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Main => Software Forum => Topic started by: arzoo on September 03, 2007, 11:35:28 pm

Title: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 03, 2007, 11:35:28 pm
LEDBlinky Animation Editor - ready for beta testing!

Here's what it can do:

Here's some quick usage tips:

If you're already using the LEDBlinky plugin, just put the new files in the LEDBlinky folder. Otherwise, the files can be installed to any folder.

Feedback and suggestions are always welcome. There may still be a bug or ten :), so let me know.

Download LEDBlinky Animation Editor (http://www.dndw.com/arcadeaddiction/downloads/LEDBlinkyAnimationEditor_1_0_0_1_beta.zip)

Here's a screen shot...
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: arzoo on September 03, 2007, 11:38:57 pm
Here's the first animation I created with the editor. It took about 5 minutes to finish!
BlueStrobe (http://www.dndw.com/arcadeaddiction/downloads/movies/bluestrobe.wmv)
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: headkaze on September 03, 2007, 11:52:43 pm
Sweet looks great arzoo!

I would love to see this program generate plasma type effects like I have in my plugin. They really look great. Send me an e-mail and I'll dig up the source for you.

Also I wrote the PacDrive SDK last night which includes a nice C++ DLL called PacDrive.dll which also has source examples in Delphi. It would be nice if you could add support for that in there.

I'm thinking of adding support for these hardware devices into CPWizard because plugins are hard to debug as you would know. So this will be a great tool for creating animations for it.

Great work, and check out CPWizard when you get some free time :)
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: arzoo on September 04, 2007, 08:19:49 am
Sweet looks great arzoo!

I would love to see this program generate plasma type effects like I have in my plugin. They really look great. Send me an e-mail and I'll dig up the source for you.

Also I wrote the PacDrive SDK last night which includes a nice C++ DLL called PacDrive.dll which also has source examples in Delphi. It would be nice if you could add support for that in there.

I'm thinking of adding support for these hardware devices into CPWizard because plugins are hard to debug as you would know. So this will be a great tool for creating animations for it.

Great work, and check out CPWizard when you get some free time :)
Thanks Headkaze. This app was a real pain.  :dizzy:

Have you posted your PacDrive SDK? I guess I'll need to get hold of the hardware. I see that Andy has a dev kit - but there's no info on how to get it. I've sent him a pm.
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: loadman on September 04, 2007, 09:06:17 am
Have you posted your PacDrive SDK? I guess I'll need to get hold of the hardware. I see that Andy has a dev kit - but there's no info on how to get it. I've sent him a pm.

Keep in mind that if you have MaLa running (in the background/minimised) you can control the Pacdrive for Animation creation using MaLa messages,

That is what my my latest version of the Speech plug-in does, so you can test that 'Flash N speak' works
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: headkaze on September 04, 2007, 10:53:35 am
Sweet looks great arzoo!

I would love to see this program generate plasma type effects like I have in my plugin. They really look great. Send me an e-mail and I'll dig up the source for you.

Also I wrote the PacDrive SDK last night which includes a nice C++ DLL called PacDrive.dll which also has source examples in Delphi. It would be nice if you could add support for that in there.

I'm thinking of adding support for these hardware devices into CPWizard because plugins are hard to debug as you would know. So this will be a great tool for creating animations for it.

Great work, and check out CPWizard when you get some free time :)
Thanks Headkaze. This app was a real pain.  :dizzy:

Have you posted your PacDrive SDK? I guess I'll need to get hold of the hardware. I see that Andy has a dev kit - but there's no info on how to get it. I've sent him a pm.

The PacDrive SDK is now available at the bottom of Ultimarc's PacDrive webpage here (http://www.ultimarc.com/pacdrive.html). If there are any problems with it, let me know.
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: loadman on September 04, 2007, 07:21:36 pm
The PacDrive SDK is now available at the bottom of Ultimarc's PacDrive webpage here (http://www.ultimarc.com/pacdrive.html). If there are any problems with it, let me know.

