The NEW Build Your Own Arcade Controls

Main => Main Forum => Topic started by: RandyT on May 22, 2005, 07:00:22 pm

Title: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: RandyT on May 22, 2005, 07:00:22 pm
(http://www.groovygamegear.com/Store_Images/LEDWIZheader.jpg) (http://www.arcadepanels.com/gib/index.php?main_page=product_info&cPath=82&products_id=239)
(http://www.groovygamegear.com/Store_Images/LEDwiz.jpg) (http://www.arcadepanels.com/gib/index.php?main_page=product_info&cPath=82&products_id=239)

The LED-Wiz
Title: Re: So, it's blinky lights you like, eh?
Post by: IntruderAlert on May 22, 2005, 07:13:21 pm
CRAZY 8)
Title: Re: So, it's blinky lights you like, eh?
Post by: Hoagie_one on May 22, 2005, 07:15:41 pm
I like.  So this will be completly programmable operation?
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on May 22, 2005, 07:20:31 pm
I like.  So this will be completly programmable operation?

Yes.  What you saw was created with a very early version of the editor software.

RandyT
Title: Re: So, it's blinky lights you like, eh?
Post by: shawnzilla on May 22, 2005, 08:26:03 pm
Super Cool!  ;D
Title: Re: So, it's blinky lights you like, eh?
Post by: NJDevils2006 on May 22, 2005, 08:34:53 pm
nice....keep us up to date.
Title: Re: So, it's blinky lights you like, eh?
Post by: Goz on May 22, 2005, 09:04:41 pm
BLING BLING!
Title: Re: So, it's blinky lights you like, eh?
Post by: AmericanDemon on May 22, 2005, 09:17:07 pm
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?
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on May 22, 2005, 10:04:38 pm
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?

These are separate projects, with totally different hardware/software.  If it's possible to do so, it will be considered, but there are a number of factors involved.

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. 

RandyT
Title: Re: So, it's blinky lights you like, eh?
Post by: AmericanDemon on May 22, 2005, 10:06:07 pm
Thats cool....  will have to check out both products.
Title: Re: So, it's blinky lights you like, eh?
Post by: JonnyBoy on May 22, 2005, 10:30:35 pm
This will be really cool with those new translucent microswitch buttons coming out in June. Can't wait, man, can't wait.
Title: Re: So, it's blinky lights you like, eh?
Post by: JODY on May 22, 2005, 10:42:10 pm
Good looking product Randy...and better I'm sure once the final details are out.  With so many new products it is sure hard trying to finish my first cab.  Guess I'll have to wait awhile to finalize the control panel...
Title: Re: So, it's blinky lights you like, eh?
Post by: SaiNRuB on May 22, 2005, 10:55:02 pm
Yes Randy, I like I like!

 8)
Title: Re: So, it's blinky lights you like, eh?
Post by: Kremmit on May 22, 2005, 10:57:41 pm
(http://www.topps.com/Entertainment/Flashback/laughinshow/images/card_23.jpg)

(http://img.groundspeak.com/cache/5e9f7d7b-5bc8-4cc8-9d03-bc803d6e6119.jpg)
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on May 22, 2005, 11:14:47 pm
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?
Title: Re: So, it's blinky lights you like, eh?
Post by: markrvp on May 23, 2005, 12:02:42 am
PLEEEEAAASE . . .

. . . let's not repeat the mistake made after the GP-Wiz 49 announcement by making wild speculations without any facts.  Let's wait and see what Randy intends for it to do.

THEN - if everybody likes it, great.  If nobody likes it, then Randy will surely solicit requests.

UNTIL THEN - let's all just sit back and wait patiently for the final product release announcement.
Title: Re: So, it's blinky lights you like, eh?
Post by: Tiger-Heli on May 23, 2005, 07:51:40 am
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?
Good comments by Markrvp.

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.
Title: Re: So, it's blinky lights you like, eh?
Post by: Wade on May 23, 2005, 10:39:49 am
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
Title: Re: So, it's blinky lights you like, eh?
Post by: JoyMonkey on May 23, 2005, 10:51:14 am
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

Ditto. Hopefully there'll be some kind of externally powered serial port version. (Please please please please please)

I'd just like to see a KeyWiz with hookups for the NumLock,CapsLock and ScollLock LEDs. Any chances of that?
Title: Re: So, it's blinky lights you like, eh?
Post by: Buddabing on May 23, 2005, 12:00:02 pm
Randy's controller is USB, my controller connects to the parallel port.

Gamecab has a board that will do just the three keyboard LEDs, or there's a circuit diagram floating around if you want to breadboard yourown.

Why do you want a serial port interface?
Title: Re: So, it's blinky lights you like, eh?
Post by: JoyMonkey on May 23, 2005, 12:06:32 pm
I thought GameCab's board only worked with an I-Pac?

I'll probably end up making a keyboard splitter and hooking up the LEDs to an old keyboards PCB.

I'd like a serial interface because I've already got a relay card hooked up to my parallel port.
Title: Re: So, it's blinky lights you like, eh?
Post by: tetsujin on May 23, 2005, 12:18:50 pm
Neat!  So are you using the HID report format for LED control or did you roll your own protocol?
Title: Re: So, it's blinky lights you like, eh?
Post by: MrTroy on May 23, 2005, 12:32:09 pm
Wow.. .this is cool because now there will be a choice between the two...

Downside is. I have to get both now to see which works best for my case. :(
Title: Re: So, it's blinky lights you like, eh?
Post by: Stingray on May 23, 2005, 01:56:48 pm
That seems to be completely useless, yet I want one so bad I can taste it. :)

-S
Title: Re: So, it's blinky lights you like, eh?
Post by: monkeybomb on May 23, 2005, 02:12:45 pm
That seems to be completely useless, yet I want one so bad I can taste it. :)

-S
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: NY_in_TX on May 23, 2005, 02:43:48 pm
Randy T you'r e the man!

I know you said it was pre=lim info, but some stuff will be important when the time comes.

Will this a turn key item?  meaning all the LEDs and everything are already hooked up.  Or will this be a controller or our existing LEDs.

The new translucent buttons coming from shawnzilla in June might have LEDs with resistors included so this is  important info for people ordering to know if they are going to go with your product.

and I was going through Budda, Glitter and Gamecabs posts..and I thought I knew what was going on, but now I am not sure.  I thought the gamecab board will just light up player 1 & 2 buttons when there is a credit, but I think it does more.

Can somebody sum up what is availble now and the different functions.  probably in a different thread of course.

Keep us posted Randy, and THANKS!!

ny

btw MonkeyB I watched it about 5 times myself  ;D
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on May 24, 2005, 01:11:09 am
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?
Good comments by Markrvp.

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.

That still doesn't answer my question of what one can use this for if you can't use it with mame.
Title: Re: So, it's blinky lights you like, eh?
Post by: brandon on May 24, 2005, 01:39:05 am
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: NiN^_^NiN on May 24, 2005, 05:32:15 am
So i could create a program to make the lights run when i want it to?

Id like this as i've got a pc in the car and want to make a HUD (heads up display) and have the PC hooked to it and if i can make these lights turn off and on from VB or something would be all i need :D

Please say it's so ;)
Title: Re: So, it's blinky lights you like, eh?
Post by: Tiger-Heli on May 24, 2005, 07:23:56 am
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:

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 was specifically in response to a question about gl.tter's LSE code being added to BuddaMAME.

So as I read it, the device will not be made so you can only use it with BuddaMAME and not regular MAME, unless the BuddaMAME support can be implemented along with the regular functionality.

Expanding this, if gl.tter's LSE code gets added into the official build, I'm not sure if Randy would support that either, as that would tie the device to MAME 0.97 (0.98) and up.

But we can learn from the GP-Wiz49 history.

Randy released the device with manual (buttons) mode switching.  Software switching and a rotary switch option was not planned but was implemented as long as the original switching mechanism could be maintained.

Meaning I think Randy will implement support for the LSE as long as it doesn't interfere with the currently planned control method.
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on May 24, 2005, 09:13:33 am
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

Yeah, I know you could trigger relays and such.  This isn't a new idea around here.  I've been trying to do this for a couple of years now.  Look at my old qbert knocker threads.

The problem comes in what can use it.  Right now only BuddaMame can use such a device?

The other problem is you need a specific build of mame to output signals you want to use.  Like a qbert knocker ot afterburner step motors ot T2 guns.  Then the question is what signal should be generated and how to make that work with this product.

So, again I ask, what can one do with this right now?  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.
Title: Re: So, it's blinky lights you like, eh?
Post by: gl.tter on May 24, 2005, 09:20:16 am
The other problem is you need a specific build of mame to output signals you want to use.
Title: Re: So, it's blinky lights you like, eh?
Post by: Tiger-Heli on May 24, 2005, 09:21:05 am
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)
Quote
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on May 24, 2005, 12:16:55 pm
I think I would wait a couple of weeks until it is RELEASED before deciding whether or not to buy it.

Right.  obviously I wait to see what people think about it.  But I like to be informed :)

i'm interested because I want to implement a qbert knocker among other hardware devices.
Title: Re: So, it's blinky lights you like, eh?
Post by: RayB on May 24, 2005, 02:32:01 pm
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: GGKoul on May 24, 2005, 02:38:45 pm
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.


Thats what we are all looking for...
Title: Re: So, it's blinky lights you like, eh?
Post by: walls83 on May 24, 2005, 02:42:01 pm
I see a kight rider cabinet in someone future.

And as for myself Im going to have to convince my wife that I need all new translucent buttons and this thing.   ???  :'(

Its not going to be pretty.
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on May 24, 2005, 04:02:06 pm
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?
Title: Re: So, it's blinky lights you like, eh?
Post by: Troz on May 24, 2005, 04:30:19 pm
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: GGKoul on May 24, 2005, 04:42:25 pm
Hence why the L.A.M.E. project was created...
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on May 24, 2005, 06:19:13 pm
And one could use it in conjunction with the wiz49 to indicate what mode the interface is in....
Title: Re: So, it's blinky lights you like, eh?
Post by: Kremmit on May 24, 2005, 07:28:42 pm
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.

If one really wanted to go crazy, it might be possible to create a little "tutorial" video for each game, and flash the lights under the buttons/around the joysticks in conjunction with the character's movements on screen, showing guests not only which controls are live, but what they do.
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on May 24, 2005, 08:23:19 pm
also one could put 8 LEDs around the joys and light up which directions the game used.
Title: Re: So, it's blinky lights you like, eh?
Post by: gl.tter on May 24, 2005, 08:25:27 pm
Quote
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.

The LSE provides for all of that ...

... (well, not from a frontend - but frontends, or any app, will be able to add LSE support and send the necessary signals).
Title: Re: So, it's blinky lights you like, eh?
Post by: brandon on May 24, 2005, 08:32:34 pm
also one could put 8 LEDs around the joys and light up which directions the game used.

how would this be wired up?
Title: Re: So, it's blinky lights you like, eh?
Post by: RetroBorg on May 25, 2005, 05:21:03 am
also one could put 8 LEDs around the joys and light up which directions the game used.

how would this be wired up?
Title: Re: So, it's blinky lights you like, eh?
Post by: eb on May 25, 2005, 08:52:21 am
Oh yes. Looking forward to this. So many implementations!
Title: Re: So, it's blinky lights you like, eh?
Post by: RayB on May 25, 2005, 09:21:25 am
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...
Title: Re: So, it's blinky lights you like, eh?
Post by: markrvp on May 25, 2005, 09:47:36 am
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...


Now that's a cool idea.
Title: Re: So, it's blinky lights you like, eh?
Post by: kastawaykid on May 25, 2005, 01:43:10 pm
Not just a cool Idea, But A VERY COOL IDEA. I want one!!!
Title: Re: So, it's blinky lights you like, eh?
Post by: Buddabing on May 25, 2005, 03:19:21 pm
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...


That's one of the cool things about gl.tter's LSE engine. Take tron as an example. You could use MAME's cheat engine to find out how to determine the orientation of Tron's arm, and light up that LED.

For tempest, you could use figure out when the spinner moves and change the LED pattern from that.

It would be pretty difficult, but doable. And it could be done independent of what LED controller you had.

Title: Re: So, it's blinky lights you like, eh?
Post by: RayB on May 25, 2005, 04:29:28 pm
Oh dude, that's not what I meant. I don't see the point of linking the lights to the actual spinner movement (well, other than pure coolness factor). What I meant was, if we're going to light up certain controls to indicate that game X uses those controls, well, instead of just a light appearing next to the spinner, it would be cooler to have a circle of lights rotating around it...

 :)
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on June 22, 2005, 03:29:47 pm
First post updated with early software screenshot.


RandyT
Title: Re: So, it's blinky lights you like, eh?
Post by: CJK on June 22, 2005, 03:32:57 pm
Wondering when this thread was going to reappear at the top of the board!

Can't wait!!!!   8)

-- Chris
Title: Re: So, it's blinky lights you like, eh?
Post by: Wienerdog on August 01, 2005, 09:18:29 am
Eagerly waiting...
Title: Re: So, it's blinky lights you like, eh?
Post by: Timoe on August 31, 2005, 05:25:21 pm
heh?

I just found this.
Title: Re: So, it's blinky lights you like, eh?
Post by: mccoy178 on September 18, 2005, 12:40:20 am
Randy,
How is it going? :)
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on September 19, 2005, 01:03:05 pm
Randy,
How is it going? :)

Well, development has stalled for a little while while we are looking for a new business location to expand into.  A recent HD crash where all the application source code was located didn't help either.  Fortunately, we recovered all of the important stuff so no setback other than time.

I've been sitting on this one for quite a while now, but it's probably a good time to show it.  The hardware is pretty much ready, just finalizing the firmware and software application.  Once the firmware is finalized, I may offer a pre-sale of the units with the basic control software and bring out the fancy animating stuff to follow shortly thereafter.

Here's a preliminary product shot:

(http://groovygamegear.com/LEDprev.jpg)

I'm going to try to get back onto this one very shortly.

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

Title: Re: So, it's blinky lights you like, eh?
Post by: Havok on September 19, 2005, 04:30:56 pm
Sweet! Now if the Mame devs would be so kind as to integrate support for the numlock, scroll and caps lock lights to work with this!

(We don't all want an I-Pac, or keyboard controller)
Title: Re: So, it's blinky lights you like, eh?
Post by: SaiNRuB on September 20, 2005, 04:46:23 am

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


You got it mang!

Let us know when those preorders start up buddy.
 
Title: Re: So, it's blinky lights you like, eh?
Post by: Silver on September 21, 2005, 07:30:08 pm
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.

Well technically mame devs should only really be interested in it - imho - for games that actually flashed led's - I'm thinking flashing start buttons when you coin-up, or when the weapons van light blinks during spy hunter. The flashy frontendstuff so you can figure out which buttons to use on your panel is not really something that falls under mame. (Although it sounds like a rather perfect use for Controls.dat and various frontends).

As for in-game stuff - well mame already uses keyboard leds which is just as far from the the original as external leds so ideally, incorporating the LSE engine sounds like a good move which would hopefully be accepted as it provides more freedom for authentic emulation than just the keyboard leds. Any flash stuff would probably have to stored seperately like the cheat info (as this seems to rely on memory location....
Title: Re: So, it's blinky lights you like, eh?
Post by: Havok on September 21, 2005, 10:08:30 pm
I just mean I would like support for what MAME does now - blink those three lights. Also, have the cool flashy stuff for my own config. And, perhaps even add the detect an event in the game and flash however, and light up just the controls for that game, and..

... Must stop... The possibilities are endless. Randy - you are doing great things!
Title: Re: So, it's blinky lights you like, eh?
Post by: Glaine on September 21, 2005, 10:14:38 pm
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: Buddabing on September 21, 2005, 10:27:07 pm
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.

There was a repro DL scoreboard made at one time, I don't think they are made anymore though.

Daphne supports parallel port output for the scoreboard. In fact, I thieved the Daphne code for my own controller.


Here's a page (http://www.penguincentral.com/retrocomputing/retrogaming/scoreboard.html) with schematics on how to build your own.

Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on September 21, 2005, 11:01:55 pm
I just want to communicate something about the way the LED-Wiz will work, so there are no misunderstandings.

Each LED will need to have its own current limiting resistor, or have one built into the LED.  The wiring scheme will be "common anode"

While this isn't as convenient as having software controlled current limiting (ie. no resistor required) there is a real advantage to this approach.  That advantage is the ability to power just about anything up to 500ma per output (with the possible exception of inductive loads.)  So theoretically, you could hang about 25 LEDS, with their appropriate resistors,  off of each output.  This can come in handy if you have duplicate controls and want to save outputs by making each set the same, or for creating simple chase light sequences using only 3 or 4 outputs for a large string of LEDs.

There will be a lot of possibilities.  But it's important to understand that a device like this one will manipulate low-voltage power, but with enough current to damage your motherboard or power supply, or even cause a fire if used improperly!   While it's unlikely for the latter to occur, I have seen a thin piece of copper wire glow brightly and vaporize when accidentally connected across +5 and ground on a USB device.  If that were sitting in a pile of shredded newspaper or sawdust, it could have ignited it. 

