymore but this..... this is well, amazing.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v7.0
    Post by: arzoo on June 17, 2021, 03:47:42 pm
    There are very few things in this hobby that blow me away anymore but this..... this is well, amazing.

     :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: leojhartiv on June 21, 2021, 06:55:33 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on June 21, 2021, 10:58:54 pm
    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!

    Keep in mind that LEDBlinky is only responding to commands from LB. From what you're describing, it seems like LB is sending the LEDBlinky GameStart command when it thinks retroarch exits? Sounds like something is not configured correctly with LB and/or retroarch? You might try posting this question on the LaunchBox forum.

    If you turn on the Debug Log option (Config app; Misc Options tab), then run LaunchBox and a few games (retroarch and other emu), then email me the debug.log and/or debug.zip files I'll take a look and get back to you.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: bufaton on June 24, 2021, 12:47:12 pm
    Hey guys, recently upgraded LedBlinky from version 7 to 8 (and followed the directions to install in current folder directory), now having issues.

    When I go to run LedBlinky Config, it says the following:

    LedBlinky.exe version [8.0.0.2] does not match the settings.ini version [7.1.0.7]. 

    I've put quite a bit of time and energy into getting everything configured as needed, would prefer not to reinstall, just incase.  Thoughts on what its needing or what the issue is?  Seems like its something basic, just cant seem to figure this one out!

    As a side note, everything seems to be working with the exception of MAME.  Running LaunchBox/BigBox & Ultimarc Ultimate.  Nothing else has changed, just wanted to update the application to take advantage of the new features.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on June 24, 2021, 03:18:05 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: bufaton on June 24, 2021, 03:48:35 pm
    Appreciate the prompt response Arzoo.  I actually did a Windows backup just last week so just went ahead and converted back and all is well.

    I will say, I am 100% sure I upgraded to the correct folder and did restart the PC and my front end/LedBlinky multiple times, just incase.  I even decided to uninstall and reinstall and oddly enough still somehow got the same error.

    One of these days when I have more time, I will try it again and provide you back with the settings.ini file per your request.  I have a bunch of family coming into town this weekend so the arcade will be getting some use! Wanted to make sure its fully functional.

    Appreciate everything you do.  Without LedBlinky, my friends and family would have no idea what buttons to push or how to navigate 18,000 games.  :)


    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: legendaryweapons on July 09, 2021, 01:38:06 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: rom116 on July 13, 2021, 01:42:18 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: rom116 on July 13, 2021, 02:05:30 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on July 13, 2021, 02:44:49 pm
    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,
    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/)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on July 13, 2021, 02:53:04 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: rom116 on July 13, 2021, 03:00:14 pm
    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

    This is exactly what I was looking for.  Thanks man.  If I run into the scenario I mentioned again I'll capture a debug.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Retro77 on July 14, 2021, 08:36:28 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on July 14, 2021, 11:05:24 pm
    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

    You can use the Troubleshooting app to help identify why buttons for a specific game are not lighting as expected. If that doesn't help, email me the debug.zip file and I'll take a look.

    For lighting your exit button, see this support link (https://www.ledblinky.net/Support.htm#LightMAMEUI). It references mame admin buttons, but the same technique can be used for any emulator and the "Control Name" doesn't matter since you'll be setting the "Always Active" option. For example, you can use UI_CANCEL or UI_END.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Retro77 on July 15, 2021, 03:35:54 pm
    Hi Arzoo,

    I have sent you the debug file.

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: legendaryweapons on July 17, 2021, 12:35:51 am
    Quote
    Hi,
    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 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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: rom116 on July 19, 2021, 02:03:24 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on July 19, 2021, 02:12:44 pm
    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?

    I'm not sure what's going on because starting a new game will by default execute a GameQuit if it hasn't already been done. Please email me a debug log.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: rom116 on July 19, 2021, 03:25:35 pm
    Sent.  I think i created it correctly.  I ran troubleshooter, opened BB, ran a steam game, exited, tried to run Mortal Kombat for MAME, twice it kept the Steam Game (Street Fighter V) button layout.  I ran MK2 for MAME and it displayed the correct button colors.  Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Foxhole on July 29, 2021, 05:46:41 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on July 29, 2021, 08:32:29 am
    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.

    When mame outputs stop working, does it fail for both LEDBlinky and MameHooker or just MameHooker? What happens if you disable LEDBlinky entirely from your FE (or exit LEDBlinky after it starts up) and then run the MAMEOutputTest app - does the problem still occur?

    Are you using the same hardware (like an Ultimarc UIO board) for LEDs and your gun recoil? If so, there may be a hardware issue here.

    Nothing has changed with how LEDBlinky uses mame outputs and I haven't heard anyone else reporting an issue with MameHooker conflicts, but I guess it's possible. This may be a question better directed to the MameHooker dev.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Foxhole on July 29, 2021, 10:27:09 am
    "When mame outputs stop working, does it fail for both LEDBlinky and MameHooker or just MameHooker?" Just mameHooker.

    "What happens if you disable LEDBlinky entirely from your FE (or exit LEDBlinky after it starts up) and then run the MAMEOutputTest app - does the problem still occur?" I haven't tried doing this procedure yet with MAMEOutputTest app running, but if i disable ledblinky completely then i have zero issues with MameHooker, i will try running the testapp alongside mamehooker and see if there's any change.

    "Are you using the same hardware (like an Ultimarc UIO board) for LEDs and your gun recoil? If so, there may be a hardware issue here." No, the leds are using a pacled64 and the guns use an arduino via serial communication.

    "Nothing has changed with how LEDBlinky uses mame outputs and I haven't heard anyone else reporting an issue with MameHooker conflicts, but I guess it's possible" i haven't used ledblinky alongside mamehooker in the past, so I can't really say whether it worked better in the past, I've only started using mamehooker alongside ledblinky just a few days ago.
    Thank you for the prompt response. Hopefully i can find a solution that doesn't require me to disable ledblinky's output support.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on July 29, 2021, 10:58:51 am
    Thank you for the prompt response. Hopefully i can find a solution that doesn't require me to disable ledblinky's output support.

    I did a quick search and this post (http://forum.arcadecontrols.com/index.php/topic,148079.msg1542230.html#msg1542230) indicates that MameHooker cannot be used in conjunction with LEDBlinky (with mame output features enabled). It's an old post from 2015 but based on what you're seeing, it seems to still be accurate.

    Strange that LEDBlinky can work with MameHooker but not the opposite, wonder what's different in the two code implementations? Anyway, given that the two apps can't use the mame output system at the same time, the only option would be to have MameHooker handle what LEDBlinky is doing, or have LEDBlinky handle what MameHooker is doing. I can't speak to the first, but it's possible that LEDBlinky could send commands to your Arduino based on mame outputs; LEDBlinky does support serial communication outputs.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Foxhole on July 29, 2021, 11:21:46 am
    Again, thanks for the quick reply.
    Unfortunately, that's the news i was hoping not to hear.
    I'll try finding a workaround of sorts.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Foxhole on July 30, 2021, 01:02:53 pm
    Just to follow up with this issue, upon further inspection, the 2 programs definitely interfere with each other.
    When mamehooker is responding, my game pause animation in Ledblinky doesn't work, and when mamehooker isn't responding to outputs, then the game pause animation in Ledblinky does work.
    I also tried running your MAMEOutputTestapp alongside mamehooker without ledblinky, and strangely enough it did  seem to work fine, i could see the testapp receiving the outputs while mamehooker received them too and sent the commands to my recoil gun.
    So I'm not sure what to make of it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: robchap on August 06, 2021, 11:53:20 pm
    I"m having an issue with the mame.xml/minimised mame.xml. Some of it is my stupidity and more general list management issues than anything else.

    Basically the only mame.xml file I can export with players/buttons/joystick type is the full ~250Mb mamelist, which LEDBlinky trims down to about 6Mb, but it still takes maybe 20 seconds to parse the file before starting.


    I've tried using a copy of mame.xml from retrofe.nl, but ledblinky strips out the buttons and player info when it shrinks down the size. And I can't make my own list with buttons/players from langlois romain's MAME xml generator (which is what I use to make my hyperspin lists long with don filter tools).

    Basically I just want my mame list with buttons/players for the ~800 games I have on mame to reduce size/improve loading. Any help would be greatly appreciated. Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: websherpa on September 02, 2021, 12:19:49 pm
    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.)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on September 02, 2021, 02:20:25 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: websherpa on September 02, 2021, 05:39:09 pm
    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).

    Yay! Fantastic, thank you! LEDBlinky purchased!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: jevansoh on November 23, 2021, 11:18:32 pm
    I just purchased LEDBlinky and am very happy so far, but I'm running into an issue where multiple P1 buttons and P2 buttons are lighting in MAME games, besides the correct ones.

    For instance, in 1941, P1 and P2 Buttons 1, 2, 4, and 5 are all lighting up, when only 1 and 2 should light up.  On Street Fighter, on P1, all six buttons light up, but as it's flashing each button, some of them will flash together, like button 3 and button 5, for instance.  But on P2, only Buttons 1-5 light up.

    I researched this before posting here and found the Troubleshooter.

    Here's what it says:

    The selected Emulator is MAME (or a MAME variant).

    The Input Code(s) for the selected control [P1_BUTTON1] were defined using MAME default values. You can override the default Input Codes from the MAME configuration or in-game menu.

    ---------------------------------------------------------------------------------------------------------------
    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:82   Label:P1B1  (RGB Blue)
    iPACUltimateIO ID:1   Port:83   Label:P1B1  (RGB Green)
    iPACUltimateIO ID:1   Port:84   Label:P1B1  (RGB Red)
    iPACUltimateIO ID:1   Port:91   Label:P1B4  (RGB Blue)
    iPACUltimateIO ID:1   Port:92   Label:P1B4  (RGB Green)
    iPACUltimateIO ID:1   Port:93   Label:P1B4  (RGB Red)

    If the wrong Button/Control is lighting up, this can be resolved by adding any one of the Input Codes listed above (in this color) to the correct LED Controller/Port(s) using the LEDBlinky GenLEDBlinkyInputMap application.

    The following Control is assigned the same Input Code as P1_BUTTON1:
    UI_SELECT (JOYCODE_1_BUTTON1)
    This may cause P1_BUTTON1 to light when it should not, may be the wrong color, and may cause the wrong control action to be spoken. If this is the case, you must assign an unused Input Code to UI_SELECT which is currently using a MAME default value.
    ______________________________________________________________________________________________________________


    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on November 24, 2021, 08:55:02 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: jevansoh on November 24, 2021, 07:47:43 pm
    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?

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on November 25, 2021, 09:10:40 am
    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?


    The joycodes are only necessary if you are using an input controller that has joystick buttons. If not, you can remove them.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Karl on December 05, 2021, 05:10:03 am
    Hi people.
    Having an issue I was hoping to get a fresh perspective on.

    When I try to run (double click) the LEDBlinkySetup_8_1_0_1.exe file on my arcade machine (cabinet with a PC running WinXP Pro(32bit), I am presented with a notification that "LedblinkySetup_8_1_0_1.exe is not a valid win32 application"

    These are the things I've tried with no success.
    Downloaded the file again
    Right clicked on the file & selected "Run As" then de-selected the option to run the program with restricted access
    Re-installed Windows XP (32bit) SP3
    Installed Windows XP (64bit) SP1
    Ran the LEDBlinkyTroubleshooter.exe which only told me I was missing an ini file (which is expected)
    Read the setup guide
    Searched the internet for solutions

    I've run the program on another PC (Win7) & it works fine

    Can you think of anything I may be missing?
    Thanks - Karl

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: Fillibabba on December 08, 2021, 01:54:13 pm
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: vaderag on December 11, 2021, 08:27:20 am
    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

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on December 11, 2021, 11:54:00 pm
    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)

    You can try the LEDBlinkyTroubleshooter app and see if that can provide an answer. if not, email me the debug.zip and/or debug.log file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on December 11, 2021, 11:57:42 pm
    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

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: vaderag on December 12, 2021, 02:52:03 am
    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

    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.
    That's fair enough
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on December 12, 2021, 01:03:52 pm
    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?

    The colors.ini file included with LEDBlinky has not been updated afaik. You can definitely install LEDBlinky to a different folder and run the two versions separately, but not at the same time :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: okerra on January 11, 2022, 05:30:03 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: gstav on January 19, 2022, 07:44:08 am
    Is it possible to clear the buttons with a command?
    Still struggling with my mamehooker-LEDBlinky-demulshooter combo for elevator Action Death Parade where I think I need to clear the buttons upon load as it works outside rocketlauncher but not launched from it
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on January 19, 2022, 08:15:16 am
    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

    LEDBlinky does support the nano-LED. I don't know of any thread dedicated to that device. Are you having a specific issue?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on January 19, 2022, 08:26:07 am
    Is it possible to clear the buttons with a command?

