The NEW Build Your Own Arcade Controls

Main => Software Forum => Topic started by: arzoo on November 26, 2007, 10:06:54 pm

Title: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
Post by: arzoo on November 26, 2007, 10:06:54 pm
LEDBlinky - Arcade LED Control software and Animation Editor (v6.6)

Version 6.6
LEDBlinky:
- Modified to use minimized data for mame.xml to improve startup performance.
- Added support for Ultimarc NanoLED controller. Note; the NanoLED firmware may require an upgrade for LEDBlinky to correctly identify the hardware. Please contact Ultimarc for the latest NanoLED firmware.
- Included the Controls.ini file with LEDBlinky installation.
- Other minor enhancements and bug fixes.
LEDBlinky_GX:
- Added option when GameEx is configured to run a random game from the screen saver.

Version 6.5
LEDBlinky:
- Added <Audio Animation> to FE Start-up Animation selection list.
- Added option to not speak joystick up/down/left/right actions.
- Added option to include always active controls when Demo Game Controls is enabled.
- Other minor enhancements and bug fixes.
Animation Editor:
- Added Copy and Paste functions.
- Added Set Color/Intensity functions for all frames or current frame to end.
- Added feature to view a grid of the entire animation.
- Added option to display LED Name under each LED when in Animation Edit mode.
- Many other enhancements and bug fixes!
Version 6.4
- Added LEDBlinky Output System. LEDBlinky can broadcast output data over TCP or UDP protocols for consumption by custom or third-party hardware to light LEDs.
- Added support for LaunchBox Controller values (in addition to Keyboard values).
- Other minor enhancements and bug fixes.
Version 6.3
- Added full support for LaunchBox and BigBox front ends.
- Added Color Adjust feature. This allows a global offset value (+/-) to be applied to individual ports so that color variations between buttons or other illuminated controls can be fine-tuned.
- Modified to identify mame.exe version and for version 0.176 and later, if necessary update mame.ini to enable legacy Output System.
- Modified to work with latest versions of mame and mame.xml.
- Other minor enhancements and bug fixes.
Version 6.2.2
- Added support for HyperSpin with RocketLauncher.
- Added option to use ROM/Game name as default for speaking the game name when a ROM/Game is not defined in the Controls Editor or a Name (Voice) is not specified.
- Recompiled with latest UltraStik 360 function library required to detect newer UltraStik 360 firmware.
- Modified Controls Editor to import MAME games from mame.xml version 0.162 and later.
- Other minor enhancements and bug fixes.
Version 6.2.1
- Added 'NoClear' parameter to Animation Start and Stop commands.
- Modified to support MAME.xml version 0.162 and later.
- Other minor enhancements and bug fixes.
Version 6.2
- Added native support for PinballX
- Added new command line option to manually light the controls for a specified game.
- Updated PacDrive32.dll via Ultimarc. Provides better performance for Ultimarc controllers.
- Other minor enhancements and bug fixes.
Version 6.1
- Added option to speak and blink the start and coin buttons on game start.
- Added option to speak and blink the FE Controls on startup.
- Added option to run the FE start animation for a single loop or a variable time specified in seconds. This is useful if you need to sync the LED animation with a FE video animation.
- Added variable Game Start delay in seconds. This option will add a delay after the FE game start event before LEDBlinky runs the configured Game Start options.
- Added option to load MAME configuration files (mame.xml, controls.ini, colors.ini) at start-up rather than when the emulator (MAME) is selected for the first time.
- Added new command line option to manually set one or more ports. So you can custom control the LEDs via batch or script file.
- Improved performance when loading animation files.
- Improved default voice actions when speaking HyperSpin controls; added pause after "Player 1..." and "Player 2...".
- Other minor enhancements and bug fixes.
Version 6.0
- Added support for the Ultimarc iPAC Ultimate I/O LED control hardware.
- Added support for the Wolfware Tech Howler LED control hardware.

See the readme (https://ledblinky.net/downloads/readme.txt) file for the complete list of updates.


Downloads, Features, Screen Shots, Demo Videos, Installation and Configuration Information, Support, and all things LEDBlinky can be found on the LEDBlinky.net (https://www.ledblinky.net) website.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on November 26, 2007, 10:07:34 pm
Nothing to see here - move along.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on November 27, 2007, 01:10:24 am
Fantastic to see this released Arzoo, great work! People will love this :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: loadman on November 27, 2007, 01:37:06 am
 :notworthy:
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: DaveMMR on November 27, 2007, 06:47:06 am
Awesome - can't wait to try it out!   Thanks!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: polaris on November 27, 2007, 04:21:54 pm
wow
i think this is exactly what im looking for,
i say i think as i dont fully understand it ;) im a bit slow with this software caper.
 
great skills dude and that goes out to all you software developers , im blown away by the abilities and generosity in making these things :cheers:

mucho respect
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: CM on November 27, 2007, 05:48:16 pm
 :notworthy:
I will try this out tonight!  My dual PacDrive setup may finally work!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: loadman on November 27, 2007, 06:04:04 pm
:notworthy:
I will try this out tonight!  My dual PacDrive setup may finally work!

:-)  FYI...  I'm sure Swindus will fix the native PacDrive bug eventually (using multiple PacDrives). He has not worked on MaLa for a while  :-)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: CM on November 27, 2007, 07:51:58 pm
:notworthy:
I will try this out tonight!  My dual PacDrive setup may finally work!

:-)  FYI...  I'm sure Swindus will fix the native PacDrive bug eventually (using multiple PacDrives). He has not worked on MaLa for a while  :-)

I'm a patient man  ;)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on November 28, 2007, 12:13:06 am
:notworthy:
I will try this out tonight!  My dual PacDrive setup may finally work!

:-)  FYI...  I'm sure Swindus will fix the native PacDrive bug eventually (using multiple PacDrives). He has not worked on MaLa for a while  :-)

LEDBlinky has gone far beyond Mala's native support for the PacDrive now. I'm fairly certain that even if Swindus added support for multiple PacDrives you'd still be better off using this plugin IMHO.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 18, 2008, 10:50:13 pm
This is an awesome plugin, started using it today. Now I'm new to the setup and I am having a few problems.... I have an asteroids layout but i can't get a couple of button's to light. I did remap them in  the game but still no luck. Also having the same problem with no matter what game it is. The button will light when in animation but will not light in Mame any ideas on this.  I am using Pac Drive's 2 of them.  ;D 

Thanks

Keg
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 19, 2008, 12:22:21 am
Arzoo: There also seems to be a few people (including me) who are getting access violations when running the LEDBlinky Animation Editor. Sorry I don't have a screenshot of it right now, but I can get one if needed.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 20, 2008, 01:49:34 am
I'm having a couple of issues which I am not sure are software or hardware related.  Hopefully someone can shed some light or point me in the right direction.  I am using version 3.0 of Blinky and a few of my control panel buttons are lit with RGB's driven by LED Wiz.  I have RGB's at P1B1, P1B3, P1B5 and P2B1, P2B3, P2B5.