This shouldn't scare anyone off of using these types of devices, just to make sure everyone understands that the rules that applied to keyboard encoders don't apply here, outside of the application of good wiring practices.  And, I'd expect the (replacable) driver chip to pop before anything too awful happened, but it's always best to play it safe!

RandyT
Title: Re: So, it's blinky lights you like, eh?
Post by: seanp on September 22, 2005, 10:24:05 am
Yeah, yeah - fires, shorts, don't call me if you blow up your cab - the real information we want is WHEN CAN WE GET ONE!   ;D

I plan on getting a GP-wiz49 very soon - I'd like to order these together... are we looking at days? weeks?
Title: Re: So, it's blinky lights you like, eh?
Post by: swindus on September 22, 2005, 10:59:28 am
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on September 22, 2005, 11:12:26 am
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.

It also costs about twice what the LED-Wiz will. 

BTW, if it isn't considered bad taste to post about your product in a competitors thread, it should be.

RandyT
Title: Re: So, it's blinky lights you like, eh?
Post by: swindus on September 22, 2005, 11:17:55 am
Quote from: RandyT

BTW, if it isn't considered bad taste to post about your product in a competitors thread, it should be.

RandyT

Sorry for this! Anyway good luck with your product.
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on September 22, 2005, 11:52:17 am
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?   :-\

Actually, it you wire it right you will only have 8 LEDs indicating directions available.
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.

See attached picture.  I did not indicate grounds as they all get daisy chaned together.  I alos am showing the LEDs in parallel assuming all negative side of LEDs are gorund.  But hte idea, and should be obvious from the pic, will work in series to.

All you need to do then is apply power to 2W-H, 2W-V, 4W, 4W-D, or 8W to light the appropiate LEDs.  It saves you 3 outputs instead of using 8 per LED.

Note, forgot to put the hump where the green wire goes over the blue wire.  They do not connect :)
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on September 22, 2005, 12:15:04 pm
based formt he picture, the LEDWiz is going to be USB? 
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on September 22, 2005, 12:23:45 pm
based formt he picture, the LEDWiz is going to be USB? 

Yes.  That means that this version will be for Windows only until someone decides to try to make a Linux driver. 

I'll consider a DOS version down the road, but seeing as the functionality of the device is so software dependant, it would probably only be a shadow of this one.

Randy
Title: Re: So, it's blinky lights you like, eh?
Post by: Tommy Boy on September 22, 2005, 12:31:37 pm
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: Tiger-Heli on September 22, 2005, 02:11:18 pm
Actually, it you wire it right you will only have 8 LEDs indicating directions available.
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.
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.
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on September 22, 2005, 02:21:01 pm
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?

Wait, I get it.  You just turn on the colored wires that are running down for the appropiate directional.  Duh.  Basically I diagramed how it is to work with only 3 inputs :)  My little chart running down the side indicates which inputs to power.
Title: Re: So, it's blinky lights you like, eh?
Post by: SirPoonga on September 22, 2005, 02:28:34 pm
Actually, it you wire it right you will only have 8 LEDs indicating directions available.
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.
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.
Must be 5way as the mame driver indicates they used an 8way?  did they physically not allow down?
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on September 22, 2005, 02:37:04 pm
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.

You are correct.


But I'd still consider using an extra one, making each input a set of opposing LED's, to get a cool "pinwheel" effect around the stick ;)

RandyT
Title: Re: So, it's blinky lights you like, eh?
Post by: Tiger-Heli on September 22, 2005, 02:41:37 pm
Must be 5way as the mame driver indicates they used an 8way?
Nope, not the way I meant it - using cardinal directions -
NW - N - NE : 3 way
W - NW - N - NE - E : 5 -way.

Either uses diagonals, so either would be an 8-way stick (possibly restricted).
Quote
  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.

I'll go climb under my rock again now . . .
Title: Re: So, it's blinky lights you like, eh?
Post by: RandyT on October 03, 2005, 11:40:29 am
A quick update.

Firmware is 99.9% completed.  IE. nothing left but more testing.


Here's what I was able to accomplish:

USB port communication and power.

32 uniquely controllable outputs and up to about 500 Hi-Output LEDs per board (15+ per output, external power source required for this type of craziness :))

48 levels of intensity, individually assignable to each output  (after the hardware effects were added, I started to get flicker at 64.  So it was dropped back to 48, or 6-bit resolution)

Using RGB LEDs (common anode), theoretically 110,592 colors are possible.

Each individual output can be set to one of  the following hardware modes.  These modes are set by the computer, and after that the hardware handles them by itself.

1: Intensity
2: Sawtooth (gradual up and gradual down)
3: SquareWave (blink)
4: SawDown (full on, gradual down)
5: SawUp (gradual up, full on)

There is a global 7-level speed control for modes 2 through 5
 
The first release of the software will be basic.  Animation will follow, but for now it will just let you control all of the above through a couple of different means.

Hoping to have everything ready to go in a few days. ;)

RandyT

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on October 03, 2005, 01:17:28 pm
Now that you are down to the finish, can you tell us a bit more about the software, and options you are considering?

I have a couple of questions, about your current or future plans. 

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?

hm... that's it for now.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: seanp on October 03, 2005, 02:40:40 pm
Very excited about this...  I'll be first in line to pick one up!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 03, 2005, 05:32:29 pm
Now that you are down to the finish, can you tell us a bit more about the software, and options you are considering?

The software is still evolving.  The internal protocol is now defined, just need to finalize the external protocol for this app.

Don't want to lean too far into it yet in case I hit a brick wall on something I would like to do.  I'd rather know that it works well than to disappoint by talking about stuff that's not finished yet ;)

Quote
1. Will the software accept command-line changes?

Most likely this will be in the form of a text file and the command line will be the filename.  This approach may also open up some rudimentary animation possibilities until the fancy GUI is ready down the road.

Quote
2. And do so invisibly (as an option, etc)

If you mean no GUI, yes.  But there will probably be an icon in the system tools area while it's running.

Quote
3. 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.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on October 03, 2005, 06:07:11 pm
Finish it up man. I'm almost done adding rediculously complicated junk to my machine, and I'll need to start on something new immediately.

Either that, or finish tracing that centipede side art... hm.... myself or the community....
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Mark70 on October 03, 2005, 08:00:27 pm
I guess I probably don't need this product for it, but all I'd really want to do is have a flashing police maquee for chase hq.  Oh, man.

I really do see the value of having translucent buttons lit up for each game to show which are active.  That would be invaluable.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 06, 2005, 11:44:00 pm
Here's another quick update:


I wasn't sure how well this would work (or if at all) so I didn't want to mention it earlier

But I just finished the feature, tested it out and it works great.  So here it is:


The resident driver app will support NumLock, CapsLock and ScrollLock Keyboard LED emulation at release time.  The feature can be selectively enabled by the user, and any output can be easily linked to any of the 3 keyboard LEDs.

Sorry this is taking so long.  A couple more cool things and I start on the dreaded task of documentation.  Predictions are that, unless something serious happens, the units will be in the store by the end of the weekend.

RandyT


Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: NiN^_^NiN on October 07, 2005, 12:15:57 am
in theory you could make a LED colour display like a LCD  ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on October 07, 2005, 03:54:27 pm
SWEET!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Scoobie on October 07, 2005, 07:39:05 pm
I've skimmed through this thread and it sounds promissing.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 10, 2005, 02:37:31 pm
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?

This could be done with the help of software (Front End) authors.  You would be able to define a external configuration files that can be dynamically activated through an app executed by the FE or by the FE directly with appropriate support code.


I kind of missed my mark a little.  I couldn't bring myself to release it without some animation capabilities.  So here's our proprietary  LumAura Engine
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 10, 2005, 02:45:59 pm
that looks pretty cool.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on October 10, 2005, 04:21:13 pm
*gets out wallet*

*moths escape wallet*

*robs liquor store*

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: NiN^_^NiN on October 10, 2005, 08:57:41 pm
grab me some jim beam while u rob em  ;D

This is perfect for an idea i had  :D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on October 11, 2005, 12:03:49 am
BOUGHT ONE SUCKAS!

They're up on the site.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 11, 2005, 08:31:47 am
Ok, Here's the main menu:

(http://groovygamegear.com/MainMenu.jpg)


You can probably figure out what most of it does on your own ;)

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: NiN^_^NiN on October 11, 2005, 08:55:14 am
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 11, 2005, 10:10:34 am
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?

See what Randy said a little earlier...

Quote
3. 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.

So even notepad can talk to the resident  application.

Actually, this application has nothing to do with mame.  Unless someone modifies mame to talk to the resident app it isn't taking any commands from mame.  However, I see the keyboard LED emulation, which probably just detects when windows wants to turn on and off a keyboard LED.  But then that is watching for what windows is doing (mame tells windows to turn on the leds).
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: crashwg on October 11, 2005, 12:55:47 pm
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 11, 2005, 01:57:24 pm
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?


If MAME doesn't support it, then a custom version of MAME would need to be written.  If MAME could be coaxed to output an external signal for those LEDs, as it does with the NL, SL and CL lights, then those events can be "hooked" through software.

But if the info doesn't come out somehow, it's not possible to act on it.

I think gl.itter (sorry if the name is wrong) started looking at this a while back and I have no idea where his project stands.  I think the MAME team would have been required to add support for his solution as well, but I could be off on that one.

If someone connected with the MAME effort wanted to integrate support for the controller, I would work with them on it.

Linking specific inputs to specific LED actions might be possible down the road.  Something like the lights going apedooky when you hit the smartbomb button.  It would happen every time you hit the button, not just when you had one to fire off as that, again, requires information from the main application.  This is a software thing that will evolve as time goes on, but currently it is a device that gives you high output LED capability for your keyboard indicator lights, allows you to animate lights on your CP/behind your marquee, use multi-segment LED indicators, use RGB LEDs to theoretically achieve over 100,000 different color possibilities and provide basic pulsating effects with zero USB traffic. It can also get enough power from a single USB connection for most applications.

Have you ever wanted to light up just the buttons used in a game and make those buttons the same color as those on the original control panel?  This will let you do it and then do all kinds of other cool stuff in the mean time.

The rest will follow eventually.

RandyT

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 11, 2005, 02:22:21 pm
What Randy said.  mame just supports the three keyboard leds.  Someone would have to build support into mame to output to hardware.

Note, this LEDWiz can be used for more than just LEDs.  Hook up a relay to an input and you can now switch on/off anything, like afterburner step motors, or more realistically T2 recoil.  (Or I plan on dedicating one to qbert knocker)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Silver on October 11, 2005, 07:34:46 pm
Don't know if gl.tter sunmitted is Light Engine to mame devs yet.

Read Buddabing thread about his LED controller, its where gl.tter posted his (very impressive) progress. He developed an internal messaging system for mame to catch the LED lights events. He also used a system similar to cheat.dat for monitoring a games memory address to catch events that did not originally light in the game.

Note I think its very important that everything that is submitted to mame is explicity to improve the accuracy of emulation. Such as mentioned if there was a game that ORIGINALLY flashed player 1-4 buttons, it is something mame can not currently do as it only uses 3 keyboard LEDs. Allowing it to signal elsewhere would improve the accuracy of the emulation.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 12, 2005, 12:57:04 am
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?

No OCX required.  If you can write commands to the clipboard, you can dynamically control the lights.

The command protocol is evolving, but there are commands to talk to the outputs individually, in banks and all at once.  There are commands for changing the KB emulation outputs on the fly, as well as some other things.

I'll be adding more as time goes on, but most of the functionality is there already.

RandyT

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 12, 2005, 01:03:28 am
I was waiting until you said clipboard, Randy :)

Now that he said it I've known for awhile.  I am going to make a controls.dat interface .  But I am going to wait until I get one of these.  It's a little more complex than the gpwiz49 :)

Last night I modified qbert to paste "KNOCK" to the clipboard :)  I also fixed qbert and sent it to the mamedevs.  Note, qbert doesn't play the knocker sample.  I don't know when that occured, but since I last looked at teh qbert video handler it changed.  So hopefully next u will have the knocker sample working again.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: seanp on October 12, 2005, 10:15:23 am
I ordered mine on the 10th... can't wait to try it out.  I'm thinking of installing LED's around the 49-way joysticks and showing what mode is active with the lights.  Plus, buttons, attract mode, and just pure bling.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: jdjuggler on October 12, 2005, 11:09:25 am
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
Hopefully, he will comment on this thread - but here's a quote from gl.ttter (random quotes):

I'm specifying a very similar file to cheats.dat (but specific to each game), that monitors values in various ways, and fires off a text based light signal when the condition is met.   Mame then just forwards these to the currently active light driver, which decides what to do with them.  Mame doesn't get any more involved - the rest happens in the light driver.

I have the light signal system fully working and integrated into Mame.  I also have the first draft of the 'custom signal' (ie. interactive lighting based on game-specific events) engine fully working.

Turns out the Cheat engine is a great way to find game ram addresses to generate custom signals from - I found the lives and credit counters in about 20 seconds each!  Anybody will be able to do this, at least for the easier-to-find values.



JD
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: JoyMonkey on October 12, 2005, 12:09:40 pm
I think gl.tters LSE is basically the same as the event system that already exists in AdvanceMAME, but the LSE is tailored to easily output many signals to the parallel port. AdvMAME's event and script system (http://advancemame.sourceforge.net/doc-script.html) can do this, but it's a round-about sort of way.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 12, 2005, 12:30:19 pm
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

This is from the "What's Done" section at the above link:

"I've already implemented and integrated the light signal framework, and the first draft of the custom signal generation engine, into Mame 0.95."

Sounds like MAMEdevs need to be involved to me, otherwise it will only work on a custom build.

Am I missing something?

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Silver on October 12, 2005, 07:30:57 pm
The LSE engine is 100% a custom build. Mame does NOT forward and LED messages to anything apart from the keyboard led lights.

To get lights apart from these keyboard lights working WILL require either a modded mame build or a submission to Mamedev.

There are several good arguments as to why the adding output for LED's that originally existed in games to mame would be including (games which used more than 3 Lights are currently 100% unsupported in mame and therefor inaccurate. Adding something like gl.tters LSE would enable more accurate emulation. Note that all this whiz-bang lightshow/show what mode my joystick in stuff is completely extraneous to mame and would have to be dealt with externally. However, the LSE solution allows (I believe) additional monitoring/LEDs to be synced with mame events if someone chose to (similar to the cheat.dat memory watching).

Custom mame builds for this kind of thing are never good in the long run. (IMHO)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Silver on October 13, 2005, 04:20:26 am
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: jdjuggler on October 13, 2005, 11:48:33 am
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.

Where's gl.tter?... we need his comments on this!
JD
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: JoyMonkey on October 13, 2005, 12:47:02 pm
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.

Mame needs to know what memory addresses it needs to monitor for each game (these are listed in seperate config files) and what to do once one of the specific events occurs. In the current standard Mame build there is no way for it to do this- you can put the light event config files into your Mame folder but it's not going to do anything. Until the Mame devs add an output system that works with it you'll need to compile a build incorporating Gl.tter's LSE. I have a binary that gl.tter compiled a while back with a beta of his LSE included and that's how it works; you definitely need a special build of Mame.

For the time being AdvMame should work; you can use its event.dat to to watch for specific events in each game and use it's scripting (http://advancemame.sourceforge.net/doc-script.html) to output a signal to the LED-Wiz when the event occurs. Though it won't handle more than 14 events for each game and I'm not sure of how to address a USB device from it.


Edit; Actually, I guess it wouldn't have to talk to the LED-Wiz directly, but Randy's software (or the clipboard) that controls the LED-Wiz. I don't think that's easily do-able with AdvMame scripting.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 13, 2005, 01:28:09 pm
I am going to use Q*Bert as an example that you need to know the memory address for each game.
The knocker is triggered when bit 6 at memory location 0x05803 is set.  Once that is set it gets sent to a chip to activate the solenoid.
As you see that is specific to qbert.

But, you sya, that's a knocker, not an LED.  LEDs in arcade games are controlled hte same way, a bit in memory indicates if they are on or off.  The driver for a particular game that has LEDS was written so the first three LEDs will activate the keyboard LEDS, the others have been ignored.

And since the kocker is handled in exactly the same way as LEDS do (and simular with step motors liek afterburner) this LED board should be able to control something like that.  For qbert's knocker you will need to build a circuit that has the 28v power for the solenoid, and a relay that triggers on output from the led board to turn on the 28v source to the solenoid.

Now, I assume one could control step motors and force feedback that arcade games used simularly, once the support is programmed into the driver in mame.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Silver on October 13, 2005, 05:25:58 pm
There lots of potential here, as pointed out, LED's are just one aspect of it. I imagine almost any 'feedback' from a game could be covered.

It may be advantageous not to submit something called a "LED modification" but more a generic messaging service - which I think is pretty much what gl.tters system is except by name.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: jdjuggler on October 20, 2005, 03:52:49 pm
Hey Randy,
How's about an update?
How the testing?   And, any more progress on feature/software?
Thanks,
JD
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 20, 2005, 05:35:58 pm
Hey Randy,
How's about an update?
How the testing?   And, any more progress on feature/software?
Thanks,
JD

I've been toiling away on the software and have been surprised that none of the purchasers have been on my case about not having any yet.   Maybe they are just being patient. :)

My current progress is that a sequence can be programmed, tested and saved from within the editor.  It can then be played back in an endless loop by copying the following to the Windows clipboard (CTRL-C in Notepad or whatever):

LWZ-FLP:<Filename>

Example:

LWZ-FLP:TestAnimation

"LWZ-" gets the attention of the software.  "FLP" is a 3 letter command abbreviation.  In this instance it stands for File LooP  Then comes the colon as a separator followed by the command arguments.  In this case, it is simply the name of the animation file you want to loop.