    You could create a single-frame animation that just has all the LED ports off and then run that from a batch or script file. For example, if your animations is called alloff.lwax, the command would be:
    <path>\LEDBlinky\LEDBlinky.exe "alloff.lwax S"
    The "S" parameter is SingleLoop.

    There's also a command (14) to control individual or multiple ports. The readme and Install and Config pdf document all the command line options.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: SuperMagoAlex on January 29, 2022, 05:32:35 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on January 29, 2022, 06:39:42 pm
    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!

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: SuperMagoAlex on January 31, 2022, 10:09:12 am
    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.

    Thx, I'll try!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: zeorangr on February 10, 2022, 12:31:19 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on February 10, 2022, 01:54:04 pm
    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)?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: zeorangr on February 10, 2022, 03:10:20 pm

    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on February 10, 2022, 03:40:50 pm

    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).

    Definitely sounds Windows related. Did you upgrade or run in any Windows updates recently? Maybe check your Windows Update history.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: zeorangr on February 19, 2022, 01:33:43 am
    Definitely windows related.  I tried running a system restore, going back a couple of weeks, and the voices 'magically' started working again after that for about a day, then stopped again - I think it was some windows update that was breaking it, but I didn't get a chance to chase it further - I took a pretty nasty power hit and had to replace the motherboard in that machine... which leads me to my next issue.

    I think I may have messed up without realizing it – I am running LEDBlinky from a folder off my main launchbox build folder, and I’ve been doing some testing and work on the build (artwork / images / scripts) on several different PCs (even though I only have ONE cabinet that actually uses the LEDBlinky functionality) simply by copying the launchbox folder. 

    After getting my arcade PC rebuilt and getting everything transferred over this afternoon, I’m now getting a ‘trial’ version of LEDBlinky.  The debug log is indicating that I have a registered copy, but I’ve exceeded my maximum number of PCs, which is entirely likely with how I’ve been just moving the folder around (and having multiple instances of LEDBlinky with it).

    How can I fix this so that LEDBlinky works with all functionality on my cabinet?  Is there a way to 'de-register' PCs that aren't actually using LEDBlinky?  Do I need to buy another license?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: zeorangr on February 19, 2022, 11:16:17 am
    I went ahead and just bought another license - I'll be more careful with moving it around this time.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.0
    Post by: arzoo on February 19, 2022, 01:23:17 pm
    I went ahead and just bought another license - I'll be more careful with moving it around this time.
    :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: tom.coppola@icloud.com on April 16, 2022, 01:19:19 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on April 24, 2022, 05:08:30 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on April 24, 2022, 09:28:01 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on April 24, 2022, 12:56:00 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on April 25, 2022, 06:12:44 am
    Email to LEDBlinky support address sent!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on April 26, 2022, 09:31:16 pm
    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)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on April 27, 2022, 05:16:48 am
    This has been fixed in the latest release; v8.2.0.3 (https://www.ledblinky.net/downloads/LEDBlinkySetup_8_2_0_3.exe)

    Bugfix confirmed, thanks Arzoo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: thehulk on May 02, 2022, 05:20:05 am
    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? This is the effect I would like to achieve https://www.youtube.com/watch?v=KcQebQtnRkQ  clarification on this would be appreciated, thank you
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Coin_Operated on May 03, 2022, 10:03:46 am
    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.

    Any help would be greatly appreciated.

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 03, 2022, 10:28:53 am
    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?

    The LEDWiz does have built-in fade capability but all the buttons would fade together. The only way you could achieve the sequenced fading (with LEDWiz or Ultimarc) would be to create a custom animation for every game. Depending on how many games you want to do this for, it could be very time consuming.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 03, 2022, 10:36:26 am
    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.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Coin_Operated on May 03, 2022, 12:01:52 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Duglim on May 05, 2022, 01:59:51 pm
    Hello,

    I was absent from the LEDBlinky-Universe for a few years, but now it was time to upgrade one of my led cabs to new hardware & software.
    Running on CoinOps Player 3 now, Arcade only build.

    Everything is working as inteded but the LEDBlinky 8.2.3 (downloaded yesterday) seems to have an issue.

    Working:
    - Setting up LEDBlinky 8.2, all LEDs are working and mapped correct
    - Passing over the games filename from CoinOps to LEDBlinky is working (could verify in the log).
    - Lighting up the correct LEDs for all games found in CONTROLS.INI (lastest controls.ini in use)

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Temp123 on May 17, 2022, 11:23:32 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: PL1 on May 18, 2022, 12:44:30 am
    Sounds like you want to do something like this, right?
    Quote
    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.
    - LED controller for LED outputs.
    - Encoder for game control inputs.

    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.

    Once you configure the LEDBlinky software properly, LEDBlinky will send commands to the LED controller for the lighting/animation of the LEDs.

    Q: How do you configure LEDBlinky to do that?
    A: Off the top of my head, I'm not sure.  Consult the LEDBlinky documentation or Arzoo.

    Or is a control interface such as one of those Ipacs necessary?
    The IPac is the encoder part.
    - An encoder translates button presses into the keystrokes, gamepad button presses, or mouse button clicks that you use to play a game.
    - It can also translate spinner or trackball inputs into mouse movements for games that use those types of controls.

    The LED controller, LED wiring, and LED circuits are separate from the encoder, encoder wiring, button microswitches, and spinner/trackball mouse input circuits.
    - For example, even though there is an LED and a microswitch in an RGB LED arcade button, there is no electrical connection between that LED and microswitch.


    Scott
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 18, 2022, 07:47:40 am
    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

    Hi, please email me your debug.zip and/or debug.log files and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 18, 2022, 07:57:40 am
    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?

    Scott, thanks for helping out here with Temp123's questions.

    All I'll add is it seems like this may be your first arcade build and I would suggest reading some of the other threads in this forum or other resources around the web on building mame systems. Then after you have your control panel wired up and working, and your front-end and emulation software installed and configured, you can circle back to getting LEDBlinky configured.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Temp123 on May 18, 2022, 12:00:59 pm


    The LED controller, are separate from the encoder,


    Scott

    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/




    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 18, 2022, 03:38:39 pm
    The LED controller, are separate from the encoder,
    Scott
    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/
    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.

    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?
    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;
    <path>\LEDBlinky\LEDBlinky.exe <game> <system>
    You would pass the actual game name and system name as parameters. The LEDBlinky docs have a section listing all the command line options. And lastly, you would use the LEDBlinky Controls Editor to configure the specific buttons, colors, and voice commands for each game and/or system. The editor has an import unknown games option which can help with new games.

    And yes, if you don't want any game specific buttons to light up, you can just use LEDBlinky to respond to game sounds.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: PL1 on May 18, 2022, 03:39:35 pm
    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/
    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.

    For the encoder part of the PCB, you still have to configure the front end, games, emulators, and maybe the encoder (you may not want to use some of the MAME default "modifier" keystrokes  ;) ) plus you have to wire the switches/spinner/trackball to the encoder part of the board as you would with a standalone encoder like an IPac2 or GP-Wiz40.

    For the LED controller part of the PCB, you still have to configure the front end and LEDBlinky plus you have to wire the LEDs to the LED controller part of the board as you would with a standalone LED Controller like a PacLED64 or an LED-Wiz (https://groovygamegear.com/webstore/index.php?main_page=product_info&cPath=82&products_id=239).

    Like Arzoo suggested, you may want to start by getting the front end, games, and encoder part up and running before you work on the LEDs and LEDBlinky part.


    Scott
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: SuperMagoAlex on May 25, 2022, 05:53:34 pm
    Hi, I'm using LEDBlinky with Maximus Arcade, is it possible to blink the leds to the rhythm of the Maximus ambience mp3?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 25, 2022, 11:05:52 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 12, 2022, 06:29:31 pm
    So, always on the bleeding edge of cabinet technologies, I have just started using LEDBlinky. I like it!

    However, I have found a very odd bug, that seems to be exacerbated by a bug in MAME (.219) (or maybe it is an expected behavior, but can't imagine).

    My first encounter with the issue was running Tron. The software got everything right, except for "Aim Left" and "Aim Right", which blinked the P1 joystick for one (don't remember which) and *every unassigned button* for the other. Tried some others with dials and got similar results.

    So it turned out that I had set dial inc/dec to None in my ctrlr file. I switched that to unassigned keys that don't exist on the CP and... One of the bad results went away. So I dug into the controls.ini (or whatever it is called) and found that one of the "Aim" mappings was using something called "DIAL_EXT".

    This also came as quite a surprise, as I have tested my setup with hundreds of odd games that use various analog controls and the suffix "EXT" has never come up. Google seems to know little about it as well. Is this a relic of some sort?

    So added this to ctrlr:

    <port type="P1_DIAL_EXT">
                    <newseq type="standard">
                        MOUSECODE_XAXIS OR JOYCODE_1_YAXIS
                    </newseq>
          <newseq type="increment">
                        KEYCODE_7PAD
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_9PAD
                    </newseq>
                </port>

    ...for only one reason: to stop this software from announcing/blinking a single incorrect "Aim" control (I don't use 7 or 9 on keypad for anything).

    And that would have been the end of that, except for a bizarre bug in MAME (or at least I have to assume it is unintended behavior). Dials and pedals (and possibly paddles) inc/dec just don't take for some games unless they are defined in the volatile game-specific cfg files; putting the same in the stable ctrlr file does absolutely nothing (whether game-specific or not).

    I have a theory that these troublesome games (e.g. Caliber 50) do some remapping of their own internally and fail to account for some inputs defined in the ctrlr file. For example, this Caliber 50 thing, barring a game-specific cfg, insists on using X and Z for P1 dial inc/dec. Why would that be?

    Likely because the internal default for these is left/right and those are also the internal default for joystick left/right. This game has both a joystick and a dial (or a rotary joystick or whatever), so it changes dial inc/dec to X and Z for player 1. In doing so, it steps on the configured ctrlr inputs (which were initially None and then changed to unassigned keys). Have found that racing games with pedals run into the same issue and fail in the same way, again requiring use of volatile cfg files for inc/dec.

    Posting this, as I found the combination of these two bugs maddening and could not find any documentation or forum posts that helped.

    The LEDBlinky part of the solution appears to be to assign anything unused to unused keys (not None) and to make sure this DIAL_EXT thing is defined in the ctrlr file (possibly PADDLE_EXT too) and it may need to go in cfg files for some odd games.

    On the MAME end, some games need cfg files for inc/dec, as MAME will ignore the same entries in ctrlr files. Anyone else notice this over the years? :)

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 13, 2022, 01:09:31 am
                        MOUSECODE_XAXIS OR JOYCODE_1_YAXIS

    Typo: JOYCODE_1_XAXIS. But unrelated to the issues at hand.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on June 13, 2022, 01:33:10 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 13, 2022, 02:23:28 am
    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.

    Aha. So presumably this applies only to the fallback inc/dec for dials, paddles, pedals, etc., as the analog mapping is by axis, which covers two directions. And IIRC, for example, in the controls file, Tron uses DIAL to define "Aim Left" and DIAL_EXT for "Aim Right".

    Surely, in a perfect world, LEDBlinky would be able to look at this alone (from ctrlr file):

    <port type="P1_DIAL">
                    <newseq type="standard">
                        MOUSECODE_XAXIS OR JOYCODE_1_XAXIS
                    </newseq>
          <newseq type="increment">
                        KEYCODE_7PAD
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_9PAD
                    </newseq>
                </port>

    ...and figure out that both Aim Right and Aim Left are keys that are not assigned to any LEDs. But it apparently does not do that, instead requiring the addition of:

    <port type="P1_DIAL_EXT">
                    <newseq type="standard">
                        MOUSECODE_XAXIS OR JOYCODE_1_XAXIS
                    </newseq>
          <newseq type="increment">
                        KEYCODE_7PAD
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_9PAD
                    </newseq>
                </port>

    ...and that has no effect on MAME that I'm aware of. It's just redundant, but apparently required to prevent LEDBlinky from highlighting these "ghost" controls.

    And, as mentioned, through no fault of LEDBlinky, putting the dial inc/dec stuff in the ctrlr file is not enough (at least not with MAME .219) for "problematic" games (e.g. those with joystick + dial). I believe LEDBlinky will respect ctrlr rules for those, but MAME surely doesn't, with the game "drivers" (or whatever the internal per game configuration is called) doing whatever they want, unless overridden in game-specific cfg files (which really sucks).

