I like. So this will be completly programmable operation?
assuming that this is going to work a lot like Budda's Led driver board right? So gl.tters code will react with your stuff too?
Anything that would tie functionality to a specific build of MAME will not be implemented unless it can be implemented alongside the currently planned functionality of the device.
Good comments by Markrvp.Anything that would tie functionality to a specific build of MAME will not be implemented unless it can be implemented alongside the currently planned functionality of the device.
This brings up the question on what are the possible uses for this community then if that condition can not become true?
Please tell me there will be a non-usb version. As much as I've been looking forward to adding cool lights to my CP buttons, I don't think I can switch to Windows on my Mame setup.
Wade
That seems to be completely useless, yet I want one so bad I can taste it. :)I agree. I was watching and thinking, "how will this go in my cabinet" Then I found myself watching it again.....and again....on the fourth time I realized I need one.
-S
Good comments by Markrvp.Anything that would tie functionality to a specific build of MAME will not be implemented unless it can be implemented alongside the currently planned functionality of the device.
This brings up the question on what are the possible uses for this community then if that condition can not become true?
SirP -
Read RandyT's comments again. It won't be tied to a specific build of MAME. He's not saying it won't be able to be used with MAME. I think RandyT has a pretty good handle on what the community is looking for, if previous offerings are any indication.
I can't say much more, and may have said more than I should already, but . . . wait for the product release before you say we don't need it.
Anything that would tie functionality to a specific build of MAME will not be implemented unless it can be implemented alongside the currently planned functionality of the device.
I think Randy was saying that it wasnt Mame specific.. Why would he put out a product that wouldnt work with MAME? I mean.. seriously.. ::)What RandyT said was:
Personally I'm very excited about this.. Not just for LEDs but because you could possibly use this with opto couplers and transister/relays to driver solinoids and God-knows-what which could lead to Gun recoil and God-knows-what else. Some one very creative could connect several such devices together and make a scrolling marquees or sometype of pinball type score display.. oh yes, this is going on my wish list! ;D
The other problem is you need a specific build of mame to output signals you want to use.
So, again I ask, what can one do with this right now?Not much since only RandyT has one and he is using a very early version of the software. We know it can do the light pattern shown in the mpg. 8)
I am trying to determine if there is enough reason for me to buy one or just wait until there is a good use for it.I think I would wait a couple of weeks until it is RELEASED before deciding whether or not to buy it.
I think I would wait a couple of weeks until it is RELEASED before deciding whether or not to buy it.
I'll be interested in whatever solution let's me setup specific light combinations depending on what game I play. That's all I want.
I'll be interested in whatever solution let's me setup specific light combinations depending on what game I play. That's all I want.
Like for lighting up buttons/controls that the game uses?
It would be nice if it would light up the controls used in each specific game when it's chosen from the frontend- to tip guests off as to which sticks & buttons are "live" for that game.
also one could put 8 LEDs around the joys and light up which directions the game used.
also one could put 8 LEDs around the joys and light up which directions the game used.
also one could put 8 LEDs around the joys and light up which directions the game used.
how would this be wired up?
Gosh, I know I want it simple, but I just had an idea for those who like bling...
Imagine that for "spinners", you have a circle of LEDs and the hardware would cycle the LEDs in a way to look like the lights are rotating around the spinner...
Gosh, I know I want it simple, but I just had an idea for those who like bling...
Imagine that for "spinners", you have a circle of LEDs and the hardware would cycle the LEDs in a way to look like the lights are rotating around the spinner...
Randy,
How is it going? :)
Thanks again to everyone who continue to support our endeavors through their purchases from us. We couldn't keep this up if it weren't for all of you!
RandyT
Mame devs should jump on this. I've already set up my mame development environment so I can do blinking LED's when Pac-man ghosts turn blue and then blink. But it only takes one person to add support, and I'm sure that someone will go in there and set up an interface to support more than 3 LED's.
I should point out that you can't and don't want it to have anything to do with the keyboard led's since you only have 3 of those. What Randy has done is way better than what the keyboard LED's can do.
Sweet peat! If this comes with a easy-to-use compiler package, this may be a great alternative for making LED light Marquees or even the most holy Dragon's Lair scoreboard ? That would require programming on our part to make the leds line up with all the port requirements and must be on parrallel port for the Daphne emulator I think. If it could do that..... o wow.
Like for lighting up buttons/controls that the game uses?
That's all I want something like this for. Too many times do I need to tell guests which buttons to use.
Like for lighting up buttons/controls that the game uses?
That's all I want something like this for. Too many times do I need to tell guests which buttons to use.
That can be done with MaLa and the MaLa hardware. There is no need for a specific mame version.
http://mala.arcadezentrum.com/hardware.htm
It's also possibele to create led animations and use them as attract mode on your control panel.
BTW, if it isn't considered bad taste to post about your product in a competitors thread, it should be.
RandyT
also one could put 8 LEDs around the joys and light up which directions the game used.
how would this be wired up? 1 output per LED or could you wire them in groups to save outputs? I would think maybe several LEDs in parallel in different combinations. Maybe 3 total outputs:
(1) 2 LEDs for horizontal 2-way mode
(2) 2 LEDs for for vertical 2-way more,
(3) 4 LEDs for diagonal 4-way.
various combinations of those to make standard 4-way and 8-way.. wouldnt this work? :-\
based formt he picture, the LEDWiz is going to be USB?
Actually, it you wire it right you will only have 8 LEDs indicating directions available.Except Kangaroo - Don't remember if it's 3 or 5 - way, there isn't a down, though. And controls.ini has it wrong also, AFAICT.
You'd need one output for 2way horizontal, 1 for 2 way vertical, 1 for 4way, 1 for 4way diagonals, 1 for 8way. Then you'd wire those outputs to the appropiate LEDS. It'd be like if you used more than one button for a single input on a keyboard encoder.
SirP, look at brandon's post again. He's right. It's 8 LED's on 3 inputs: 2H, 2V, 4D. 4W=2H+2V; 8W=2H+2V+4D.How can you do diagonal and regular 4 way with one input?
Must be 5way as the mame driver indicates they used an 8way? did they physically not allow down?Actually, it you wire it right you will only have 8 LEDs indicating directions available.Except Kangaroo - Don't remember if it's 3 or 5 - way, there isn't a down, though. And controls.ini has it wrong also, AFAICT.