First issue:  I am not getting all game controls lit up properly - eg.  Street Fighter 2 - Player one buttons 1,3,5 all light properly in correct colors, however player 2 only lights buttons 1 and 3 correctly - button 5 does not light at all.  I looked in the colors.ini file and it looks correct, even changed some of the colors to make sure I had the right ini file.  The RGB buttons all light up properly otherwise (Mala Start, Mala Exit, Game Pause, etc.)  This one really has me stumped.

2)  I am trying to get the "Flash start buttons when credits are available" to work properly but I am getting some weird behavior.  I have single LED's in the P1 and P2 buttons (driven by LED Wiz).  I have intensity set to 49 for both of them (no blinking).  When I get credits, the P1 and/or P2 lights flash in an erratic pattern with different time intervals - I can best describe the pattern as quick flash, pause, quick flash, pause, long flash, pause - and then it repeats.  I have had the exact same results on Galaga, Dig Dug, and Asteroids.  I have run the MameOutput utility to record the game outputs and everything looks good.  Unfortunately the utility does not report the length of time of each output state so I can't tell if this is a Mame issue or hardware issue.  I have tried various configurations - blinking/not blinking, active/inactive, etc. and still the same results.

ANy thoughts?
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 20, 2008, 08:41:36 am
I also have the same behavior for blink on credits flashes quick a couple of times then stay lit then back to quick flash ???
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 10:30:50 am
Arzoo: There also seems to be a few people (including me) who are getting access violations when running the LEDBlinky Animation Editor. Sorry I don't have a screenshot of it right now, but I can get one if needed.

hk,
When do you get the access violation, at startup, on exit, playing an animation? Tx.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 10:49:59 am
This is an awesome plugin, started using it today. Now I'm new to the setup and I am having a few problems.... I have an asteroids layout but i can't get a couple of button's to light. I did remap them in  the game but still no luck. Also having the same problem with no matter what game it is. The button will light when in animation but will not light in Mame any ideas on this.  I am using Pac Drive's 2 of them.  ;D 

Thanks

Keg

Kegger,
Seems like this is a config issue. I'll need to see the debug log. From the config app on the "More Options" tab, check "Enable Debug Log" and "Verbose Logging". Run some games and then send me a pm or post the debug.log results back here. Afterward, remember to uncheck the debug option.

By the way, I don't know which version of mame you're using, but I've noticed that at some point after .111 the Asteroids controls were changed from "3 buttons and a two-way joystick" to the more correct "5 buttons". But controls.dat (controls.ini) has not yet been updated, so the rotate left and rotate right buttons won't light - also the order of the button functions has changed. So if you're using a recent mame version, you can manually update controls.ini - here's the correct values:

P1NumButtons=5
P1Controls=
P1_BUTTON1=Rotate Left
P1_BUTTON2=Rotate Right
P1_BUTTON3=FIRE
P1_BUTTON4=THRUST
P1_BUTTON5=HYPER SPACE

As to the issue with the credit flashing feature - this turned out to be a major headache and a problem I've been working on for the past 3 weeks or so. It's actually not a bug in LEDBlinky but a thread priority issue between MaLa and Mame and LEDBlinky. Anyway, I have a fix which I'll post later this week.

Thanks,
arzoo
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 10:56:08 am
I'm having a couple of issues which I am not sure are software or hardware related.  Hopefully someone can shed some light or point me in the right direction.  I am using version 3.0 of Blinky and a few of my control panel buttons are lit with RGB's driven by LED Wiz.  I have RGB's at P1B1, P1B3, P1B5 and P2B1, P2B3, P2B5.

First issue:  I am not getting all game controls lit up properly - eg.  Street Fighter 2 - Player one buttons 1,3,5 all light properly in correct colors, however player 2 only lights buttons 1 and 3 correctly - button 5 does not light at all.  I looked in the colors.ini file and it looks correct, even changed some of the colors to make sure I had the right ini file.  The RGB buttons all light up properly otherwise (Mala Start, Mala Exit, Game Pause, etc.)  This one really has me stumped.

2)  I am trying to get the "Flash start buttons when credits are available" to work properly but I am getting some weird behavior.  I have single LED's in the P1 and P2 buttons (driven by LED Wiz).  I have intensity set to 49 for both of them (no blinking).  When I get credits, the P1 and/or P2 lights flash in an erratic pattern with different time intervals - I can best describe the pattern as quick flash, pause, quick flash, pause, long flash, pause - and then it repeats.  I have had the exact same results on Galaga, Dig Dug, and Asteroids.  I have run the MameOutput utility to record the game outputs and everything looks good.  Unfortunately the utility does not report the length of time of each output state so I can't tell if this is a Mame issue or hardware issue.  I have tried various configurations - blinking/not blinking, active/inactive, etc. and still the same results.

ANy thoughts?

rdenis,
Post or pm your debug.log (see my prior reply to kegger), and we can figure out why the button is not lighting correctly. I've also fixed the mame output timing issue - see my prior post. Tx.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 20, 2008, 12:02:03 pm
Here is the log

Great Job on the plugin It's Very Cool ;D

And Thank You for having a look, I'm using Mame122 so I will adjust the ini for Asteroids

Keg
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 20, 2008, 01:42:25 pm
Here is the log

Great Job on the plugin It's Very Cool ;D

And Thank You for having a look, I'm using Mame122 so I will adjust the ini for Asteroids

Keg

Ok, here's what I think the problem is - from the debug file, the only game you launched was Missile Command - and it seems that you have one of the buttons mapped to a joystick button and the other 2 buttons are mapped to mouse buttons, correct? I'm guessing that the LEDBlinky input map file (DevicePort-Input.ini) does not have the joystick and mouse button codes assigned to the various LEDWiz ports. For example, you should have JOYCODE_1_BUTTON7, MOUSECODE_2_BUTTON1, and MOUSECODE_2_BUTTON2 mapped to the correct LED ports - these are the Missile Command controls. Use the "Generate Input Map" tool to add the correct input codes.