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 13, 2022, 03:22:47 am
    I'd say that's a wrap on my LEDBlinky experience. Everything seems to be working as expected with it. Was initially no picnic and took more than a few hours, but not bad considering the results.

    Before taking the plunge on this thing, I had seen various vague complaints about it "lighting the wrong buttons for some games" and such and that it was "a pain" to set up. I'd say it's more difficult than it could have been, due to an awkward UI and too many apps to keep track of. And I wasn't enamored with the little icons on the taskbar at first either. They all look like colorful dots and shapes and meant nothing to me until I memorized their functions.

    Best advice is the same as with any of these things. Study the INI or XML or whatever the often-awkward UIs spit out. Eventually you can stop using the UI and just copy and paste stuff around (or automate the generation with scripts). Definitely RTFM as well, as this has a decent one. Once over the hump with this thing, I've found it to be very predictable and the settings files look like a much easier way to program it, avoiding a lot of repetitive dialog manipulation.

    HyperSpin integration seems to work perfectly and was just a couple of lines in an INI file (presumably HyperHQ or whatever has controls for this as well). MAME works great with it, apparently with or without a front end. And it looks like it is pretty easy to set up other emulators and their games.

    As for MAME, I recommend using a ctrlr file and don't forget to tell LEDBlinky where it is. Not sure why it doesn't get that from the MAME INI. And make sure you cover everything in it. Don't leave anything open to defaults and do NOT use None, at least not for analog inc/dec sequences (use a key that is not assigned to anything on the CP instead). And, as mentioned, perhaps depending on the MAME version, some games require redundant entries in their cfg files for inc/dec as well. What is it with inc/dec? :)

    Goes without saying it was well worth the $26 (US) and Arzoo was very responsive to questions by email (after all these years!) Thanks!

    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...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on June 13, 2022, 08:55:36 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 13, 2022, 04:03:26 pm
    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!

    Animation editor is the next thing to try out. Glad to hear it has fading.

    Yes, certainly LEDBlinky is GIGO, but I would differ on CFGs being preferred for anything. Those were always a disaster to edit, as MAME will rewrite them under some circumstances (e.g. starting up a game with the joystick unplugged will lose all joystick settings). Seems like an odd choice by MAME, but they apparently meant to do that.

    I think they should just ignore (and perhaps *warn* about) mappings that don't make sense for the current environment, rather than wiping them out. I mean, if I plug the joystick (or gamepad or whatever) back in, things should go back to normal, rather than making me go back and set up the CFG again.

    Also, they are not stable, due to Windows device enumeration. AIUI, that was the main reason for the invention of the ctrlr file.

    I'd say you should modify game controls in the in-game menu as a last resort, typically to see what it generates and then copy that stuff to the ctrlr file. That file has a "default" section, which can be optionally followed by per-game sections. Here is a per-game excerpt from my ctrlr file:

    <!-- Console has only one AD stick and no pedals, so barring gamepad use we need buttons to inc/dec the AD Stick Z axis (pedal in this game) -->

        <system name="propcycl">
           <input>
           <port type="P1_AD_STICK_Z">
                    <newseq type="increment">
                        KEYCODE_LCONTROL
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_H
                    </newseq>
                </port>
       </input>
        </system>

    I haven't played around with this thing enough to say for sure, but LEDBlinky should certainly handle the above from the ctrlr file. If not, I'd have to generate redundant CFG files for every "system" (game) in the ctrlr file, which would be bad. Please let me know, as I probably won't get back to this thing until the weekend.

    Thanks!

    EDIT:
    Aha, found the little icon to edit these posts. Wanted to add that the ctrlr "systems" may be per-game or they can cover multiple games. For example:

    <system name="sf.c">
       <input>

    What follows are sequences for all Street Fighter games. I wouldn't be too disappointed if LEDBlinky fails to decipher those, but it should definitely handle per game settings in the ctrlr file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 13, 2022, 06:01:54 pm
    So to clear up some confusion out there (and in here at the moment, as I am not 100% sure yet), all of the files (ctrlr, cfg, etc.) must be "right", but there may be cases where MAME and LEDBlinky disagree on what is right. This is probably what random posters over the years have reported as "lighting the wrong buttons for some games".

    For example, if a control works in MAME, but LEDBlinky doesn't see it or vice-versa. Obviously, in a perfect world, LEDBlinky would use the same logic to determine the controls as MAME.

    For starters, MAME respects None and LEDBlinky does NOT (at least in the case of inc/dec) and it doesn't make any difference if ctrlr or cfg is used. That one I'm 100% on and the results can be very confusing for implementers and users alike.

    So what is the order for checking these files? I imagine it looks in the game-specific cfg first and if not there, then what? MAME looks in the game-specific ctrlr and then falls back to default ctrlr (all one file). Not sure where default.cfg fits in exactly, but shouldn't matter for my setup, as default.cfg is and always has been:

    <?xml version="1.0"?>
    <!-- This file is autogenerated; comments and unknown tags will be stripped -->
    <mameconfig version="10">
        <system name="default" />
    </mameconfig>

    ...as it is basically useless. To see why, set up joystick controls with a gamepad plugged in, close MAME, unplug the gamepad, restart MAME and... oops, all that work down the tubes. That's why I put everything in the ctrlr file.

    And there are more complications, as documented by the inc/dec stuff not working per the above, requiring the use of cfg files, where none should be needed. That seems to be a bug in MAME and leads specific game "drivers" to internally assign whatever they want for inc/dec (e.g. Tron uses X and Z). Am certain that LEDBlinky is not hip to those machinations either and the workaround is to copy redundant inc/dec sequences to individual game cfg files. Then MAME acts as expected and LEDBlinky can figure out what to do.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 13, 2022, 09:37:24 pm
    Also, let's take the example of Tron and the requirement to add (otherwise useless) DIAL_EXT PORTs to the ctrlr (or game-specific cfg) file (else LEDBlinky gets confused). If you go into the in-game menu for Tron and select Input (This Machine), you won't see DIAL_EXT anywhere. I've never seen any _EXT suffixes on those screens.

    I have one INPUT in my tron.cfg:

    <input>
                <port tag=":ssio:IP1" type="P1_DIAL" mask="255" defvalue="0">
                    <newseq type="increment">
                        KEYCODE_7PAD
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_9PAD
                    </newseq>
                </port>
            </input>

    ...which prevents MAME from substituting X and Z. I used to use None for these, but that confuses LEDBlinky. There is an identical entry in the ctrlr file, which is ineffectual due to whatever the game's driver is doing internally. And the final kicker is that there is a similar entry in the ctrlr file for player 2 and it works without recreating it in the tron.cfg file.

    <port type="P1_DIAL">
                    <newseq type="standard">
                        MOUSECODE_XAXIS OR JOYCODE_1_XAXIS
                    </newseq>
          <newseq type="increment">
                        KEYCODE_7PAD
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_9PAD
                    </newseq>
                </port>

    <port type="P2_DIAL">
                    <newseq type="standard">
                        MOUSECODE_XAXIS OR JOYCODE_2_RXAXIS
                    </newseq>
          <newseq type="increment">
                        KEYCODE_7PAD
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_9PAD
                    </newseq>
                </port>

    All quite ridiculous on MAME's part, but completely predictable once the rules are reverse-engineered. The source code would reveal all of this as well, but would likely take much longer to figure out. And the documentation is obviously lacking, with decades of confused forum posts to further cloud the issues.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 13, 2022, 11:31:38 pm
    In controls.ini:

    ;;Controls.dat INI file Version=0.141.1, Time=2011-01-05 18:17:26, Generated by=SirPoonga

    SirPoonga used an odd structure to define analog controls. Or perhaps it is just antiquated, as _EXT suffixes don't seem to appear in the typical MAME configuration (or any that I've seen) and doesn't translate directly to what does appear in MAME configurations. I suppose it's fine for a "database" full of control labels.

    It's consistent throughout, like this:

    P1_AD_STICK_Y=Increase Edge
    P1_AD_STICK_Y_EXT=Decrease Edge

    In the odd case where an LED indicator would exist for an AD stick (or the stick is illuminated), I'd expect LEDBlinky to say something like: "Increase Edge and Decrease Edge", plus anything associated with P1_AD_STICK_X and P1_AD_STICK_X_EXT, while blinking.

    But the more common case, where there are only the digital translations to consider, LEDBlinky should be looking at the increment and decrement entries for input codes (or the lack thereof):

    <port type="P1_AD_STICK_Y">
          <newseq type="increment">
                        KEYCODE_7PAD
                    </newseq>
                    <newseq type="decrement">
                        KEYCODE_9PAD
                    </newseq>
                </port>

    But my experience with dial-based games showed it looking for the _EXT version in the ctrlr or cfg files to figure out the increment half of this. And as the _EXT version isn't necessary for MAME (the above says it all) and isn't even presented in the UI, it's a quandary with no formal documentation that I could find.

    Was glad to see that new versions of thing thing are still coming out. April of this year? There appears to be a couple of typos in the timeline (2020 instead of 2022 I think). I'd say the _EXT thing, None handling and honoring per-game entries in the ctrlr file (if that's not currently working) would help a lot.

    One workaround for the _EXT issue is to just remove all of those entries from controls.ini. Neither my spinner nor my flight stick have LEDs, so those entries don't matter. Or make sure that every _EXT variation is defined in the ctrlr file. They don't need to be in the cfg files (even for the "problematic" games like Tron), as this is strictly an LEDBlinky workaround.

    The workaround for None is to assign unused keys instead. Really only need one "dummy" key for this.

    Will be interested to see if the per game ctrlr entries work...

    EDIT:
    After a little more thought, I realized the first workaround for _EXT won't work. For example (Tron again), I expect LEDBlinky is looking for decrement in DIAL and increment in DIAL_EXT. Will have to confirm that next time I mess with the thing. I think that LEDBlinky should consider if there is no DIAL_EXT in either ctrlr or cfg files, then it should look at both increment and decrement in DIAL. That would solve the whole issue and could be applied to all of the analog control types (e.g. pedals, paddles, ad stick, etc.)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 14, 2022, 03:52:32 pm
    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"/>

    Other than Exit Game (esc), these buttons are only expected to light up during animations (and that's generally the case), as the buttons use mouse clicks, volume and power control. I wouldn't mind making them light up all the time, but apparently that requires customizing the animations. NBD and beside the point.

    So, if you use None in your ctrlr or cfg files to un-assign MAME defaults (e.g. left and right arrows for dial inc/dec), LEDBlinky strangely "matches" that None to the NONEs above and all of those buttons blink and announce themselves for whatever you were trying to un-assign. That should be an easy fix.

    In my case, again using Tron as an example, the announcement for these "ghost" controls is "Aim Left".

    From the same file:

    <port number="4" label="P1JOYSTICK" type="R" inputCodes="DOUBLEJOY4WAY|DOUBLEJOY8WAY|DOUBLEJOY2WAY|VDOUBLEJOY2WAY|KEYCODE_UP|KEYCODE_RIGHT|KEYCODE_LEFT|KEYCODE_DOWN"/>
    <port number="5" label="P1JOYSTICK" type="G" inputCodes="DOUBLEJOY2WAY|VDOUBLEJOY2WAY|DOUBLEJOY4WAY|DOUBLEJOY8WAY|KEYCODE_DOWN|KEYCODE_UP|KEYCODE_RIGHT|KEYCODE_LEFT"/>
    <port number="6" label="P1JOYSTICK" type="B" inputCodes="DOUBLEJOY2WAY|VDOUBLEJOY2WAY|DOUBLEJOY4WAY|DOUBLEJOY8WAY|KEYCODE_UP|KEYCODE_DOWN|KEYCODE_LEFT|KEYCODE_RIGHT"/>

    Now, if there is no DIAL_EXT defined in the ctrlr or cfg files AND there is a lighted control on the CP that uses KEYCODE_RIGHT, it will blink and announce as "Aim Right". You can imagine the confusion of these two together (5 buttons for Aim Left that have nothing to do with the spinner and, for example, the player 1 joystick claiming to be Aim Right).

    As noted previously, there are workarounds for both of these. I imagine the None issue is universal, but don't yet know if the _EXT issue affects paddles, pedals, AD sticks, etc. Will check those next...

    As for dials, at least for my setup, I don't see any harm in just removing every DIAL and DIAL_EXT entry from controls.ini. Those would only be needed if using a light up spinner or allowing inc/dec (digital to analog) on the CP (e.g. buttons to do what the spinner handles much better).