You'd need one output for 2way horizontal, 1 for 2 way vertical, 1 for 4way, 1 for 4way diagonals, 1 for 8way. Then you'd wire those outputs to the appropiate LEDS. It'd be like if you used more than one button for a single input on a keyboard encoder.
SirP, look at brandon's post again. He's right. It's 8 LED's on 3 inputs: 2H, 2V, 4D. 4W=2H+2V; 8W=2H+2V+4D.
Must be 5way as the mame driver indicates they used an 8way?Nope, not the way I meant it - using cardinal directions -
did they physically not allow down?My bad, just looked at the CP again. They only don't use the downward diagonals, so it would be six way if it's restricted, but it probably isn't.
Now that you are down to the finish, can you tell us a bit more about the software, and options you are considering?
1. Will the software accept command-line changes?
2. And do so invisibly (as an option, etc)
3. Will there be the ability to load different configurations on the fly?
I've skimmed through this thread and it sounds promissing. Is it basically plug and play with regards to recognizing which buttons are functional for each game?
Do u give details or a OCX or something on how to use it with our own software if were using it for a different purpose than mame?
Quote3. Will there be the ability to load different configurations on the fly?
Yep! But the approach may be a little unusual. It'll probably go like this: One application that talks to the hardware stays active in the background. Another application, which terminates upon completion of its task, sends information to the resident application.
BTW, it'll be pretty easy to talk to the resident application. It'll even be possible from notepad ;) My guess is that if so inclined, the MAME team or an enterprising C programmer could hack in all kinds of support with this method.
In Warlords when a player inserts a coin (among other things) their button blinks. MAME supports players 1-3 with the NUM CAPS and Scroll locks which is obviously not enough for the cocktail version which supports 4 players.
Will there be a way of setting up your device to work with all 4?
Do u give details or a OCX or something on how to use it with our own software if were using it for a different purpose than mame?
I think gl.tter's Light Signal Engine is designed to use the signals that mame already generates on its own. I don't believe he needs to submit anything to mamedev's (unless there are events that are not emulated correctly).
http://r-i-l.net/glMAME/gl.tter%20LSE.htm
My assembler is a little 'rusty' so I'll best guess.
Quick note: All I'm saying about LSE is what I've read from other threads - so I could be wrong.
Basically if you mean can you use memory locations of certain game events to monitor and signal your LEDs, then the answer is probably yes. The way it was implied to be working before is that you can use the cheat engine/finder to scan for memory locations very quickly (see Buddabings LED thread for examples using Mr.Do - gl.tter mapped lots of in game events to his LEDS I believe.
Excactly, that was my point from before. It appears that this light engine run outside of MAME. There is no need to have a special build of MAME. This light engine will pass lighting events to the LED's without MAME as well.
Hey Randy,
How's about an update?
How the testing? And, any more progress on feature/software?
Thanks,
JD
better get on it. I'm starting to set up the led-wiz tonight.
Though, it could be as simple as something like set49mode. There will be preset lwa files the user creates (like joy4way.lwa, 4buttons.lwa, diagonal4way.lwa) and the utility would run LWSend with the correct file based on controls.dat... I might just do that.
For instance, lets say I setup LEDs for each of 8 directions of a joystick (yes, only need three outputs for this as discussed earlier) and 6 lit buttons.
My normal setup is
456
123
So I'd have a 1button, 2button, 3button, 4button, 5button, 6button lwa files.
But for neogeo I do this
XX4
123
Randy, is it possible to blink a led, say 4 times, then stay on steady?
And if you were really cool, you could use RGB leds in white (or clear) buttons and they could light up the actual colors used in the games.Someone asked me about that some time ago. I said i am not going to put it in controls.dat. It would only be useful for less than 1/3rd of the games in controls.dat. It would best be done as a seperate project/dat file.
This would require way more info than controls.dat could provide, but perhaps an add-on for colors would be an interesting diversion.
Anyway, you get the idea. With the possibility for up to 500ma to be delivered by each output, it's good for more than just LED's. We will probably look at adding a relay board to go along with this eventually but not right away. Should be interesting to all the cool gadgets that end up attached to this thing :)That would be cool if you came out with a relay board. You'd probably have to have relays that could handle high voltage, in case someone wanted to power a 28v pinball knocker... or whatever...
The above command will play the animation file called "test.lwa" a total of 3 times and stop. This command will play a big role in generic output control. For example, a relay connected to a q*bert knocker might have a 2 frame animation defined where an output is turned on for 100ms and then turned off. This command would be used to play that animation for one cycle when required.FYI, if someone wants to try this, before I get my ledwiz, and is willing to "roll your own" mame I can tell you how to modify mame's source code to turn on and off a LEDWiz output using the clipboard interface.
Ok... I feel like such an idiot asking this but... Why aren't my lights changing on my keyboard?
If I put.....I can't even paste it >:(
LWZ-S02:1 in my clipboard. My keyboard lights aren't changing. Is it because I don't have the correct hardware? Oh the command Monitor does pick it up when I do so. But my keyboard itself doesn't do anything.
FYI, if someone wants to try this, before I get my ledwiz, and is willing to "roll your own" mame I can tell you how to modify mame's source code to turn on and off a LEDWiz output using the clipboard interface.
#include <stdio.h>
#include <windows.h>
HANDLE hText = LocalAlloc(LPTR, 64000 + 1);
char *pText = hText;
Yeah, it should be more than enough memory for the knocker, probably could cut that 64000 down abit :)if ((last&0x20) && !(data&0x20)) gottlieb_knocker();
if(data&0x20)
{
//Knocker On
strcpy(pText, "LEDWIZ CODE TO TURN KNOCKER ON");
strcat(pText, "\r\n");
if(!OpenClipboard(NULL))
{
printf("Couldn't open clipboard\n");
}
if(!EmptyClipboard())
{
printf("Couldn't empty clipboard\n");
}
if(!SetClipboardData(CF_TEXT, pText))
{
printf("Couldn't set clipboard\n");
}
if(!CloseClipboard())
{
printf("Couldn't close clipboard\n");
}
}
if (!(data&0x20))
{
//Knocker Off
strcpy(pText, "LEDWIZ CODE TO TURN KNOCKER OFF");
strcat(pText, "\r\n");
if(!OpenClipboard(NULL))
{
printf("Couldn't open clipboard\n");
}
if(!EmptyClipboard())
{
printf("Couldn't empty clipboard\n");
}
if(!SetClipboardData(CF_TEXT, pText))
{
printf("Couldn't set clipboard\n");
}
if(!CloseClipboard())
{
printf("Couldn't close clipboard\n");
}
}
RandyT So how is progress going on this project?
