Build Your Own Arcade Controls Forum
Main => Software Forum => Topic started by: arzoo on January 20, 2009, 08:49:15 pm
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Beta testing is finished! Please download the latest version here (http://forum.arcadecontrols.com/index.php?topic=73905.0).
Update: The beta testing has been going well and a number of bugs have been identified and fixed, plus some new features added. Thanks to all the volunteer testers!
At this time, I don't think I'll need any additional testers. The official 3.7.4 release should be ready soon!
Hey all,
Some months ago I started to configure my mame rig for some other emulators (Daphne, etc.) and I quickly came to the conclusion that LEDBlinky was seriously lacking when it came to non-mame setups. :(
So I embarked on what has turned out to be a major overhaul of LEDBlinky's underlying data structures and a shiny new Controls Editor to ease configuration. Along the way, 6 ini files and the Color Profile app have bit the dust - all replaced by a single xml file and the new Controls Editor. :)
In addition I've added a few new features - Button Flash is cool, and also fixed a few bugs. Here's a complete list:
- New Controls Editor Tool. The application allows you to specify controls, colors, speech, and input code mapping for all emulators, roms, or batch files (including MAME override values). Manual editing of multiple control files is no longer required.
- Added 'Button Flash' feature which will flash all or active buttons when any is pressed. Button Flash is only enabled when the FE is active (not during game play).
- LEDBlinky will keep track of any emulators or roms/games for which no controls are defined. Using the Controls Editor, you can import the unknown games and then set up their controls.
- Combo buttons are now supported - you can configure a game to blink and speak actions for multiple buttons at the same time.
- LEDBlinky now has native support for Maximus Arcade (v2.10 official release or later).
- Added 'Quick Key' feature to the Generate Input Map application - this should make it a bit easier to configure LEDBlinky.
- Added support for lighting a trackball when HyperSpin FE is active.
- Fixed bug when speaking primary controls - removed unwanted characters. For example; Left Paren, Right Paren, etc.
- Fixed bug which prevented LEDBlinky from using MAME .cfg files beyond version .124 due to an xml layout change.
- Fixed bug which turned off all LEDs even when using 'No LEDs Mode' - this was a problem when using LEDBlinky for joystick mapping and other software to control LEDs.
- Removed 'Save Complete' message from LEDBlinky Configure app - it bugged me.
- Minor update to debug messages (including MaLa plugin) - the non-Verbose debug mode now provides more concise messages.
Normally I'm pretty comfortable that the code is working as it should, but so much has changed under the covers that I think some beta testing is in order. I'm looking for any volunteers who are current LEDBlinky users and who have other emulators (beyond mame) on their systems. Even if you don't have any other emulators and just want to confirm your LEDs light as expected - that would be a help.
If you'd like to try the beta, send me an email. I only ask that you report back any bugs or issues you find.
Thanks,
Arzoo
Here's a few screen shots of the Controls Editor...
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so this will work with FE's that support currently support LED Blinky?
I'd like to get this working with Maximus, what's the status with that?
It will be a little while till I get my system up and running but one I do I'd be happy to test this out for you!
Can't thank you enough for all your work on this :cheers:
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so this will work with FE's that support currently support LED Blinky?
I'd like to get this working with Maximus, what's the status with that?
It will be a little while till I get my system up and running but one I do I'd be happy to test this out for you!
Yes, and this LEDBlinky release does have integrated support for Maximus. But the latest Maximus beta still has a bug with LEDBlinky - it sends all the commands twice. This should be fixed in an upcoming Maximus beta release. But you can still give it a go if you want :)
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Bump - still looking for a few testers... anyone, anyone, Beuller
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so this will work with FE's that support currently support LED Blinky?
I'd like to get this working with Maximus, what's the status with that?
It will be a little while till I get my system up and running but one I do I'd be happy to test this out for you!
Yes, and this LEDBlinky release does have integrated support for Maximus. But the latest Maximus beta still has a bug with LEDBlinky - it sends all the commands twice. This should be fixed in an upcoming Maximus beta release. But you can still give it a go if you want :)
is that a problem other than an animations starting over?
does it affect the U360 functionality?
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is that a problem other than an animations starting over?
does it affect the U360 functionality?