    And for the None issue, the best workaround I can figure is to remove the NONEs from LEDBlinkyInputMap.xml, replacing them with unused keys (as I had previously done throughout my ctrlr and cfg files). That should stop the incorrect matching of None and NONE.

    Ideally, these issues can be addressed in a future release, as the behavior is very confusing and somewhat difficult to diagnose. Have to figure that at least some aspiring users have downloaded and tried this thing over the years, only to give up and not buy it. :(

    Still wondering if the per-game ctrlr definitions will be parsed. If not, that's a much bigger bug than the other two, with dizzying possibilities for incorrect control highlighting and announcements. Will know by the weekend anyway...

    EDIT: I figured out that the flippers can be assigned mouse buttons 1 and 2; will have to see if "MOUSE1" works for me, as I don't use multimouse in MAME. For example:

    <port type="P1_BUTTON1">
                    <newseq type="standard">
                        KEYCODE_LCONTROL OR JOYCODE_1_BUTTON1 OR JOYCODE_5_BUTTON2 OR MOUSECODE_BUTTON1 OR GUNCODE_1_BUTTON1
                    </newseq>
                </port>

    Am hopeful that LEDBlinky understands MOUSECODE_BUTTON1 means any mouse or that editing the LEDBlinkyInputMap.xml file to change it to use the generic MOUSECODE_ prefix will work. Hard to say what the UI will show after such an edit, but I'm about done with the UI anyway. :)

    As for the others, the solution is to remove NONE from the inputs in the UI (or the file), which the UI then shows as "none". Yes, NONE and none have very different meanings, with the latter outputting "" for inputs in the XML and the former "NONE", which is then apparently matched up with MAME's None. Very confusing. :(

    Haven't tested yet, but presumably that fixes the NONE problem. I'd recommend taking NONE out of the list of port inputs, as it won't lead to useful results in any case I can think of.

    Also, missing pedal 3 in that list, not that it should matter to anyone (who has LED pedals?) Only games I know of that use that control are Hard Drivin' and Race Drivin', but there are likely a few others. The 2011 controls.ini file does not list any of them, which may explain why pedal 3 isn't in the list.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 14, 2022, 06:35:57 pm
    On an unrelated note, before I even attempt to edit any of the LEDBlinky configuration files, I saw a post that mentioned a "tip found on the Web" or some such that implied that LEDBlinky cannot parse UTF-8 encoded files, which is the default encoding used by most Windows-based text editors (e.g. Notepad). I expect this only comes up when using Save As, else an editor should respect the original encoding.

    Is it the case where ANSI encoding is required for these files?

    Also unrelated, the "Audio" tab on the config app always alerts that I have no "audio devices" or some such. I believe this tab is for configuring audio input processing for animations that try to mimic sound. It's been a long time since I messed with audio inputs on a PC, other than microphones. Presumably the PC in question will work with a microphone (like any PC), but I haven't tried that yet.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 14, 2022, 09:06:55 pm
    Found another interesting one. I did get the flipper buttons (mouse buttons 1 and 2) to work as P1 buttons 1 and 2. IIRC, I had to basically lie to the input mapper app by assigning the key codes. They are the same as MAME player buttons 1 and 2 (Left Ctrl and H in my case). These two keys are also set up as Start and Exit in HyperSpin.

    In short, it works in MAME, with both buttons announcing, flashing and highlighting as appropriate. but HS only announces/flashes Exit (button 2 AKA H), along with the two joysticks up/down/left/right. The related entry in HyperSpin's Settings.ini is Start=17, which is indeed the Ctrl key and works as expected. Very strange.

    To be clear, I haven't even tried the proper P1 buttons 1 and 2 yet, but I expect the same results (button 1 AKA Left Ctrl AKA 17 will work in MAME, but not HS) This was my first foray into buttons and, of course, I ran right into some strange edge case.

    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".

    Am hopeful there isn't some weird bug related to code 17. I already had to change various MAME defaults because HS is incompetent with keyboard input (as well as joystick, but that's another story). ALT and Space are right out. Of course, it handles Left Ctrl (AKA 17) just fine. :)

    EDIT:

    Answer is likely here:

    https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes

    ...as Left Ctrl is A2 (162) and any Ctrl (I guess) is 17. Whatever. Unfortunately, HS doesn't know that. It wants 17.

    HS hasn't changed since 2015 IIRC, so the only solution to this one is to make LEDBlinky understand that HS 17 is the same as KEYCODE_LCONTROL in MAME. I expect it wants 162, but it will never get it from a working HS configuration.

    Workaround is likely to just use a different key.

    EDIT:

    Took out the key codes from the flipper buttons, as they don't make sense in HS, which doesn't respond to the mouse buttons (was just testing these first two buttons) or to spinning the mouse wheel for that matter. (!) Was able to make it work in MAME by using MOUSECODE_1_BUTTON1 OR MOUSECODE_BUTTON1 for P1B1 (and similar for P1B2). Using MOUSECODE_BUTTON1/2 alone did not work, though it makes perfect sense in my setup.

    I assume that LEDBlinky does not understand MOUSECODE_BUTTON1/2, which is why they aren't listed under the available inputs for the ports. That's unfortunate, as multimouse=1 would just create a lot more ctrlr work, mapping the 6 odd mice to the spinner, track ball, etc. Prefer to let all mice act as one, just mapping the light gun(s). Whatever. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on June 15, 2022, 02:58:36 am
    So I thought I'd try out editing the Colors.ini file. First one I tried was to change Pacman joysticks from red to yellow. Seemed like a no-brainer, but failed. They were still red. I had done this previously with an override (which I realized was overkill for changing colors), so was puzzled.

    Tried changing Jr Pacman and it worked. Changed a couple more without issue. Then went ahead and changed Puckman, which is the parent of the Pacman ROM. Maybe it was a coincidence, as I only tested once more, but it indeed changed the single joystick to yellow for Pacman.

    I had also changed the P2 joystick for Puckman to blue in the hopes that it would change on alternating players, but that didn't work (always yellow). If that's by design, then I'm not sure why the P2 stick is defined in Colors.ini for games that alternate on a single joystick.

    Will try again with some other alternating games, but is this the expected behavior?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on June 16, 2022, 05:43:31 pm
    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"/>

    There is a bug in the LEDBlinky Configuration Wizard (which I'm assuming you used to generate your port mapping) that added 'none' as the inputCodes value for undetected button inputs. You can edit your LEDBlinkyInputMap.xml file and set any port with inputCodes="none" to inputCodes="". The bug will be fixed in the next release. Sorry for the inconvenience.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on June 16, 2022, 11:00:03 pm
    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".

    From the ControlsEditor, click the "FE" button and from there you can edit the Voice Action for any of the defined front-end buttons.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: MydknyteStyrm on July 10, 2022, 10:56:11 pm
    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.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 11, 2022, 09:02:42 am
    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.

    I've responded via email.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on July 12, 2022, 12:23:27 am
    Hoping someone can clue me into the obvious that I'm likely missing. I've searched, researched, and watched videos and I just can't seem to figure this out. Ultimately, I don't really know what to search for to find if others have ran across either of these issues before.

    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on July 13, 2022, 12:36:27 am
    Think I figured out finally why the buttons are turning white. To me it feels like unexpected behavior. I launch an NES game and it goes and uses MAME default colors that were set specifically for each button by RocketBlinky....

    Need to run more tests though to verify this, and at the moment I'm exhausted. Will report back.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 13, 2022, 08:50:50 am
    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!

    For the 1st issue; when LEDBlinky exits the game active mode, it will revert back to the FE configuration, usually lighting the FE buttons or running the FE Active animation (if configured to do so). If you don't have either of those options enabled, then nothing will light up. The Demo Mode only lights the game controls for a few seconds as you scroll through game lists. So unfortunately what you're asking is not how LEDBlinky works.

    For the 2nd issue I would have to see a debug log to figure out what's happening. If I had to take a guess I would say maybe the LED ports for one or more buttons are assigned the same input codes and LEDBlinky is using the second (wrong) button colors, but that's just a guess. Email me the debug.log and I'll take a look.

    Glad you found the FAQ useful, thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on July 13, 2022, 09:11:47 am
    Thanks for the reply Arzoo!

    Yeah, on issue 1, yesterday evening I began realizing that I'm trying to have it do something that it doesn't. Then thought about it abit more, and doing that is just kind of silly anyways, as I will eventually set up FE controls anyways. So likely a non-issue. I just haven't done it yet because I don't have all of my buttons quite installed at this time.

    On issue 2, I'll get you the debug log, sorry. I thought about attaching it, but thought it was just an option that I was missing at first. As far as buttons being assigned to the same port, thats a good thought. Let me look, but I'll get you the debug file anyways here in a few moments.

    Thank you!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on July 13, 2022, 09:22:31 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 15, 2022, 02:30:59 pm
    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

    I believe you can resolve this issue be unchecking the option "Use MAME Default Control Mapping For Other Emulators" option in the LEDBlinky config.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on July 15, 2022, 11:57:55 pm
    Thank you! Unchecked and works.

    However, one thing struck me as odd, and I recall setting this because I watched it in some youtube video and it made sense at the time. I had set a particular LEDBlinky setting within RocketLauncher under the main settings. I set Enabled to ALL and then the real kicker is that I entered the letters "MAME" in for the System Name. Doing this would make sense why I was getting MAME controls whenever I'd launch a game from any system except MAME. No idea why I did this now, but anyways, not sure if it was this or unchecking that option (because I swore I did that before).

    So either way, that's finally fixed, thank you Arzoo!

    I also got FE controls to light up and I've disabled the game demo thing. I like that configuration better anyways. Thought demo was cool at first, ended up not liking it. The problem basically ended up resolving itself because I changed my preferences of how the buttons would illuminate. :P

    Lots of configuration left to do! Thanks again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 16, 2022, 10:11:06 am
    So either way, that's finally fixed, thank you Arzoo!

     :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Classic 80s Gamer on July 24, 2022, 08:10:08 pm
    First of all LED Blinky is awesome and I have been enjoying it for years.  I recently built a new cabinet from scratch and it includes 1 iPac Ultimate and 1 iPac HID.  Everything with Launchbox is working perfectly.  Where I am having an issue is tying Mame outputs to channels for player 1/2, QBert Knocker and Chase HQ Police Lights.  I have all of the channels configured and work fine in the LED Blinky Controls setup.  I can also confirm control with the simple output test.  I also can run the Mame Output monitor and I see all of the outputs I need are showing correctly.  The Player 1 and 2 show as LED 0 and LED 1 with Galaga and the knocker shows as KNOCKER0. 

    For mapping I am using:
    [default]
    LED0=IP,1,4,48
    LED1=IP,1,7,48
    KNOCKER0=UH,2,3,48

    Player 1 and 2 buttons are on iPac Ultimate with address 1 and the red channel for RGB LED is 4 and 7
    For the Knocker I am using the HID controller set to controller 2 and I set the pin to PC output 3

    When I view the Mame Output I see the action associated with the outputs set in the Mame Output ini file

    I am stumped, Mame is outputting to LED Blinky and LED Blinky is mapped to the outputs but nothing happens. I am missing something I just don’t know where else to look. 

    Output is set to windows in Mame.ini

    Tried entering “ LEDBlinky 1 ‘. before “ Mame QBert “ or “ Mame Galaga “ no luck.

    LEDBlinky version 8.2.0.4
    Mame version .245
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Classic 80s Gamer on July 24, 2022, 09:49:03 pm
    Well sometimes the answers stare you right in the face.   Instead of launching from the command line I launched Launchbox.  Sure enough it works perfectly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: twobucks on July 28, 2022, 07:56:52 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 29, 2022, 11:17:35 am
    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

    There may be a third-party app you can use. Check out the apps at the end of this support link; https://www.ledblinky.net/Support.htm#StereoMix (https://www.ledblinky.net/Support.htm#StereoMix) Not sure if either will help but maybe?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: twobucks on July 29, 2022, 01:31:07 pm
    Thank You for the reply!