Looks very nice randy. One question for you - could you run more than 1 LEDWiz off the same computer?
Second, about speed of interpretation. How often is the clipboard scanned?
Does the command line util use the clipboard or talk to LEDWiz directly?
I'm just thinking timing might be an issue with getting arcade realism when using relays and other hardware.
Randy, once you're through with beta, etc. on this product, I think there's probably several people who would be interested in an LEDWiz with more than 32 outputs (like maybe an LEDWiz 128). For example, the people who have asked about using more than one LEDWiz on a computer. For certain ambitious projects, especially with RGB LED's, 32 outputs only goes so far.
> And I suspect a LEDWiz 128 would be a fair amount cheaper than four LEDWiz 32's?
Looking at what I wrote above, this unfortunately would not be the case. 4x the number of connectors, 4x the board space, 4x the drivers, 4x the processors (or new development on a High-Speed USB processor that may or may not be able to do the job) and 4x the labor. Not gonna save much. If we were talking about very low output power levels and no PWM, it could be done inexpensively with multiplexers, but then it would suck for RGB LEDs (only 7 possible colors instead of over 100,000) and it wouldn't be an LED-Wiz anymore. :)
I see some posts looking for good/cheap LEDs, so I thought I'd pipe up.
Anybody get one of these up and running/implemented into a cabinet yet? I'd really love to see the results!
The X5v is an input for external power (like power from your PC molex 5v tap). The board comes setup so that the USB power is going into the X5v. You can hook up your resistors to either X5v or U5v. The resistor gets hooked up to the anode (long leg) of the LED and the cathode short leg gets hooked up to one of the 32 connectors.
So what's the ground for then? Is that for just using the X5v or the U5v?
The X5v is an input for external power (like power from your PC molex 5v tap).
Here is a demo video (3mb): Mame32 controlling LED-WIZ (http://home.cfl.rr.com/mikeandmiranda/led-wiz.wmv)
what do you get? It works for me and others?
home.cfl.rr.com\mikeandmiranda\led-wiz.wmv could not be found. Please check the name and try again.
Hey MikeQ, on your spinner, I noticed that lights came on. Did you just put the LEDs under the overlay? Is there color over that part? I know that cameras never due the actual justice. How bright does the spinner look in reality?
All the LED's I'm using are blue, 5600mcd. They show throught the CPO very well.
Success!!!
RandyT,
I don't know if your still following this post or not but we really need a direct API!!!! :)
I'm running into problems make lights blink fast while mame is running. Mame apparently grabs a lot cycles and prevents the LED-WIZ clipboard poll-er from emptying the clipboard. I have a timer that fires every 250ms and sends an LWZ-SBA to the LED-WIZ. These appear to get backed up and I get stuck in my routine that waits for the clipboard to empty. While I'm stuck, the next timer fires and boom, corrupted stack.
The clipboard is a nice way to get stuff up and working quickly but doesn't seem to offer the flexibility of a direct API.
Other than that I'm very happy with the LED-WIZ.
Ya, stupid mistake. I was working on this without enough sleep. I fixed this late last night first my mutexing the timer callback so I couldn't get into the function if I was already in it. Then I resorted to killing the timer. Once this is working, I still have the problem that mame doesn't seem to allow the polling to happen very often. I'm not able to blink things very fast. Very fast being 5-10 times a second.
A simple interface in a couple days would be great.
I'm not sure how much people are interested in seeing this stuff.
It took me a minute to realize the flash was somehow affecting the joysticks in a bad way.DO IT AGAIN!!! DO IT AGAIN!!!!!
Fiber optic emitter for the side art lighting.
This will drive about 200 fibers that will come from inside the cabinet through holes on the side. The fibers will be trimmed flush with the cabinet.
(http://home.cfl.rr.com/mikeandmiranda/DSC04773.JPG)
Now THAT is a kids room.
Full Sail. It is in WinterPark about a 10 minute drive from Skycraft.
I'm jumping in waaaaaaaay late here, and I apologize way in advance for any snafus I may/will make here.
Here's a little Christmas present for the folks wanting to talk to the LED-Wiz from their own programs;
I just finished a little OCX for use with the Visual languages.
I'm jumping in waaaaaaaay late here, and I apologize way in advance for any snafus I may/will make here.
I totally dig that--any way you'd be willing to:
a) share?
b) tell me what it "requires" to make it work?
c) tell me what you coded in?
Thanks--great stuff!
Download it here (http://www.groovygamegear.com/LED_Wiz_OCX.zip)
for(int r = 0; r < 48; r++) {
for(int g = 0; g < 48; g++) {
for(int b = 0; b < 48; b++) {
String command = "LWZ-RGB:1," + r + "," + g + "," + b;
Clipboard.SetDataObject(command, true);
Thread.Sleep(500);
}
}
}
Many thanks to Randy for all the work he has put into this. I recieved my LED Wiz from him today. I've since wired it up to an RGB LED for experimenting. Many things have worked great, but I'm having trouble when I try to really get into it via code. First, I attempted to use the clipboard capabilities from C#. My code looks something like this (note that this is all badly hacked together for testing and then hacked more to take as little room as possible in here):Code: [Select]for(int r = 0; r < 48; r++) {
for(int g = 0; g < 48; g++) {
for(int b = 0; b < 48; b++) {
String command = "LWZ-RGB:1," + r + "," + g + "," + b;
Clipboard.SetDataObject(command, true);
Thread.Sleep(500);
}
}
}
LED_Wiz1.Command = "LWZ-SBA:7,0,0,0,1";
Thread.Sleep(50);
for(int r = 1; r <= 48; r++) {
for(int g = 1; g <= 48; g++) {
for(int b = 1; b <= 48; b++) {
LED_Wiz1.Command = "LWZ-PBA:" + r + "," + g + "," + b + ",1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1";
Thread.Sleep(500);
}
}
}
This KINDA works. Most the time, the LED has all of it's colors at the lowest setting except every couple of iterations, it will blink temporarily to the correct color and then go back to 1,1,1 (at least that's what it looks like). Changing the sleep delay has some impact but not that much and no matter what I set it to, it never works as I would expect. Anyone have any ideas with what I've got screwed up now? Thanks :)Email it is. Thanks for all the help!
Mike
P.S. MikeQ: when you get your library finished, will you post it online?