If this doesn't make any sense, could you post your DevicePort-Input.ini file?

arzoo
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: kegger on January 20, 2008, 03:31:05 pm
Arzoo, That fixed it :cheers:

Sorry for the error's on my part and
Thanks again for the help.

Keg
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 01:12:00 am

As to the issue with the credit flashing feature - this turned out to be a major headache and a problem I've been working on for the past 3 weeks or so. It's actually not a bug in LEDBlinky but a thread priority issue between MaLa and Mame and LEDBlinky. Anyway, I have a fix which I'll post later this week.

Thanks,
arzoo

Cool - now I don't have to come up with a funky hardware solution - ie - putting an on/off switch inline with me pressing it on/off continuously once the credits are available!!  ;D
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 02:59:56 am
rdenis,
Post or pm your debug.log (see my prior reply to kegger), and we can figure out why the button is not lighting correctly. I've also fixed the mame output timing issue - see my prior post. Tx.

Okay I looked at the debug file and looked like a MAME config issue - went into a game and selected Admin menu/General Controls and selected Player 2 controls.  Sure enough Player 2 buttons 4,5,6,7 were mapped to Joycodes with no corresponding Keyboard input.  I manually overode the default configs to have keyboard inputs and the lighting works now.  However, with the override, I lost the original Joycodes (not sure it matters or not?) and the change in mapping I made within MAME is not reflected in the Control-Input_mame.ini file which says it is generated by GenMameDefault.exe from the Mame Source file (input.c).  I ran (double clicked) GenMameDefault.exe again and while it seemed to do something my  Control-Input_mame.ini file is still the same.  Huh?  Me confused. ???

The short answer is I got it working - but I don't really understand how.  I seem to recall in the dark recesses of my mind that MAME does not assign keyboard inputs beyond four buttons but I thought that was only for Players 3 and 4.

Anyhoo, it works, I don't know why - but I would like to know the proper way to correct this for future reference.  If someone asked me tomorrow how to fix it I'd tell them they were high.  :dizzy:
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 03:59:32 am
Alright I think I am starting to figure some of this out - put all my Mame General Input controls back to default configurations and then added the relevant Joycodes in GenLEdBlinkyInput for all my buttons.  Works like a charm now.

Another thing I am trying to figure out is how to light the Player and Credit buttons at the same time the game controls are dislayed when scrolling in the Mala UI screen.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 21, 2008, 10:06:10 am
Alright I think I am starting to figure some of this out - put all my Mame General Input controls back to default configurations and then added the relevant Joycodes in GenLEdBlinkyInput for all my buttons.  Works like a charm now.
rdenis,
Glad you got it working!

The thing to remember when using the GenLEDBlinkyInputMap is that you need to assign the same keycode, joycode, or mousecode to each LED port as is physically wired to the keyboard or joystick encoder. So for example, if player 2 button 5 is wired to a joystick encoder, joystick 2 button 1, then use JOYCODE_2_BUTTON1. But if it's wired to a keboard encoder, "Y", then use KEYCODE_Y. But again, you've got it working so that's all that counts!  :)

Just for reference - for a control that has never been remapped within Mame, LEDBlinky uses the value in Control_Input_mame.ini. When you remap a control in the General Input section (which effects all games), LEDBlinky uses the Default.cfg file (in the Mame cfg folder). And when you remap controls for a specific game, LEDBlinky uses the <rom>.cfg file.

You should never really need to run the GenMameDefault.exe app - in fact I've removed from the most recent LEDBlinky install because it's of no use anymore. You can delete it.

Quote
Another thing I am trying to figure out is how to light the Player and Credit buttons at the same time the game controls are dislayed when scrolling in the Mala UI screen.

This is a new feature that I've already added for the next release. It will work for both the MaLa scrolling and during game play.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: rdenis on January 21, 2008, 11:34:03 am
Thanks Arzoo - this is an awesome app!!! :cheers:
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: iano on January 21, 2008, 09:55:20 pm
Hi Arzoo. I have 2 problems with the ledblinky animation editor. My first problem is violation access errors. They occur everytime i try to create a cp layout (by selecting the deviceport-input file). Please see screenshots. The 2nd problem i'm having is i have a trackball with 4 single leds wired to 4 ports of my ledwiz. I have given them mousecodes but when i try to create a cp layout (i did manage to open it once without a violation access error) i only see one led on my cp layout instead of 4 leds. I would like to be able to control the 4 trackball leds individually for animation purposes. Any advice would be great. Thanks for the app.

ian.

 :)

[LEDWiz-Device1]
Port01=P1Coin,S,KEYCODE_5
Port04=P1B1,R,KEYCODE_LCONTROL
Port05=P1B1,G,KEYCODE_LCONTROL
Port06=P1B1,B,KEYCODE_LCONTROL
Port07=P1B2,R,KEYCODE_LALT
Port08=P1B2,G,KEYCODE_LALT
Port09=P1B2,B,KEYCODE_LALT
Port10=P1B3,R,KEYCODE_SPACE
Port11=P1B3,G,KEYCODE_SPACE
Port12=P1B3,B,KEYCODE_SPACE
Port13=P1B4,R,KEYCODE_LSHIFT
Port14=P1B4,G,KEYCODE_LSHIFT
Port15=P1B4,B,KEYCODE_LSHIFT
Port21=P1B5,R,KEYCODE_Z
Port22=P1B5,G,KEYCODE_Z
Port23=P1B5,B,KEYCODE_Z
Port24=P1B6,R,KEYCODE_X
Port25=P1B6,G,KEYCODE_X
Port26=P1B6,B,KEYCODE_X
Port27=P1B7,R,KEYCODE_C
Port28=P1B7,G,KEYCODE_C
Port29=P1B7,B,KEYCODE_C
Port30=P1B8,R,KEYCODE_V
Port31=P1B8,G,KEYCODE_V
Port32=P1B8,B,KEYCODE_V
Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT
[LEDWiz-Device2]
Port01=P2Coin,S,KEYCODE_6
Port04=P2B1,R,KEYCODE_A
Port05=P2B1,G,KEYCODE_A
Port06=P2B1,B,KEYCODE_A
Port07=P2B2,R,KEYCODE_S
Port08=P2B2,G,KEYCODE_S
Port09=P2B2,B,KEYCODE_S
Port10=P2B3,R,KEYCODE_Q
Port11=P2B3,G,KEYCODE_Q
Port12=P2B3,B,KEYCODE_Q
Port13=P2B4,R,KEYCODE_W
Port14=P2B4,G,KEYCODE_W
Port15=P2B4,B,KEYCODE_W
Port21=P2B5,R,KEYCODE_I
Port22=P2B5,G,KEYCODE_I
Port23=P2B5,B,KEYCODE_I
Port24=P2B6,R,KEYCODE_K
Port25=P2B6,G,KEYCODE_K
Port26=P2B6,B,KEYCODE_K
Port27=P2B7,R,KEYCODE_J
Port28=P2B7,G,KEYCODE_J
Port29=P2B7,B,KEYCODE_J
Port30=P2B8,R,KEYCODE_L
Port31=P2B8,G,KEYCODE_L
Port32=P2B8,B,KEYCODE_L

Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 21, 2008, 10:16:13 pm
Arzoo: I just wanted to add that iano's errors are the same I was getting. Sorry I don't have access to my cab at the moment but they are the same errors anyway. They seem to occur when trying to open the deviceport-input or closing the application.

Also that deviceport-input file that iano has posted is generated by my plugin. Can you let me know if I need to do anything different when creating that file? Perhaps it's something in that file your program is not liking?

Thanks mate appreciate your time :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 22, 2008, 09:21:04 am
Hi Arzoo. I have 2 problems with the ledblinky animation editor. My first problem is violation access errors. They occur everytime i try to create a cp layout (by selecting the deviceport-input file). Please see screenshots. The 2nd problem i'm having is i have a trackball with 4 single leds wired to 4 ports of my ledwiz. I have given them mousecodes but when i try to create a cp layout (i did manage to open it once without a violation access error) i only see one led on my cp layout instead of 4 leds. I would like to be able to control the 4 trackball leds individually for animation purposes. Any advice would be great. Thanks for the app.

ian.

 :)

Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT

Ian,
Looking at your DevicePort-Input.ini, I noticed that you don't have any port labels defined for ports 17, 18, 19, and 20 on device 1 (the mouse ports). I wonder if that's the problem? I'll look over my code tonight and see what's going on.

By the way - that's an awesome idea to use 4 LEDs under the mouse to indicate up/down/left/right. I only wired three LEDs under my mouse, and they're in a triangle pattern - looks like I'll be reworking that! As long as you provide a different port label for each mouse LED, the animation editor will treat them as separate controls.

arzoo
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 22, 2008, 09:36:04 am
Hi Arzoo. I have 2 problems with the ledblinky animation editor. My first problem is violation access errors. They occur everytime i try to create a cp layout (by selecting the deviceport-input file). Please see screenshots. The 2nd problem i'm having is i have a trackball with 4 single leds wired to 4 ports of my ledwiz. I have given them mousecodes but when i try to create a cp layout (i did manage to open it once without a violation access error) i only see one led on my cp layout instead of 4 leds. I would like to be able to control the 4 trackball leds individually for animation purposes. Any advice would be great. Thanks for the app.

ian.

 :)

Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT

Ian,
Looking at your DevicePort-Input.ini, I noticed that you don't have any port labels defined for ports 17, 18, 19, and 20 on device 1 (the mouse ports). I wonder if that's the problem? I'll look over my code tonight and see what's going on.

By the way - that's an awesome idea to use 4 LEDs under the mouse to indicate up/down/left/right. I only wired three LEDs under my mouse, and they're in a triangle pattern - looks like I'll be reworking that! As long as you provide a different port label for each mouse LED, the animation editor will treat them as separate controls.

arzoo


Arzoo, I just noticed that my plugin generates the following for P1_CUSTOM1, P1_CUSTOM2, P1_CUSTOM3 and P1_CUSTOM4...

Port17=,S,MOUSECODE_1_UP
Port18=,S,MOUSECODE_1_RIGHT
Port19=,S,MOUSECODE_1_DOWN
Port20=,S,MOUSECODE_1_LEFT

Since you didn't have any name that matched my custom ones. Any chance you could add them in for the case when someone needs 4 inputs for the trackball?

Or maybe we should make it P1_TRACKBALL1, P1_TRACKBALL2, P1_TRACKBALL3 & P1_TRACKBALL4?
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 22, 2008, 09:55:02 am
hk,
The port label (1st value in comma separated string) can be anything you want - it's just a tag to help identify each button and it also ties together the RGB ports. Also, the 3rd value is the input code and that's only required for my LEDBlinky app. So if you're only using the animation editor, you don't need to specify any input code. This should work fine:

Port17=P1_TRACKBALL1,S,
Port18=P1_TRACKBALL2,S,
Port19=P1_TRACKBALL3,S,
Port20=P1_TRACKBALL4,S,

OR this:

Port17=MOUSE_UP,S,
Port18=MOUSE_DOWN,S,
Port19=MOUSE_LEFT,S,
Port20=MOUSE_RIGHT,S,
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 22, 2008, 10:26:31 am
Arzoo: Thanks mate :)

iano: I have released a new version of the plugin so it will output names for all entries in the DevicePort-Input.ini file. So you can download that and it will generate a new file when you exit the config or just put in some dummy names in there.

Eg.
Code: [Select]
Port17=Trackball1,S,MOUSECODE_1_UP
Port18=Trackball2,S,MOUSECODE_1_RIGHT
Port19=Trackball3,S,MOUSECODE_1_DOWN
Port20=Trackball4,S,MOUSECODE_1_LEFT

Now we just need arzoo to check out the errors :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 22, 2008, 10:33:06 am
Now we just need arzoo to check out the errors :)

If you provide the port labels for all the ports, do you still get the error?
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 22, 2008, 10:56:40 am
Now we just need arzoo to check out the errors :)

If you provide the port labels for all the ports, do you still get the error?

It's not the port labels causing it because it doesn't crash on my dev machine when I use a DevicePort-Input.ini generated by my plugin. I have the PACDrive here to test and it works fine.

Okay I just booted up my cab and it's not crashing for me anymore on there either :) So iano you might want to try the new DevicePort-Input.ini and download the latest Animation Editor from this thread.