Another kind of cool one is intended for RGB LED's. It goes like this:

LWZ-RGB:<starting output>,<Red Intensity 1-48 >,<Green Intensity 1-48 >,<Blue Intensity 1-48 >

Example:

LWZ-RGB:1,48,10,0

The example would make an RGB LED with it's pins connected to outputs 1, 2 and 3 glow a deep orange color.

These are only a couple of the dozen or so that are implemented.  The rest control KB LED emulation, Global Pulse speed, and setting the output profiles and states by individual outputs, banks of outputs and all outputs at once.

In essence, I have created a kind of scripting language to control the unit via the Windows Clipboard.  LED's can be controlled directly via the main "script" and / or pre-made animations can be launched in sequences.  It was done this way so that any application / frontend software that can be made to write to the clipboard can directly control the LEDs.

To automate things, I'll throw together a quick little app that will take a command line argument of a script filename and pass it on to the resident software.

 There are a few details that still need to be worked out, as well as a number of "extra" features I eventually want to build into the editor.  But, it is very functional at this moment and the first beta software will be up this evening.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on October 20, 2005, 07:22:59 pm
better get on it. I'm starting to set up the led-wiz tonight.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 20, 2005, 10:45:01 pm
better get on it. I'm starting to set up the led-wiz tonight.

Are you ready yet?

If you want to play with it (you don't need an LEDWIZ to make the on-screen lights flash) download it here. (http://www.groovygamegear.com/ledwiz.zip)



Caveats:

This is BETA software.  .

There's more under the hood than what you can see.  The docs will make it clearer...when I write them.

No docs...(I think I just said that)  Have fun seeing if you can figure out how it works :)

Put it in a folder where you want to store all of your stuff relating to the LEDWIZ. 

By default, it starts in "stealth" mode  IE. it comes up as a little icon in the system tools area.  To get to the goodies, right click the icon and open the menu.

When you get the settings the way you want, click the "make default" button to save the current state for the next run.

The save works, but the load function in the editor is not functional.  But you can load and run animations the way I described above.  Don't forget the .lwa extension.  I'll fix that one next..

The lights on-screen are not affected by the LED profile settings.  IE. you can't see the intensity and pulse effects on-screen, only on your LEDs.

Remember to right click on LEDs for more options.

And most importantly....

If it breaks your computer it's not my fault (but it should be fine, just fine... )


Email me with any questions at all, especially if you see it do something really stupid ;)

RandyT


*edit*

Speaking of stupid stuff, the link now works correctly :)

(Thanks, Toonces!)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 24, 2005, 02:41:52 am
New software version just uploaded.  Same link as before.


New Stuff:
---
Helper application included in ZIP called LWSend.exe.  If you give it an LED-Wiz command on the command line, it will send it and exit.  If you don't specify a command, it will come up in a console mode and you can type commands in manually and send them.
---
Addition of LWZ-FRP command.  Stands for File RePetitions.  Arguments are <Filename>,<number of repetitions>

Example:
LWZ-FRP:test,3

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.
---
Specifying the ".lwa" extension on animation file playback commands is now optional.


Next: Scripting layer, then the "load" command in the editor.

Comments are welcome.
RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: seanp on October 24, 2005, 12:18:28 pm
I'm having a lot of fun with this...  I haven't even used it for anything practical, just keep playing with creating different animations.  I wonder if i can use this to control some christmas lights...  maybe hook the outputs up to a switch??
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 24, 2005, 12:51:31 pm
Hmmmm, maybe something for controls.dat could come out soon, will have to talk to HowardC.

I think something like Johnny5 is what is needed, but instead of outputting a graphic it outputs an lwa file then uses LWSend.  Instead of setting up a graphic button to a keypress an LEDWiz output to a keypress (ctrlr file) would be needed.  It would have to work with ctrlr files like Johnny5 in order to be accurate.

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

So I'd create a neogeo.lwa file and use a concept like my override.ini file in set49mode.  In fact, it would work so simularly like set49mode that I'd robably just copy the set49mode poroject and modify it.  Same concept, there will be a controls_dat.ini file which will map out controls to lwa files, plus a setting on how many button files (1button.lwa, 2button.lwa, etc...) and an override.ini file to over ride controls.dat.  Same heirarchy, if game not in controls.dat (or parent) then look at listxml, then a default.


If someone who currently has an ledwiz wants to test something like this let me know.  It will probably be after christmas until I can get an ledqiz (going to get an ledwiz AND 2 gpwiz49 in one order).

Furture discussion on this utility will be on the controls.dat forum.
http://fe.donkeyfly.com/forum/index.php?topic=180.0
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 24, 2005, 12:59:06 pm
Randy, is it possible to blink a led, say 4 times, then stay on steady?

I'm thinking when I get my gpwiz49 and ledwiz to have leds under the cpo art for the 8 directions (and possibly more LEDS to indicate 49way).
But, when a game is selected in an fe I'de like to have an animation that does an around the clock then lights up the directions used.  Or have it flutter for about a half a second then go steady.  Kinda like those aftermarket motorcycle brake lights.

Or, since my arcade has that "shelf"
http://img.photobucket.com/albums/v472/SirPoonga/cabinet/y_cab10.jpg
I would have an instruction card with modes that lights up.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 24, 2005, 03:39:44 pm
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. 

Now you're firing on all eight ;) (J/K)   This was the idea behind the LWSend utility and much of the way the software is structured.  You could literally have a separate animation, looping, looping for 5 times and staying on, or just turning them on.  Most everything can be done at this very moment, but even fancier stuff will be possible once the animations can be called from a script.

Quote
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

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.

This would require way more info than controls.dat could provide, but perhaps an add-on for colors would be an interesting diversion.

Randy, is it possible to blink a led, say 4 times, then stay on steady?

It is possible to do this with the software in it's current state.  It'll take all of about 30 seconds to make with the editor ;)

Thanks for bringing up the stuff you have thought of.  The interesting part about this device is that people haven't even begun to realize the cool stuff that could be done with it, especially with the addition of some relays. 

Here are some examples.

Have your monitor power on only after the machine is booted (no more Windows screens)

Power on the monitor only after you know PowerStrip is up and running.

Use it to control things on a homemade SkeeBall (Basketball, Redemption, whatever) machine  for sending pulses to a ticket dispenser or turning on a rotating light, running mechanical doo-hickeys....etc.

Couple it with a KeyWiz (GP-Wiz, IPAC, whatever) and have a 32-zone alarm system controlled by your PC

Chase lights on a JukeBox, or control the mechanics of a REAL jukebox :)

Control the lights and coin dispenser of a Slot, Video Poker, etc  machine (entertainment purposes only, of course)

Control the sliding blind in a live Peep Show (hmmm...second thought, that should be left to the professionals)

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 :)

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 24, 2005, 04:24:31 pm
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.

This would require way more info than controls.dat could provide, but perhaps an add-on for colors would be an interesting diversion.
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.

Quote
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...

"Chase lights on a JukeBox, or control the mechanics of a REAL jukebox"
I could see someone writing a VU meter to do this :)

Also, if one could modify mame to create a universal output messaging system (which I think should be part of official mame as it would help document how the game interacted with the players) one could do T2 recoil, Irritating Maze puff of air, Afterburner step motors, Q*Bert knocker etc...
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 24, 2005, 04:29:57 pm
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.

Otherwise, this will be the first thing I do when I get an ledwiz...

If anyone knows where I can find a 27v-30v ac-dc power adaptor that would be great...  wait, radioshack has that 9v-30v one....
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: MrTroy on October 24, 2005, 08:55:49 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on October 24, 2005, 09:57:19 pm
Ok... I feel like such an idiot asking this but... Why aren't my lights changing on my keyboard?

Ummm....why are you expecting the lights on your keyboard to change? 

Quote
If I put.....I can't even paste it  >:(

Heh.  Sorry, that is one of the more humorous side effects of using the clipboard.  Here's a trick:  If you want to cut and paste an LED-Wiz command, either turn off the clipboard monitoring or copy everything but the first character (L).  Then you can paste in the command and then tack the L back in.

For the uninitiated, clipboard function isn't affected until you copy or cut something into it with "LWZ-" as the first 4 characters.  The resident software thinks you are talking to it and intercepts the command.

Quote
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.

The LWZ-S02:1 command doesn't turn on your keyboard lights, it turns on an LED (or some other device) physically connected to output 2 of the LED-Wiz!  If you want a nice high-output LED on output 2 to blink when MAME or some other app blinks the CapsLock LED on your Keyboard, you select 2 for the CapsLock Keyboard LED Emulation and then enable the feature.

There's not much value to having the LED-Wiz Resident software control the Keyboard lights, but it is quite useful to have it work the other way around.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 25, 2005, 01:54:54 pm
Hey Randy, could you put a command format readme file in with the zip?  I am not liking having to open a browser and finding this thread everytime I need to figure something out :)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 27, 2005, 10:05:08 am
Randy, suggestion for the sotware.  Have the taskbar icon open the panel when double click to, kinda like how volume control icon works.


Also, can I use the control center to just make a template (single frame) of outputs to turn on.  IE duration is infinite.  I am not seeing how to make an infinate frame.  Like you said, I should be able to make a light blink, then stay on in the animation stuff too.

Also, if I wanted to sync the pulse speed with the duration so a frame change looks smooth can you tell us duration of the pulse for each block? (I suppose I could find out the hard way by setting the pulse...)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Toonces on October 27, 2005, 11:17:19 pm
WooHoo! Blinky Lights! It was delivered today. certainly worth the money from a weight perspective alone :)

SirPoonga, can you please let me know what needs to be done to mame?

I want to play!

Thanks Randy!

Toonces
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 28, 2005, 01:04:48 am
what do you mean done to mame?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Toonces on October 28, 2005, 01:55:22 am
Sorry, I was referring to this post.

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.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 28, 2005, 10:19:20 am
Ahhh, right.  First, search msdn for setclipboard data.
then open mame/src/vidhrdw/gottlieb.c

To the includes add
Code: [Select]
#include <stdio.h>
#include <windows.h>

Then find
WRITE8_HANDLER( gottlieb_video_outputs_w )

after the extern statement define this
Code: [Select]
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 :)

comment out line
Code: [Select]
if ((last&0x20) && !(data&0x20)) gottlieb_knocker();
Now, depending on how often the ledwiz software monitors the clipboard will determin if all of this needs to be implements.  If it doesn't monitor it often enough. delete the second if statement and put in a timed animation for the ledwiz code.
Otherway you will have to supply the appropiate ledwiz command to turn on and off.

Code: [Select]
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");
}
}

I am not sure if strcat(pText, "\r\n") is needed, you can try without that.  But it won't hurt.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Toonces on October 28, 2005, 09:18:30 pm
Thank You SirPoonga! I will play around with this over the weekend. I am also looking forward to any upcoming software you might release. Do you think you might do something like a combined set49way & led program come out of this (something that does both 49 way sticks and led's using the same commandline app)?

Thanks Again,

Toonces
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: SirPoonga on October 30, 2005, 12:50:54 pm
Probably not as you can put both in a batch file.  Plus you'd want to run them at different times.
The ledwiz you'd want to run when the game is selected in the frontend.  The set49mode you will want run just before the game is launched.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Cameronj on November 08, 2005, 10:00:26 pm
OK I just bought a beta version. It will be interesting to see what I can figure out with this sucker. I am not sure of what I want to do yet.

I need to find a good source for bright leds that aren't too expensive.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: MrTroy on November 10, 2005, 04:29:07 pm
Open Beta.....  :-\

* goes to sell a few things for cash*
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on November 10, 2005, 05:15:04 pm
I'm a few days away from having some photos for you guys.. maybe some video.

I've been retooling my whole system, hopefully I can have it up and going soon.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Cameronj on November 10, 2005, 06:13:16 pm
Cool! I look forward to seeing it!

RandyT So how is progress going on this project?

Thanks,

Cameron
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on November 11, 2005, 10:38:58 am
RandyT So how is progress going on this project?

I've had a to take a short break.  We are in the process of dealing with banks for financing a multi-use facility in TN.  This will give us a bunch more room to manufacture some things that have long been on the drawing board, but not reasonably possible where we are now.  It's a pretty time consuming process.

But the LED-Wiz hardware is 100%, as far as I can see.  The installation page should be more than sufficient.  The "beta" is primarily related to the software's condition and even that can now do about 90% of what most might use it for.

Left to do:

Document the command language and a "how-to" for the software

Tweak a couple of software issues, add scripting and load support to the editor.

That's about it. 


Hopefully I can get back on it and take care of at least one or two of these things this weekend.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Smittydc on November 11, 2005, 11:16:30 am
Looks very nice randy.  One question for you - could you run more than 1 LEDWiz off the same computer?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: RandyT on November 11, 2005, 12:18:19 pm
Looks very nice randy. One question for you - could you run more than 1 LEDWiz off the same computer?

This is something that can be done if there is sufficient demand. 

Essentially, each unit would have it's own USB ID and driver software associated with it.  You would then address the units by LWZ, LW2, LW3 and so on.

These are additional units I would need to create on my end.  You cannot use more than one of the same device on the same computer.


RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Cameronj on November 11, 2005, 05:36:46 pm
RandyT,

Well I would buy a couple more if you would support more than one LED WIZ. For what I want, 32 just isn't enough. :)

Thanks,

Cameron
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: jdjuggler on November 15, 2005, 11:16:50 am
Has anyone tried to use gl.tter's Light Signal Engine with the LEDWIZ?

Thanks.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Cameronj on November 15, 2005, 11:55:02 am
Nope but I hope to. I haven't heard any updates to that project recently. I hope all is well with LSE and gl.tter.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Fusion Disaster on November 15, 2005, 03:21:29 pm
I just ordered one yesterday! Can't wait to play around with it.

RandyT: I would definately be interested in buying additional boards for use on a single PC. Let me know when/if you get that hammered out, and I'll give you some more of my money ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: johnnysmitch on November 15, 2005, 10:09:34 pm
I'm really looking forward to seeing this implemented into someone's cab. I've been holding off on starting my next project in hopes of seeing this in full action...
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: mahuti on November 15, 2005, 10:36:34 pm
Maybe this weekend. Have to get my machine up and running again. I rebuilt the control panel recently and I've had a bunch of problems getting it working again with all the new fancy stuff I put in. Dying to get it wrapped up and get the blinky lights in.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY!
Post by: Cameronj on November 19, 2005, 07:32:06 pm
Well I wired up a prototype and it was awesome!!! There were a couple problems though.... In my fervor to hook up my superbright LEDs, I forgot to put in the current limiting resistor  :o

I am pretty sure I didn't kill off my LEDs, but my greens almost looked like lasers. Actually I might have killed a RGB. I will have to do it right tonight. Sometimes I am an idiot.  ;D

Now we need all of the commands!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on November 27, 2005, 03:39:16 am
Hey Randy, first I modified the thread title so it can be found by searching subjects only.

Second, about speed of interpretation.  How often is the clipboard scanned?
Does the command line util use the clipboard or talk to ledwix directly?

I'm just thinking timing might be an issue with getting arcade realism when using relays and other hardware.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on November 27, 2005, 10:57:56 am
Second, about speed of interpretation.  How often is the clipboard scanned?

The Clipboard is scanned 10 times per second.  (100ms intervals)

Quote
Does the command line util use the clipboard or talk to LEDWiz directly?

It uses the clipboard.  That's why the resident software is required to be running first.

Quote
I'm just thinking timing might be an issue with getting arcade realism when using relays and other hardware.

Unwarranted.  The speed everything operates at keeps any "lag" to levels that are imperceptible to most humans.


Mini update (version not yet released):

The two Animation file playback commands have been obsoleted and replaced by a single command.  Originals are still present however.

Scripting support is about 3/4 finished.

New "Duration Offset" Comand - Lets you tweak the speed of an existing animation at playback time.



RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: clonestar on November 27, 2005, 03:50:53 pm
Please forgive me if it's already been answered but I didn't read all four page of this post.  Is there likely to be the capacity to add sound activation to this?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on November 27, 2005, 06:16:31 pm
It would be possible... it would just take a bit of work.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Martoon on November 28, 2005, 12:02:23 pm
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on November 28, 2005, 12:50:10 pm
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.

Unfortunately, there's a lot of baggage that goes along with higher numbers of inputs in this type of product.  The LED-Wiz can power a low-voltage light bulb (or about 20 hight ouput LEDs) from each of its outputs, so we are talking about 4x the driver circuits,   There would also be 4x the bandwidth required on that one single USB port.  This would probably mean that the less expensive/complicated "Low Speed USB Devices" could no longer be used.

Then there's also the fact that the LED-Wiz doesn't just turn outputs on and off.  It has full Pulse-Width-Modulation support at 48 levels for each individual pin.  This provides better PWM resolution than currently available with "off the shelf" solutions.  It also has built in pulse effects that are all handled on-chip.  There is no possible way to implement all this with twice the number of inputs, let alone 4x, unless you had 4 processor chips that communicated with each other.