Did you make that?  :o
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: headkaze on September 04, 2007, 11:39:51 pm
The PacDrive SDK is now available at the bottom of Ultimarc's PacDrive webpage here (http://www.ultimarc.com/pacdrive.html). If there are any problems with it, let me know.

Did you make that?  :o

Yeah, why are you so suprised?
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: loadman on September 05, 2007, 02:55:35 am
The PacDrive SDK is now available at the bottom of Ultimarc's PacDrive webpage here (http://www.ultimarc.com/pacdrive.html). If there are any problems with it, let me know.

Did you make that?  :o

Yeah, why are you so suprised?

Badly worded..  No No you are the SDK king and it's fantastic that you offer it in so many flavours including Delphi..

What I meant to say is I'm surprised you created that before you finished the GameEX plug-in,....  but thinking again about it I suppose it's not so strange. You have to write the code to talk to it first anyway .
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: headkaze on September 05, 2007, 04:17:22 am
The PacDrive SDK is now available at the bottom of Ultimarc's PacDrive webpage here (http://www.ultimarc.com/pacdrive.html). If there are any problems with it, let me know.

Did you make that?  :o

Yeah, why are you so suprised?

Badly worded..  No No you are the SDK king and it's fantastic that you offer it in so many flavours including Delphi..

What I meant to say is I'm surprised you created that before you finished the GameEX plug-in,....  but thinking again about it I suppose it's not so strange. You have to write the code to talk to it first anyway .

Yep, I needed to write the dll first anyway, so I thought I would do the SDK first this time. I'm in no rush to get the plugin done. I really want to get CPWizard released out of beta and a website up before I work on that.
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: loadman on September 05, 2007, 04:41:31 am
The PacDrive SDK is now available at the bottom of Ultimarc's PacDrive webpage here (http://www.ultimarc.com/pacdrive.html). If there are any problems with it, let me know.

Did you make that?  :o

Yeah, why are you so suprised?

Badly worded..  No No you are the SDK king and it's fantastic that you offer it in so many flavours including Delphi..

What I meant to say is I'm surprised you created that before you finished the GameEX plug-in,....  but thinking again about it I suppose it's not so strange. You have to write the code to talk to it first anyway .

Yep, I needed to write the dll first anyway, so I thought I would do the SDK first this time. I'm in no rush to get the plugin done. I really want to get CPWizard released out of beta and a website up before I work on that.

Will the Website be called 'HeadSpace' ?    :P
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: arzoo on September 05, 2007, 08:00:27 am
Hey guys, no offense, but can we get back on topic here?
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: headkaze on September 05, 2007, 11:57:50 pm
Hey guys, no offense, but can we get back on topic here?

Sorry arzoo. I will be checking out your animation editor soon when I update LCDPlugin to support the new lwax animation files. Thanks for your great work, I for one appreciate what you do for the scene. It takes a while for people to digest new releases so don't feel bad about lack of response here. People do appreciate the work and will use this. Also thank your wife for letting you spend the time to work on this :)
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: arzoo on September 06, 2007, 08:01:37 am
I gotta say, considering the umpteen hours I put in on this thing, the lack of response has been a bit disappointing. But I appreciate the props hk - same goes for all your efforts!
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: RandyT on September 06, 2007, 02:32:27 pm

I haven't downloaded it yet, but it looks very cool and I'm sure that your efforts are quietly appreciated.  There are far too many LED-Wiz's out there now for it not to be ;)

I tend to think, however, that not enough people frequent the software section of the board.  Most do eventually, but it seems to take a while :).  If you'd like (and this offer goes for anyone who develops software for any GGG product) I can place links to these types of things in the product descriptions of the hardware it supports.  That should help it to get some more exposure.  Just email me the link and the description you want placed on it.

Thanks for the hard work.
RandyT
Title: Re: LEDBlinky Animation Editor (Beta)
Post by: dna disturber on September 07, 2007, 04:15:14 pm
I second that E-motion !

