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Main => Software Forum => Topic started by: docam28 on July 20, 2012, 03:48:36 am

Title: LEDBlinky (5.0.0.5) - LED on not mapped ports ?
Post by: docam28 on July 20, 2012, 03:48:36 am
Hi,

I'm using HyperSpin as front-end with some MAME games (all running fine), 2 LEDWiz, some simple & RGB LEDs and LEDBlinky 5.0.0.5 software (registered).

I'd like to lit/unlit specific simple (or RGB) LEDs, but not attached (not mapped) to a specific control (independant G.I. LEDs, regardling current game).

For example:

 - when I start MAME "rom1", I'd like to control a simple LED (attached to LEDWiz #2, port 31).
 - when I start MAME "rom2", I want to control another LED (attached to LEDWiz #2, port 32), and more...

I can't find the solution, of course any help will be appreciated !

Dominique.
Title: Re: LEDBlinky (5.0.0.5) - LED on not mapped ports ?
Post by: arzoo on July 20, 2012, 09:10:13 am
I’m not sure I understand exactly what you want to do (“independent G.I. LEDs”?), but currently there’s no way to customize the LEDs based on a specific rom.

But no worries – I’ve recently completed some new animation features, one of which will allow specific animations on a game-by-game basis. So for your example, you could create a single frame animation that just lights port 31 and have in only run when “rom1” is playing. I hope to start beta testing the new version sometime in the next week or so.
Title: Re: LEDBlinky (5.0.0.5) - LED on not mapped ports ?
Post by: docam28 on July 20, 2012, 01:08:36 pm
Thanks for reply, arzoo,

I'm enjoy about LEDBlinky, awesome software!  :applaud:

You wrote: But no worries – I’ve recently completed some new animation features, one of which will allow specific animations on a game-by-game basis. So for your example, you could create a single frame animation that just lights port 31 and have in only run when “rom1” is playing. I hope to start beta testing the new version sometime in the next week or so. -> VERY GOOD IDEA!! SURE I'M WAITING FOR THIS UPDATE.

-------------

In fact, I'll plan (for my future 2-players arcade cabinet) to add a small panel (located below 26'' TFT monitor), mainly to display game status by using LEDs (1 RGB LED, 2 green LED, 3 dual-color LED). All of these LED aren't linked to a control/command/keycode...

From left to right:

Joystick restriction indicator and setting (for 2 x Sanwa JLF-TP-8YT). I'll use an E-Limitator board, having it's own RBG LED (common cathode  :() to indicate current restriction setting (by using LED color scheme). Setting can be changed using a dedicated pushbutton, connected on E-Limitator board. Near this LED, I'd like to add an another RGB LED to indicate appropriate setting (regardling game, drived by LEDWiz). By using pushbutton to cycle between possible settings (8-way, 4-way, 2-way, vertical 2-way), until both LED colors match, meaning the joystick(s) restriction setting is appropriate for game.

Group of 4 LEDs (2 green, 2 dual-color red/green), one LED assigned per possible player (for current game). Example: 1-player games will lit (green) P1 only. Alternating 2-players games will alternate P1 and P2 (both green), P3 and P4 stay unlit... Simultaneous 2-players games will blink (green) P1 and P2 together, P3 and P4 unlit. But, for simultaneous 3-players games, P3 will be lit red (because my CP is designed for 2 players). However, for alternating 3-players game, P1, P2 and P3 will blink together (all green)... P1 and P2 are single green LEDs (one LEDWiz port per LED), P3 and P4 are dual red/green LEDs (two ports used as Single, one per color).

Another dual-color LED to indicate if high scores are saved (lit green) for running game, not saved (lit red) or... unlit if not applicable (the game doesn't have high scores).

I've found an possible solution (couple of hours after my post), by using .lwax animation files (one file per game, however... but my future MAME cabinet will handle around 150/200 games only).

I'm Using HyperSpin FE, with HyperLaunch (v2.24c). By using a command-line in MAME.ahk script (HS module), like Run, C:\LEDBlinky\LEDBlinky.exe %romname%.lwax in MAME.ahk (HyperSpin module), located before MAME command. Another command-line added at the end of the script, like Run, C:\LEDBlinky\LEDBlinky.exe 11 in order to stop animations. It's works only on game start (unfortunately, it doesn't work when selecting a game from wheel). Seems to work, but not the best way I suppose.

Sorry for English faults (I'm French)...

Dominique.
Title: @arzoo --- Re: LEDBlinky (5.0.0.5) - LED on not mapped ports ?
Post by: docam28 on July 29, 2012, 10:16:08 am
What's new about new version ?
Title: Re: @arzoo --- Re: LEDBlinky (5.0.0.5) - LED on not mapped ports ?
Post by: arzoo on July 29, 2012, 11:11:57 am
What's new about new version ?

Added additional events for cabinet animations. Also game specific animations. And you'll be able to create device independent animations that can be shared.