Cool, now I can make some custom animations for my cab :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: iano on January 22, 2008, 10:31:34 pm
Big thank you Guys ! Everything seems to be working great now !

 :)
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: headkaze on January 23, 2008, 05:08:59 am
A few suggestions Arzoo for your LEDBlinky Animation Editor (if you don't mind) when you click an led the color sliders don't adjust to the color of the selected led. So when you go to change the color it will start at white. Also, for every frame intensity is set, even if the values are the same between two frames. The intensity command is quite bandwidth expensive.  Perhaps add a button called "Optimize" which will got through and remove commands that repeat between frames (or even better would be to calculate that "on the fly"). Also I noticed it changes commands that are sent to id 0 (all) into individual commands for each id 1 and 2. Not sure why it would do that (again if the state/intensity of led's for id 1 and 2 are the same you could have it send it to id 0). It also seemed to remove the PacDrive commands because I didn't have it plugged in. I'm not sure why the display is so slow as your only drawing a few ellipses with some text. GDI+ should be fast enough to draw the frames in realtime. Finally I like the new animation control buttons but it would make sense to also add a |> play button that turns into || pause when it's playing. Thanks!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on January 23, 2008, 09:08:43 am
A few suggestions Arzoo for your LEDBlinky Animation Editor (if you don't mind) when you click an led the color sliders don't adjust to the color of the selected led. So when you go to change the color it will start at white.
I agree - but it was a 50/50 decision - should clicking the button set the current color or clicking the current color set the button? There are times when I'm working on an animation and I feel it should work the way you describe - but other times it seems right the way it is. Anyway, you can right-click a button and select "Get Color" which sets the current color box.
Quote
Also, for every frame intensity is set, even if the values are the same between two frames. The intensity command is quite bandwidth expensive.  Perhaps add a button called "Optimize" which will got through and remove commands that repeat between frames (or even better would be to calculate that "on the fly").
The editor handles each frame individually with no memory of the prior frame. But when you save the animation is will be fully optimized.
Quote
Also I noticed it changes commands that are sent to id 0 (all) into individual commands for each id 1 and 2. Not sure why it would do that (again if the state/intensity of led's for id 1 and 2 are the same you could have it send it to id 0).
Here's my thinking on this - the editor works with individual buttons, not ports. So the concept of all on or off across multiple devices doesn't make sense. Conceivably you could wire RGBs across devices.
Quote
It also seemed to remove the PacDrive commands because I didn't have it plugged in.
Not sure about this, I'll have to try it myself.
Quote
I'm not sure why the display is so slow as your only drawing a few ellipses with some text. GDI+ should be fast enough to draw the frames in realtime.
A lot is going on under the covers - but I agree, it should be faster. I'll see what I can do.
Quote
Finally I like the new animation control buttons but it would make sense to also add a |> play button that turns into || pause when it's playing. Thanks!
Good idea. Thanks for the feedback!
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: milhouse on February 11, 2008, 10:16:29 am
Is there a way to have LEDs for each Player buttons light within Mala, so that you can tell how many players a game supports? 

Right now, my Players 1-4 buttons are off in Mala and it would be cool if they would light depending on whether the game was a one player or four player game etc.
Title: Re: LEDBlinky MaLa Plugin and Animation Editor - Version 3.0
Post by: arzoo on February 11, 2008, 10:23:58 am
Is there a way to have LEDs for each Player buttons light within Mala, so that you can tell how many players a game supports? 

Right now, my Players 1-4 buttons are off in Mala and it would be cool if they would light depending on whether the game was a one player or four player game etc.

milhouse - great timing! I'm about to release a LEDBlinky update within a few minutes that includes the feature you are requesting.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 11, 2008, 11:01:59 am
Version 3.5 released - see 1st post  (http://forum.arcadecontrols.com/index.php?topic=73905.0) for details and download links.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 11, 2008, 11:03:15 am
Great job!!

Just one point , in the documentation i think you have forgotten to update your index table.  ;)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 11, 2008, 11:11:46 am
Great job!!

Just one point , in the documentation i think you have forgotten to update your index table.  ;)

I updated the page numbers but forgot that some of the headings were changed. Good catch - thanks! The downloads have been updated.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: milhouse on February 12, 2008, 09:34:14 am
Quick question as I don't have my cab with my right now - is there are way to light different LEDs based on whether the game is a 4-way/8-way/Analog/Diagonal?

And thanks for the update - its a great plugin.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: kegger on February 12, 2008, 10:15:16 am
Great Job, I have been using it and it has been working fine for me ver. 3.5

Nice Work :cheers:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 12, 2008, 11:23:08 am
Quick question as I don't have my cab with my right now - is there are way to light different LEDs based on whether the game is a 4-way/8-way/Analog/Diagonal?

And thanks for the update - its a great plugin.
As it stands all you could do is light a button based on the input codes for up/down/left/right or analog. There would be no way to distinguish between 4-way and 8-way, nor would there be any way to identify 2-way or 4-way diagonal. So basically the answer is no.

I've considered adding LEDs around my 49-way on my cp to indicate the current mode. So I may add this feature to LEDBlinky in a future release.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: milhouse on February 12, 2008, 11:31:50 am
As it stands all you could do is light a button based on the input codes for up/down/left/right or analog. There would be no way to distinguish between 4-way and 8-way, nor would there be any way to identify 2-way or 4-way diagonal. So basically the answer is no.

Well, its a great plugin even without it.  It would just be very useful to those of us who use a T-Stick Plus, so that you can change the action on the stick depending on the game.



Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: rdenis on February 18, 2008, 04:22:33 pm
Vista 64 Issues:

Just finsihed setting up a Vista 64 bit machine with Mame 122, Mala and LED Blinky 3.5.  Some weird stuff happens in the 64 bit world with Blinky 3.5:

1)  Microsoft Sam has been replaced with Microsoft Anna in the 64 bit OS.  Microsoft Mary and David install but when you try and select them in the Other Options menu of Blinky, there is an error.

2)  Speech only enables AFTER pausing a game (where you have selected the Mame in game option to speak and flash controls when pausing or entering the admin menu).  Once you do this, all speech options seem to work (except I can't confirm when Mala starts as you need to go ingame and pause first....).