    I looked into the mixer application which may work but may also negate any latency advantages to using portaudio with mame because you now have a virtual audio device processing all the audio. For my case i already have two seperate audio output devices in windows and would just like to assign the microsoft text to speech audio from ledblinky to another audio output device. I tried changing the options in narrator to my second audio device but that has no affect in how ledblinky uses micrsoft Zira text to speech. Too bad there is no setting in windows to force all text to speech to a specific audio device.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Bidule200 on August 23, 2022, 03:37:14 pm
    I'm trying to set up LEDBlinky to work with BigBox and MAME
    (i've bought led arcade buttons and I want them to light up to demo controls),
    but I've already spent 2 days and still nothing works :laugh2:

    LEDBlinky seems to be perfectly configured, I followed the readme and official tutorials.
    ✅ I can control every channel in GenLEDBlinkyInputMap.exe, they all light up just fine ✅ (using a PACLED64).

    ❌ But in Bigbox... nothing happens  :( . And then I launch a game, and nothing happens either.
    - MAMEOutputTest seems to report MAME outputs correctly
    - BigBoxSettings.xml is set up correctly in LEDBlinkyConfig.

    The problems seems to be that, when I launch LEDBlinky.exe, it detects BigBox immediatly (I hear the voice synth saying the SpeakTextOnFEStart), but BigBox is not even running! How is it even possible?

    ------
    EDIT
    ------
    ✅ LEDBlinky works fine with MAME alone, when LedBlinkyConfig is set on "Other FE", so the problem is definitely related to BigBox!
    ------
    EDIT 2
    ------
    ✅ OK, I just missed the "Enable LEDBlinky" in Launchbox options. Feel dumb already -_- All good now!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Headrush69 on August 31, 2022, 06:37:19 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on August 31, 2022, 08:14:23 am
    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.

    LEDBlinky uses the mame interop library (mame.dll) for mame outputs.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 08, 2022, 10:02:47 am
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 08, 2022, 02:37:03 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 08, 2022, 04:34:29 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 08, 2022, 05:08:29 pm
    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:

    If you don't enable any of the LEDBlinky features that use mame outputs, then you should be fine using MAMEHooker. But if you want LEDBlinky to also use mame outputs, the only thing I can think of would be a script that sends LEDBlinky the FEQuit command (2), alters the LEDBlinky settings file and disables the mame outputs (UseMameOutputs=0), then start up LEDBlinky again with the game ROM. After exiting the game using MAMEHooker, repeat the process but this time enable the mame outputs setting (UseMameOutputs=1). Personally I don't recommend doing this as it would be overly complex and it's not clear it would even work, but maybe?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 09, 2022, 08:59:24 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 09, 2022, 10:18:11 am
    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

    You can disable the mame output functionality in LEDBlinky - just uncheck "Flash Player Start with Credits + Other MAME Outputs" option on the Game Options tab. Or you can remove the mame.dll from the \LEDBlinky folder. Then all mame output features would have to be handled by MAMEhooker.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 09, 2022, 12:49:27 pm
    Well that sounds so much easier than having all those command lines running before every needed title, thanks a lot boss. I will try this as as possible  :cheers:
    Thanks for the quick replies my man

    update:

    Did try to uncheck the "Flash Player Start with Credits + Other MAME Outputs" option, but it wasn't checked to begin with.
    Also remove the mame.dll dind't work either. However, the trick was easier than I first thought, so what I did was to add to kill and restart MAMEHooker
    when staring a game and it just worked fine :D So no need to bother LEDBlinky. Super happy and this is absolutely doable for me even though it means an entry per game.
    Rock on!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 11, 2022, 07:19:21 am
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 11, 2022, 09:29:58 am
    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:

    If mame.dll is removed from the \LEDBlinky folder then there's no way LEDBlinky is using mame outputs. Something else must be causing the problem? If you send me an LEDBlinky debug log I can take a look, but I can't really support issues with LaunchBox and/or MAMEHooker.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 12, 2022, 09:00:20 am
    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)

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 13, 2022, 10:04:51 am
    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 checked your log and can confirm that LEDBlinky is not using mame outputs. Maybe MAMEHooker is not configured correctly?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 14, 2022, 04:46:58 am
    Yeah, it's something with MAMEHooker for sure.
    Launchbox also seems to refocus LEDBlinky every time a title is launched so might be conflicting there too. MAMEHooker works great on its own, but it's struggle using it with DemulShooter and other hookers in combine. Thanks for helping me on the Ledblinky side boss  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on September 18, 2022, 10:23:34 am
    Is there any method available to NOT light up certain buttons?

    I have all RGB buttons, two of which are left and right mouse buttons. Well MAME defaults to use Left Control + Mouse button 1 + Gun button 1 and well this causes BOTH my player 1 button 1 button AND my left mouse click button to illuminate. Would like to not have that mouse button illuminate.

    Only solution I can think of is removing the mouse button 1 click option from MAME ... which I feel like should be a last resort solution as I don't like changing many default settings due to just not knowing how that will affect other things.

    The other button causing me this same issue, is one of my admin buttons is set to "Save State" which is Shift + F7 within MAME by default. Well Player 1 Button 4 is assigned to Left Shift by default within MAME causing both my Save State and Player 1 Button 4 buttons to light up.

    Does LEDBlinky have any sort of "NOT" clauses? Or workarounds?
    Others run into this issue?

    Will my only solution be to reassign the buttons within MAME to something different?

    Thanks,
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 18, 2022, 04:43:20 pm
    I set my color in LEDBlinkyControls.xml as 0,0,0 for one button for that game which kills the leds. Perfect for racing and lightgun games which I don't want to be distract.
    I can send you an example for it if you want to as I'm not near my pc atm.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 18, 2022, 06:11:55 pm
    I set my color in LEDBlinkyControls.xml as 0,0,0 for one button for that game which kills the leds. Perfect for racing and lightgun games which I don't want to be distract.
    I can send you an example for it if you want to as I'm not near my pc atm.

    Was just about to post this, thanks.  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on September 18, 2022, 08:49:52 pm
    Ah, cool! Thank you!

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

    Right now I have these two buttons active always:

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

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

    Thanks

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

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

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

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

    is that what you're referring to? :/
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 21, 2022, 11:37:53 am
    Yeah, but I rather not change the emus default but change the game instead. I can give you a bit of my xml and you'll see what I mean if you want

    here's a cutted part of my LEDBlinkyControls.xml with the MAME system as default blanked out, Street Fighter 2 with dedicated buttons and Operation WOLF with blanked out buttons as its a light gun game
    <emulator emuname="MAME" emuDesc="MAME Defaults and Control Overrides">
        <controlGroup groupName="DEFAULT" voice="" numPlayers="2" alternating="0" defaultActive="48,48,48,48" defaultInactive="0,0,0,0" jukebox="0" ledwizGlobalPulse="3">
          <player number="0">
            <control name="CONTROL_JOY8WAY" voice="" primaryControl="1" alwaysActive="0" color="0,0,0"/>
            <control name="UI_CANCEL" voice="" alwaysActive="1" color="Red"/>
            <control name="UI_PAUSE" voice="" alwaysActive="1" color="Yellow"/>
            <control name="UI_SELECT" voice="" alwaysActive="1" color="Lime"/>
          </player>
          <player number="1">
            <control name="P1_BUTTON1" voice="" alwaysActive="0" color="Blue"/>
            <control name="P1_BUTTON2" voice="" alwaysActive="0" color="Red"/>
            <control name="P1_BUTTON3" voice="" alwaysActive="0" color="Lime"/>
            <control name="P1_BUTTON4" voice="" alwaysActive="0" color="Blue"/>
            <control name="P1_BUTTON5" voice="" alwaysActive="0" color="Red"/>
            <control name="P1_BUTTON6" voice="" alwaysActive="0" color="Lime"/>
            <control name="P1_BUTTON7" voice="" alwaysActive="0" color="Lime"/>
            <control name="P1_BUTTON8" voice="" alwaysActive="0" color="Lime"/>
          </player>
          <player number="2">
            <control name="P2_BUTTON1" voice="" alwaysActive="0" color="Blue"/>
            <control name="P2_BUTTON2" voice="" alwaysActive="0" color="Red"/>
            <control name="P2_BUTTON3" voice="" alwaysActive="0" color="Lime"/>
            <control name="P2_BUTTON4" voice="" alwaysActive="0" color="Blue"/>
            <control name="P2_BUTTON5" voice="" alwaysActive="0" color="Red"/>
            <control name="P2_BUTTON6" voice="" alwaysActive="0" color="Lime"/>
            <control name="P2_BUTTON7" voice="" alwaysActive="0" color="Lime"/>
            <control name="P2_BUTTON8" voice="" alwaysActive="0" color="Lime"/>
          </player>
        <controlGroup groupName="hsf2" voice="Hyper Street Fighter 2: The Anniversary Edition (USA 040202)" numPlayers="2" alternating="0" jukebox="0">
          <player number="0">
            <control name="CONTROL_JOY8WAY" voice="8-way Joystick" color="Black" primaryControl="1"/>
          </player>
          <player number="1">
            <control name="P1_BUTTON1" voice="Light Punch" color="Red"/>
            <control name="P1_BUTTON2" voice="Middle Punch" color="Blue"/>
            <control name="P1_BUTTON3" voice="Heavy Punch" color="White"/>
            <control name="P1_BUTTON4" voice="Light Kick" color="Red"/>
            <control name="P1_BUTTON5" voice="Middle Kick" color="Blue"/>
            <control name="P1_BUTTON6" voice="Heavy Kick" color="White"/>
          </player>
          <player number="2">
            <control name="P2_BUTTON1" voice="Light Punch" color="Red"/>
            <control name="P2_BUTTON2" voice="Middle Punch" color="Blue"/>
            <control name="P2_BUTTON3" voice="Heavy Punch" color="White"/>
            <control name="P2_BUTTON4" voice="Light Kick" color="Red"/>
            <control name="P2_BUTTON5" voice="Middle Kick" color="Blue"/>
            <control name="P2_BUTTON6" voice="Heavy Kick" color="White"/>
          </player>
        </controlGroup>
        <controlGroup groupName="opwolf" voice="Operation Wolf (Europe)" numPlayers="2" alternating="0" jukebox="0">
          <player number="0">
            <control name="CONTROL_JOY8WAY" voice="8-Way Joystick" primaryControl="1" color="" inputCodes=""/>
          </player>
          <player number="1">
            <control name="P1_BUTTON1" voice="Button B" color="0,0,0" inputCodes="KEYCODE_A"/>
            <control name="P1_BUTTON2" voice="Button A" color="0,0,0" inputCodes="KEYCODE_S"/>
          </player>
          <player number="2">
            <control name="P2_BUTTON1" voice="Button B" color="0,0,0" inputCodes="KEYCODE_T"/>
            <control name="P2_BUTTON2" voice="Button A" color="0,0,0" inputCodes="KEYCODE_Y"/>
          </player>
        </controlGroup>
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on September 22, 2022, 11:56:45 pm
    That makes sense I believe, but I'd have to do this for every game within MAME then, because this button lights up no matter what game I launch. I believe this button is lighting up simply because 1 button is assigned to Shift and the other button is assigned to Shift + F7 which causes both to light up because I'm telling LEDBlinky to light up the Shift key, when only the Shift + F7 button should light up.

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

    Mouse Button 1 is the same situation in this case.

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

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

    I had to remove Mouse Button 1 from MAME to fix that issue. Is this what other people are doing? :/ Right now, for the shift issue, I also changed the key assigned in MAME to not include shift. This is fine, it works, but I feel like I shouldn't have to change MAME defaults in these cases.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gstav on September 23, 2022, 04:32:05 am
    I used Rocket Blinly to generate my base file, then I have edited each game actually 😅 but I'm kinda anal about it and only have around 300 mame titles, so it was doable. But you could have default and only change the games that needs it. Don't know if you can bypass some key through a title you edited though
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 23, 2022, 07:49:54 am
    That makes sense I believe, but I'd have to do this for every game within MAME then, because this button lights up no matter what game I launch. I believe this button is lighting up simply because 1 button is assigned to Shift and the other button is assigned to Shift + F7 which causes both to light up because I'm telling LEDBlinky to light up the Shift key, when only the Shift + F7 button should light up.

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

    Mouse Button 1 is the same situation in this case.

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

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

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

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

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

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

    @arzoo

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

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

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

    Thanks for he offer to look though on the other issue! I'll send the logs in a few days once I get an opportunity to look through these things.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on September 28, 2022, 09:04:24 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 28, 2022, 09:30:06 am
    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!

    You might have better luck starting a new thread in the software forum for a mamehooker question.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on September 28, 2022, 10:44:55 pm
    So, I reviewed things and not seeing clearly why colors.ini isn't being respected for button colors with the game Brute Force [brutforc].

    The other issues with the wrong buttons lighting up is basically "fixed" but I disabled the mouse click within MAME and reprogrammed one of my admin buttons to use something other than Shift (made it load game vs save game, and I reassigned save game to that button with a hotkey).