I for one am glad to see this great editor.....
Still had no time to make my own animation BUT
when I do..... the work will be done in notime because of your great work.
So thanks again Arzoo  :applaud:    :notworthy:

And just as Randy said I think it'll be used more than you think

Keep up the good work !!! 

Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 11, 2007, 10:10:16 pm
Updated to version 1.0.0.1
Fixed a couple of bugs when using the arrows keys to move around the LEDs.

Randy, DNA, headkaze - thanks for your posts!
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: pod on September 15, 2007, 03:38:44 pm
Great app Arzoo! Thanks for taking the time to contribute this. I find the frame handling controls very easy to use, and the configuration of the panel in layout mode is nice. I'm using the version included with the latest LEDBlinky btw, LEDBlinky integration is seemless. Again, very nice utility  ;D

I haven't find any bugs, I have a couple of usability suggests from my own testing, mainly to do with things you can do with groups of objects. It would be cool if selecting multple buttons in the layout editor would allow them to be dragged together. Similarly when animating, it would be cool if right click events like ramp rates applied to all selected items. I find myself liking to use  ledwiz ramps alot, so in my case it would actually be handy to have all of the possible led assignments (such as ramp) down with the Intensity sliders. Anyway, thanks! I'm going to have a lot of fun with this.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 15, 2007, 05:50:58 pm
Great app Arzoo! Thanks for taking the time to contribute this. I find the frame handling controls very easy to use, and the configuration of the panel in layout mode is nice. I'm using the version included with the latest LEDBlinky btw, LEDBlinky integration is seemless. Again, very nice utility  ;D

I haven't find any bugs, I have a couple of usability suggests from my own testing, mainly to do with things you can do with groups of objects. It would be cool if selecting multple buttons in the layout editor would allow them to be dragged together. Similarly when animating, it would be cool if right click events like ramp rates applied to all selected items. I find myself liking to use  ledwiz ramps alot, so in my case it would actually be handy to have all of the possible led assignments (such as ramp) down with the Intensity sliders. Anyway, thanks! I'm going to have a lot of fun with this.

pod,
It's good to hear that the editor is working bug-free. By the way, you can drag all selected LEDs - just hold Crtl while you drag. As for the built-in blinking, I didn't think it was really useful because you can't sync the hardware blinking with the software - I guess I may have to rethink the feature and make it easier to use.

If you can, post a video of your animations when you're done - I'd like to see how you used the LEDWiz ramps.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: pod on September 16, 2007, 05:18:28 pm
Hi Arzoo, here's a very poor video of a couple of my animations using ramps. I'll try to get some better captures from a different cam. Mine does a very bad job of capturing the low intensity buttons (looks like the pwm freq on the led wiz is so low my cam captures it as flickering, it looks much better in person). Anyway, maybe it gives you some idea of how I'm using the animation editor with ramps.

http://home.comcast.net/~joedoubek/buttons.wmv (http://home.comcast.net/~joedoubek/buttons.wmv)

Something else I noticed, there doesn't seem to be a way to adjust the individual ramps on an RGB led, so it always shows ramp effects as white. Playing around with the ledwiz taskbar control and experimenting with different RGB values with various ramps/intensities allows for some kindof cool color effects. Maybe I could achieve this by adding three separate leds in the layout instead of the single RGB to get this type of effect?
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 17, 2007, 08:13:02 am
Hi Arzoo, here's a very poor video of a couple of my animations using ramps. I'll try to get some better captures from a different cam. Mine does a very bad job of capturing the low intensity buttons (looks like the pwm freq on the led wiz is so low my cam captures it as flickering, it looks much better in person). Anyway, maybe it gives you some idea of how I'm using the animation editor with ramps.

http://home.comcast.net/~joedoubek/buttons.wmv (http://home.comcast.net/~joedoubek/buttons.wmv)

Something else I noticed, there doesn't seem to be a way to adjust the individual ramps on an RGB led, so it always shows ramp effects as white. Playing around with the ledwiz taskbar control and experimenting with different RGB values with various ramps/intensities allows for some kindof cool color effects. Maybe I could achieve this by adding three separate leds in the layout instead of the single RGB to get this type of effect?
You're correct; the animation editor assigns the same ramp value to all three ports for RGBs. For now, you'll have to update the xml file manually to set the ports individually. I'll try to enhance the ramp features in a future update.