Quote
> 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. :)

RandyT


Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Martoon on November 28, 2005, 03:30:35 pm
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. :)

Ah, I see.  Well, never mind then.  Definitely wouldn't want to lose the ability to have controllable levels of brightness (especially with RGBs), which, IMO, is the really cool thing about the LEDWiz.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Infinity_Yak on November 28, 2005, 06:34:30 pm
I see some posts looking for good/cheap LEDs, so I thought I'd pipe up.

www.lsdiodes.com

Really, that's all you need to know ;)

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on November 28, 2005, 07:13:13 pm
I see some posts looking for good/cheap LEDs, so I thought I'd pipe up.

Thanks for the info, but....

We'll be putting our LEDs online shortly as well.  Prices on regular LED's will be about the same, but ours will be more suitable for "button bottom" installation.

Our prices on the RGB's will be better, however.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on November 28, 2005, 09:58:56 pm
Hey Randy, I have been reading this thing and just downloaded it to play with. This is very cool. I will be picking up one of these when we start building.

Ok this is the video editor in me, but... Could you add the ability to type in the number of the ms desired. I seem to be able to get some constant values 20, 108, 197, 268 as I click and scroll, or I have to click and wait. typing would be so much faster. This also goes for intensity as well.

Also, (and I admit I do not know how it would be done) But it would be nice if I could select a range of frames and change an attribute.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on November 29, 2005, 09:34:07 am
Sorry, after playing with it some more...
Hows about a copy paste frame feature.

If it is in bad form to be tossing these ideas out to you, let me know. I know you have been wracking your brain getting this done and it is only offered respectfully. 
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on November 29, 2005, 10:41:01 am
punks.........................................................
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on November 29, 2005, 01:55:01 pm
Heh.  No problem. 

I have done some video editing/animation in the past and modeled the animation control after it a bit.

Unfortunately, it makes one start to crave the more advanced features of a video editor through it's similarities.  I have considered adding so many of those kinds of things, but ultimately I would like to keep the editor as simple as possible.  This may sound limiting, but things will make more sense once the "scripting" function (which is really more of a sequencer) is ready.

The editor will be used to make small(ish)  animations.  Consider each one an "effect"  Each "effect" can be looped or repeated a certain number of times, and the overall playback speed altered.  The Sequencer will let you stitch those "effects" together to make larger animations and make it easier to re-use parts so you don't need to make them over and over.

For now, the sequencer will be you and a copy of notepad.  But it will eventually evolve to a editor with selectors and the like.

Now if I can just get the sequencer to do what I tell it  :P

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: johnnysmitch on December 06, 2005, 05:22:07 pm
Anybody get one of these up and running/implemented into a cabinet yet? I'd really love to see the results!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 06, 2005, 07:24:09 pm
Anybody get one of these up and running/implemented into a cabinet yet? I'd really love to see the results!

Almost.  Got my board yesterday.  I'm waiting on an order of 100 LED's.  Should be here any day.  I had a couple of LED's lay around and hooked them up to test the board last night.  I'm coding up a Mame32 extension to light LED's based on a config file per game.  I'm going to illuminate the buttons/joystick that each game uses.   I'm trying to finish the whole project before x-mas.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 06, 2005, 09:28:13 pm
I have the board and finished wiring the resistors to the led's.  I am waiting on artwork, as I only want to take the buttons out one more time, then put the led's in.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: johnnysmitch on December 08, 2005, 03:52:53 pm
Awesome, I can't wait to see how it works out for you guys.  I'm hoping to start buying parts after christmas (when I actually have money again) for my next project... gonna try another unique one.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MrTroy on December 08, 2005, 10:48:30 pm
This thing isn't idiot proof. :-\ I'm trying to figure out how to even start wiring this thing up. I take it it's not as simple as wiring the ground and the number. There's the U5v and X5v that has to do something right?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 08, 2005, 11:34:26 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 09, 2005, 12:21:20 am
I'm putting it out on the line.  I have my leds ready, the cp is completely wired except for the leds.  I am waiting until I receive the cp overlay from MameMarquees before I hook up the lights.  You all have until Wednesday, then I'm unvailing it in all its glory! ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MrTroy on December 09, 2005, 02:16:31 pm
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 09, 2005, 02:21:14 pm
So what's the ground for then? Is that for just using the X5v or the U5v?

Did I forget to send you a hardware doc sheet or did you order before we had it ready? :)

The diagrams show how everything is used.

Drop me an email if you need one.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 09, 2005, 11:58:47 pm
The X5v is an input for external power (like power from your PC molex 5v tap).
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MrTroy on December 10, 2005, 01:05:28 am
Ahh... So thanks Randy for sending me the sheet. I got home and started playing with this thing. Oh man there's so many things I want to try. It's a shame the ONE machine I finished doesn't need blinking lights> I'll find a use for this one.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 10, 2005, 01:57:40 am
Well, I've got Mame32 talking to the LED-WIZ now.  When I select a game from the menu, the LED's that light my Joystick knobs, translucent buttons, trackball and spinner will now show what controls that go with each game.

Here is a demo video (3mb): Mame32 controlling LED-WIZ (http://home.cfl.rr.com/mikeandmiranda/led-wiz.wmv)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 10, 2005, 04:04:24 am
That looks pretty freakin' cool!  I'm building both control panels tonight, just waiting on the artwork. ;)  All sixty of my solders worked!  I'm not much for it, so I'm pretty happy.  I didn't have the fancy Radio Shack thing there though.  I had to slice a molex extension and jerry rig something to test them.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: quarterback on December 10, 2005, 12:11:43 pm
Here is a demo video (3mb): Mame32 controlling LED-WIZ (http://home.cfl.rr.com/mikeandmiranda/led-wiz.wmv)

http://home.cfl.rr.com/mikeandmiranda/led-wiz.wmv

Linky no workie, even if I reverse the backslashes to forwardslashes

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 10, 2005, 12:21:02 pm
what do you get?  It works for me and others?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: quarterback on December 10, 2005, 12:54:15 pm
what do you get?  It works for me and others?

If I click on your link, I get a pop up window that says:
Code: [Select]
home.cfl.rr.com\mikeandmiranda\led-wiz.wmv could not be found.  Please check the name and try again.
If I reverse the backslashes and make them forwardslashes, I get:

... well, now I get the video :)    Previously I got a "file not found" (or something like that) web page.  But with the forwardslashes, it's working for me now.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 10, 2005, 12:56:55 pm
Cool.  I'm hooking this up to mame32 now but my goal is to hook it up to a front end of some sort.  I need to find a front end I like that has source available.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 16, 2005, 12:45:35 am
Posting some pics/video of progress:

Here is the control panel showing what buttons are used for each game.

I'm scrolling through:
Asteroids
Donkey Kong
Joust
Missile Command
Omega Race
Virtua Fighter

/************************/
 CP LED's Done (WMV about 2.88mb) (http://home.cfl.rr.com/mikeandmiranda/led-controls.wmv)
/************************/



(http://home.cfl.rr.com/mikeandmiranda/DSC04760.JPG)
(http://home.cfl.rr.com/mikeandmiranda/DSC04762.JPG)
(http://home.cfl.rr.com/mikeandmiranda/DSC04772.JPG)

Control panel wiring before adding the LED-WIZ

(http://home.cfl.rr.com/mikeandmiranda/DSC04764.JPG)

Next, I need to drill a couple hundred tiny holes in the sides of the cabinet and install end firing fiber optics.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 16, 2005, 04:20:17 am
Mike, that looks freakin' great!!! ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 16, 2005, 05:35:50 am
This is so depressing.  I can't even begin to explain how upsetting this is.  Look at the time of this post.  I have just been sitting here thinking about it since my last post.  I have no thoughts right now.  Just disbelief.  There should be some hall of shame for stuff like this.  Once I saw that thread asking about it halfway up this page, I knew there were problems.  Big problems.  I am so sick right now, I don't know quite how to put it into words.  Since I can't just cuss outloud, I'm stuck to just sit here and brood over this.  Oh well, on to other topics. :'(
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 16, 2005, 09:27:28 am
Ya, I think it is wired backwards. 

The way I did it was a with a common +5 going to a resistor then the LED, the ground then goes to the LED-WIZ input.  You don't hook anything to the ground on the LED-WIZ power.

/\/\/\ = resistor
O      = LED


    | ----------/\/\/\/-----O-----------|
    |                                             |
    |                                         |-------------|
    -----------------------<- +5--- | LEDWIZ   |
                                              |-------------|


If you wire the resitor to the cathode, the circuit will work too.

In your picture of the LED wiz, I notice you don't have anything attached to +5.  You should be able to attach your black wire to +5 and turn all the LED's around so black is on the long leg.  You don't need to move the resistor, just leave it on the red wire.  Just swap black and red on each LED.  Current can only flow through an LED in one direction so just reversing ground and +5 won't work.  The LED's need to be turned around.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 16, 2005, 12:11:03 pm
I woke up and I have renewed energy!  I'll be reporting back after awhile.  It shouldn't be that bad to fix.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 16, 2005, 06:52:52 pm
GU CAN DO IT MANG! >:(   <-- that is a picture of determination.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 16, 2005, 08:14:51 pm
Success!!!  It is the most wire on something since the first rockets, but it works.  I'll explain more later.  I have an entire second one to have done tonight!!!  I'll try to throw some video on here a little later.  It is awesome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Can you tell I wear my emotions on my sleeve? ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 17, 2005, 01:22:46 am
Hey McCoy,

I replaced my coin door lights with LED's and wired them to my LED-WIZ.  Now when you select a game from the menu, the coin acceptors fade on and off.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 17, 2005, 07:01:49 am
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 17, 2005, 10:15:34 am
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?

Yes, I drilled holes before putting the CPO on.  I then inserted the LED's in the hole and used hot glue to hold them in.  All the LED's I'm using are blue, 5600mcd.  They show throught the CPO very well.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 19, 2005, 03:20:54 pm
All the LED's I'm using are blue, 5600mcd.  They show throught the CPO very well.

Do you know what the angle rating of the LEDs were. I found blue with a extremely high mcd that were 30 degrees. If a semi lit room is the 1 LED enough?

Mccoy178: How is it coming?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 20, 2005, 01:04:38 pm
I'm using 5100mcd blue that have a viewing angle of 25deg.  They work well for both the button illumination (leaf holders) and the under CPO lighting.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 20, 2005, 06:36:21 pm
Success!!!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 20, 2005, 10:44:32 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 21, 2005, 08:07:10 am
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.

The sequence should go like this:

Enable timer
timer fires
disable timer
send LED-Wiz command
Monitor clipboard until empty (with an additional timer if necessary, disabling when done)
repeat

You shouldn't have any problems if you use this logic, but MAME will probably take precedence.  If you are already doing this, I don't understand how a timer is firing when it shouldn't be.

I will look into a simple API, most likely with just a couple commands that mirror the most direct ones from the software, and try to send you something within the next day or so.  But in the meantime, try the above and see if that does any better.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 21, 2005, 08:20:12 am
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 21, 2005, 08:40:29 am
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.

This is because the timer in the version of the software you have is polling only 10 times a second.  I have increased this polling frequency in the version I am currently working on.

I'll keep you updated.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 21, 2005, 07:37:31 pm
So I abondoned (for now), doing flashing stuff during a game.  However, I have it coded up now to do flashy stuff while sitting at the mame32 menu and this works well since nothing else is really going on.  If anyone is interested, I'll post video.  I'm not sure how much people are interested in seeing this stuff.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 21, 2005, 08:35:09 pm
I'm not sure how much people are interested in seeing this stuff.

Bring it!!!!!

You are one of the pioneers for the rest of us.  ;)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: markrvp on December 21, 2005, 09:06:26 pm
Yeah, everything for these right now is custom, so nobody else knows how to do it unless you show us.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 21, 2005, 09:38:23 pm
Well, I just found out something you don't want to do.

Don't take pictures of the underside of your control panel if you have optical 360 joysticks.  Each time a took a picture, Windows made an angry noise.  After the last picture, windows started freaking out.  It was beeping at me and my menu selection in mame32 was bouncing all over the place.  When I tried to reboot, the keyboard was dead.  I had to turn the system off.  It took me a minute to realize the flash was somehow affecting the joysticks in a bad way.

Luckily, after rebooting, everything worked.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 21, 2005, 10:13:48 pm
It took me a minute to realize the flash was somehow affecting the joysticks in a bad way.
DO IT AGAIN!!! DO IT AGAIN!!!!!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 21, 2005, 11:05:00 pm
Here you go:

******* 4MB VIDEO **********
Take note of the coin acceptors at the bottom
Random Flashing (http://home.cfl.rr.com/mikeandmiranda/random-led.wmv)
***************************


LED-WIZ upper left corner.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: seanp on December 22, 2005, 10:50:32 am
Awesome.  The video looks great.  I've got the LED-Wiz lighting buttons, but haven't gotten motivated to do any animation stuff yet - your video may give me the impetus I need to get going!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: quarterback on December 22, 2005, 11:04:25 am
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)

That's going to be HOT!   I've contemplated a 'star field' ceiling but I'm afraid it's one of those projects that I'll never get around to.  How much did your fiber optic setup cost?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 22, 2005, 01:23:08 pm
The fiber optic emitter is a Supervision.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: markrvp on December 22, 2005, 02:48:04 pm
That's cool.  You're a great dad.  I imagine Christmas is going to be pretty exciting.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 22, 2005, 03:37:43 pm
Now THAT is a kids room. I have to imagine that if you want your kid to be highly creative, that is the kind of environment you put him in. We put a jungle theme in my sons room. He thought it was really cool when we did it. Now, I am not sure he even notices. I guess we will find out when he grows up.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 22, 2005, 10:13:05 pm
Now THAT is a kids room.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 22, 2005, 10:19:03 pm
Skycraft is great. I used to shop there while I was going to school. You can loose hours going through there. You can find everything from giger counters to diodes.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 22, 2005, 10:21:17 pm
Are or were you in Orlando?  What school?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 22, 2005, 10:45:20 pm
Full Sail. It is in WinterPark about a 10 minute drive from Skycraft.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 22, 2005, 10:48:51 pm
Full Sail. It is in WinterPark about a 10 minute drive from Skycraft.

Yup.  Gary, the guy who owns Full Sail lives in my neighborhood.  I work about 3 miles from there by UCF.  I went to UCF after the military and like the area so I stayed.  I work for ATI.  We have a couple Full Sail guys working for us.  Full Sail has grown like crazy in the last couple years.  It has taken over the entire shopping center east of where it used to be.  Plus it still has the old facilities.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 22, 2005, 10:55:55 pm
Gary Pratt?
Yup, They took out my favorite Mongolian BBQ place to build on to the school.
For as fancy as that place is, they could have left the Mongolian BBQ place and it would have fit right in. Part of their school is to learn how to make video games. They have their own arcade all set to free play. It is a way to cool off but still stay focused on the main objective.   
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 22, 2005, 11:04:23 pm
Gary Jones.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on December 22, 2005, 11:29:08 pm
I was there 92-93. I went for sound. After I graduated I became a junkie for knowledge of sound and tech stuff. I was working at a church up till about 6 months ago. They more or less forced me to learn video editing several years ago. They needed a video about once a month. I took to it like (insert cliche here). It was everything creative I loved about sound, but visual. I am now the senior video editor for Primerica's TV station EPN.  They are part of CitiGroup.
I got a friend of mine interested in FS and he just started going there last month. This is how I heard about all the changes.

BTW I really have to thank Hunter Menning. He was the head of the studio Maintanence course at FS. He is the one who got me into electronics. I bet he would be all over this stuff. 

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: markrvp on December 22, 2005, 11:40:15 pm
ENUFF!!!   Light the fiber optics on the cabinet  ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 23, 2005, 01:28:52 am
I've got to get the side art printed and applied first.  I'm not done with the art yet.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 23, 2005, 02:15:04 am
Sorry it has been so long since I've updated.  My grandmother passed away suddenly Sunday.  I have both control panels up and running.  I am still stuck using the basic program Randy provided and  I will have to wait patiently, as I have no clue on the programing end of things.  I will post some video of the Boston cabinet as soon as I get a chance.  I am currently setting it up in Easthampton, MA.  It's weird, because yesterday, I was in Southern Kentucky at the funeral and I live near Columbus, OH!  I'm a little road weary to say the least.  Mike, it looks freakin' awesome.  I can't wait to see more as it develops.  Sorry I can't be more help on the software end.  If you guys know anything about t.v.'s, take a look over in the monitor forum, as I am having a problem with the t.v. in the Boston cabinet.  It has the rainbow effect going on.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 23, 2005, 11:55:58 pm
mccoy,

Sorry to hear about your loss.  Hope all is well.

What mame package do you run?  With a little work I could probably get my setup running on your cabinet.  It would allow me to make the thing a little more user friendly.  I have some code that is specific to my setup that I would need to make configurable.  My setup is based on Mame32.  Not sure you could use this or not.  I think some front ends are more mame friendly and don't like mame32.