Have you tried using standard monochromatic LED's and not RGB ones?Good thinking, I just gave it a shot. Sadly, I'm getting identical behavior with a run-of-the-mill red 5mm LED (and proper resistor of-course). Thanks for the suggestion though.
And as for myself Im going to have to convince my wife that I need all new translucent buttons and this thing.
This relates to something I
Firstly, what a fantastic inovation, well done Randy.
And to all the people working on all the various aspects well done, id say the community is following the thread very closely as i am.
Now
where you guys up too, im selling my cab just so i can build another and light it up like the 4th of july. I just hope i can do it all, im not to bad at the electical, but the software side of things could be difficult as i have no idea. Anyway keep up the good work and please keep us posted.
CHeers Step
I'm trying to make my software solution generic so that someone with no programming knowledge can just make a config file and everything will just work.
Problem is, I don't want to have to support a custom version of Mame to do so. I'm looking at ways I can make my lighting software a standalone utility that interfaces with Mame. Even supporting the utility will be a pain though. It take time/money to do so. Unfortunately no one wants to pay for software these days so supporting a custom Mame utility will probably end up being a loosing proposition for me.What do you need to know from mame?
I'm trying to make my software solution generic so that someone with no programming knowledge can just make a config file and everything will just work.
Would you be willing to work with someone on this?
The problem isn't making it usable.
The problem isn't making it usable.
Problem is, I don't want to have to support a custom version of Mame to do so.
Say you have this controls panel
SlikStik Illuminated Joystick mapped to Arrow_up, Arrow_dn, Arrow_left, Arrow_right
Six buttons mapped to A,B,C,D,E,F
Analog spinner
Analog trackball
Your config file would look like this:
LED-1
Problem is, I don't want to have to support a custom version of Mame to do so. I'm looking at ways I can make my lighting software a standalone utility that interfaces with Mame. Even supporting the utility will be a pain though. It take time/money to do so. Unfortunately no one wants to pay for software these days so supporting a custom Mame utility will probably end up being a loosing proposition for me.What do you need to know from mame?
I need to know the default input port mappings. Mame has XML config files for the control mappings but these only exist if the user modified the defaults. The defaults are hardwired via the machines input port code. If you look in the driver code for a specific game (say asteroids) you'll see a bunch of macros calls:
PORT_START_TAG("IN1")
PORT_BIT(0x01, IP_ACTIVE_HIGH, IPT_COIN1)
...
PORT_BIT(0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT)
These macro's actually write a function that hardcodes the default values for a particular driver.
I love the way I have things setup on my cabinet now but can't see this being a practical solution for most people since it would require me to provide a version of mame. I have made it very friendly and generic. All one has to do is make a config file that maps controls to LED output #'s on the LED-WIZ. Once this is done, you fire up mame and any game you start will automatically light the controls that it uses.
One of the great things about my setup is that when you pop up the controls dialog in mame and make changes to control mappings, you see the changes made instantly on the control panels lighting. You couldn't get this with a FE or any other approach.
What would be really great is if mame had a plugin infrastructure that allowed an outside utility to access mame data structures.
As a side note too, I've hooked up some code to fire a solenoid from the LED-WIZ as well. This will allow me to do a Qbert knocker. I haven't built a relay circuit yet but the code is in place and right now when Qbert jumps of the cliff, my lights all flash.
Hrm. Maybe I should start thinking about a documentation project? (Man, is that a stupid thing to volunteer for!)You mean http://www.mameworld.net/easyemu ?
Hrm.
Oh yeah, and http://www.mameworld.net/tigerheliMy thoughts exactly!!!Hrm. Maybe I should start thinking about a documentation project? (Man, is that a stupid thing to volunteer for!)You mean http://www.mameworld.net/easyemu ?
Oh yeah, and http://www.mameworld.net/tigerheli;D ;D ;D ;D
It sounds like you are making johny5 but for LEDs ;)
I'm not familiar with Johnny5. If something like this already exists then for my own use, I still would rather have the code reside in mame though. I want to be able to do in-game stuff both with lighting and knockers as well as having the lighting on controls be updated in real time. I'm not real interested in doing an FE so I'd probably leave the config file parsing to the FE people. Although I do plan on making my mame32 interface a lot prettier.Johny5 is a program that creates and displays a pic based on the controls of a game. See http://fe.donkeyfly.com or the software forum.
I'm not familiar with Johnny5.
I wouldn't hold my breath waiting for the "LSE".
The releasing into the wild part is what scares me. Then I'll have to release a new rev each time mame updates, host a website, and so on and so on.That's the annoying part. That's why I stopped working on my mame hacks.
I've heard of Johny5, but only have a vauge idea of what it does. Doesn't it create a graphic of your control panel with labels for what controls get used?Johnny5 does what I described earlier. It takes info from controls.dat and mame to accurately produce a picture of your control panel, all labelled with the labels the real machine used.
Hang in there, Mike. Even if you made everything the way you wanted it and released it into the wild, I'm sure a lot of folks will find plenty of value in it. Maybe someone else will be interested in picking it up where you leave off.
The releasing into the wild part is what scares me. Then I'll have to release a new rev each time mame updates, host a website, and so on and so on.
I got my C API up and running last night. I'm not using the clipboard interface anymore to run my cabinet. I need to clean things up a bit, do some testing and put it in source control. Once done, do you have use for the source or do you just want the DLL to distribute or both?
QuoteI got my C API up and running last night. I'm not using the clipboard interface anymore to run my cabinet. I need to clean things up a bit, do some testing and put it in source control. Once done, do you have use for the source or do you just want the DLL to distribute or both?
Whatever you want to offer will be great. That will mean at the end of all this, there will be a DLL and an OCX method for low-level communication. Can't ask for too much better than that.
I do have a question about the LEDwiz which I think came up before but I can't find the answer. If I get one now, as it is beta, when a final product appears will there be an upgrade?
in asteroid.cfg I get this:Of course, you make the ctrlr files.
<?xml version="1.0"?>
<!-- This file is autogenerated; comments and unknown tags will be stripped -->
<mameconfig version="10">
<system name="asteroid" />
</mameconfig>
I never got a .ctrlr file even after changing the settings.
I also don't see a default .cfg file with the default values.Hmm, they changed it since I last looked at it. Well, with an empty system tag that means to use the defaults.