By the way, I think your cp with the animation looks really cool!
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: lettuce on September 17, 2007, 01:32:39 pm
Can this latest version flash the player start buttons on a credit insert yet??
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: pod on September 17, 2007, 02:26:44 pm
Hi Arzoo, here's a very poor video of a couple of my animations using ramps. I'll try to get some better captures from a different cam. Mine does a very bad job of capturing the low intensity buttons (looks like the pwm freq on the led wiz is so low my cam captures it as flickering, it looks much better in person). Anyway, maybe it gives you some idea of how I'm using the animation editor with ramps.

http://home.comcast.net/~joedoubek/buttons.wmv (http://home.comcast.net/~joedoubek/buttons.wmv)

Something else I noticed, there doesn't seem to be a way to adjust the individual ramps on an RGB led, so it always shows ramp effects as white. Playing around with the ledwiz taskbar control and experimenting with different RGB values with various ramps/intensities allows for some kindof cool color effects. Maybe I could achieve this by adding three separate leds in the layout instead of the single RGB to get this type of effect?
You're correct; the animation editor assigns the same ramp value to all three ports for RGBs. For now, you'll have to update the xml file manually to set the ports individually. I'll try to enhance the ramp features in a future update.

By the way, I think your cp with the animation looks really cool!


Thanks Arzoo.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 17, 2007, 03:47:55 pm
Can this latest version flash the player start buttons on a credit insert yet??
As it stands, that would be a difficult feature to add. The mame output system does not support any type of coin indicator - this is by design. So the only way I see to do this would be for some app to sit in memory and monitor the keys pressed while mame is running. I believe that J5 can do this, but I could be wrong here. Anyway, using mame's output system, I've added a 'Pause' feature to LEDBlinky (not yet released), but unless the devs add a 'Coin' event to mame's output messages, I doubt I'll be adding a credit-blink feature. That's not to say it isn't a cool idea, just a pain to implement.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: Green Giant on September 17, 2007, 04:25:56 pm
Would it be easier to add an option to flash a button whenever the coin is pressed?  If it is easier to have it running all the time it shouldn't matter.

No telling if and when the mame devs will add that, so why not use the only method that would work right now.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on September 17, 2007, 04:37:54 pm
Can this latest version flash the player start buttons on a credit insert yet??
As it stands, that would be a difficult feature to add. The mame output system does not support any type of coin indicator - this is by design. So the only way I see to do this would be for some app to sit in memory and monitor the keys pressed while mame is running. I believe that J5 can do this, but I could be wrong here. Anyway, using mame's output system, I've added a 'Pause' feature to LEDBlinky (not yet released), but unless the devs add a 'Coin' event to mame's output messages, I doubt I'll be adding a credit-blink feature. That's not to say it isn't a cool idea, just a pain to implement.

Some games implement led0-ledx output's already so it's actually a very easy feature to add especially if you've already added support for the pause output message. An easy game to test this is DigDug. When you insert a coin for player 1 it will send led0 and set it's state to 1 and 0 which you just redirect to the player1 start led on and off. It works similarly for player 2 and player 2's start button. So your 99% there already, you just need to associate ledx output's to LED's on the LEDWiz. All I've done for my plugin at this stage is associate led0 with player 1 start button and led1 to player 2's start button.