Weird huh?  Not sure if anyone has encountered the above or if Arzoo has any suggestions.  I haven't noticed any other weird issues with Vista 64 but I'll post if I do.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 19, 2008, 10:41:33 am
Vista 64 Issues:

Just finsihed setting up a Vista 64 bit machine with Mame 122, Mala and LED Blinky 3.5.  Some weird stuff happens in the 64 bit world with Blinky 3.5:

1)  Microsoft Sam has been replaced with Microsoft Anna in the 64 bit OS.  Microsoft Mary and David install but when you try and select them in the Other Options menu of Blinky, there is an error.

2)  Speech only enables AFTER pausing a game (where you have selected the Mame in game option to speak and flash controls when pausing or entering the admin menu).  Once you do this, all speech options seem to work (except I can't confirm when Mala starts as you need to go ingame and pause first....).

Weird huh?  Not sure if anyone has encountered the above or if Arzoo has any suggestions.  I haven't noticed any other weird issues with Vista 64 but I'll post if I do.


rdenis,
I've been working on a minor update to LEDBlinky which may solve the Vista issue. The current version of the LEDBlinky MaLa plugin works in a synchronous mode - MaLa waits for LEDBlinky to complete each event (FEStart, GameStart, ScreensaverStart, etc.). My updated version allows MaLa to run asynchronously - it's possible that this will solve the speech problem, but that's just a stab in the dark. I'll send you a pm with a link to the update.

To all LEDBlinky users,
While I'm on the subject - here's some info on this latest update. A number of people have asked for the ability to light LEDs based on the joystick configuration (8-way, 4-way, diagonal, etc.). My cp has a 49-way wired to a GP-Wiz49 for digital restriction, so I too considered adding LED's around the joystick to indicate its current mode. Adding this feature was relatively simple. I also added a feature to speak the primary controls. For example, if you start Tron it will speak and blink the button functions and then speak "Primary Control 8-way Triggerstick and Spinner".

Then I got to thinking about my need to set the GP-Wiz49 mode when each game starts. I had planned on creating a new MaLa plugin for this. But it makes no sense for a second plugin to load all the controls.dat and mame.xml data into memory when LEDBlinky already has that data. So even thought it's out-of-scope for LEDBlinky to set the digital joystick mode, I'm going to add that feature - it's literally no more than 10 lines of code beyond what I'm already doing. If it's not too difficult, I'll also add support for the Ultimarc 360. For those (most) who don't need this, the feature will be disabled by default.

One other new feature - well it's not really new - I've fixed the "Abort Speech" option which turns out to be broken in v3.5. Prior to 3.5, LEDBlinky ran in the same thread as MaLa and hence it was able to detect FE key presses so that a user could abort the control speaking/blinking by pressing any button. But with v3.5, LEDBlinky runs in its own thread and requires a new method to detect key presses. The advantage to this new design it that LEDBlinky can now also detect a key press from mame, so you can abort the control speaking/blinking when mame is paused. But don't worry, I'm only checking the key messages for the brief period when LEDBlinky is speaking and blinking - otherwise the key hook is turned off.

Coding is 90% complete and the release should be ready in a few weeks. :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 19, 2008, 08:24:59 pm

Hey Arzoo this seems to be a great application. I just cant seem to get it to work in AtomicFE. I have followed all of the instructions in the document but I don't get anything at all. In all of the LED Blinkey apps it seems my LEDS function correctly. It seems that none of the information is getting over to Atomic FE. Can you help me at all with this?
 :-\
I have run the GenLEDBlinkyInputMap.exe and completed that. All my lights work correctly in there. Then I ran the LEDBlinkyConfig.exe. All of my animation tests work fine. I do get an error when I try to test any of the speaking options "SAPI Error Speaking: OLE error 8004503a" that's is a very cool feature but all i really want are for my LEDs to respond. I'm not too concerned about the voices. Like I say every hing seems fine until I run Atomic FE. Nothing happens....  :cry:

Please Help I have been working on this for over 24 hours and cant sleep....  :banghead:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 19, 2008, 11:19:12 pm

Hey Arzoo this seems to be a great application. I just cant seem to get it to work in AtomicFE. I have followed all of the instructions in the document but I don't get anything at all. In all of the LED Blinkey apps it seems my LEDS function correctly. It seems that none of the information is getting over to Atomic FE. Can you help me at all with this?
 :-\
I have run the GenLEDBlinkyInputMap.exe and completed that. All my lights work correctly in there. Then I ran the LEDBlinkyConfig.exe. All of my animation tests work fine. I do get an error when I try to test any of the speaking options "SAPI Error Speaking: OLE error 8004503a" that's is a very cool feature but all i really want are for my LEDs to respond. I'm not too concerned about the voices. Like I say every hing seems fine until I run Atomic FE. Nothing happens....  :cry:

Please Help I have been working on this for over 24 hours and cant sleep....  :banghead:

CatttDaddy - go to sleep!   ;)
Then, after you wake up, run the config app and turn on the debug log (Misc Options tab). Also check the Verbose option. Run Atomic and launch a game. Then check the LEDBlinky folder and post the debug.log file back here.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 19, 2008, 11:46:23 pm
CatttDaddy,
I just thought of something - did you activate the LEDBlinky plugin in the AtomicManager? On the General tab, check the Advanced Options box, then select the Advanced tab. Go to the Plugin's tab, and enable the LEDBlinky plugin. Hopefully this was your problem. If not, get me the debug log.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 20, 2008, 12:23:26 am
Ok after trying to get this debug file created I think I see part of the problem.   :banghead: I see that the LEDBlinky must be executed in order for the debug to be created. Well the LEDBlinky is not being executed.
I have the 2 AtomicFE Files in the plugins folder
LEDBlinky.atoplug
LEDBlinky.plugcfg

I even put
Mala and GameEX in there just to see if it helps... it didn't.  :dunno
I checked the structure and everything seems ok...