I recently setup my system to only illuminate coin acceptors that are recognized by the game.  Donkey Kong for instance doesn't register anything dropped in coin2.   I setup my input parser to look for the supported coin doors.  The random flashing routine is also specific to my setup.  I'm in the process of creating a lighting queue and lighting sequences so things like the random routine are also configurable.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 23, 2005, 11:57:53 pm
This thread has been going all over the place lately and I'm wondering if we should move off this topic so we don't pollute Randy's LED-WIZ thread.

Any thoughts from anyone?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on December 24, 2005, 04:29:52 am
The thread is fine I think.  Randy should make a statement in big bold letters on the first post and place all new major updates and software there.  Kind of like the mamemovie thread.  Only interested folks would then read all our stuff.  I would start a new thread about your software.  It seems to be something, that if made for universal use, would be of great interest. 

On another note, I am finally back in Ohio.  32 hours of driving in the past few days is enough to last me awhile.  I can't think straight right now, so I will respond with an intelligent thought in a day or two.  I need some sleep!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on December 24, 2005, 02:34:48 pm
I'm jumping in waaaaaaaay late here, and I apologize way in advance for any snafus I may/will make here.  I've been skimming through a bunch of this, and my interest in piqued as I'll be putting together most of my cab/cp this upcoming week and it wouldn't be too tough to make a modification now as opposed to then.

What I'm most interested in would seem to be simple to me:

All lights on while in the front end.  When the game becomes operational, only the lights that are for actual items that can be used will be lit.

Have I missed where this is/can be done?

Thanks for your patience.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 24, 2005, 05:22:35 pm
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.  Usage is simple.  Drop the control onto your main form and set the "Command" property of the control to the command you want sent to the LED-Wiz.  No more clipboard control required if you can use an OCX.

The archive includes some updated docs and a very simple demo app in VB.

Download it here (http://www.groovygamegear.com/LED_Wiz_OCX.zip)

As usual. let me know if anything is really out of whack.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 24, 2005, 08:06:48 pm
I'm jumping in waaaaaaaay late here, and I apologize way in advance for any snafus I may/will make here.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 24, 2005, 08:09:47 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on December 24, 2005, 08:58:32 pm
I'm jumping in waaaaaaaay late here, and I apologize way in advance for any snafus I may/will make here.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 24, 2005, 10:05:49 pm
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!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on December 24, 2005, 11:50:06 pm
Hrm...

Then, that begs the next question:

In theory, it sounds as if I should be able to run all of my LEDs through the LEDWiz and not have LEDWiz controlling anything at all.

Then, when LEDWiz gets some appropriate software that I can use, simply "turn it on" and let 'er rip and run as it's meant to, and in the meantime, everything simply lights up.

Make sense?  Worth the LEDWiz purchase risk even though it's not finalized?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Wienerdog on December 26, 2005, 11:45:54 am
Download it here (http://www.groovygamegear.com/LED_Wiz_OCX.zip)

Thanks, now I feel bad that I didn't get you anything!  I can't wait to play around with this...

Finish my cab... play with my LED-wiz... finish my cab... play with my LED-Wiz...  I can't decide.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 27, 2005, 10:25:53 pm
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);
}
}
}

I'm a server-side developer, not a GUI-guy so it's possible I've hosed something with my clipboard usage but it appears to be correct. Basically, this would throw an exception at some point due to the clipboard call. I believe it choked when the LED-Wiz software was reading the clipboard at the same time. I tried various delay differences, but it never really worked properly.

Rather then get hung up here, I just re-wrote the whole thing in Java. Looks something like this:
[code]
package com.testing;

import java.awt.datatransfer.*;
import java.awt.*;

public class LedGlowieThingee implements ClipboardOwner
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 27, 2005, 11:07:39 pm
Ok, the first thing is the clipboard.  You can't have it when something else is using it.  Instead of waiting 500ms between sending commands to it, check the status of the clipboard (with error trapping just in case) and only send a new command if the clipboard is empty.  The resident software empties the clipboard when it finds and acts on a valid command.  Your problems should go away after that.

Also, make sure the resident software isn't running when you are playing with the OCX.  They are mutually exclusive.

On the other hand, if you can, just use the OCX and skip the clipboard.


Next problem.

The Profile commands are primarily for setting up the outputs, not turning them on and off.  If you are looking for fast animation, use the state commands. 

You can use the "profile" commands for animation, but don't try to send them at the same rate as you would a state command.  The "profile" commands send 4x the data as the "state" command does.  And when ever possible, use the commands labeled as "most efficient" in the docs. 

The individual output manipulation commands are provided for convenience and will work great for fast and simple output manipulation.  But if you want to control the states and settings of every one of the 32 outputs with one fast command, stick to the SBA and PBA commands.

Also, "0" is not a valid brightness setting.  And if you set output 1 to a level of "20", don't forget to actually turn on the output so you can see it!  :)

This may sound a bit odd at first, but in doing things this way, you can send a profile down to the LED-Wiz that will set up all the buttons to be specific colors (or pulse settings) and then very quickly manipulate them with the simple and fast state commands.

Let me know if any of this helps your situation.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 27, 2005, 11:09:26 pm
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);
}
}
}


I don't use c# so I can't say for sure, but under WIN32 api, you must lock access to the clipboard before setting or getting data.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 27, 2005, 11:31:03 pm
Thanks for all the input everyone. The clipboard problem was simply that my code wasn't respecting any other programs access to the clipboard. I was able to fix it easily enough but I like the OCX more. Now that I understand that you have to enable the output first before you can use it, things are working great :)

My new OCX code executes this first (for one RGB LED):
LWZ-SBA:7,0,0,0,1

Then I execute this:
LWZ-PBA:20,20,20,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1

This does what I expect now. Assuming I wanted to make my RGB LED from one color to another, it seems that I would be required to use profiles or am I missing something? Thanks for a great product and all the help!

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 27, 2005, 11:47:45 pm
Doh! I take it back, at first glance, it seems to work but I'm certainly having problems still. Here is the OCX code:
Code: [Select]
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 :)

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 28, 2005, 12:55:20 am
Forgive my ignorance to the language you are using, but are the integer variables r, g and b actually resolving to a string the way that is written?  And if so, are they coming through without extra spaces?

Also, by putting the thread to sleep, how is it affecting the rest of the code?  You may wish to re-write that using timers rather than stalling the thread.

RandyT

*edit*

I just knocked out a VB version of that program using the OCX and it works perfectly.  I set up the LED-Wiz command and RGB increments inside a timer with a 20ms interval.  Currently cycling through all 100,000+ color possibilities :)

*edit2*

Just modified the program to send a random number between 1 and 48 to each of the outputs at 15ms intervals.  Trying to push the OCX and the hardware.  Been working fine like this for the last 15 minutes.  Looks like 32 independently flickering candle flames. 
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on December 28, 2005, 02:21:53 am
Stop it until you're ready to share and let me do what I want via a GUI front end.

I want this damn thing so bad and hate you all.

(seriously, though... keep up the good work!)

[Edit]
Oh, and ummm... I'm kind of a design/usability guy.  I'm happy as hell to really help with a GUI for this type of thing.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 28, 2005, 07:38:01 am
Gah! I'm still not having any luck at all. I re-wrote the OCX program a bit to use a timer instead of pausing the event thread. Still no go, the effect is the same. I then coded it up so I can actually flag which commands appeared to work and which didn't. Currently, it sends this command initially:

LWZ-SBA:7,0,0,0,2

And then when you push the "start" button, it kicks off the timer and starts sending random values (1-48) for the first three inputs. I have another button that I push to flag a command as one that appeared to work. This let me generate a list of good commands and bad commands. One sample run looks like this:

Good Commands
5. LWZ-PBA:3,34,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
11. LWZ-PBA:27,48,26,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
16. LWZ-PBA:44,40,36,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
26. LWZ-PBA:20,45,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
36. LWZ-PBA:13,11,23,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
41. LWZ-PBA:17,11,17,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
44. LWZ-PBA:43,42,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
-=-=-=-
Bad Commands
1. LWZ-PBA:17,20,21,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
2. LWZ-PBA:11,27,4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3. LWZ-PBA:32,32,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
4. LWZ-PBA:15,19,32,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
6. LWZ-PBA:19,34,40,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
7. LWZ-PBA:48,34,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
8. LWZ-PBA:26,12,37,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
9. LWZ-PBA:42,38,25,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
10. LWZ-PBA:21,29,46,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
12. LWZ-PBA:3,14,24,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
13. LWZ-PBA:31,37,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
14. LWZ-PBA:27,2,30,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
15. LWZ-PBA:29,22,27,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
17. LWZ-PBA:43,44,11,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
18. LWZ-PBA:22,44,31,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
19. LWZ-PBA:21,40,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
20. LWZ-PBA:32,17,37,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
21. LWZ-PBA:27,12,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
22. LWZ-PBA:12,37,20,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
23. LWZ-PBA:6,48,20,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
24. LWZ-PBA:30,36,46,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
25. LWZ-PBA:11,22,33,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
27. LWZ-PBA:11,47,47,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
28. LWZ-PBA:37,26,33,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
29. LWZ-PBA:35,6,4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
30. LWZ-PBA:44,31,23,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
31. LWZ-PBA:15,48,20,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
32. LWZ-PBA:40,1,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
33. LWZ-PBA:27,17,33,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
34. LWZ-PBA:7,38,41,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
35. LWZ-PBA:17,14,8,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
37. LWZ-PBA:46,1,43,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
38. LWZ-PBA:19,21,19,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
39. LWZ-PBA:39,39,35,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
40. LWZ-PBA:19,25,31,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
42. LWZ-PBA:45,15,37,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
43. LWZ-PBA:27,20,21,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1

The number to the left is what order the command was attempted. No, that number isn't being sent to the OCX. To make things more interesting, I went ahead and wrote another program that only sends commands that worked before and were flagged as such. No luck there either. The success rate was about the same. It doesnt appear that the specific values have any effect at all, it just sometimes works but usually doesn't.

BTW: This program is written in C# with .NET 1.1. Personally, I hate VB, but if that's what I have to use, so be it.

Randy, are you using VB.NET for your code? And if so, what version? I'm wondering if the problem occurs when .NET wrappers the ActiveX control...

Thanks!

Mike

[Edit]
Just noticed the VBP file under the OCX folder. I've gone ahead and let Visual Studio migrate it to .NET 1.1 automatically. Same problem. The PBA commands sometimes work and sometimes don't, just as before. Looks like the wrappering .NET uses for the OCX might be the problem. Sadly, I'm very inexperienced in this regard as I'm primarily a server-side developer (and not even in .NET ;)). Looks like it's back to the clipboard for me unless someone can shine some light on this. Thanks!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 28, 2005, 09:21:43 am

Sorry Mike, I'm not sure what to tell you. 

I'm using VB6 and that little 10 min. program I wrote to approximate your code has been running without a hiccup for the last 7 hours.

Based on your numbers, it looks like 1 out of every 5 commands makes it through.  Why that is, I don't know.  Just for kicks, try the same program with a 5x delay from what you tested at last.  Any better success rate?  That shouldn't be necessary, but it might help to track down what the problem is.

BTW, I have heard that .NET doesn't do very well at dealing with OCX's or automatically porting code from VB6.  There might be solutions out there on the web, but I'm not a .NET person, nor do I expect to become one soon.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 28, 2005, 09:37:23 am
Well crap :(
I'm having no luck with the clipboard program either. Java can monitor when a message it put on the clipboard has been removed. I've got the program up and running so it does that properly. I can watch the LED Wiz control panel pull the commands from the clipboard properly and I still get intermittant results with the LED. I'm starting to think hardware problem of some sort...

As I can't get it to work properly in any language is there a way you can run one of these tester programs on your machine to see if it works? I can provide a tiny little .NET exe easily enough... I want to see if it's something on my machine (WinXP Pro) or .NET in general. You just need to have the framework installed and an RGB LED (or just three seperate LEDs) set up starting at output 1. Or I can provide a Java version for the command line as well?

Also, are you willing to provide the source-code for the OCX? I'd be more then willing to port it into .NET and/or Java directly? Once it's in .NET, it can be used with any of the .NET languages, which is a real plus. Thanks!

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on December 28, 2005, 09:50:22 am

Are you running the LED-Wiz through a hub? It may not like that depending on the hub being used.

Maybe we should take this to email, unless someone else wants to assist in troubleshooting.

RandyT

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 28, 2005, 10:06:47 am
Email it is. Thanks for all the help!

Mike

P.S. MikeQ: when you get your library finished, will you post it online?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 28, 2005, 10:10:07 am
I'm running through a hub and have no problems doing so.

Have you tried using standard monochromatic LED's and not RGB ones?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 28, 2005, 10:11:03 am
Email it is. Thanks for all the help!

Mike

P.S. MikeQ: when you get your library finished, will you post it online?

I'll give it directly to Randy.  It will be his property to do with what he wishes.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 28, 2005, 10:28:41 am
Quote
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.

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 28, 2005, 10:31:50 am
I think my problem is due to some circuitry that creates the color transitions.  Your RGB LED's aren't driven by such circuitry.  It was a long shot but probably worth ruling it out.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 28, 2005, 10:38:21 am
I don't know if this helps at all, but the intensity inside the LumAura control panel doesn't really work consistently for me either. If I click the slider for intensity (the up and down arrows) it updates once for about every five clicks. This is almost identical to the behavior I see when I try and control the intensity with code.

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 28, 2005, 09:15:23 pm
Ok, an update... It appears that the problem I'm running into is related to my machine itself. All the code I posted earlier works perfectly on my other computer. Thanks for all the help!

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 28, 2005, 11:03:42 pm
I bet Randy would be interested in knowing the specifics of this machine.  Working in the PC hardware field, I see issues like this a lot.  It is usually with integrated motherboards and a lot of times is a chipset issue.  It would be good to come up with some commonalities and differences between the two machines.

Could it be a USB 1.0, 1.1, 2.0 issue?  Do you know if both systems have the same USB version?

Do the two machines have the same OS? 

Do they have the same Service Packs?

Are they machines both Intel/AMD based?

What are the chipsets in the two machines. 

Certain VIA chipset/motherboard combinations have know USB issues.  Some of these issues can be resolved with patches to the bios.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 28, 2005, 11:07:50 pm
Randy has been working with me a bit to track it down. The machines are more different then they are alike. Other then both being Intel, that's about it. Thanks!

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 29, 2005, 12:40:48 am
Does the problematic one have a VIA chipset?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Wienerdog on December 29, 2005, 07:44:22 am
Let me know if there are any .NET/VB related questions, I can help out with any of that.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: webgeek on December 29, 2005, 07:12:02 pm
MikeQ: No, neither of the machines use a Via chipset.

Wienerdog: Thanks for the offer but I should be ok on the coding front. Once I got past the hardware problem, everything started working perfectly. Now I'm working on getting RGB LEDs to use true RGB values. So you can go into Photoshop, pick a color as either hex or r/g/b values, and the LED will attempt to match it. I've got it taking the luminosity differences of the LED elements into account as well but it's still not done yet. Ultimately, I'm hoping that you can do something like this:

RgbLed led = RgbLed(startingPin);
or
RgbLed led = RgbLed(startingPin, redLum, greenLum, blueLum);

then set the color like this:

led.setColor(redColor, greenColor, blueColor);
or
led.setColor(colorAsHex);

I will also be implementing some fade capabilities.

led.fade(colorAsHex, duration);

Still lots of experimenting necessary to get this all working. I'll probably get something up and running this weekend. Might be tricky to make the correct color curves to match the RGB colors and if anyone has experience with this type of thing, I'd love to hear it. Thanks!

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: loadman on December 30, 2005, 03:11:55 am
Quote
And as for myself Im going to have to convince my wife that I need all new translucent buttons and this thing.     


Maybe Not? I used standard Buttons but inserted the very bright LEDS in them and they look great.  I Think anyway. They come with MaLa Hardware from Genmany but I'm sure you could aquire these bright LEDS elsewhere.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on December 30, 2005, 09:44:37 am
www.lsdiodes.com
or
www.superbrightleds.com

My control buttons are all translucent but my player 1/2 are standard white micros from happs.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: steptoe on January 03, 2006, 07:07:37 pm
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
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: ScottMcC on January 04, 2006, 12:05:54 am
This relates to something I
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 10:06:51 am
This relates to something I
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 10:14:27 am
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on January 05, 2006, 10:44:21 am
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?  What I'm getting at is that I work in usability--something a lot of these apps (not pointing the finger at anyone) seem to neglect a little bit and require a learning curve that folks who aren't very immersed find a bit... awkward and/or challenging.

Anyway.  Offer's on the table to help with this thing, if it's possible.  Hell, I'll help out any of these things...  (for the most part.  and no, I'm not building your website, either)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 05, 2006, 11:27:16 am
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 01:28:39 pm
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on January 05, 2006, 01:32:04 pm
The problem isn't making it usable.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 01:42:37 pm
The problem isn't making it usable.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 01:48:01 pm
Problem is, I don't want to have to support a custom version of Mame to do so.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on January 05, 2006, 02:02:07 pm
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
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 05, 2006, 03:10:12 pm
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.

It sounds like you are making johny5 but for LEDs ;)  That's a hint.