Here is an example of the output from DigDug
Quote
mame_start
id 0 = 'digdug'
id 12346 = 'led0' <-- Player 1 Coin button is pressed
update_state: id=12346 (led0)  state=1
update_state: id=12346 (led0)  state=0
update_state: id=12346 (led0)  state=1
update_state: id=12346 (led0)  state=0
update_state: id=12346 (led0)  state=1
update_state: id=12346 (led0)  state=0
update_state: id=12346 (led0)  state=1
update_state: id=12346 (led0)  state=0
id 12345 = 'led1' <-- Player 2 Coin button is pressed
update_state: id=12345 (led1)  state=1
update_state: id=12346 (led0)  state=1
update_state: id=12345 (led1)  state=0
update_state: id=12346 (led0)  state=0
update_state: id=12345 (led1)  state=1
update_state: id=12346 (led0)  state=1
update_state: id=12345 (led1)  state=0
update_state: id=12346 (led0)  state=0
mame_stop
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 17, 2007, 04:52:25 pm
hk - I recall reading that only about 30 games support coin lights, can you confirm? I'm not sure if it's worth the effort for only a handful of games.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on September 17, 2007, 04:56:28 pm
You havn't read the MameInterop readme have you? ;)

I wrote a simple program to search out drivers with led, lamp or digit in them. Then I calculated the games that used these drivers and here are the very rough figures I got.

Quote
These are total approximations for Mame 0.111

- 1477 ROMs support led outputs
- 33 ROMs support lamp outputs
- 31 ROMs support digit outputs
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 17, 2007, 05:04:44 pm
You havn't read the MameInterop readme have you? ;)

I wrote a simple program to search out drivers with led, lamp or digit in them. Then I calculated the games that used these drivers and here are the very rough figures I got.

Quote
These are total approximations for Mame 0.111

- 1477 ROMs support led outputs
- 33 ROMs support lamp outputs
- 31 ROMs support digit outputs
Does this indicate that 1477 games provide an output message when the credit button is pressed? If that's the case, I guess it is worth the effort!
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on September 17, 2007, 05:12:05 pm
You havn't read the MameInterop readme have you? ;)

I wrote a simple program to search out drivers with led, lamp or digit in them. Then I calculated the games that used these drivers and here are the very rough figures I got.

Quote
These are total approximations for Mame 0.111

- 1477 ROMs support led outputs
- 33 ROMs support lamp outputs
- 31 ROMs support digit outputs
Does this indicate that 1477 games provide an output message when the credit button is pressed? If that's the case, I guess it is worth the effort!

Actually it doesn't mean that at all :) It means that ~1477 games have ledx outputs in their drivers. These could be led's for other things besides flashing start buttons _but_ I would say the majority of them are for this reason. But still alot of people use the ledutil program to flash the capslock/scroll lock lights on their keyboards using led0 and led1 outputs. Why not have it flash the player 1/2 start buttons using the LEDWiz instead? Makes sense to me. But there is no way to say without going through each game which one's are for that. But again, I would expect most of them are for that reason. In the MameInterop SDK readme.txt I give a list of games so you can actually test a few out.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: lettuce on September 17, 2007, 07:00:25 pm
well the main game i had in mind was Teenage Muntant Hero Turtles, with the UK version (and 99% of other konami 4 player games) when you inserted a coin the 4 player start buttons would flash and thats what ive based my CP player start buttons on, so TMHT defently has led0-ledx output's for P1 to 4 start buttons
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 17, 2007, 07:47:49 pm
well the main game i had in mind was Teenage Muntant Hero Turtles, with the UK version (and 99% of other konami 4 player games) when you inserted a coin the 4 player start buttons would flash and thats what ive based my CP player start buttons on, so TMHT defently has led0-ledx output's for P1 to 4 start buttons
I checked headkaze's readme and tested both those games (tmnt and tmht) and neither outputs the LED0 or LED1 messages.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on September 17, 2007, 11:10:08 pm
well the main game i had in mind was Teenage Muntant Hero Turtles, with the UK version (and 99% of other konami 4 player games) when you inserted a coin the 4 player start buttons would flash and thats what ive based my CP player start buttons on, so TMHT defently has led0-ledx output's for P1 to 4 start buttons
I checked headkaze's readme and tested both those games (tmnt and tmht) and neither outputs the LED0 or LED1 messages.