I just totally reinstalled the plugin and get the same thing.  :hissy:

After looking into AtomicManager I see that the LEDBlinky plugin is over on the left side under available plugins. When I move it over to Enabled plugins and save, it will not save.  ??? If I reopen the cfg its not over there.
also just a little more information I am using AtomicFE in "plugnplay" mode...
 :-\
Any further help would very much be appreciated... I would really love to get this to work....  :cry:

I do thank you for trying to help me  :notworthy:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 20, 2008, 04:01:09 am
Hi CatttDaddy,

to make work the plug'n in plugnplay mode. I suggest you go on my Forums and ask the question here. I will help you to make the plugin start.

when it starts, if you have question on LedBlinky itself you can go back here to ask arzoo.  :)

Note: i know you used LEDWIZ Built'n support in Atomic too. If you use Arzoo plugins don't forget to disable the build'n support. (uncheck "use ledwizard" check box).
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 20, 2008, 08:05:03 am
Ok after trying to get this debug file created I think I see part of the problem.   :banghead: I see that the LEDBlinky must be executed in order for the debug to be created. Well the LEDBlinky is not being executed.
I have the 2 AtomicFE Files in the plugins folder
LEDBlinky.atoplug
LEDBlinky.plugcfg

I even put
Mala and GameEX in there just to see if it helps... it didn't.  :dunno
I checked the structure and everything seems ok...

I just totally reinstalled the plugin and get the same thing.  :hissy:

After looking into AtomicManager I see that the LEDBlinky plugin is over on the left side under available plugins. When I move it over to Enabled plugins and save, it will not save.  ??? If I reopen the cfg its not over there.
also just a little more information I am using AtomicFE in "plugnplay" mode...
 :-\
Any further help would very much be appreciated... I would really love to get this to work....  :cry:

I do thank you for trying to help me  :notworthy:

CatttDaddy,
I've noticed that also - when you enable a plugin and then reload the config (AtomicManager), it does not show up in the enabled list - but it should still work. Look in your plugins folder for a file like this: atomic019.cfg.plugin.load. In that file you should see LEDBlinky. If not, then it's not enabled.

When you enabled the debug option, was the debug.log file generated? If it was, then the plugin is loading and the problem is not Atomic - I can't fix the problem without seeing that file. If there's no debug.log file, then the plugin is not loading.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 20, 2008, 09:00:12 am
Quote
I've noticed that also - when you enable a plugin and then reload the config (AtomicManager), it does not show up in the enabled list


i have just checked. In fact this problem occurs when the "plugin folder" point to a relative folder.

to make it work. Click on the "..." button next the Plugin folder field, navigate to <atomicfe>\plugins  .   Then you should have a full path in the field.  And it should work now. 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 20, 2008, 02:29:04 pm
Hello, Cattts internet went down and he asked me to check this forum for him.

The "..." folder fix seems to have helped, now he can see the plug-in and the lights blink.

He said to thank you for the help, he will reply himself later.

signed- Cattts girl
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 20, 2008, 04:17:26 pm
CatttDaddy,
Glad you got LEDBlinky blinking! In regards to the OLE error 8004503a error with the speech - I think you may need to install the Microsoft SAPI 5.1 software. Normally it comes with WinXP, but I don't know what version of Windows you're using. From Windows control panel, go to Speech and see if the Text To Speech feature is installed and working. If not, you can download from MS.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 21, 2008, 08:37:55 am
Hey my Internet was down yesterday.
I hate say it but my LEDBlinkys blinked.... like once  :banghead:
I got a few blinks in "one" of the sub menus in AtomicFE. they no longer blink at all what I did was to change all the paths to the AtomicFE/plugins/ folder and now none of them work at all...
I tried putting it back the way it was but nothing.  :hissy:

Again I am getting the same thing as before....
None of the lights are coming on or opening the LEDBlinky.exe to even produce a Debug.log  :timebomb:

This is F'ed  :censored: up.
First to even use LEDBlinky I updated my mame from 106 to this new mame123 and the sound on all my games is jacked up and runs slow.  :badmood:  Now I cant even get the lights running on this stupid thing...  :cry:
I been up all night again trying to get this to work and now Im back to step one!
 :dizzy:
I have a few questions....  :soapbox:
Has anyone been able to get Atomic running with LEDBlinkey that are using PlugnPlay modules?
I keep seeing Mala people that have this working fine Is Mala a better front end than AtomicFE over all?  ???
I tried Mala and didnt like the editor. I love AtomicFE for the ability to edit the layouts.

Im sorry, I am just tired and sick of this arcade machine. I want it working the way it was even if I have to say screw the LEDs.  :'(

Any other tips or tricks you can offer? Would my old Debug.log when it did blink a few times help?  ???

please help...  :timebomb:
 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 09:14:34 am
CatttDaddy,
You're having trouble - we get it - too many emoticons.

I'm sure we can figure this out. But I'm still not sure if the problem is the Atomic configuration or the LEDBlinky configuration. Please post the debug.log file if you have one.

Try this, run Atomic and then Alt-Tab to some other open application so you can see your taskbar. Do you see the LEDBlinky icon in the system tray?

If not, then Atomic is not launching the plugin for some reason - you'll need to get help from the Atomic forum. If LEDBlinky is in the system tray, then please post the debug.log.

As for MaLa vs. Atomic - it's all personal preference. If you like Atomic then stick with it. I only recently modified LEDBlinky to work with Atomic - you may be the first to use it (beyond my testing). Anyway, don't give up on the LEDs!

arzoo

LEDBlinky icon in system tray:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 21, 2008, 09:37:33 am
Sorry, I just like emocons...  ;)

Well no the LEDBlinky isnt launching and not showing up in the task bar.
here is my old debug.log though