<?xml version="1.0"?>
<!-- This file is autogenerated; comments and unknown tags will be stripped -->
<mameconfig version="10">
<system name="default">
<input>
<port type="P1_BUTTON1">
<newseq type="standard">
KEYCODE_A
</newseq>
</port>
</input>
</system>
</mameconfig>
And I switched asteroid<?xml version="1.0"?>
<!-- This file is autogenerated; comments and unknown tags will be stripped -->
<mameconfig version="10">
<system name="asteroid">
<input>
<port type="P1_BUTTON1" mask="16" index="5" defvalue="0">
<newseq type="standard">
KEYCODE_Z
</newseq>
</port>
</input>
</system>
</mameconfig>
<mameconfig version="10">
<system name="asteroid">
<input>
<port type="P1_BUTTON1">
<newseq type="standard">KEYCODE_Z
</newseq>
</port>
</input>
</system>
</mameconfig>
SirPoonga is half right, except you can't copy cfg files to ctrlr cfg files directly.Yes you can, I just did. Plus how is what you posted different other than not having a couple of attributes.
SirPoonga is half right, except you can't copy cfg files to ctrlr cfg files directly.Yes you can, I just did. Plus how is what you posted different other than not having a couple of attributes.
Mine works, you said yours didn't. Also, when you call the cfg, I believe you just say the name "test" not test.cfg. Note: I didn't have to delete other files either.Actually, I modified the mame.ini file and put "test" in the ctrlr value. I didn;t do commandline, just type that out here.
Rember the cfg files store more then just controls.But this is xml without a dtd so it won't hurt.
Sorry it has been so long since I've updated.
At one point in this thread it was mentioned of the possibility the LedWiz could be individually addressed (ala GPWiz49 1,2,3,4) to enable more than one LedWiz controller on the same system...Out of curiosity, how hard would it be to drive a switch off of one of the inputs?
Was this ever / or is there a possibility it may get implemented?
Thanks!
That will mean at the end of all this, there will be a DLL and an OCX method for low-level communication.
I can ask for a file named "Setup.exe" and I click it and it detects all MAME versions on my PC, asks which ones I want to use with the LED-Wiz, Asks if I want it to highlight buttons used in games and in a custom color or the original game colors, asks if I want no intro ilumination, to program my own intro illumination, or for it to just surprise me, and then I make my choices and it automatically configures the LED-Wiz and modifies my MAME folder to make it happen.
I can ask for a file named "Setup.exe" and I click it and it detects all MAME versions on my PC, asks which ones I want to use with the LED-Wiz, Asks if I want it to highlight buttons used in games and in a custom color or the original game colors, asks if I want no intro ilumination, to program my own intro illumination, or for it to just surprise me, and then I make my choices and it automatically configures the LED-Wiz and modifies my MAME folder to make it happen.Well, I'm working on something here.
Understood ;)Meaning ask more questions :)
Is that a bad thing?
It would be nice if all the Ancillary Mame developers (people making their own Mames) could get together and create a single extended version of Mame that incorporates all the nice features that people add.You mean NoNameMAME!!!
You mean NoNameMAME!!!
You mean NoNameMAME!!!
It'd be nice if (maybe at first) the MAME LED source tweak could be in a nice little idiot-proof app like SA Dev's MameTweaks (http://www.joymonkey.com/modules.php?name=UpDownload&req=viewdownloaddetails&lid=124) for all us not-so-competent people. What are the chances of that?
So are these tweaks just the c-files that have been modified? You drop them into a given version of mame and compile?
can appy or unapply source code changes to MAME to give it additional options or change some existing options.
The steps to using this utility are to (1) Point it to your MAME source directory, (2) Click Analyze to analyze the code, (3) Check or Uncheck any tweak you would like to Apply or Unapply, (4) Click Apply, and (5) Compile or recompile MAME (this utility does not do it).
It'd be nice if (maybe at first) the MAME LED source tweak could be in a nice little idiot-proof app like SA Dev's MameTweaks (http://www.joymonkey.com/modules.php?name=UpDownload&req=viewdownloaddetails&lid=124) for all us not-so-competent people. What are the chances of that?Nothing is idiot-proof . . .
So are these tweaks just the c-files that have been modified?
Ah.
Nothing is idiot-proof . . .
What I mean is:
Basically I just said that (couple of posts above). . .
Basically I just said that (couple of posts above). . .Sorry, I'm reading and answering posts in order.
I'm not well versed in all the different mame mods out there.
-skip_bad_dumps - Eliminates the "GAME has known problems, ROMX is best available" messages. SirPoongaThese all have been obsoleted someway or another. There hasn't been a new noname out for sometime, right?
-skip_disclaimer - Eliminates the "The game does not support screen flipping in cocktail mode" type messages. SirPoonga.
-artworkfilledges - SirPoonga - Shows the bezel artwork, but only in the portion that gets "Letterboxed" like when running a vertical game on a horizontal monitor.
My dll is just so that you talk to the LED-WIZ. In order to have the functionality that I have, you will need my version of Mame.
Sorry - should have read the past couple pages a little more closely.
So does the LEDWIZ use the HID report format for LED control or did you roll your own protocol?
So, RandyT, I've just finished reading this entire thread (whew!), and I'm hot on this whole LED concept as well.
My question is, what's it take for an average joe to get something similar to MikeQ's setup running?
Do I need to come up with my own app like he did to run it with the latest version of MAME since his only works with his build of MAME32? or, can I just use the clipboard and your stitching/scripting code to create my own animation loops, and get MAME to control which lights light up for which game to indicate proper controls? How hard is to that to do without MikeQ's app and version of MAME? (and I'm not a programmer, but I can hack existing code fairly well).
I built a crappy application to run the led-wiz based on gamename. It's not fancy enough to read your config file or whatever, but for many people, it may be enough for now. I'll post it after I add a few more things. It WILL be tonight, however, since I have to get it done for my own ledwiz to work.That is like one step away from what I was planning on doing, just add controls.dat info... set49way creates the ini file with all the rom names based off listxml and controls.dat.
Here's how it works.
1. Pass gamename to it via commandline.
2. it reads an ini file of gamenames & led-wiz commands (ie. xevious=LWZ-RGB:1,48,10,0)
3. copies that to the clipboard for the led-wiz.
So. If you are a rom-glutton... you would have to make an ini file with thousands of lines. If you are like me and have less than 100 roms that you are interested in playing, it won't take you too long to configure the basics. There is also a default setting you can configure.
Anyway, stay tuned.
so, mahuti, will your method require the user to individually define the LED settings for each game, or will there be a way to that info from MAME directly?
So. If you are a rom-glutton... you would have to make an ini file with thousands of lines. If you are like me and have less than 100 roms that you are interested in playing, it won't take you too long to configure the basics. There is also a default setting you can configure.