Not all outputs have been added to drivers yet. The output system was the brainchild of Aaron AFAIK but the more we use the output system, the more reason the Mame developers have to update drivers to support it. So I urge you arzoo to add support and then hopfully more games will be added later. I really want developers to get behind this idea because the output system has alot of potential for plugin and FE coders ;)

BTW The Teenage Mutant Ninja Turtle games are not in my list of support ledx outputs (yet). Sorry!
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: lettuce on September 18, 2007, 05:58:17 am
So theres no way for LEDBlinky to know when button 5 on a keyboard or I-PAC has been pressed and tell the LED-Wiz to flash a certain LED??
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 18, 2007, 08:04:08 am
So I urge you arzoo to add support and then hopfully more games will be added later. I really want developers to get behind this idea because the output system has alot of potential for plugin and FE coders ;)
Developer peer pressure  ;)
I've already coded mame.dll into LEDBlinky, so it's just a matter of responding to the messages. More effort is involved with coding the config app than the actual plugin. But hey, it's only time.  :)
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 18, 2007, 08:10:13 am
So theres no way for LEDBlinky to know when button 5 on a keyboard or I-PAC has been pressed and tell the LED-Wiz to flash a certain LED??
Not easily. The plugin would have to monitor mame keypresses - which I would consider hack coding.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on September 18, 2007, 12:15:37 pm
So I urge you arzoo to add support and then hopfully more games will be added later. I really want developers to get behind this idea because the output system has alot of potential for plugin and FE coders ;)
Developer peer pressure  ;)
I've already coded mame.dll into LEDBlinky, so it's just a matter of responding to the messages. More effort is involved with coding the config app than the actual plugin. But hey, it's only time.  :)

I actually hard coded my plugin to just turn on/off the LED's mapped to P1_START and P2_START. That saves any config changes. I know what you mean about that though, UI's and options are a total pain.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on September 19, 2007, 07:42:15 pm
I just noticed that your LED levels only go up to 48. There are actually 49 levels where 0 is off, 1 to 48 is a PMW signal and 49 is "all on".

Also how about including some sample lwax's in the archive? Like the ones I converted from lwa format. It's just nice to be able to load up some animations and see them in action.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: loadman on September 19, 2007, 08:53:33 pm
I just noticed that your LED levels only go up to 48. There are actually 49 levels where 0 is off, 1 to 48 is a PMW signal and 49 is "all on".
...sorry to sidetrack this thread.

Remind me that is only when using the dll not OCX right?

On my to list is to make the other ledw-wiz plug-in use lwax files and the standalone player.

Thanks arzoo for the lwax code and the dll examples (you sent a while back)
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on September 19, 2007, 09:44:29 pm
I just noticed that your LED levels only go up to 48. There are actually 49 levels where 0 is off, 1 to 48 is a PMW signal and 49 is "all on".
...sorry to sidetrack this thread.

Remind me that is only when using the dll not OCX right?

On my to list is to make the other ledw-wiz plug-in use lwax files and the standalone player.

Thanks arzoo for the lwax code and the dll examples (you sent a while back)

No the dll is fine with level 49, I don't know if the ocx can handle it though, you will have to ask Randy.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on September 20, 2007, 09:19:47 am
I just noticed that your LED levels only go up to 48. There are actually 49 levels where 0 is off, 1 to 48 is a PMW signal and 49 is "all on".

Also how about including some sample lwax's in the archive? Like the ones I converted from lwa format. It's just nice to be able to load up some animations and see them in action.
Although the sliders only go up to 48, the value written to the xml will be 49. The editor can load and play both LWA and LWAX formats, but I guess I should swap out the included LWA samples for the LWAX versions. Tx.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on October 14, 2007, 09:27:09 pm
Sorry to drag up the old subject of LED Animation formats, but if you were going to add support for the PacDrive wouldn't it make sense to change the lwax format to the following (and possibly changing the extension to .lax). Obviously the PacDrive would only need the State command.