Ok, I will come right out and say it.  You have all the information available from mame.  First, the macros in the driver are not hardcoded mappings, as in hardcoded to keypresses.  They are just "hardcoded" to a constant.  For example.
PORT_BIT(0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT)
That means the bit at 0x40 of some port of some chip that is being emulated handles joystick right on the real machine.
So, you need to know what keypress is joystick right, for this particular game.  You have this info.  If the person uses ctrlr files you use those, if not you can use the "cfg" files which are in the same xml format as the ctrlr files.  These are created when a game is first played and contain the control info.  Ctrlr files will override this though.  If the file doesn't exist mame will create the file with default, so you know if the file doesn't exist to use mame defaul mappings, which happen to be in the mame.cfg file (this is where the general mappings are stored, I believe). 
Ctrlr files have a heirarchy to them.  if you put in an entry for neogeo it will affect all neogeo game.  But if you also have an entry for mslug mame will modify the neogeo entry with the mslug.  So if the neogeo sets coin1 to 3 and player 1 button 1 to T ... then mslug entry sets button 1 to W ... then mslug will use 3 for coin since its parent overwrote the defaults, but use W for button one as it override its parent.
Again, this is what johnny5 does, along with adding in controls.dat info for better accuracy, to display a control layout graphic.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 05, 2006, 03:10:59 pm
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 ?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 05, 2006, 03:16:18 pm
Hrm.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 05, 2006, 03:17:31 pm
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 ?
My thoughts exactly!!!
Oh yeah, and http://www.mameworld.net/tigerheli
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 05, 2006, 03:26:30 pm
Oh yeah, and http://www.mameworld.net/tigerheli
;D ;D ;D ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 03:55:01 pm

It sounds like you are making johny5 but for LEDs ;)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 05, 2006, 04:14:26 pm
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.

What you just described sounds like glitter's LSE.  I wonder where he is on that, haven;t heard form him.  He's making a communications protocal for inside of mame to talk to outside stuff.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 04:22:53 pm
I'm not familiar with Johnny5.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 05, 2006, 04:33:41 pm

I wouldn't hold my breath waiting for the "LSE".  I might be wrong, but I'm thinking he lost interest, considering his last visit to the board was over two months ago.

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.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 04:41:43 pm

I wouldn't hold my breath waiting for the "LSE".
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 05, 2006, 04:55:56 pm
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.

Quote
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.
Tiger-Heli has some nice pics.
http://www.mameworld.net/tigerheli/johnny/

I was just saying what you are describing sounds like an LED version of johnny5.  But you will also have the ability to do stuff like the qbert knocker.

Yeah, not sure what's going on with LSE, glitter hasn't been around.
http://forum.arcadecontrols.com/index.php?action=profile;u=7242;sa=showPosts
http://forum.arcadecontrols.com/index.php?topic=37834.msg344665#msg344665
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 05, 2006, 05:02:42 pm
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.


Maybe I used the metaphor incorrectly, but when I think  of "releasing something into the wild", it doesn't belong to you anymore.  You never have to see / feed it again :)

Quote
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?

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.

Thanks again for your efforts,

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 05, 2006, 05:08:44 pm
Quote
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?

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 am looking forward to this too.  I still want to make a simple controls.dat interface :)
Yes Randy, I will be ording soon :)

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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 05, 2006, 05:16:34 pm
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?

The hardware is no longer beta, despite what the site says.

Now that there are ways to talk to the hardware directly, I won't stall it for the high-level resident app.  Once there are a few practical applications like those mentioned in this thread, the resident app probably won't get a lot of action anyway.

I expect the resident software to be in beta for quite a while, but the hardware is final in it's current state.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 05, 2006, 08:55:26 pm
Hey Randy,

I added key variable speed control to my panel tonight and can now run my lights so fast it will cause seizures.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Silver on January 06, 2006, 12:02:45 am
Apologies if this is covered, but I've not been keeping up to date on recent LED stuff....

Can I ask is there any software/setup that currently works with an FE to light buttons used in a particular game (and stays lit as you play the game - I presume this is normal though)? I've seen videos of this working (I think) but they seem to custom coding.

Or is it a case of waiting for one of these dll/ocx's to be released and supported by an FE?

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 06, 2006, 10:05:34 am
[quote ]
If the person uses ctrlr files you use those, if not you can use the "cfg" files which are in the same xml format as the ctrlr files.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: 2600 on January 06, 2006, 10:36:58 am
Your using MAME32.  Not sure why the cfg is different.  The ctrlr cfg is a slighty different answer.  I'm not sure if you want to take this to another thread or not to discuss it as it can go on and on.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 06, 2006, 10:40:27 am
in asteroid.cfg I get this:

<?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.
Of course, you make the ctrlr files.

Quote
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.
I looked at defaults.cfg, it was empty to.  So I switch inputs and got
Code: [Select]
<?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
Code: [Select]
<?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>

That worked.  I then created a \ctrlr\test folder, put a modified asteroid.cfg file there renamed to test.cfg.  added -ctrlr test.cfg to commandline.  Didn't work until I deleted default.cfg and asteroid.cfg in the cfg folder.  Hmmm, the devs changed this.  The ctrlr files use to override the cfg files.  However, with it as it stands I don't see the need for anyone to use the ctrlr files anymore.

So, if the system tag is empty in the rom, parent, and default then defaults are used.
You'll have to ask HowardC about ctrlr files and the algorithm used in johnny5 to know what order things need to be looked at.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: 2600 on January 06, 2006, 10:56:57 am
Woops forgot about that.

SirPoonga is half right, except you can't copy cfg files to ctrlr cfg files directly.

Should look more like:

Code: [Select]
<mameconfig version="10">
    <system name="asteroid">
        <input>
            <port type="P1_BUTTON1">
                <newseq type="standard">KEYCODE_Z
                </newseq>
            </port>
        </input>
    </system>
</mameconfig>
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 06, 2006, 12:22:58 pm
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.

Note that the order in which things are in the cfg file makes a difference.  Like if mslug was defined before neogeo then the neogeo would never get used, or something like that.  Again, HowardC knows more as he figured this stuff out for johnny5.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: 2600 on January 06, 2006, 01:00:30 pm
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.

If it does for some work by just copying it, I'd still advise against it.  Rember the cfg files store more then just controls.  Let's move this to a different thread if you want to continue.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 06, 2006, 01:37:47 pm
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.

Quote
Rember the cfg files store more then just controls.
But this is xml without a dtd so it won't hurt.

I still have to delete default.cfg and asteroid.cfg id there is control info in them.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RetroACTIVE on January 09, 2006, 10:38:29 am
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...

Was this ever / or is there a possibility it may get implemented?

Thanks!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on January 09, 2006, 05:08:27 pm
Point of praise:

I noticed that this is off Beta now from the thread and sent Randy some PMs a little after midnight on Friday morning.

I ordered shortly after those PMs confirming it to be fact.

Today, I received my LEDWiz and tonight, magical forces and good wiring willing, we'll find out just how sweet this thing is!

Thanks, Randy!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 09, 2006, 10:54:13 pm
Sorry it has been so long since I've updated.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on January 09, 2006, 11:55:54 pm
I am running buddas mame.99u2.  If it's easy, I'm your man.  I'm no rocket scientist.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 10, 2006, 12:31:10 am
Not familiar with it.  Is it just the executable that is different?

I want to give you a straight mame build with and a lighting config file that I create for your panel and see how hard it is for you to get your panel lighting the game controls.  I'm trying to determine how user friendly my setup is.  It is hard for me to judge because it's simple for me.  It won't be today.  Possible tomorrow or the next.  Ooops it is tomorrow.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mccoy178 on January 10, 2006, 01:54:31 am
Sounds good to me.  The lights are actually in my buddies cabinet.  Do you think he could handle it?  It will be a good test for both of us.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Roughy on January 10, 2006, 02:32:04 am
I'm hopeful to be installing and tinkering with tomorrow evening.  I stink at this type of wiring, so I have a friend coming to help me.

I'm running mame 102b and mamewah161, so if there are any pointers at all I'm welcoming them--the only thing I have right now is the ledwiz software from groovygamegear.com and all I truly hope to do is have everything always lit up until a game is launched and then I want only the buttons in use to light.

I'll be taking pics and grumbling/sharing later...
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Wienerdog on January 10, 2006, 09:11:30 am
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...

Was this ever / or is there a possibility it may get implemented?

Thanks!
Out of curiosity, how hard would it be to drive a switch off of one of the inputs?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 10, 2006, 09:57:47 am
Ok, as promised.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 10, 2006, 10:06:33 am
That will mean at the end of all this, there will be a DLL and an OCX method for low-level communication.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: JoyMonkey on January 10, 2006, 10:52:41 am
Holy atomic pile, Batman!

I was interested in the whole LED lighting thing before.
Now, thanks to that video I NEED IT!!!

Now where's that ordering page on GroovyGameGear...
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: F1r3f1ght3r on January 10, 2006, 11:45:58 am
outstanding! :o
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 10, 2006, 04:31:09 pm
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.  Be careful what you ask for though......
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 11, 2006, 07:44:26 am
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: seanp on January 11, 2006, 01:54:34 pm
Holy moly...  are you offering your .dll to the public, MikeQ?  I've done some very minor things with my LEDWIZ, but that is stinkin' awesome.  I need to finish wiring up my buttons now.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 11, 2006, 02:13:41 pm
Understood  ;)
Meaning ask more questions :)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 11, 2006, 02:14:50 pm
My dll is just so that you talk to the LED-WIZ.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MYX on January 11, 2006, 04:45:51 pm
Is that a bad thing?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 11, 2006, 04:47:03 pm
No, this allows other developers to be able to use the led wiz easily.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 11, 2006, 05:07:39 pm
Is that a bad thing?

Is which a bad thing?

The DLL being needed to talk to the LED-WIZ or needing a custom version of Mame?

The DLL gives developers a generic way to use the LED-WIZ as does Randy's OCX.

The custom version of Mame is unfortunate but necessary for the type of things I want to be able to do.

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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 11, 2006, 08:10:15 pm
Reposting some pics that I had to delete due to space.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 12, 2006, 07:18:33 am
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!!!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 08:38:50 am
You mean NoNameMAME!!!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 12, 2006, 08:47:30 am
You mean NoNameMAME!!!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: JoyMonkey on January 12, 2006, 09:04:40 am
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 09:33:26 am
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: JoyMonkey on January 12, 2006, 09:40:43 am
So are these tweaks just the c-files that have been modified?  You drop them into a given version of mame and compile?

Download it and take a look. It's a single exe that...

Quote
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).
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 12, 2006, 09:41:23 am
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 . . .

What I mean is:
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 09:49:40 am
So are these tweaks just the c-files that have been modified?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 12, 2006, 09:57:13 am
Ah.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 10:01:05 am
Nothing is idiot-proof . . .

What I mean is:
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 10:03:30 am
Basically I just said that (couple of posts above). . .

Sorry, I'm reading and answering posts in order.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 12, 2006, 10:06:53 am
Basically I just said that (couple of posts above). . .
Sorry, I'm reading and answering posts in order.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 10:14:07 am
I'm not well versed in all the different mame mods out there.  Tiger-Heli.  Could you get me a list of these?  Might be worth pulling some of them into a single version.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Tiger-Heli on January 12, 2006, 10:41:14 am
I'm not well versed in all the different mame mods out there.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 10:47:11 am
Oh boy,

What have I gotten myself into.  I think I might just crawl back under my rock.

I'm looking for a hosting service got any recommendations?  Any requirements you'll need that I should make sure they provide?

Later,

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 12, 2006, 10:54:35 am
-skip_bad_dumps - Eliminates the "GAME has known problems, ROMX is best available" messages. SirPoonga

-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.
These all have been obsoleted someway or another.  There hasn't been a new noname out for sometime, right?
The input system and art system changed enough that these hacks will need to be redone from scratch with current mame code.

That's the problem if you start making your own mame.  mame will change and you will have to redo everything.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: seanp on January 12, 2006, 11:08:09 am
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.  I'm using Mame32, and wouldn't mind using your custom version, but I understand the reluctance to take on support of something that could get out of hand quickly.  I'm pretty low-maintenance, but there are some people that demand a lot from free software and those who support it.

If you do decide to go public with it, you should get Randy to sponsor you - at least get a referral bonus or something.  I can imagine a pre-built way to run control lights would drive a lot of traffic to his site!
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 11:09:17 am
Well, regardless of whether I release my MAME to the public or not, I will still need to update to new versions for my own use.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 11:48:49 am
Sorry - should have read the past couple pages a little more closely.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 12, 2006, 10:58:08 pm
Beta LEDWiz Client Driver available for download

http://forum.arcadecontrols.com/index.php?topic=48495.0
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: tetsujin on January 18, 2006, 05:35:52 pm
So does the LEDWIZ use the HID report format for LED control or did you roll your own protocol?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 18, 2006, 06:29:07 pm
So does the LEDWIZ use the HID report format for LED control or did you roll your own protocol?

Rolled own.  Mine does what needs to be done specific to my firmware and is probably more efficient.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 23, 2006, 08:14:47 pm
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.

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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: KillerArcades on January 24, 2006, 10:54:51 am
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).

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 11:05:16 am
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).

Keep an eye on what Mahuti is doing.  It looks like he already has something that will allow you to associate a sequence to a game in order to identify controls.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 11:11:25 am
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.

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.
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Buddabing on January 24, 2006, 11:29:52 am
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.



Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: KillerArcades on January 24, 2006, 11:31:22 am
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 11:39:35 am
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 11:40:42 am
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 11:48:35 am
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?

My DLL just talks to the LEDwiz.  It doesn't and shouldn't do anything else.  It is an API for using an LEDwiz.  Applications should conform to the API.   It exists purely as an abstraction of the hardware so users don't need to know how to communicate with the device.


edit:  (warning... sort of a rant)

I should also mention that the real reason I started working on my own version of MAME was to add hardware acceleration of 3D graphics (using D3D/OpenGL or a custom driver if necessary) to the later 3D games.  I get a lot of people suggesting I should make my stuff external to MAME so that I don't need to support a custom version of MAME.  I get suggestions that I should do this or that.  I get a lot of people just asking questions.  This takes up time and frankly, the suggestions are all so someone else can get some benefit from my work.  I never intended on releasing this stuff to the public and have been developing the setup that I wanted.  The LEDWiz project has become a distraction from my original plans.  If people can use what I have, I don't mind releasing it.   

People have to understand though that writing large scale software takes a lot of time.  It is a lot of work and it is work that I don't get paid for.  For me it is doubly like work because I write software for a living.   It also takes a lot of time to dive into the MAME code and figure out how things work.  I enjoy this when I'm doing it for me at my own pace.  When I suddenly feel like I'm on someone else schedule working on someone else's agenda, it isn't fun anymore.

If the MAME software community could come together and create a single custom version of MAME that we all put our modifications into, this would be something I could really get behind.  This way, we don't have a bunch of different MAME's floating around, all of which have some nice feature but no one of them having all the features I want.  I would be willing to listen to input and support the thing like it was a product, but everyone else who contributes to this version of MAME would have to make an equal commitment.  I guess what I'm suggesting is a MAMEdev type of team for extra features.  This would be beneficial too because when one person is too busy to add some feature, someone else on the team could do it with help/guidance from the owner of the feature.  Everyone on the team would learn from each other.   It would also reduce the amount of request we all would get to " add bob's feature, its cool".  It would be beneficial because the team might be able to generate financial resources to purchase tools, source code control softare, hosting space, etc.  These are all real expenses that are incurred by making a free product available to the public.  My biggest hesitation on releasing something is my fear that I will become inundated with requests, suggestions, etc and that I will have to abandon this forum for sanity sake.

If people aren't interested in something like this, then people will have to just accept what what they get and when they get it.   "If it doesn't do what you want, don't use it."
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: JoyMonkey on January 24, 2006, 12:11:56 pm
Is this gl.tter thing available?

AFAIK gl.tter's LED engine is included in the BuddaMAME source, available here:
http://cpmaker.mameprojects.com

It's a nice system silimar to AdvanceMame's scripting system that allows you to link actions to specific memory addresses; for example, you could make all your buttons blink when the ghosts in Pac-Man turn blue.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 12:18:54 pm
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.

It works for me.  I havent found a game yet that lights the wrong LEDs.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 12:21:47 pm
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?


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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: KillerArcades on January 24, 2006, 12:36:47 pm
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.

Ah, thanks, I guessed I missed that. ;)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: KillerArcades on January 24, 2006, 12:38:29 pm
Quote from: MikeQ
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.

Suhweet. Well, I can definitely say that I'd be willing to throw several coins in your coffer if you were to ever share this with the rest of us. Let me know once you have something ready and just tell me your paypal addy - I won't even consider it a purchase, so I won't pester you too much for support either. ;) ..... probably.....
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 12:43:30 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 12:47:19 pm
Quote
It 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."
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 12:49:15 pm
Quote
It 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.
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.

Quote
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 :)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 12:52:32 pm
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.


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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 12:58:17 pm
Quote
It 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.
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.

Quote
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 :)

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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 01:07:10 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 01:07:58 pm
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.

Like Mike says, if a game is set up to work on your control panel, the lights can never be wrong.

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 01:11:00 pm
That's a pretty important clarifcation.