Mike,
You might consider incorporating gl.tter's LSE (Light Signal Engine) code into your custom version of MAME.
Alternatively, if you make your DLL conform to what gl.tter expects, you could just supply that and BuddaMAME will drive the board. You wouldn't need to maintain your own build.
Is this gl.tter thing available?
You'll need a custom version of mame if you want to have lighting events triggered by mame itself (for things like QBert knockers, or flashing buttons that might activate when you are about to die)
If all you want to do is have different lighting configurations based on the game you choose in your frontend, then you can use my little app. It's not very elegant, but it works.
Sounds like what you would like is "zero configuration" with the last method, though. MAME is not the proper place to get the info... it's very inaccurate (in most cases) on proper game controls, so we'd have to get the info from the controls.dat project. An elegant solution would be for me to include code that reads your CFG files and displays the buttons you have mapped for the game based on the controls.dat file. It would still require configuration of different LWA files, though. Basically what SirPoonga said. I'll probably go ahead and add support for this over the course of the next few days, basically to save me from having to write tons of code myself. That's not a promise though. Even if I get that done, I'd rather see SirPoonga's version happen.
If SirPoonga decides to add support to his set49way... then it'll be pretty slick.
so, mahuti, will your method require the user to individually define the LED settings for each game, or will there be a way to that info from MAME directly?
and MikeQ, is there any reason that I shouldn't just use your version of MAME32 with MAMEWAH? how old is your version relative to mame0103b, etc?
so, mahuti, will your method require the user to individually define the LED settings for each game, or will there be a way to that info from MAME directly?So. If you are a rom-glutton... you would have to make an ini file with thousands of lines. If you are like me and have less than 100 roms that you are interested in playing, it won't take you too long to configure the basics. There is also a default setting you can configure.
Mine can be built as MAME or MAME32 and is version .102. I haven't released anything yet but if/when I do, it will be the latest version and I'll update to each version of mame when they are released.
It works for me. I havent found a game yet that lights the wrong LEDs.Are you just indicating buttons or controls?
It works for me. I havent found a game yet that lights the wrong LEDs.
right, but the control panel is going to have 4 buttons as it is a neogeo machine with a metal slug cart :) So that isn't wrong.QuoteIt works for me. I havent found a game yet that lights the wrong LEDs.All Neo-Geo games HAVE 4 buttons. Metal Slug only USES 3. I'd be stunned if Mame could actually determine that based on my past experiences.
Additionally, a lot of games were made on generic hardware with support for 2, 3, of 4 or more buttons when the game didn't necessarily use that many. Plus, MAME may support a joystick hack for a game that used just buttons for the directions. If you had LEDs to light your joystick, it would be technically incorrect for the joystick to light on a game like Phoenix, even though Mmame supports use of the joystick. I guess it all depends on what you consider "wrong."Like discs of tron. You might wonder why your trackball is being lit :)
It works for me. I havent found a game yet that lights the wrong LEDs.Are you just indicating buttons or controls?
If buttons there are many games that mame will report too many buttons for because all the games in the driver use a single macro since the button locations are the same as all the games used the same hardware.
Also there are other reasons. Just curious, try bigevglf. There is only 1 button, club select. BUT it has two defined because in cocktail mode the second button is player 2's club select.
right, but the control panel is going to have 4 buttons as it is a neogeo machine with a metal slug cart :) So that isn't wrong.QuoteIt works for me. I havent found a game yet that lights the wrong LEDs.All Neo-Geo games HAVE 4 buttons. Metal Slug only USES 3. I'd be stunned if Mame could actually determine that based on my past experiences.QuoteAdditionally, a lot of games were made on generic hardware with support for 2, 3, of 4 or more buttons when the game didn't necessarily use that many. Plus, MAME may support a joystick hack for a game that used just buttons for the directions. If you had LEDs to light your joystick, it would be technically incorrect for the joystick to light on a game like Phoenix, even though Mmame supports use of the joystick. I guess it all depends on what you consider "wrong."Like discs of tron. You might wonder why your trackball is being lit :)
I can tell if a game is cocktail or not and ignore the extra controls. I had this problem early on but fixed it. I've tested hunreds of games and have yet to find one that reports incorrectly. I even corretly identify the number of coin slots a game has. Some games only have 1 coin slot mapping. On those games, I don't illuminate the second coin acceptor on my door.But did oyu try that game? I pick that one specifically because it is different. The extra butotn is mapped to player 1, not player 2.
I light the controls you actually use to play the game. It will light whatever mame has them mapped to.
For Afterburner, I found that I like to play it with the trackball so I mapped the analog joystick to the trackball in mame. When I play Afterburner, the trackball illuminates. This is how I want it to work.
Also, some games do have extra buttons that the game doesn't use. For those, you go into the input menu select the unused button and press "delete". The buttons then show up as n/a and they don't get lit. Sometimes they are already set to n/a so it works without doing anything.
IMHO, this is the proper way to approach things. It doesn't matter how many buttons a game has. What matters are the ones in use.True, which is why the controls.dat project exists. How do you tell if mame doesn't use a button isn't used for the game?
I'm discussing it because if MikeQ found a way to determine what a game actually uses, accurately, from just the info mame gives I can update the controls.dat project and set49way.
IMHO, this is the proper way to approach things. It doesn't matter how many buttons a game has. What matters are the ones in use.True, which is why the controls.dat project exists. How do you tell if mame doesn't use a button isn't used for the game?
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON4 )
Where in that bit of information does it say it isn't used in the game?
IMHO, this is the proper way to approach things. It doesn't matter how many buttons a game has. What matters are the ones in use.True, which is why the controls.dat project exists. How do you tell if mame doesn't use a button isn't used for the game?
PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_BUTTON4 )
Where in that bit of information does it say it isn't used in the game?
I'll look into this some more. I'm sure there is a way to tell that the button doesn't have an event associated with it. I've never bothered because it hasn't been a problem. Once nice feature of having the lighting code in MAME is that when I hit delete, the LED goes off and I don't worry about it anymore. It has only happened on a couple games. I think most games that don't use the extra buttons must already have them set to n/a because I've not seen this issue much.Ahhh, so you don't get the info form mame, you just delete them yourself.