    While reenablng the left-click mouse button for P1 Button 1 might be nice in case some game needs this (maybe there isn't a game that needs this), this is my current set of files.

    At this time, I'm really perplexed as to why none of my buttons light up except admin buttons and start buttons 1 through 3 for this game, on top of it Start buttons 1 through 3 should be lighting up different colors, but they all light up as white. Do I have a typo somewhere?!

    Thanks for the help :( Greatly appreciate it!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on September 28, 2022, 11:04:29 pm
    It's because LEDBlinkyControls.xml is superseding it with settings that it all ready has for this game isn't it?!

    I just realized [brutforc] is inside that file.

    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

    Just as I set some this stuff, would be nice to know what those do.

    Also, can't guarantee that I'm perfect on these settings and colors, but I'm literally sitting here going through every single MAME game because I'm quite obviously a masochistic psychopath (though removing a lot of games from my MAME.XML list that aren't quite up to my level of acceptance). But once I'm finished (if I finish, which I assume I will), more than happy to share my work.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 29, 2022, 08:54:15 am
    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

    The controls.ini and colors.ini files were created by community members (many years ago) for mame games. The LEDBlinkyControls.xml file is generated and updated by the LEDBlinkyControlsEditor. The controls editor serves two purposes; it provides an interface to define controls for non-mame games, and it can be used to override the control colors and spoken actions for mame games. This support link (https://www.ledblinky.net/Support.htm#LEDBlinkyMAMELogic) may be helpful.

    LEDBlinky uses "Cocktail" and "Alternating" to determine if player two controls should be lit. The other variables are not used. Keep in mind, the controls.ini file was not created specifically for LEDBlinky.

    If you're taking the time to update the colors.ini file I can definitely include it with a future LEDBlinky build  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on September 30, 2022, 11:47:53 pm
    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.

    Basing some of the lighting of the buttons off of pictures from online sources or manuals so far. For the games that don't have that information, I usually just stick with white or red buttons, or base it off of game colors (i.e. Pacman might have yellow buttons or whatever if I couldn't find pictures of cabinets online).

    Anyways, thanks for the explanations! That helps a lot!

    Now if I could just figure out what the dang HyperSpin button does within HyperSpin. Their documentation on that function is lacking.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on October 01, 2022, 09:51:41 am
    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.

    LEDBlinky started out as a plugin for the Mala FE when the only LED controller available was the GGG LEDWiz. It's evolved over the years to say the least.

    As for loading files, that all happens when LEDBlinky is first started and then the data is stored using in-memory indexed data structures, so it's fast. The only file that is really an issue (when it comes to size) is the mame.xml. For that file, LEDBlinky creates a minimized version to speed up the load time at startup.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on October 01, 2022, 06:36:09 pm
    Oh, figured all these colors and such was an ordeal to load. Interesting. Well that's good to know, I know it was talked about on the support page, but I remembered it as all the color data vs just the MAME.xml file. So I likely read over it quickly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on October 03, 2022, 12:54:58 pm
    Any tips for how to make animations? Whenever I try i feel like it takes me forever and the animations don’t turn out well. Not sure if there is a trick to it or something.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on October 03, 2022, 05:56:10 pm
    I haven't done a lot of this myself yet, but from a general point of view. I'd say first have a plan or have it down in your mind what you want to do with the LEDs that you have to work with; then, once started, I imagine things go pretty fast. :)

    From a software side of things for tricks on quicker frame by frame animations, I'll leave that to some others to recommend, I think you just dup the last frame and then change then things you want changed... from what I recall. Wasn't too terrible.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on October 16, 2022, 11:43:57 am
    Experiencing an issue with lights speaking upon launching games within SNES and I don't know why it's happening.

    Debug log attached. It looks like it speaks a button and then gets stuck in a queue. I haven't mapped all consoles yet, but I've done NES and Atari and don't have this issue with those. Is there something in the debug log that I'm missing that would clue me into why LEDBlinky is hanging when it tries to speak through all of the buttons?

    Basically I launch the game, LEDBlinky speaks Button B (usually can't even complete the sentence), and then the next button remains blinking ... it never stops. UNTIL I stop the game, then things resume speaking and the buttons return to normal.

    I'm emulating SNES through Retroarch using the SNES balanced core. Could the core be interfering?

    Anyone else experience this issue?

    Okay, just got Atari 5200 to finally emulate, and it does the exact same thing...  ??? Emulating through RetroArch Atari800 core. How to troubleshoot this...  :-\ Come on Google, don't fail me now!

    It's gotta be a RetroArch issue ... NES and Atari 2600 and MAME don't emulate through that emulator, Atari5200 and SNES does, so likely the common thread.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: ShabbyDog on October 18, 2022, 08:09:57 am
    Please forgive me if this is already answered, but I'm struggling wiht lighting my player 2 stick.

    I've changed my config to use the player specific codes as in https://www.ledblinky.net/Support.htm#LightTBJoy but only my Player 2 stick lights up.  Buttons for both P1 and P2 light as intended so I'm not sure what might be causing the issue?

    Any suggestions are welcome.  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: vaderag on November 08, 2022, 08:58:41 am
    OKAY, I've at least partially solved this by setting my default.cfg as the contoller file in LEDBlinky.
    However, I still have an issue with my neogeo games which utilise a different layout file - is there any way to have LED Blinky actually see what MAME is using? It doesn't seem to be aware of the CFG file that's actually referenced for the game?

    -----------------------------------------------
    Below kept for posterity and to help others
    ----------
    Hoping someone can help me out here - I'm just resetting up my cab and re-starting with LEDBlinky

    Have a few... oddities... which I can't work out
    I've gone through the coniguration wizard and everything is set up as I expect - all RGB are working and tested

    However, I'm seeing a mismatch between what should be showing in MAME and what is showing on the panel

    For example - if I pick 3countb (3 count bout) - a Neogeo MVS title, I should have the top 4 lights lit in Red Yellow Green Blue - this is what is outlined in the colours.ini file that came with LED Blinky, and how the controls are mapped in MAME. I should also see this for P2 when I get nothing

    However, what I see is as follows
    (https://i.imgur.com/waMznAC.jpeg)

    You'll notice that my flipper is lit blue (that is mapped to Left Shift and has no input for this game in MAME), the Green button three is white and my P1B8 is mapped red (this is actually mapped to Player1_Button D in my NeoGeo setup since I duplicate the row). And nothing for P2

    The colours.ini is correct as here:
    Code: [Select]
    [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

    Now, Neogeo might be a little different as I do use a custom layout for NeoGeo (and if there is an easy way to use the same layout for all neogeo games I'm all ears!), but I see similar oddities in other roms

    In Altered Beast for example - the P1 controls light correctly, BUT with the P1B8 (Mouse1,button1) lit additionally. P2 Still doesnt get lit

    Am I missing something obvious? Thanks!

    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 see
    Code: [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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on November 08, 2022, 10:18:45 am
    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 see
    Code: [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?

    The troubleshooter will display (above the "Analysis" section) which mame cfg file is used to determine the input codes for the selected button/control.

    Here's an example:
    Title: LedBlinky Lights lighting Incorrectly
    Post by: veegee on November 13, 2022, 08:50:01 pm
    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 2
    and button 2 turns on button3 and 3 truns on 4, i checked the input mapping and it matches buttons.
    please someone help me.
    Title: Re: LedBlinky Lights lighting Incorrectly
    Post by: arzoo on November 13, 2022, 10:38:35 pm
    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 2
    and button 2 turns on button3 and 3 truns on 4, i checked the input mapping and it matches buttons.
    please someone help me.
    Sent you a PM.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on November 25, 2022, 09:56:46 pm
    I seem to have stumbled over an issue related to the "Interrupt Speech with Any Key" option. The diagnosis is not exactly scientific, but after a bit of evidence gathering, I feel like this option is to blame for a very sporadic (and somewhat maddening) issue I've experienced with HS + LEDBlinky.

    I believe I am using the latest HS and LEDBlinky on Windows 10, with the former from 2015, IIRC and the latter downloaded a few months ago from your site. My HS setup is as simple as possible, at least WRT MAME and RA, which make up the bulk of my "wheels". No HyperLaunch; it gets stuck in memory, unless force-closing MAME and RA in CloseProcess, which loses high scores. So that thing was out from the start.

    I looked into RocketLauncher at the beginning and realized it was just piling on more complications to the HyperLaunch failure (and was apparently written by the same people that wrote HyperLaunch), so skipped that as well. HS just launches MAME and RA and when they exit, HS regains the focus and all is well. That has always worked for me 100%, which is the standard I was after. No special pause screens and no "fades", but who needs the latter when MAME and RA launch almost instantly?

    I also skipped Joy2Key, XPadder, etc. No need for those, as I just mapped the keys and gamepad buttons in the same way for RA and MAME (and various others). The only add-on I am using for HS is the oddly-named "Startup Script", which is great for gamepad input (HS sucks at that too) and its roulette function that spins to a random game.

    Anyway, I have two machines: one is for development, where I tested the setup to death for months, launching hundreds, if not thousands of games *without* LEDBlinky. The other is in a cabinet and I tested it thoroughly with identical results, using the same exact files that run on the development box. I just copied the containing folder over to the cabinet and started launching games. Wonderful. Then I added LEDBlinky to the mix.

    After spending a few weeks fiddling around, I managed to get LEDBlinky doing what I wanted without issue and never had any issues launching games during this time; but at some point, I turned on this "Interrupt Speech with Any Key" option and, not long after, began experiencing sporadic "silent" failures, where everything worked, except no games were launched.

    When this happens, the HS log looks the same as always (of course), LEDBlinky announces the game and controls, lights the correct buttons, etc. But HS never even loses the focus, failing to launch anything. I could shut down HS, check Task Manager for anything stuck (nothing ever there), restart HS and it would *still* persist in this inane behavior. Then again, on occasion, it would somehow snap out of it after a restart and start launching games again.

    As I was testing this (and tearing my hair out), I focused on the initial announcement of the HS controls and remembered that I had turned on that Interrupt option to be able to skip it. So I turned it off on the next failure to launch, re-ran HS and all was well. I left it off for a while, re-testing dozens of times and never an issue. Then I turned it back on at some point and the issue came back. So I turned it off again and was immediately able to launch games again.

    I realize that the interaction between HS and LEDBlinky is hard to debug (e.g. HS fails silently), particularly without the source code for each, but based on the evidence gathered so far, it certainly seems like this Interrupt option sometimes causes this mind-boggling failure on the HS end. I can only speculate why and have not been able to think of a reason that this option should cause such a problem.

    As mentioned, it was always sporadic, as I was often able to "cure" it by restarting HS a few times. Possibly it is the timing of the speech interruption that leaves HS in a bad state? Just to note, I did see this happen to the odd systems that use HyperLaunch as well (e.g. Daphne).

    BTW, love the Pixelcade integration. Just added that and while testing, I noticed that I somehow had that Interrupt option checked on again, after marveling at the light shows in the menus, hitting the "Enter" button and then seeing no game launch. Turned it off and games immediately started launching again. Seems like a pattern at this point.

    So that option is now turned off *forever*. Kind of sucks having to sit through the HS instructions in full on each launch (though I've found they get interrupted anyway in some cases), but I'll take it, as long as the games launch as expected afterward.

    Anyway, just wanted to note this, though it will be buried in this single thread of a forum, perhaps others going through the same thing will be able to dig it up through Google. The most maddening thing about it is that everything else works perfectly and then it completely fails at its primary (and simplest) task, which is launching games.

    As mentioned, I can't assign blame here, but seeing what a miserable excuse for a Windows app HS is, with its many documented (and often inexplicable) problems, I'll chalk it up to another mystery on its end. Despite its various quirks, I am still a big fan of LEDBlinky. :)

    So, has anyone else seen such a problem with HS + LEDBlinky? I Googled for a while, but it's impossible to find specific reports of this nature, due to all of the decade's worth of reported problems and confusion out there WRT HS. As mentioned, having one long thread for LEDBlinky conversations isn't helping either.

    One more clue: when it works, it always works (i.e. if the first game launches after a HS restart, all games will launch, at least until the next restart) and when it fails, all games fail to launch, at least until the next restart. That's part of what made me focus on the timing of the startup sequence, announcements, interruption, etc.