Still, what about control hacks? I guess you could set them to na/. Ultimately, what you're saying is that, with configuration, nothing shows up wrong. :D

I'm not trying to naysay what you've done here, it's amazing- no doubt, only to point out that out of the box, taking info from MAME is less accurate than taking info that has been researched and incorporated into the controls.dat project.

Your method is much easier to impliment for a user than adding an extra app that uses controls.dat for the lighting. It just requires the user to do some MAME configuration to cover up the button duplicates and control hacks.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 01:12:02 pm
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 01:13:50 pm
I don't even know why we're discussing this. There's no doubt that taking info out of a custom build of MAME that works with lighting and displays stuff based on your personal configuration would be best. It is inaccurate to say that Mame is always right, however, right out of the box.

What SirP said.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: JoyMonkey on January 24, 2006, 01:17:04 pm
At the end of the day it comes down to one thing. Blinky lights = cool.  ;D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 01:17:21 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 01:22:09 pm
To clarify what I said earlier.

On MANY games, I have no idea how many buttons were REALLY used, I only see what mame has available, perhaps it says there are 3 buttons. Through trial and error I can figure out that I only need to configure 2 buttons and that 1 button doesn't seem to do anything.

Controls.dat already has the info that button 3 really never ever does anything. A combination of your current MAME configuration files and controls.dat is CURRENTLY the best solution. Mame displays irrelevant control information, where the controls.dat file does not. Basically, your game CFG file should always be called first. Then controls.dat, then MAME.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 01:22:36 pm
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.


Wouldn't that be $weet!!

MikeQ would be my ultrahero.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 01:33:50 pm
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?

That bit is the LED on my panel.   :)  When I start a game and see that it doesn't do anything, I go into the input menu and hit delete on the button.

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.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 01:38:12 pm
The only thing that I really worry about is having a button or function that SEEMS dead because it is only used in more advanced levels of play. 

Like the up/down function in Discs of Tron. Based on my regular gameplay, I wouldn't be able to tell that the up/down function is ever used because I suck so bad. If I got better though, and had demapped that function, I would never know that it's a valid button.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 01:46:59 pm
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?

So what you are saying is that MAME has buttons defined for games that are never used.

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.

Forgive me if this has been covered.  I'm a little late to this game :)

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 01:51:48 pm
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.

Also, I edited an earlier post.  How do you make that post current message on that thread?  Or can that not be done?

I posted a rant to a question that I think people on this thread (and software forum in general) should read.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: KillerArcades on January 24, 2006, 01:54:09 pm
Now, there's something I'd be interested in as well. Getting this working with some of the other  popular emulators like the at2600, and NES, etc......
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 02:02:22 pm
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
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 02:05:30 pm
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. 
That bit of code I posted earlier is how mame defines a button.  That's it, nothing more.  That basically says what pin (the 0x80) of whatever chip the definition is in and what button in mame to map it to.  It doesn't say anything about if the game uses it.  It's just mapping the hardware, the hardware specs say a button is at that location.
It isn't that big of an issue in mame as it was 2 or 3 years ago when controls.dat started.  We've been submitting fixes to mame where it makes sense a fix is needed.  Some macros do not need changing, like neogeo.  Being that it is a cart based system makes it more of a special case.  A game may have only used 1 button but the cabinet had 4 buttons on the control panel.  The ones we did change are ones where the conversion kit or cabinet didn't have those extra buttons.
 
You can delete a led but can you add it?   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?

Also what if you have a spinner and a 360 steering wheel on a control panel?  I'm just thinking about the folks that have monster control panels or rotating panels.

I will be writing something that uses controls.dat so people can light correct controls.  I wonder if I should just make a program that outputs to the cfg files of your mame build...  It would be nice to have the delete on the fly type feature.

So what you are saying is that MAME has buttons defined for games that are never used.

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?
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,
http://www.mametesters.org/currentbugs.html
Check out bug yiear0103u1gra
Yie Ar Kung Fu's docs, schematics, operators manual, everything says it only has 2 buttons but the current driver has defined three. 
Now, I didn't submit this one to mametesters, someone else did that.  I posted a comment on the mameworld forum and someone submitted it under my name.  And I didn't find it, someone else at controls.dat did.

But, as you see, the issue still comes up.

Quote
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.
If you didn't have controls.dat you'd still need some substitution file for specific games.  If your control panel did have a spinner and a 360 steering wheel how would you know which to light up when mame just says dial for those?

That is the reason I started controls.dat.  I wanted to find out which games where spinners vs steering wheels.  The rest of the problems it fixes (as read in the FAQ) I realized after I started the project.

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. 
If you want an example see the yiear example above.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 02:12:46 pm
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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: KillerArcades on January 24, 2006, 02:23:14 pm
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....
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 02:27:07 pm
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....

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."
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 02:35:42 pm
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
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 02:40:55 pm
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

Works for me.  Do you still have my info or do I need to PM you?

No I was suggesting a special driver only in the event that you didn't want to provide a secondary device id.  It would be an educational excercise.  Writing Kernel drivers is a bit of a pain so that would not be my first choice solution either.  My experience with Kernel drivers has been with 2D/3D graphics cards.  They are especially ugly because a bug in those drivers makes your computer unbootable.  I guess a USB device wouldn't be that bad.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 03:03:07 pm
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?

Later,

Mike
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 03:15:27 pm
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 :)

I'll plan on 4 different ID's.  If anyone thinks that 128 outputs (up to 42 RGB buttons) isn't enough, speak now.

I can do as many different devices as the software will allow for.  Maybe a good idea to give the software the ability to index up to (pick a number!) units to allow for future expandibility?  8? 10? 16? You tell me ;)

The current device should be considered the first one though.

RandyT

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 03:19:51 pm
I'll give you a whole byte and allow for 256.  You'll have to put a disclaimer that 600w power supply is necessary, 1200w power supply with an ATI X1900 plugged in.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 03:21:38 pm
Randy, if somebody want's to buy 40 led-wiz units for their machine who are you to stop them :D
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: dmsuchy on January 24, 2006, 03:22:44 pm
I have a dream.....that there will be one joystick and 6 buttons, and the joy will configure automaticly to whatever game I am playing and the buttons will lite indicating what buttons are to be used in that particular game. Because of Randy, Mike and many other people of this great forum, this dream is quickly becoming a reality. ;D Thanks
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 03:28:48 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 03:30:53 pm
The LEDWiz stuff is very localized so it isn't a problem for doing diffs.  The vidhrdw stuff is god awful ugly and would be more work to diff.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 03:34:15 pm
Dipswitch=lost outputs :)
Just curious, how many outputs are lost due to software programming DRM in gpwiz49?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 03:38:10 pm
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.

I've heard of it and heard that it was dead.  Was this one person trying to put all the features in one version of MAME or was this everyone contributing to one version of MAME?  If it is one person trying to do this, I can see how it would die.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: mahuti on January 24, 2006, 03:44:26 pm
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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 03:48:13 pm
If we want to start a real dialog on this we should move to the software forum.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 03:53:15 pm
Dipswitch=lost outputs :)
Just curious, how many outputs are lost due to software programming DRM in gpwiz49?

I think you mean DRS
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 03:59:27 pm
sweet!! does this mean I can illegal rip DVD's with the gpwiz49?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: JoyMonkey on January 24, 2006, 04:01:21 pm
sweet!! does this mean I can illegal rip DVD's with the gpwiz49?

Can you add that as a feature in your version of Mame? And also get it to wake me up in the morning with a cup of coffee?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Buddabing on January 24, 2006, 04:14:29 pm

<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?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: KillerArcades on January 24, 2006, 04:15:14 pm
I'm with MikeQ, I'd say go 256 just to be safe. ;)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 04:24:44 pm

<Mike's rant>


I would not mention "why don't MAMEdev add 3d acceleration to MAME?" on the MAME forums. They will flame you.


I don't care, and you might go back and read my post.  I didn't say "why don't MAMEdev add 3d acceleration to MAME?".  I said, I'm doing it.  I've already done part of it. 


Quote
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?

Because I didn't know they existed when I started working.  Another reason to have a core development effort.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 06:04:07 pm
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?

Pehaps an equally valid question would be "Why use it if you don't need it to get the job done?"

I'm not saying that this is the case.  The controls.dat project is a great piece of work, but it may not be necessary to call on it if the software can be made to analyze each game to see which controls are actually used.  But if not, it's darn nice that it is available.

Just because someone did something, doesn't necessarily mean that it is the best approach to a problem, or that any future similar endeavors need to make use of it....

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 06:44:54 pm
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.)

Or are you inferring something else?
Right, answer a question with a question... 

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).

I was looking to see if you would answer with 1 or 2.

Though I can only see up to 4 ledwizes ever being needed for arcade use.  Outside of the arcade world....
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.

I think people want rbg leds to color code the buttons.  I get at least 1-3 requests a month to add button color information to controls.dat.  As I have replied many times probably only 15% of the games in controls.dat used specific color buttons, so it would be better as a side project.  Anyway, I know people are interested in it and I could see someone using only rgb lights for everything.

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.

I guess I am just looking at the big picture.  Compared to other output devices this is very cheap.  We all know it can (and will) be used for more than LEDs.  (I think I found my power source for the qbert knocker, or possibly a dragon's lair scoreboard instead of the parallel interface).

Quote
I think you mean DRS
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 24, 2006, 07:00:02 pm
The 3rd button on Yie-Ar Kung Fu does do something.  It is a jumping maneuver.

Do you another example?
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: SirPoonga on January 24, 2006, 07:25:25 pm
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.

One would have compare listxml to controls.dat to see where button numbers aren't the same to get other examples.  Right now I am not going to write up the app to compare the two xml files.  If I can find some time I will try and find one.

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.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 24, 2006, 07:38:54 pm
Quote
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.

I know this.  I'm asking for an example so I can look into the issue.  I ran into 1 game I think that had this issue but I don't recall what it was.  This issue doesn't seem to be that prevalent.  I sat down and went through a huge # of games one night and only found the 1 (maybe 2) that had this issue.  The problem wasn't big enough to consider a problem but if this is a big deal then I'll look into it.




Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 07:58:55 pm
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?

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.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: RandyT on January 24, 2006, 08:16:51 pm

Right, answer a question with a question... 

....I was looking to see if you would answer with 1 or 2.


Your question was:

Just curious, how many outputs are lost due to software programming DRM in gpwiz49?

The answer to that is neither 1 or 2, rather 0.  In my mind, this was like asking "how much carrot juice does it take to get to the store."  So I didn't think I understood the question and I "gave it a shot". ;)

Quote
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).

Well it would depend on the EEPROM used.  There are single wire interfaces, but the most common are 2 wire, which would mean 2 I/O pins.

But the problem is that you have a catch-22 of sorts.  You can't upload an ID to the unit unless it has an ID.  So this would mean a clumsy method of having them all needing to be one ID, programming the unit, unplugging it and re-plugging, possibly going back through the "New Hardware" stuff (Win98) and then being ready to go.

If it were just a matter of 4 devices and you were going to give up 2 outputs per, jumpers would get you there more simply.  On the other hand, It hasn't been a big deal to just give the customer the device number they ask for.  That way it just works as they expect it to.

Quote
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.

The math is right, but the number is wrong (3 not 2) so I'm assuming a typo ;)

There is no reason an RGB LED can't span across multiple devices if each color is being independently addressed, and some things like spinner chasers and joystick directional indicators don't necessarily need RGB, so there are really no such thing as "extras".  One of those could run your "knocker."

Quote
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...

As written above, there aren't and it's not a good solution because of the dance the end-user would need to go through.  Of course, if you are volunteering to take over my customer support duties for no pay, then I will consider it ;)

BTW, when faced with paying an extra $5 per unit for a feature they probably won't need, my customers tell me they would "rather not."

Quote
But if you can order, say, up to 8 different ids then the arcade community would be covered.

Here's how I view it:  Everybody wants a #1.  A quarter of everybody will want a #2.  A quarter of them will want a #3 and maybe a 5% of them will want a #4.  But if someone asks for a #10 after ordering a #1 through #9, then I will happily accommodate them.   If they haven't ordered #1 - #9 they will just be trying to make extra work for me, but I will probably accommodate them anyway :).

Quote
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.

Happens more often than you might think.

Quote
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 :)

This is true in the sense of  spinner versus trackball versus steering wheel versus analog paddle.  However, an individual has to end up tweaking their set-up manually to handle these exceptions anyway.  Or am I missing something obvious?

RandyT
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 10:41:41 pm
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.

Well, this is sorta right.  First, the trackball in dotron is a hack to simulat the up/down spinner.  FYI buttons 3 and 4 are the up and down on the spinner.

   PORT_START_TAG("FAKE")   /* fake port to make aiming up & down easier */
   PORT_BIT( 0xff, 0x00, IPT_TRACKBALL_Y ) PORT_SENSITIVITY(100) PORT_KEYDELTA(10)

"No, by default the controller mappings for Disc of Tron are all keyboard keys. "
I am trying to understand this comment.
The controls aren't mapped to the keys, the keys are mapped to the controls.  As you see above the control is mapped to the trackball.  But mame also allows keyboard to be used for those inputs. 
So I wonder what you are looking at to determine what's a spinner vs trackball versus left and right on a joystick.  All can be simulated with a keyboard and for most games are defaulted to the same keystrokes..

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.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 10:45:15 pm
Quote
Quote
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.

Happens more often than you might think.

If we get 4 unique id LEDwizs, I can create a christmas lighting setup that will be a grid 64x64.  Rows will represent + and columns will represent -.  If I can switch both positive and negative, I will be able to address 4096 circuits.  4096 strands of lights will allow me to do something far more impressive than this:

http://video.google.com/videoplay?docid=5733222252764977447
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 24, 2006, 10:47:01 pm
Quote
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.

Happens more often than you might think.

Heh, I doubt it, I think it happens alot :)

I've been thinking of using a couple of ledwiz's to control some 7 segment counter leds for something.  But that would require several ledwiz's and I have to think it all through.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 24, 2006, 11:59:54 pm
Ok, just fired up dotron default everything.  I get a joystick, 4 buttons a 2 coin acceptors lit. 

The buttons that get lit are aim up, aim down, p1 button 1 and p1 button 2.  No spinner and no trackball.  This is because by default track Y analog is set to NA and dial analog is set to NA and in MAME32 they contoller mapping for these is set to NONE.

So by default the game is unplayable.  I'm sure this is the case even with controls.dat. 

Now, I go into MAME32 and I map my mouse to "dial" devices.

When I fire up dotron, I get a joystick, 4 buttons, 2 coin acceptors, a spinner and trackball lit.

Quote
"No, by default the controller mappings for Disc of Tron are all keyboard keys. "
I am trying to understand this comment.
<snip>
not really worth arguing.  I'm speaking in MAME32 menu terms. 

Quote
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.


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.

Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 25, 2006, 01:09:21 am
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.
YES, all games that use dial or trackball won't work unless you enable mouse in the mame.ini file.    However, if you have the hardware you are going to enable it.
If you have a spinner why would you want joystick highlighted for tempest?

Quote
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.
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?

Like I said, the integration of controls.dat would mean the correct controls would be highlighted if the user has them.  There's no configuration.  So if you have a friend come across one of these oddball controlled games it will be correct without having to figure it out ahead of time.  And I think that's the point of highlighting controls, so you don't have to figure out what the game really used.

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 :)
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: MikeQ on January 25, 2006, 02:28:21 am
I don't think MAME32 works differently.  I've built a .102 MAME from my source and the LED stuff works the same.  I should probably double check that with a weird game.

How do you tell normal MAME to a spinner to the mouse vs keyboard?

Quote
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?

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.

Quote
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 :)

Really, I'd rather not make my stuff public.  I like this hobby more when I just do what I want.  I really want to work on my 3D stuff and changing what I have to make the rest of the world happy isn't helping me any.  I don't mind fiddling with the occasional game that has weird inputs.  It really hasn't been a problem so far.  You can walk into any BestBuy in the country and pick up a box with my software I've worked on, so I don't get a kick out of a bunch of people using my stuff.  Also, with people now adding RGB, LEDs to the mix, I'd have to go make a way to specify button colors.  I don't have or plan to do this on my setup so again, I'd be doing this for everyone else. 

I haven't had a chance to work on my cabinet in a month because I've been working on the lighting stuff.  I've been testing the code out the wazoo and making the LEDWiz hot swappable so that it all behaves like a nice product.  I wasn't doing this for me.  I'd really like to spend some time finishing or at least playing with my cabinet and working on the 3D acceleration.  Look at today.  I'm going to get about 5 hours sleep because I've been looking for a stupid game with more inputs than controls.

 BTW, unused buttons on NEO-GEO games aren't going to be detectable with my scheme.  The machine still has memory addresses for the unused buttons.  Luckily, a big picture in the game shows me what controls aren't used.  Also, I don't play an NEO-GEO games so it isn't a problem for me.

I would suggest not waiting on me.  I'd like to see another solution arrive so I don't feel like I should make my project public.   I think the simple config file for each game is a good solution for now.  It lets people use RGB's and is fairly simple. 