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<LEDAnimation Device="LEDWiz">
  <Frame Number="1" Duration="35">
    <Intensity ID="0" Value="49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49" />
    <State ID="0" Value="0,1,1,1,0,0,1,0,1,1,1,0,1,1,0,0,0,0,1,1,1,0,1,1,0,1,0,0,1,1,0,0" GlobalPulse="3" />
  </Frame>
  <Frame Number="2" Duration="35">
    <State ID="0" Value="0,0,1,1,1,0,0,1,1,1,1,0,0,1,1,0,0,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0" GlobalPulse="3" />
  </Frame>
  <Frame Number="3" Duration="35">
    <State ID="0" Value="0,0,0,1,1,1,0,0,1,1,1,0,0,0,1,1,1,1,0,0,0,0,1,1,0,0,1,1,1,0,0,0" GlobalPulse="3" />
  </Frame>
</LEDAnimation>

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<LEDAnimation Device="PacDrive">
  <Frame Number="1" Duration="35">
    <State ID="0" Value="0,1,1,1,0,0,1,0,1,1,1,0,1,1,0,0" />
  </Frame>
  <Frame Number="2" Duration="35">
    <State ID="0" Value="0,0,1,1,1,0,0,1,1,1,1,0,0,1,1,0" />
  </Frame>
  <Frame Number="3" Duration="35">
    <State ID="0" Value="0,0,0,1,1,1,0,0,1,1,1,0,0,0,1,1" />
  </Frame>
</LEDAnimation>
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on October 15, 2007, 08:29:27 am
Definitely need to update the animation format to support the PAC-Drive, but I'd suggest that we put the Device property at the Intensity and State nodes.

Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<LEDAnimation>
  <Frame Number="1" Duration="35">
    <Intensity Device="LEDWiz" ID="1" Value="49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49" />
    <State Device="LEDWiz" ID="1" Value="0,1,1,1,0,0,1,0,1,1,1,0,1,1,0,0,0,0,1,1,1,0,1,1,0,1,0,0,1,1,0,0" GlobalPulse="3" />
    <State Device="PACDrive" ID="0" Value="0,0,0,1,1,1,0,0,1,1,1,0,0,0,1,1" /> 
 </Frame>
</LEDAnimation>
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on October 16, 2007, 02:24:46 pm
Cool, your way works better :) I guess we'll keep the .lwax extension.

Here are those default lwax files converted to the new format.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on October 26, 2007, 06:18:30 am
Hey arzoo I got the following error message when I open LEDBlinkyAnimationEditor.exe. It comes up just after it shows the message "No LEDWiz Devices Detected", so perhaps it's because I'm running it without a LEDWiz. Just thought I'd report this.
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: arzoo on November 02, 2007, 09:07:53 am
Hey arzoo I got the following error message when I open LEDBlinkyAnimationEditor.exe. It comes up just after it shows the message "No LEDWiz Devices Detected", so perhaps it's because I'm running it without a LEDWiz. Just thought I'd report this.

hk,
I tried running the animation editor without any devices and I could not reproduce the error. But that was using the new version (with PacDrive support) - a lot of core code changed so maybe I fixed it "accidentally". By the way, I tried your latest lwax files and they work great! I’ll include them with my next release (which is FINALLY ready for beta test). Thanks!
Title: Re: LEDBlinky Animation Editor (Beta v1.0.0.1)
Post by: headkaze on November 02, 2007, 12:46:44 pm
Hey arzoo I got the following error message when I open LEDBlinkyAnimationEditor.exe. It comes up just after it shows the message "No LEDWiz Devices Detected", so perhaps it's because I'm running it without a LEDWiz. Just thought I'd report this.

hk,
I tried running the animation editor without any devices and I could not reproduce the error. But that was using the new version (with PacDrive support) - a lot of core code changed so maybe I fixed it "accidentally". By the way, I tried your latest lwax files and they work great! I’ll include them with my next release (which is FINALLY ready for beta test). Thanks!

Good to hear :) I just finished adding PacDrive support to my plugin too. Seems to be working great. I think I'll wait until you get the next LED Anim Editor out before I try out making some custom lwax's. Yeah that lwax pack looks quite nice running on PacDrive & LEDWiz ;)