    Will post back if I find this problem happening again *without* that Interrupt option checked, but I am hopeful that won't happen. At this point, my gut (and the evidence so far) tells me that turning off that option is indeed the "fix" for this issue. I sure hope so, as the next step would likely be to find another front-end (and learn to work around a whole new set of problems, I'm sure) or to live with a system that should work perfectly every time, but sporadically falls flat on its face for seemingly no reason. :(

    Thanks in advance for any clues, no matter how seemingly insignificant, and Happy Holidays to all!

    EDIT: So the checkbox may be a red herring, though I'm still somewhat convinced that this has something to do with the integration of LEDBlinky and HS. But turns out the checkbox in question is a bit of a weird interface and it threw me off. Turning it off without selecting a key in an adjacent control doesn't do anything, which can be seen by restarting LEDBlinky (the Any Key checkbox will be checked again). Still, opening and closing LEDBlinky seemed to cure it each time. I just restarted HS numerous times without this weird launch issue, so could just be another strange (and sporadic) HS problem after all.

    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on November 26, 2022, 01:45:40 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on November 26, 2022, 10:45:03 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on November 26, 2022, 10:51:33 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on November 27, 2022, 01:09:45 am
    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.

    Thanks, Arzoo.

    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:

    <!-- Donkey Kong has only one coin switch, but LEDBlinky lights up both buttons/slots; so make COIN2 work like COIN1 -->

        <system name="dkong">
            <input>
          <port type="COIN1">
                   <newseq type="standard">
                       KEYCODE_6 OR KEYCODE_5 OR JOYCODE_2_BUTTON8 OR JOYCODE_1_BUTTON8
                   </newseq>
               </port>
            </input>
        </system>

    Then there won't be buttons and slots lit that do nothing. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on November 27, 2022, 01:16:39 am
    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?

    Okay, I think that explains what I was seeing in the UI. I had no keyboard value selected, so it kept going back to checked for Any Key. I knew I wasn't seeing things. :)

    I did assign Esc at some point and the checkbox now stays unchecked. I'll have to pick something else though, as Esc is used to exit games. Whatever.

    Am familiar with the HS/LEDBlinky focus woes when using HyperLaunch and its sequel. No clue what could make HS fail to launch entirely, without even using HyperLaunch, but the issue sure seems to go away when I uncheck the Any Key option (and never happens on the PC without LEDBlinky). Whatever it is, it's been easy to snap it out of it, possibly just by opening and closing LEDBlinky, but that seems like a stretch.

    Thanks again!

    EDIT:
    And no, it's not the pressing of keys/buttons alone that is throwing it. I virtually always interrupt the intro video by pressing any key on both PCs.

    EDIT:
    As for HyperSpin forums, do they still exist? I read tons of old posts about HyperLaunch sticking in memory, waiting forever for a program that already finished up (not the problem I have, as I don't use that thing to launch MAME/RA) and the responses were usually of the "HyperLaunch is old, get RocketLauncher" variety. I never used that one either, but it obviously has its own problems, requiring special workarounds in LEDBlinky.

    The only other possible clue I see repeated is to exclude the HS folder from Windows threat protection to avoid "strange problems", which I never had to do on the development box, but went ahead and did anyway on the cabinet. As usual, I won't know if that did anything helpful or not, until the next time this issue comes up (or not).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on November 27, 2022, 10:00:37 am
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on November 27, 2022, 11:56:30 pm
    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).

    I think it is "COINS", but no matter. COINS=1 seems to indicate that P2 COIN won't do anything, as there is only one coin switch on the cabinet, wired to both slots. So the ctrlr-based solution I posted should work, though would have to be repeated for each such game (good place for a script to generate them).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: djm468 on November 28, 2022, 12:06:40 am
    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?

    I could have sworn that un-checking the box lit up the Save menu button, which raises the question of what it would save if no key has been selected in the adjacent control. I'd expect it to disallow saving until the two controls are in alignment. I'll play around with that next weekend and post back...

    If un-checking and not selecting a key does nothing to the INI file, as I now suspect, then that setting was a red herring and the only evidence I have is that opening and closing the configuration app (which loads LEDBlinky in the background) has always managed to snap HS out of its bad state where it fails to launch any games, but logs as if it did, at least until the next HS restart.

    I'd say that 99% of the time on the cabinet (and 100% on the PC without LEDBlinky), HS works as expected. But, on rare occasions, HS starts up in this bad state and there's no logical way to debug or fix it. Fiddling around with LEDBlinky in between starting and stopping HS seems to do the trick, for whatever reason. Or maybe that is just a coincidence, as I couldn't think of anything else to do, short of restarting Windows (has never come to that). Will post back if I see any sort of logical pattern emerge.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: bozowise on December 04, 2022, 03:27:39 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: nick7184 on December 05, 2022, 09:59:02 pm
    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.

    Anyone have any idea what else I need to do to get default colors working?

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on December 06, 2022, 07:16:53 am
    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.

    Please enabled the Debug Log option (Misc Options tab), run your FE and a few games that don't light correctly, then email me the debug.zip and/or debug.log files and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: ToddBMCV on December 11, 2022, 11:53:04 am
    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.

    My active animation setup-

    <a href="https://ibb.co/0YpCyG0"><img src="https://i.ibb.co/tYwqpJ0/active-animation.png" alt="active-animation" border="0"></a>

    What actually happens, only player 4 is comletely right.

    <a href="https://ibb.co/vLj5N4h"><img src="https://i.ibb.co/XFCBnxD/arcade.jpg" alt="arcade" border="0"></a>

    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. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: PL1 on December 11, 2022, 01:06:21 pm
    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:
    - The (http://forum.arcadecontrols.com/Themes/Yabb_SE_Classic_2/images/bbc/img.gif) icon inserts the IMG tags.

    Code: [Select]
    [img]https://i.ibb.co/tYwqpJ0/active-animation.png[/img]

    My active animation setup-

    (https://i.ibb.co/tYwqpJ0/active-animation.png)

    What actually happens, only player 4 is comletely right.

    (https://i.ibb.co/XFCBnxD/arcade.jpg)


    Scott
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on December 11, 2022, 02:01:58 pm
    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.

    When using a GamePlay animation, any buttons configured to light for that game (based on emulator configuration and LEDBlinky input map) will override the animation. So for example, you mention that only P4 from the animation is lighting correctly; that would lead me to believe that P1, P2, and P3 buttons are lighting based on the specific game.

    I can help better if you email me your debug files; from the Misc options tab, enable the Debug Log, run your emulator and the game that's not working, then email me back the debug.zip and/or debug.log files and I'll take a look. support@ledblinky.net
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on January 16, 2023, 03:52:09 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on January 17, 2023, 07:55:20 am
    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!

    Look at the color-rgb.ini file. I'm not sure adding new colors will work but you can definitely alter the existing color values. As for your second question, you are correct, currently there's no way for LEDBlinky to "know" which player is up (mame does not provide that output).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: theholmesplace on January 17, 2023, 10:06:20 am
    How in the world I missed that file when looking yesterday is beyond me, but thank you for pointing it out! That's exactly what I was after.

    And bummer on MAME, but understandable, that would be quite a niche "feature" tbh.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: PL1 on January 17, 2023, 02:30:51 pm
    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.
    - You might want to ask Jon (10yard) for a sanity/viability check before diving into the deep end on this approach.

    It sounds possible, but it would be a huge job to fully implement.


    Scott
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: drjmoney on January 21, 2023, 02:21:51 pm
    Can someone point me in the right direction. I have LED blinky up and running. Is there an easy way to make EVERY game in MAME just work? I have the input map setup correctly. Currently I am doing each game by hand individually and its going to take forever. Is there a master XML file somewhere?  Please help
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Roland_001 on January 24, 2023, 01:38:01 pm
    Hi Arzoo,

    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).

    I ask because, a) it would be a cool and logical feature b) it's not always intuitive when a game doesn't "feel" right while playing, if it's due to the joystick being in the wrong configuration (case in point, I was playing a version of Street Fighter the other day, it felt "off", but I could still execute the moves occasionally - turns out the Servostik was in 4-way mode, but this wasn't obvious.  As there are 11,000+ MAME games, at some point it's easier to just look down at which LED is on, and determine if the configuration is correct, than to try and trouble-shoot thousands of games by feel alone).

    I emailed Andy Warne, the main contact at Ultimarc, and he says that their Servostik does not operate on a toggle basis, but that the program JoyTray (and the PacDrive32.dll library) should be able to report the last command it received.

    In theory, this could then activate/deactivate a dedicated LED via LEDBlinky, giving visual feedback to the user.

    -Rolyen
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on January 24, 2023, 02:24:58 pm
    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).

    You can already do this; using the GenLEDBlinkyInputMap, assign the ports for the 8-way LED to JOY8WAY and the ports for the 4-way LED to JOY4WAY.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Roland_001 on January 24, 2023, 03:03:11 pm
    What?!  That's amazing, thank you!  I'll work on that over the weekend and update my post with the results, thanks again.

    -Rolyen
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Onslaught23 on January 28, 2023, 03:14:31 pm
    Hello All,

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on January 31, 2023, 08:02:15 am
    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

    Using the SimpleLEDTest app, can you individually control the LEDs under those two buttons? This sounds like a wiring or hardware issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Onslaught23 on February 02, 2023, 01:44:46 pm
    When I use the simple led test I can turn it off and on but when I exit the lights just come back on
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: gbarnes27 on February 03, 2023, 05:21:48 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 03, 2023, 06:33:59 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 03, 2023, 06:35:18 pm
    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.

    You can try using the LEDBlinkyTroubleshooter app to see if it can provide an answer. If not, email me the debug.zip and/or debug.log files and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Onslaught23 on February 14, 2023, 09:31:40 am
    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 me
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 14, 2023, 02:03:44 pm
    You were right it was a USB issue. Now that I have a new one I went and installed the new along with me
    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.
    So 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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Onslaught23 on February 14, 2023, 06:35:19 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 14, 2023, 07:16:46 pm
    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 don't see how it could be related to a recent update to LEDBlinky, nothing has changed with the UIO interface. Which version is working for you? And do you mind installing the most recent version of LEDBlinky into a temporary folder and just try the SimpleLEDTest app to see if both UIOs are recognized - that way we can determine if it's the LEDBlinky version or the firmware update.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Onslaught23 on February 16, 2023, 06:38:18 am
    I believe it’s the new LED Blinky. I used the old version and it worked. Same firmware for the UIO boards.
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 16, 2023, 07:17:53 am
    I believe it’s the new LED Blinky. I used the old version and it worked. Same firmware for the UIO boards.
    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.
    What version are you running that works?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Onslaught23 on February 16, 2023, 06:37:14 pm
    I believe it’s the new LED Blinky. I used the old version and it worked. Same firmware for the UIO boards.
    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.
    What version are you running that works?

    I think I'm back at square 1. I was using LEDBlinky v8.2.1, Went back to 8.2.0.4. Since I been trying to get my trackball to work. I see that it wasnt be recognized I upgraded the firmware in winpac to 155 ID2 (149 #ID2 was the only firmware that seemed to recognize the 2nd board) now its back to only recognizing one board at a time.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: wdb on April 02, 2023, 04:33:43 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on April 02, 2023, 07:55:09 pm
    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!

    There's a few ways you could light up non-game related buttons during game play. One option as you mentioned would be using a second LED controller. A second option, and probably the best solution would be to use the Game Play animation and create an animation that sets the one (or more) buttons ON in every frame. 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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: wdb on April 02, 2023, 11:02:57 pm
    Quote
    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!

    Ah, I didn't realize that was an option - sounds like that should work.  Thanks for the detailed response!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: DJO_Maverick on April 30, 2023, 11:55:32 pm
    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-
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 01, 2023, 08:25:03 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: DJO_Maverick on May 01, 2023, 10:34:07 am
    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,
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 01, 2023, 11:45:55 am
    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,

    There was a specific issue with .221, but it's possible there are issues with other versions. Unfortunately I don't have any control over that. The whatsnew.txt is not necessary. If you have the mame.ini configured correctly (OSD Output) and the LEDBlinky Mame Output test app is still not showing any data, then it may be an issue with the specific version of Groovymame or Groovymame in general? One thing I would try is to downloaded the standard mame build and see if that works on your system.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: DJO_Maverick on May 01, 2023, 04:42:46 pm
    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,
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 01, 2023, 11:09:23 pm
    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,

    That looks correct. Not sure what the issue is but I guess it could be something else specific to your system? I'll have to test .254 on my system to see if there's a bigger problem here.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 01, 2023, 11:34:56 pm
    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,

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: DJO_Maverick on May 02, 2023, 08:58:35 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 02, 2023, 10:29:26 am
    That's exactly what it was, ha.  Making it all lowercase fixed it, outputting as expected.