Well, it will program the u360 twice, but that should not be a problem. If you turn off all the LED stuff and only use it for the u360, then the double commands should be transparent.
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On another thread I asked you about animations when making selections within the frontend. I was wondering if you put any more thought into that?
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On another thread I asked you about animations when making selections within the frontend. I was wondering if you put any more thought into that?
I did look into this, but that feature will not be trivial to implement and I wanted to get the current code into beta. It's on my list of requested enhancements.
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If you're still beta testing and interested, PM me. I gotta setup my non-mame emulators and have been putting it off anyways.
-csa
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I'll beta for you... I was never able to get my non mame emulators working so i'd love to give this a shot. i especially like the utility to update controls for unknown games.
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I'm ready to test er out
PM me whereto get the file
thanks
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I have a request for LEDBlinky Arzoo. If people are running LEDBlinky and CPWizard along with U360's when you pause Mame to enter CPWizard if the controls are in 2way mode for the current game you can't navigate the menu's properly. Is it possible you could add an option to select a profile when Mame is paused and set the correct map back when you unpause again?
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I have a request for LEDBlinky Arzoo. If people are running LEDBlinky and CPWizard along with U360's when you pause Mame to enter CPWizard if the controls are in 2way mode for the current game you can't navigate the menu's properly. Is it possible you could add an option to select a profile when Mame is paused and set the correct map back when you unpause again?
Shouldn't be a problem - I'll try to get that fix into the current beta.
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I have a request for LEDBlinky Arzoo. If people are running LEDBlinky and CPWizard along with U360's when you pause Mame to enter CPWizard if the controls are in 2way mode for the current game you can't navigate the menu's properly. Is it possible you could add an option to select a profile when Mame is paused and set the correct map back when you unpause again?
headkaze - do you think it will work if I set the u360 to 4-way when mame is paused, or is 8-way better?
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headkaze - do you think it will work if I set the u360 to 4-way when mame is paused, or is 8-way better?
For my U360 plugin I set it to 4-way as there is no need for diagonals in CPWizard. So 4-way is fine. Thanks mate! :cheers:
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On another thread I asked you about animations when making selections within the frontend. I was wondering if you put any more thought into that?
This will be included with the upcoming release (in beta now) :)
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U360 mapping and Maximus!!!!!! NOW WORKS! :cheers: :cheers: :cheers: :cheers:
still some issues with the LED's but it seems like mameseer and arzoo will have it resolved soon
you need MA 210.10 beta and the latest LedBlinky beta
Arzoo you rock!
hey, how do I add the tron hard 8 way corners map?
I made the map. I'm just not sure how to integrate it into the system
Thanks,
Bender
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hey, how do I add the tron hard 8 way corners map?
I made the map. I'm just not sure how to integrate it into the system
Hmm, I'm going to have to think about this. Currently, there's no way to set a custom map for a single game. I'm sure I can find a way.
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This will be included with the upcoming release (in beta now) :)
Sweet thanks! :cheers:
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hey, how do I add the tron hard 8 way corners map?
I made the map. I'm just not sure how to integrate it into the system
Hmm, I'm going to have to think about this. Currently, there's no way to set a custom map for a single game. I'm sure I can find a way.
That option would be great.
What maps does blinky use right now? The standard 8 way or the easy diagonals? And what are the others?
Thanks!
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arzoo: Just have an ini file with map overrides so you read the ini and if it contains an entry for the game then use that otherwise use the default map.
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That option would be great.
What maps does blinky use right now? The standard 8 way or the easy diagonals? And what are the others?
Thanks!
It uses the standard maps provided with the Ultramap software (but the file names have been changed). You can swap in any map you wish for each type of control (4-way, 8-way, etc.). As for individual game overrides - I'm adding that feature also, so it won't be a problem. Ironically, the current version of LEDBlinky (3.7.3) does have the override feature, but I 'accidentally' ::) removed it from the new version. Doh!
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Hey Arzoo
I'm currently trying to hook up 2 LEDWiz's to my cab and I'd be willing to test out the new Beta. I'd like to get into making my own animations too so hook a brother up!
PM sent too.
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If you still need some feedback I'll help out too I use the gameex FE though
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Thanks - but beta testing is finished. You can download the latest version here (http://forum.arcadecontrols.com/index.php?topic=73905.0).