So what you are saying is that MAME has buttons defined for games that are never used.Read above. Like I said it isn't big of an issue now as when we (controls.dat) find an error and it is a legit error we will submit it to mametesters. For example,
It took a while, but I get it now. So at worst case, you might end up with controls that are lit, because they were part pf the original hardware, but not actually used. Would this be a big issue for anything other than the "multi-game" style units like the Neo, or is MAME a lot less reliable?
Then there is another issue. Even if controls.dat correctly identifies the control, what if that control doesn't actually exist on the panel? I would think there would need to be a substitution file someplace to account for this.Yep, Johnny5 does this. You would have to have a way to map the controls defined in controls.dat to your control panel.
What is a game that reports more buttons that it uses? I'll debug this tonight and see what I can find. Somewhere there must be a connection between the input port being there and what the ROM does with a signal on the input port.Yeah, the rom. It's the software coding in the rom that will determine what it actually uses. It's like having a modem built into your computer but the software not using it.
I posted a rant to a question that I think people on this thread (and software forum in general) should read.what rant is that?
The little app I wrote can work with any other emulator.
For example; nintendo (which always uses the same buttons)
1. create a LWA for nintendo
2. Add nintendo=nintendo.lwa to the ini file.
3. launch the nes emulator with a batch file that calls my app like so; bloodywiz.exe nintendo
The little app I wrote can work with any other emulator.
For example; nintendo (which always uses the same buttons)
1. create a LWA for nintendo
2. Add nintendo=nintendo.lwa to the ini file.
3. launch the nes emulator with a batch file that calls my app like so; bloodywiz.exe nintendo
perfect! I'll be ordering buttons and LED's soon, but I have to admit, I'm waiting on ordering a LEDWIZ until I hear whether or not RandyT may add the ability to have multiple LEDWIZ boards running simultaneously on a single system....
perfect! I'll be ordering buttons and LED's soon, but I have to admit, I'm waiting on ordering a LEDWIZ until I hear whether or not RandyT may add the ability to have multiple LEDWIZ boards running simultaneously on a single system....
I would really like this too. I will have multiple CP's and each CP will have an LEDWiz in it. I'd also like to have cabinet lighting separate from the CP's. I'll write the driver if Randy will build the hardware. I'm think it could be done without special hardware if a kernel driver were written but that would be a ton of work or at least a bunch of "learnin stuff."
perfect! I'll be ordering buttons and LED's soon, but I have to admit, I'm waiting on ordering a LEDWIZ until I hear whether or not RandyT may add the ability to have multiple LEDWIZ boards running simultaneously on a single system....
I would really like this too. I will have multiple CP's and each CP will have an LEDWiz in it. I'd also like to have cabinet lighting separate from the CP's. I'll write the driver if Randy will build the hardware. I'm think it could be done without special hardware if a kernel driver were written but that would be a ton of work or at least a bunch of "learnin stuff."
Mike, if you want to do this, then I'll send you an LED-Wiz device #2 to keep. You've already earned it anyway :)
I'd rather not go the route of special drivers, and I think that can be avoided if we stick to separate device numbers. seems like the simplest approach to keeping the lights where you want them if you are able to assign stuff to the units by "name".
RandyT
Randy,
would it be possible to put a dip switch on the LEDWiz so that the productID could be set to many different values and thereby allowing more than just 2?
Dipswitch=lost outputs :)Just curious, how many outputs are lost due to software programming DRM in gpwiz49?
Ahhhh, about the rant. There are so many different things that can be done that will be extremely hard to do. How many people here who don't use NoNameMame knows it exists? He tried to do that, include all the modifications possible. It's a huge task, along with getting the word out. also keeping up to date is difficult. That's why I no longer work on my hacks. Mame changed so much in the areas of controls and artwork that the hacks on my site no longer work.
I'd be happy with a site that just had a bunch of diffs and you could add in what you want into your own build. There is a site out there like that but it doesn't have much.
Dipswitch=lost outputs :)Just curious, how many outputs are lost due to software programming DRM in gpwiz49?
sweet!! does this mean I can illegal rip DVD's with the gpwiz49?
<Mike's rant>
<Mike's rant>
I would not mention "why don't MAMEdev add 3d acceleration to MAME?" on the MAME forums. They will flame you.
Also, why go about reinventing the wheel? SirPoonga and Howard put a lot of work into the controls.dat project, why not use it? Gl.tter put a lot of work into his LSE, why not use that?
Also, why go about reinventing the wheel? SirPoonga and Howard put a lot of work into the controls.dat project, why not use it? Gl.tter put a lot of work into his LSE, why not use that?
But I'm not sure I follow you. If you mean a "soft" device number, this could only be done if there were EEPROM on the board (which there isn't and would also use outputs if there were.)Right, answer a question with a question...
Or are you inferring something else?
I think you mean DRS
The 3rd button on Yie-Ar Kung Fu does do something. It is a jumping maneuver.Ahh yes, I remember I was told that now. But it isn't documented anywhere. Well, it had to be documented somewhere if it was defined in mame originally or the dev tried all pins... because up is jump as documented. I remember that chat on that, wondering if the yiear in mame was original or a really good bootleg with a jump button.
The point is there are drivers which use the same macro to define buttons for all the games in the driver. Basically the manufacturer used the same hardware, just changed the software. For those games we have the correct number of buttons the game used.
You can delete a led but can you add it?
Sure, you go to the input menu and program a key for the delete one and the LED comes on.
Wait, are you lighting everything that mame has mapped? So if you don't delete anything discs of tron will light 4 buttons, 8way joystick, spinner, and trackball?
Right, answer a question with a question...
....I was looking to see if you would answer with 1 or 2.
Just curious, how many outputs are lost due to software programming DRM in gpwiz49?
You sorta have it right. I was wondering about about programming an id. I know it would take up pins (hence my question) and eeprom. You know I know this much from past discussions (and I have been making some of my own custom hardware).
RGB leds take up 2 outputs? So 10 per board leaving 2 extra (hence why I say 2 above? On a 4 player or rotating control panel that will easily take up 4 ledwiz worth of rgbs or more.
So if there are two extra pins when using all rgb could they be used for programming in an id instead? And if it only costs the end user $5 for that feature...
But if you can order, say, up to 8 different ids then the arcade community would be covered.
Though I can see a product like this being used outside of the arcade community. In fact I have a friend that bought a keywiz eco for a project that was not arcade related.
Which with this conversation has proved you still can't find out exactly what a games uses unless you use trial and error or controls.dat :)
No, by default the controller mappings for Disc of Tron are all keyboard keys. You would have to map the mouse to whatever (spinner). On my panel, the joystick already matched the defaults as did the buttons so I didn't need to do anything there.