    Thank you!

    Excellent! Sorry for the misdirection on the support page - it's been fixed.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: DJO_Maverick on May 06, 2023, 12:29:38 am
    So one odd issue I've run into in fine-tuning seems to crop up in some 49-way or analog games; taking Arch Rivals for example.  Colors.ini designates the sticks as orange, and my otherwise not implicated P3 Button 2 (KEYCODE_G) lights up orange.

    Sticks are mapped to U360 analog, properly.  From the perspective of global input assignments and game input assignments visible within Mame, every reference to KEYCODE_G (other than P3 Button 2) has been deleted now, and nothing is mapped to P2 X/Y for any device other than the U360...  yet the orange remains.

    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_RIGHTSimilar 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. 

    I can't tell if that input ID was deprecated at some point, or whether it is a Blinky or Mame issue.  At this point, no doubt it would just be easier to just change from 'G' on the key encoder for that button and adjust accordingly, but now I'm just really curious where these seemingly uneditable defaults are coming from?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 06, 2023, 08:23:17 pm
    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_RIGHTSimilar 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. 

    I think the confusion here comes from the use of "MAME-DEFAULT" in the debug log. This is actually referring to mame default input codes stored in the LEDBlinkyControls.xml file. Just for reference, input codes from the mame default.cfg file would be referenced in the debug log as MAME-ALLGAMES. But back to the issue at hand; if you search the LEDBlinkyControls.xml file for the <controlDefaults groupName="MAME"...> node, and then under that search for P2_AD_STICK_X_EXT, from there you can remove the default input code(s) that are causing issues, KEYCODE_G in your case.

    The relevant line in the file looks like this;
    Code: [Select]
    <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;
    Code: [Select]
    <control name="P2_AD_STICK_X_EXT" inputCodes="|JOYCODE_2_ANALOG_X|MOUSECODE_2_ANALOG_X|JOYCODE_2_RIGHT" allowConfigPlayerNum="2"/>
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: SuperMagoAlex on May 27, 2023, 08:33:03 am
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 27, 2023, 05:26:46 pm
    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?

    The only way I think this could work would be to create a game specific animation with a single frame that lights the strips the color you want. You would have to create an animation for each game you wanted to do this for, but you could copy the same animation for multiple games. For example, you could create an animation called green.lwax and then copy/rename it to run for whichever games you wanted to light green. Look in the \LEDBlinky\lwa\GameSpecific folder and there should be an info.txt file that explains how to have an animation run for a specific game.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Awch on May 29, 2023, 10:33:48 pm
    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.

    On the WLED side I'm thinking that creating segments for each device would allow them to be targeted easily whether they have one bulb, like a button, or many bulbs, like cabinet lighting. Actually, it will have to be an individual bulb approach due to the limited number of segments supported.

    Basically I'm wondering if anyone has any suggestions on how to get started with this project. I'm retiring in a couple of weeks and will soon have lots of time to work on it.

    LEDBlinky's Output System:
    https://www.ledblinky.net/downloads/Install%20and%20Config.pdf#page=81

    WLED's JSON API:
    https://kno.wled.ge/interfaces/json-api/

    WLED's individual bulb API:
    https://kno.wled.ge/interfaces/json-api/#per-segment-individual-led-control

    Thanks for any help,
    Greg
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 30, 2023, 09:04:03 am
    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/)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Awch on May 30, 2023, 12:36:13 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on May 31, 2023, 08:35:04 am
    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!

    Sorry, I can't really help with the WLED api.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Kaizen777 on June 08, 2023, 02:03:03 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on June 08, 2023, 06:51:13 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: shitoken on June 19, 2023, 02:52:43 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on June 19, 2023, 03:19:04 pm
    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

    Hey, I'm a bit confused as to exactly what you are describing above, and I realize there may be a language translation barrier adding to the confusion.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: shitoken on June 20, 2023, 03:00:53 am
    Sorry about that, actually the problem I am having was difficult to describe. I will try the way you have suggested above and if incase still have the same issue I will send you debug report by email.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on July 16, 2023, 08:23:14 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 16, 2023, 08:38:35 pm
    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!

    I think what's happening is LEDBlinky strips off the "(2018)" part of the name; anything in parenthesis will get removed. If LB can pass the name as "Rampage 2018" or anything like that, it should work.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on July 16, 2023, 09:23:32 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on July 16, 2023, 10:13:37 pm
    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

    Update: Figured out a work around, launch the game from a compiled ahk script named Rampage2018, the scripts runs until the game closes, sees the 2 games separate now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on July 17, 2023, 12:32:48 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 17, 2023, 07:36:37 am
    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.

    Using the LEDBlinky Controls Editor, add an Emulator group called "Gun4Ir" and check the "Emulator Is MAME" option. That should do the trick.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on July 18, 2023, 03:47:57 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Vitaly17 on July 19, 2023, 07:01:42 pm
    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.
    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,
    If you run the "pssuspend mamehook.exe" script before launching, mamehooker is temporarily disabled and Ledblinky takes over the output data, after exiting, I send  pssuspend -r  mamehook.exe and it's back in business. Moreover, mamehooker can be turned off and on right during the game. If you disable LEdblinky during the game and get it back to work you will need to restart the game. In order for the scripts for installing programs to work, you need to compile the bat files into an exe and run them as an administrator. With these scripts, I created two mame emulators in Rocketlauncher, one using Ledblinky, the other mamehooker, inserting startup scripts into UserFunctions.
    Sorry for my English.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 21, 2023, 07:29:19 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Moleburt on July 21, 2023, 08:39:56 am
    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 :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on July 31, 2023, 10:44:31 am
    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 :)

    That is a good idea, I'll add it to the enhancement request list. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: error1 on September 16, 2023, 03:47:53 am
    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...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 16, 2023, 11:18:37 am
    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...

    I haven't had anyone else mention this kind of issue. Updating the controller firmware is a good idea. For troubleshooting I'd disconnect any other devices to try and eliminate conflicts. Also use Taskmanager to check for running processes and cpu usage.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: jamesoliverstone on September 18, 2023, 06:37:51 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on September 18, 2023, 10:19:36 pm
    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.

    You may be able to solve the problem by using the "Ignore GameQuit Commands" option. This support link (https://www.ledblinky.net/Support.htm#HSGameQuitProblem) explains how to enable that option - see the second section.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on October 05, 2023, 09:10:27 am
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on October 05, 2023, 01:35:21 pm
    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!

    I'm out of town for a few days - I'll have to get back to you on this when I return.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on October 07, 2023, 01:22:53 pm
    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:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on October 07, 2023, 09:47:20 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: desert_dweller_88 on October 08, 2023, 05:12:48 pm
    Hello,

     I'm trying to get my new cabinet I built up and running, but I'm running into an issue out of the gate where even after I purchased a lisence of LEDBlinky and added the 2 files in the program folder. LEDblinky still comes up saying "Trial Version". I've removed the program and re-added it with no luck. Help would greatly be appreciated
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: desert_dweller_88 on October 08, 2023, 09:39:02 pm
    Update: fixed the issue by installing the software in a different folder location.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: desert_dweller_88 on October 08, 2023, 11:25:56 pm
    Also, I initially I was having issues not getting any speech output with any of the settings. The LEDs would blink but there would be no audio. In windows settings I checked:
    Open sound settings ->advanced sound options

    And noticed that "LedBlinky - Arcade LED Cobtrol Software" was there and it had a "default" setting selected

    Default is never a good option. Though cycling through the options, I'm only able to have the speech output audio come through my tv from the graphics card but not the speakers connected to the computer in my cabinet. No big deal since I can just raise the tv volume, just thought it might be helpful if anyone else has the same issue
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on October 09, 2023, 03:10:45 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on October 09, 2023, 08:04:13 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Ginsonic on October 09, 2023, 12:56:04 pm
    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.

    No problem, maybe I can figure it out by myself, thanks again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: deezdrama on December 23, 2023, 01:11:14 pm
    I have a request for suggesstions...

    I originally built my 4 player cab in 2015, in 2021 I gutted it and completely rewired it, put a ton of money into the controls,monitor, rgb buttons etc... Im running a ipac4, 2 led64's, and a ultimarc trackball

    Threw together a pc with a 2500k i5, 16gb ddr3, gtx 1060 6gb, a 2tb ssd running windows 10 and bigbox, and a 8tb hdd housing all my rom files.

    Recently the build has been running slugish. Ive troubleahooted for daya, reseatted all pc components, ran drive monitors, stress tested ram and cpu, updated drivers, updated windows.....

    Im just ready to start over and omit the 8tb drive. I just want a simple,reliable, rock solid setup with mame only on the cab.

    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?

    And whats a good,reliable,simple frontend you would recommend to just run mame , ledblinky compatible?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on December 23, 2023, 11:31:57 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: deezdrama on December 30, 2023, 11:16:21 am
    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.

    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on December 30, 2023, 12:27:39 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: deezdrama on December 30, 2023, 09:29:37 pm
    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?

    Thanks for the quick replies man!

    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on December 30, 2023, 11:59:40 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: thatpurplestuff on January 10, 2024, 03:23:57 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on January 10, 2024, 11:08:26 pm
    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).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: thatpurplestuff on January 11, 2024, 01:30:09 pm
    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!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on January 12, 2024, 08:34:13 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: thatpurplestuff on January 12, 2024, 12:02:46 pm
    I'll add this the the requested enhancement list and see how difficult it would be to implement.

    Thank you very much for looking into this, I sincerely appreciate it!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Bidule200 on January 30, 2024, 01:09:18 pm
    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 :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on January 30, 2024, 06:48:35 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Bidule200 on January 31, 2024, 03:48:37 pm
    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?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 01, 2024, 10:12:48 pm
    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?

    Hmmm I don't see how this can work if you also want to use the mame outputs to blink the start buttons like on Asteroids. Sorry.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Bidule200 on February 03, 2024, 04:57:03 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 03, 2024, 09:29:48 pm
    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.

    You can try the LEDBlinkyTroubleshooter app to see if it can help identify the issue with the 4th coin button. If not, email me the debug.log and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Bidule200 on February 04, 2024, 05:30:47 am
    Oh, I didn't notice this troubleshooting utility! It's very well made, i'll investigate further with it! Thank you :)

    EDIT
    ------------------
    I got it working by opening the game .cfg file and adding fake START1, START2, START3, and START4 input and setting them to NONE.
    Then I had to set the .cfg file to READ-ONLY since MAME will try to rewrite it when it launches.

    It's kind of a ghetto fix... but at last it's working ^^
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Bidule200 on February 08, 2024, 08:14:06 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 08, 2024, 05:34:52 pm
    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.

    So you're good then?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: Bidule200 on February 10, 2024, 08:55:48 am
    Yeah, just wanted to report it as it could potentially help to resolve bigger issues. But since it only happens in the Config app, it's not bothering.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: midd on February 25, 2024, 12:20:21 pm
    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. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on February 25, 2024, 01:10:07 pm
    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.

    If you turn on the Debug Log option (Misc Options tab), run your FE and a few games, then email me the debug.zip and/or debug.log file I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: dragon_sa on March 09, 2024, 12:16:50 am
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on March 09, 2024, 12:49:57 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: dragon_sa on March 09, 2024, 06:15:51 pm
    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.

    That worked perfectly thankyou  ;D :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: dragon_sa on March 11, 2024, 10:09:00 pm
    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
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on March 11, 2024, 10:28:15 pm
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: dragon_sa on March 13, 2024, 04:30:30 am
    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.

    troubleshooter didnt offer much, so started looking through the files, turned out to be a rogue setting in the LEDBlinkyControls.xml that wasnt showing in the LEDBlinkyControlsEditor for the rom
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: dragon_sa on March 14, 2024, 04:55:01 am
    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.

    this is an example of what I added
    [1on1gov]
    P1_BUTTON1=Red
    P1_BUTTON2=Green
    P1_BUTTON3=Blue
    P2_BUTTON1=Red
    P2_BUTTON2=Green
    P2_BUTTON3=Blue
    [88games]
    P1_BUTTON1=Red
    P1_BUTTON2=Green
    P1_BUTTON3=Blue
    P2_BUTTON1=Red
    P2_BUTTON2=Green
    P2_BUTTON3=Blue


    so the [88games] one worked but [1on1gov] doesnt
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: arzoo on March 14, 2024, 08:05:30 am
    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.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
    Post by: dragon_sa on March 15, 2024, 03:12:47 am
    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.

    You are a champion  :applaud: thankyou for your continued support, very much appreciated