If you plan on using my LEDWiz.dll for communication, you may want to wait on the DLL that can support multiple LEDWiz's though.  If you use the current DLL you will probably suffer through a minor API change.   I should have it done this week.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mccoy178 on January 25, 2006, 02:36:49 am
Thanks for what you have done.  I say if it's burning you out, let it go.  Do your thing.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: SirPoonga on January 25, 2006, 05:02:42 am
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.

Quote
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.

Controls.dat is just an information file.  It's up to the progrmmer to determine how to use it.  Like Johnny5 uses it to create a graphics of your control panel with the buttons correctly labelled (cross referencing your mame cfg and ctrlr files).
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 25, 2006, 09:03:43 am
Thanks for what you have done.  I say if it's burning you out, let it go.  Do your thing.

I think that is what I'v decided.  SirPoonga and gl.tter have this area covered already.   People can download buddamame today and have LSE working.  Sirpoonga is hooking up the controls.dat stuff up too. 

Anything I release would just be labeled as a lesser solution and I just don't have the time/desire to rewrite all my stuff to support controls.dat and LSE.

I'm still going to extend the LEDWiz driver to support multiple devices but that will probably be the extent of public contribution.

I'm looking forward to playing Cruisin USA at 1600x1200 with FSAA.
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: JoyMonkey on January 25, 2006, 10:04:29 am
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.

Mahuti, if this is something that you have the time to set up I think you should go ahead and do it. A "Diff Depository" would be great, I'd love to be able to pick and choose different features. An easy way to grab MikeQ's upcoming LEDWiz support, gl.tters LSE engine, SA Dev's tweaks and AdvMame's 'Safe Quit' features and roll them into a custom build of Mame would rock!
Once a site is up and running, I'm sure everyone working on custom Mame builds would flock there. If you build it, they will come.

(oh, and if you need webspace, joymonkey.com has a ton of space and bandwidth just sitting there).
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mahuti on January 25, 2006, 11:20:47 am
Thanks for the offer. :) Among other things... I own a hosting company, so I'll probably find some room there. :D
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on January 25, 2006, 08:44:25 pm
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?
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 25, 2006, 11:43:14 pm
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?

Replace the frown with a devilish sarcastic grin and it would be a better fit.

(not sure what a sarcastic grin would look like, but you get the idea)
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on January 26, 2006, 07:59:17 am
Well... Thats good to hear. Because a guy that just smacks himself all day long couldn't be a happy camper.  ;)
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on January 26, 2006, 08:05:27 am
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.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 26, 2006, 09:09:12 am
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.

What you need is a sequence editor that will allow you to layout LED's on a virtual mock up of your CP.  You then could set the LED's and timing in a WYSIWYG fashion.  The sequence editor could hide fact that your generating commands or more than one LEDWiz.

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.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: RandyT on January 26, 2006, 09:51:28 am
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.

A slightly altered command structure will need to be introduced.

Currently, everything is called with an LWZ prefix.  I think the z will indicate device 0 and LW1 through LW9 will be sent to the proper device.  This will limit the number of devices addressable by the clipboard feature to 10, but that's the breaks :)

As for the LumAura panel, I think that will need to be expanded with a drop down control indicating the current device number.  Could be a programming nightmare to track that many devices, but it might not be too bad..  I'll have to think about it some more when I get back into it.

RandyT


Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Deefish on January 26, 2006, 10:07:16 am
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? Does that mean that I can only hook up 10 RGB Drives per LED-WIZ's? 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. Should I have gone with individual LEDs instead? I really want to use the RGB Drives so as to have the option for all the different colors, but if that requires additional LED-WIZ's I'm not sure I want to go that big with it.

Thanks in advance,
deefish
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mahuti on January 26, 2006, 10:56:25 am
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?

yes

Quote
or can you hook up more than one RGB Drive to the three points?

yes

Quote
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?

yes

Quote
I have 23 buttons and ordered 23 RGB Drives.

they will have to be duped.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on January 26, 2006, 01:24:51 pm
If you wanted to get a little silly you could use 1 output to power a relay (double pole double throw). Have the relay control a ground line. Then you could have 2 seperate runs of lines that can be controlled via the interface.

Lights 1-10 ground line 1
Lights 11-20 ground line 2

out put 32 is low so line 1 is a closed circuit and lights 1-10 blink. Then 32 goes high and line 1 is broken and line 2 is closed. Lights 11-20 blink.

Would this work.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: forbiddenlyrics on January 27, 2006, 02:29:22 am
I was just wondering what brightness the LED's you guys are using to light your buttons?
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: JoyMonkey on January 27, 2006, 07:20:21 am
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.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Silver on January 27, 2006, 08:38:32 am
Thats exactly how i used controlDat for displaying game info on a LCD screen.

It parses both controlDat.xml and mameinfo.xml, then goes through all the games you own, and for each checks if its in controlDat, and if it is creates a lcd file (just a text file) for that game display the controls, buttons and what each button does (Fire/Jump).
If its not in controlsDat, it uses mameinfo.xml to display control and number of buttons.
As far as i can see, that is way to get the most reliable info available.

I am sure the CP view programs (Johnny5? CPviewer?) do the same process for displaying CP layouts with correct controls. Probably better than my proggy too...  :P

I dont think making such files is hard. You then need a program which will parse this txt file and send it to ledwhizz on game launch - so you could just get a frontend to do it for you. Of course, you still need clever programs (MikeQ's mame hopefully, or something with LSE in it?) to have really good stuff like flashing player start/in game light effects that I'm really hoping for....
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: JoyMonkey on January 27, 2006, 08:47:43 am
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?
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 27, 2006, 09:09:51 am
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.

The only games I've found that I light incorrectly (by default)  are the NEO-GEO games.  This really doesn't seem to be a problem though since the games show you a big picture with an X through the buttons that aren't used.  The first time you play one of these games, you can go TAB to input menu and delete the extra button assignment.  You do this 1 time and never have to do it again. 

I think most people are going to have to make some adjustments to inputs based on their control panel anyway.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 27, 2006, 09:16:13 am
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?

I don't actually look at the .cfg files.  I actually parse the input port structures in the driver and lookup what key sequences/analog devices are assigned to the ports.  There is more information in the structures than in the cfg files.  I can determine if some of the controls are for cocktail use or not as well as other info that lets me make a more informed determination than the cfg files.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: JoyMonkey on January 27, 2006, 09:23:04 am
Ah! Now I understand. Okay, my bad.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 28, 2006, 02:58:23 am
LEDwiz.dll now supports multiple devices (Up to 16) and hot swap.

Demo video (http://www.joymonkey.com/~mikeq/multiwiz.wmv)

I'll package it up tomorrow...today and document the new API.

Basically, the only change is a function to retrieve handles for all the LED-Wiz devices that are connected.   Also, all the LWZ- functions now take a device handle parameter.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on January 28, 2006, 10:05:48 am
Dude, you rock!  :o

Ok, so how do we synch em and set them up. Do you have to make 2 different animations and then call them up independantly?
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 28, 2006, 10:13:49 am
For now, you would have to make an animation for each device and call them independently.  It would be easy to make an API function that treats all the LEDWiz as one big virtual one.  The only problem with this is that you would need to know when you wire them up which one is device 1,2,3,4, etc.  This isn't a real big deal though.

The other issue though is we don't have a LWA editor that will generate a sequence for this API.  You would have to write the LWA by hand.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on January 28, 2006, 10:47:35 am
Ok. There is a lot of tech speak, most of it I will admit, over my head. I have been doing my best to keep up, but it gets a little deep sometimes. So for my own clarification, I'm trying to convert to english. Please correct me if I am wrong. I just want to make sure I understand all this.
The game you are in makes the buttons act a certain way right? So if is asteroids it looks at something in the game and brings up the 5 button lay out. Does this come from the layout I set up within the game (tab - input general - button 1,2,3,4 etc.). Is this right? In Mahuti's set up each game calls a LWA as perscribed through a text doc that you tell it which configuration to use, so you could have the buttons pulse n stuff while you are in game XYZ. Can we do similar stuff with this (call animations into the game). Also if I use LEDWiz 2 for cabinet lighting, will it go away when the game starts?
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on January 28, 2006, 06:31:01 pm
*********************************************************************
NEW LED-WIZ dll released.  Multi-Device capable and hot-swapable
*********************************************************************

http://forum.arcadecontrols.com/index.php?topic=48495.0
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeT on February 04, 2006, 11:00:22 am
Hi Guys,

I
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Toonces on February 07, 2006, 01:48:04 am

Which resistors do I need for use with the RGB LEDs and the LEDWiz?

It depends on the LEDs you end up going with and the voltage of your source. There's a great calculator here: http://led.linear1.org/1led.wiz

I am using the LEDs from the eBay seller mckenkenken. The ones in this auction here: http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=7587789040&rd=1&sspagename=STRK%3AMEWA%3AIT&rd=1

looking at the data for the LED and plugging the values into the calculator you get 150Ohms for Red and 100Ohms for Green and Blue.

Quote
It
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: JoyMonkey on February 08, 2006, 07:59:15 am
Just to let everyone know, I tested out a beta of MikeQ's PowerMAME32 last night and everything went beautifully!
The in-game lighting is really cool, all it needs to setup is a small cfg file that lists the LEDWiz output numbers and matches them to buttons/controls. It lights up the used controls similarly to Mahuti's app, but from within MAME itself, just like people have been dreaming of since DinoRoger's defunct LAME project was mentioned.
The attract sequences while you're in the Mame32 GUI also work well, you can pick and choose which LWA files you'd like to use from a simple menu.
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).

I'd imagine a public beta will be around the corner, since the bigger bugs were ironed out last night. LEDWiz owners rejoice!
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: KillerArcades on February 08, 2006, 09:10:51 am
WOOHOO!!


(that's the best I can do at online rejoicing, sorry) ;)

I can't wait! Thanks guys!
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Tiger-Heli on February 08, 2006, 10:02:54 am
REALLY COOL!!!!!

Thanks MikeQ for all the hard work!!!
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: SirPoonga on February 08, 2006, 10:17:38 am
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 :)
I think I found a power supply and relay for my knocker :)
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mahuti on February 08, 2006, 11:58:33 am
SirPoonga... share man, share. I'd like to get that setup too... and I don't wanna start stripping my pinball machine.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MikeQ on February 08, 2006, 12:01:18 pm
It should be going up on the site tonight.  I wanted to wait until I had some ads up so I can pay for this little endeavor.  I guess I'll just skip the ads for now though.  I also need to merge up with the 0.104 release.  That only takes about 15 minutes to do.  My son has t-ball tonight so It may be late tonight but I'll try to get the Open Beta posted.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on February 08, 2006, 12:09:06 pm
Good Goin eh'  ;D
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: SirPoonga on February 08, 2006, 12:22:46 pm
SirPoonga... share man, share. I'd like to get that setup too... and I don't wanna start stripping my pinball machine.
Radioshack
273-1668
Resister that down to 27V.

Now, as for the relay I am not sure
275-233
The description says 12VDC but the contents says 5VDC.  So the question is what voltage switches it? 
Eidt: 275-232
The other must have a typo.  I beleive 275-232 is the relay needed.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: MYX on February 11, 2006, 06:13:56 pm
Randy,
With the somewhat official release of PowerMAME will you be doing a multi unit interface for the LEDWiz?
Title: Re: So, it's blinky lights you like, eh? - ALMOST READY! LEDWiz
Post by: Circo on March 14, 2006, 02:24:53 am
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

Do you have this up for download somewhere, I wanted to light the controls for the console systems in mamewah and an app like this would be perfect.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Circo on March 14, 2006, 02:31:41 am
Whoops I found it, when I did a search for bloodywiz.exe it showed right up.  Thanks!
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mahuti on March 14, 2006, 11:17:23 pm
if you have any problems with it, let me know. I don't know if the last version I put up was bugfixed or not. Since noone complained, I left well enough alone.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Circo on March 22, 2006, 01:21:44 am
Ok I have my CAB lighting Perfect...Almost

OK here is where I am at

I am using powermame and bloodywiz to get everything working.

I am using bloodywiz to run the attract lighting in mamewah and light the correct buttons for every emulator except for mame.  It works perfectly, as soon as I load up an SNES game for instance the attract lighting stops and the 6 SNES buttons light up for P1 and P2.  As soon as I exit the game mamewah calls on bloodywiz to run attract lighting and it starts back up.  Perfect!

The problem starts when I load up powermame the last command that bloodywiz keeps on repeating.  Powermame will light up the controls and the attract mode will start back up. 

Here is what i tried:

I made a blank.lwa that turned off all of the buttons, it works but as soon as powermame lights up the controls they blanked out again.

I tried a commandline app to clear the clipboard, no luck.

Any ideas on how to stop the commands from repeating?

Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Circo on March 23, 2006, 12:18:45 am
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. 

Even if I could make it stop looping that would fix the problem.

Hope that makes sense.  Any ideas on how to do this?

EDIT: I realized that I was using the first version of bloodywiz.  I started playing with the newest version and I am trying that out, not much luck so far but I am getting tired.  Version 1 was absolutely perfect for what I am trying to do if I could only reset, or stop the repeat function on the LED-WIZ so that powermame can take over.  Thanks in advance for any ideas on how to do this, I would think that there was some sort off command to send to the led-wiz somehow to accomplish this even if it was with the included LED-WIZ software.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mr.Curmudgeon on April 01, 2006, 08:50:47 pm
It
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Santoro on April 02, 2006, 08:49:08 am
That will require a relay per LED, and I imagine that would be too complicated and expensive to be worth it if you have more than a few LEDs. If you really wanted to do it, you could though.

http://electronics.howstuffworks.com/relay1.htm

Edit - there may be another way with transistors, not sure - others please speak up.  I learned all this stuff for my Ham Radio License a while back but have forgotten a lot of it.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mr.Curmudgeon on April 02, 2006, 11:41:03 am
Ultimately, I'd like to find a Flexible RGB LED strip that runs on 5V. Just haven't found one yet. I thought I'd ask about the 12v setup, just in case.




mrC
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: KillerArcades on April 03, 2006, 12:36:28 pm
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.

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:

Quote from: mahuti
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.

not sure if that's something that was/is included in the last version he put up or not.... *shrug* but it might be something to experiment with...?

I'm still quite the noob, so forgive me if this is useless info.

I'm looking at doing the same setup you've got right now = multiple emulators through Mamewah, powermame for mame, mahuti's app for the other emulators and for animations while in the frontend.

I've got the LEDs all in my cp and wired, just started playing with the LEDWIZ on saturday night, looks awesome, I'm going to change how I have some of my buttons paired up though, so I'll do that this week, and start playing more with the software come Saturday/Sunday and let you know where I get with the bloodywiz and powermame.

If you figure it out in the meantime, please post or PM me with your solution.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: sWampy on April 03, 2006, 01:42:33 pm
Could one of these be used to cut on and off the led's on the lcdtopguns whenever a gun game is loaded?
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Circo on April 11, 2006, 05:15:33 am

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:



From what I am seeing that even with the led off file the LEDWIZ software is still repeating that command to the ledwiz, which overrides powermame.  I am wondering if maybe some kind of wrapper for the ledwiz software that could automatically close the ledwiz software when I go into mame so that powermame could retake control.  As it stands now, if I want light in other emulators using the bloodywiz.exe program, I have to exit mamewah and manually close the LEDWIZ software with the mouse.  So for the meantime I have temporarily given up on lighting the controls for other emulators. Unfortunately I am no programmer, and the free time I do have goes to the EmuMovies project.  I know that the LEDWIZ is a newer item and hopefully someone with more smarts than me will eventually come up with a solution to this.  I know alot of people strictly run mame on their cab so this may not be a priorty for awhile. 

However if anyone with the ability to help with this sort of thing wanted to make a fix for this, I could trade an EmuMovies DVD set  :)

Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mahuti on April 11, 2006, 09:15:13 am
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.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: KillerArcades on April 11, 2006, 09:20:06 am
Yes! The last piece to my arcade cabinet dream is about to fall into place..... and then it will be time to celebrate! :cheers:

Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Circo on April 11, 2006, 09:45:32 am
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.

You are the man!!  :notworthy:
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: RandyT on April 11, 2006, 10:30:53 am

I just want to note that Mahuti has a different version of the software that may account for certain things not working for others (like turning off the animations.) 

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).

LINK (http://www.groovygamegear.com/ledwiz.zip)


RandyT
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mr.Curmudgeon on April 11, 2006, 11:05:34 am

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?




mrC
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: KillerArcades on April 11, 2006, 04:36:58 pm
Quote from: mr.Curmudgeon
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?

Check out the PowerMame forums. MikeQ has got things setup so that you can do multiple LEDWIZ's using his current version of PowerMame. That's going to be your best bet, from what I've read.
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: Circo on April 12, 2006, 01:25:59 am


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

Aww now your just teasing me  ;D, is it safe to ask what the undocumented command is  ???

BTW, thanks for such a cool product!  I'm so close to having it all work perfectly I can almost taste it!
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: arzoo on June 09, 2006, 09:01:12 am
Is PowerMame the only software solution that can control more than one LEDWiz? My panel has 16 RGB LEDs and if I want full color control, I
Title: Re: LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
Post by: mccoy178 on June 09, 2006, 09:39:04 am
See:

http://forum.arcadecontrols.com/index.php?topic=53401.0 (http://forum.arcadecontrols.com/index.php?topic=53401.0)