I'm not sure what the trackball Y axis is supposed to do on this game but it was also mapped to keys.
QuoteThough I can see a product like this being used outside of the arcade community. In fact I have a friend that bought a keywiz eco for a project that was not arcade related.
Happens more often than you might think.
Heh, I doubt it, I think it happens alot :)QuoteThough I can see a product like this being used outside of the arcade community. In fact I have a friend that bought a keywiz eco for a project that was not arcade related.
Happens more often than you might think.
"No, by default the controller mappings for Disc of Tron are all keyboard keys. "<snip>
I am trying to understand this comment.
So on your control panel do you have a trackball, did you disable highlighting the trackball in dotron? The game only has an 8 way triggerstick (with two buttons) and an up/down spinner.
No, why would I disable the trackball. The spinner could be pulled up and pushed down to control aiming. Isn't that what the trackball would be used for? I also have keys for it but I'd like both the be available if the game supports it.I forgot you are using mame32. That makes things a little different.
If the trackball doesn't emulate the push/pull spinner, then at the same time I enable the spinner, I could disable the trackball. I have to set this stuff up anyway.My original point is if you incorporated controls.dat then that stuff could be setup automatically.
My original point is if you incorporated controls.dat then that stuff could be setup automatically.
What if you had an oscarcontrols up/down spinner? Why would you want the trackball highlights as it is a hack when you have the actual hardware?
I guess I was hoping you'd see it that way. Maybe save myself the need to write something as I didn't want to reinvent the wheel :) But remembering you are using mame32 also negates that. Good news is I found the source code for set49way. My utility will use alot of the same code for parsing listxml and controls.dat to determine the correct hardware to light :)
o you tell normal MAME to a spinner to the mouse vs keyboard?You don't, you can always use the keyboard for directions. You have to enable mouse in the ini file for mouse control.
So how does controls.dat modify the control settings? Does it replace the .cfg files or does it require a specail build of mame? I thought controls.dat was used to create an image of a CP with the buttons that a game uses. I didn't realize it reprograms all the input mappings.
Thanks for what you have done. I say if it's burning you out, let it go. Do your thing.
If anybody's really interested, I could put up a PHP-collab system... there'd be an online system for sharing, documentation, bug tracking, etc.
I can't program anything in MAME, though, so my role would be strictly administrative.
MikeQ, um... When I read your last post here, the only thing I have to associate with the emotion of the post is your avitar unhappily smacking it's head. Is it reflective?
Actually, I had a thought (yes it hurt) last night that actually woke me up. It sucked too cause I could not get back to sleep. But, If you run 2 light wiz'z, when you set up the animations in the controll pannel you will have to write different animations for each LW. Meaning that if you want them to synch you will have to count frames and make sure that the timing of all the frames add up. That could turn into a logistical nightmare. I am toying with the idea (and it was someone elses idea that I borrowed) with doint 1 LW for the main CP full color and one for the cabinet, with left overs going to single color CP. This means that if I wanted to scroll lights across the CP like in muhuti's video, I would need to make sure that the frame count for each set was exact. It would almost have to be storyboarded on paper.
Edited -> :P <- Sorry, it was a necessary add.
This brings up a good question though.
Randy, will you modify Luma to have a selection for which LEDWiz you are setting up a sequenece for and will this information be stored in the LWA file or will the LWA file be independent of the device? With the clipboard interface, you won't be able specify which board to go to unless you introduce a new LWZ_DEVICE command or something like that.
Randy or anyone else that has hooked up the LED-Wiz with the RGB Drive's, Am I correct in assuming that by the diagram that comes with the Drives that each RGB Drive uses 3 hookups?
or can you hook up more than one RGB Drive to the three points?
If this is possible, does this mean that all the RGB Drives hooked up to the same contact points will have to be blinking the same sequence?
I have 23 buttons and ordered 23 RGB Drives.
Back to the 'how do we figure out which buttons light up if Mame doesn't really know which buttons are used' argument...
A thought occured to me on the way to work this-morning about how Mahuti's app works and how MikeQ's upcoming LEDMame chooses which buttons to light.
Couldn't a little app be written than generates CFG files for every game based on how many buttons is listed in controls.dat? It could check how many buttons xmlinfo says a game has, compare that to how many controls.dat says, then write a CFG xml file that sets the obsolete buttons to NONE.
Wouldn't help with games that aren't yet listed on controls.dat (like individual NeoGeo games), but it'd mean you'd have to manually configure less games.
Yep, I can't wait for MikeQ's LEDMame to come out, thats why I thought generating CFG files that set unused buttons as NONE would be a help (since LEDMame will figure out which buttons are used by looking at the CFG files). Can you knock out a quick app that generates these cfg files?
Which resistors do I need for use with the RGB LEDs and the LEDWiz?
It
There's also an event based system that I haven't had the time to try out, at the moment it's only set up for Q*Bert (to make the knocker knock when Q*Bert dies).The commandline version has this too, I hope :)
SirPoonga... share man, share. I'd like to get that setup too... and I don't wanna start stripping my pinball machine.Radioshack
The little app I wrote can work with any other emulator.
For example; nintendo (which always uses the same buttons)
1. create a LWA for nintendo
2. Add nintendo=nintendo.lwa to the ini file.
3. launch the nes emulator with a batch file that calls my app like so; bloodywiz.exe nintendo
It
After playing with it some more I don't think it has anything to do with the bloodywiz.exe app. All that I need is a command to STOP or RESET the led-wiz. I could ue bloodywiz to send that command and then have powermame take over until I exit the game. Then I could start bloodywiz again to restart the attractmode in mamewah.
I was also wondering the other day how I could shut of my buttons without shutting off the computer. I made a "ledsoff.cfg" and threw it in MAME's cfg files and I set APP2_executable to run that specific file. In the future I'll just make it a -parameter option so you don't have to add another file.
Hey, Circo, I'm just getting around to trying this all this week, but Mahuti mentioned in one of his posts back in Feb about one of his versions that he had created a "ledsoff" file:
I might be able to work this out. Probably pretty simple really. I never thought about shutting down the ledwiz & restarting it, but that would solve a lot of problems. I'll get on it.
What's the latest regarding the possibility of hooking (2) or more ledwiz's together? Is there still planned support in the software for multiple modules?
Beta .87 has just been posted for download so be sure to grab it. Mostly just a couple of fixes, plus the addition of a different file command (currently not documented).
RandyT