[02/20/2008 13:27:07]
[02/20/2008 13:27:07] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:27:07] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:27:07]
[02/20/2008 13:27:07] LEDBlinky v3.5.0.0
[02/20/2008 13:27:07] Event: FEStart
[02/20/2008 13:27:07] Settings.ini ******************** BEGIN
[02/20/2008 13:27:07] [GameOptions]
[02/20/2008 13:27:07] LightGameControls=1
[02/20/2008 13:27:07] GamePauseSpeakControls=0
[02/20/2008 13:27:07] GamePauseLWAFile=
[02/20/2008 13:27:07] UseMameOutputs=1
[02/20/2008 13:27:07] LightPlayerStartCoin=0
[02/20/2008 13:27:07] GameStartLWAFile=
[02/20/2008 13:27:07] GameStartSpeakControls=0
[02/20/2008 13:27:07] GameStartSpeakName=0
[02/20/2008 13:27:07] GameStartStrobeName=0
[02/20/2008 13:27:07] GameStartSpeakText=
[02/20/2008 13:27:07] GameStartStrobeText=0
[02/20/2008 13:27:07] AbortSpeechAnyKey=1
[02/20/2008 13:27:07] [FEOptions]
[02/20/2008 13:27:07] FE=ATOMICFE
[02/20/2008 13:27:07] LightFEControls=1
[02/20/2008 13:27:07] DemoGameControls=1
[02/20/2008 13:27:07] DemoScrollDelay=0
[02/20/2008 13:27:07] DemoDuration=5
[02/20/2008 13:27:07] FELWAFile=
[02/20/2008 13:27:07] FEScreenSaverLWAFile=
[02/20/2008 13:27:07] FEScreenSaverRandomText=0
[02/20/2008 13:27:07] FEScreenSaverRandomTextDelay=60
[02/20/2008 13:27:07] FEScreenSaverRandomTextBerzerkMode=0
[02/20/2008 13:27:07] FEStartLWAFile=curtainclose.lwax
[02/20/2008 13:27:07] FEStartSpeakText=
[02/20/2008 13:27:07] FEStartStrobeText=0
[02/20/2008 13:27:07] FEQuitLWAFile=
[02/20/2008 13:27:07] FEQuitSpeakText=
[02/20/2008 13:27:07] FEQuitStrobeText=0
[02/20/2008 13:27:07] [MAMEConfig]
[02/20/2008 13:27:07] Colors_ini=C:\Arcade\cdos\plugins\LEDBlinky\Colors.ini
[02/20/2008 13:27:07] Mame_cfg_folder=C:\Arcade\cdos\plugnplay\mame_nuss\cfg
[02/20/2008 13:27:07] MameControllerFile=
[02/20/2008 13:27:07] UseMameDefaultForOtherEmulators=1
[02/20/2008 13:27:07] MameOutputBufferSize=
[02/20/2008 13:27:07] MameControlsFile=C:\Arcade\cdos\plugnplay\mame_nuss\controls.ini
[02/20/2008 13:27:07] MameXmlFile=C:\Arcade\cdos\plugnplay\mame_nuss\mame.xml
[02/20/2008 13:27:07] [RandomText]
[02/20/2008 13:27:07] Text0=Get The Intruder
[02/20/2008 13:27:07] Text1=Intruder Alert!
[02/20/2008 13:27:07] Text2=I detect coin in pocket.
[02/20/2008 13:27:07] [Speech]
[02/20/2008 13:27:07] SpeechRate=0
[02/20/2008 13:27:07] SpeechVolume=100
[02/20/2008 13:27:07] Voice=ATT DTNV 1.4 Mike16
[02/20/2008 13:27:07] [CabAttract]
[02/20/2008 13:27:07] CabAttractMode_FE=1
[02/20/2008 13:27:07] CabAttractMode_ScreenSaver=1
[02/20/2008 13:27:07] CabAttractMode_GamePlay=1
[02/20/2008 13:27:07] CabAttractModeLWAFile=Pattern01.lwax
[02/20/2008 13:27:07] CabAttractModeLEDWizDevices=L1
[02/20/2008 13:27:07] [OtherSettings]
[02/20/2008 13:27:07] CocktailMode=0
[02/20/2008 13:27:07] LogFile=Debug.log
[02/20/2008 13:27:07] Verbose=1
[02/20/2008 13:27:07] Settings.ini ******************** END
[02/20/2008 13:27:07] Detected LED Devices: 100000000000000000000000
[02/20/2008 13:27:07] DevicePort-Input.ini ******************** BEGIN
[02/20/2008 13:27:07] [LEDWiz-Device1]
[02/20/2008 13:27:07] Port01=MOUSE,R,MOUSECODE_1_BUTTON1
[02/20/2008 13:27:07] Port02=MOUSE,G,MOUSECODE_1_BUTTON1
[02/20/2008 13:27:07] Port03=MOUSE,B,MOUSECODE_1_BUTTON1
[02/20/2008 13:27:07] Port04=P1B4,B,KEYCODE_LSHIFT
[02/20/2008 13:27:07] Port05=P1B4,G,KEYCODE_LSHIFT
[02/20/2008 13:27:07] Port06=P1B6,G,KEYCODE_X
[02/20/2008 13:27:07] Port07=P1B6,B,KEYCODE_X
[02/20/2008 13:27:07] Port08=P1B5,G,KEYCODE_Z
[02/20/2008 13:27:07] Port09=P1DOWN,R,KEYCODE_2_PAD
[02/20/2008 13:27:07] Port10=P1B3,B,KEYCODE_V
[02/20/2008 13:27:07] Port11=P1B3,G,KEYCODE_V
[02/20/2008 13:27:07] Port12=P1B2,G,KEYCODE_LALT
[02/20/2008 13:27:07] Port13=P1B2,B,KEYCODE_LALT
[02/20/2008 13:27:07] Port14=P1B1,B,KEYCODE_LCONTROL
[02/20/2008 13:27:07] Port15=P1B1,G,KEYCODE_LCONTROL
[02/20/2008 13:27:07] Port16=P1UP,R,KEYCODE_8_PAD
[02/20/2008 13:27:07] Port17=P2DOWN,R,KEYCODE_F
[02/20/2008 13:27:07] Port18=P2B6,G,KEYCODE_I
[02/20/2008 13:27:07] Port19=P2B5,G,KEYCODE_E
[02/20/2008 13:27:07] Port21=P2B4,B,KEYCODE_W
[02/20/2008 13:27:07] Port22=P2B5,B,KEYCODE_E
[02/20/2008 13:27:07] Port23=P2B6,B,KEYCODE_I
[02/20/2008 13:27:07] Port24=P2UP,R,KEYCODE_R
[02/20/2008 13:27:07] Port25=P2B3,G,KEYCODE_Q
[02/20/2008 13:27:07] Port26=P2B1,G,KEYCODE_A
[02/20/2008 13:27:07] Port27=P2B2,G,KEYCODE_S
[02/20/2008 13:27:07] Port28=P2B2,B,KEYCODE_S
[02/20/2008 13:27:07] Port29=P2B3,B,KEYCODE_Q
[02/20/2008 13:27:07] Port30=P2B1,B,KEYCODE_A
[02/20/2008 13:27:07] Port31=P1B5,B,KEYCODE_Z
[02/20/2008 13:27:07] [LEDWiz-Device2]
[02/20/2008 13:27:07] [LEDWiz-Device3]
[02/20/2008 13:27:07] [LEDWiz-Device4]
[02/20/2008 13:27:07] [LEDWiz-Device5]
[02/20/2008 13:27:07] [LEDWiz-Device6]
[02/20/2008 13:27:07] [LEDWiz-Device7]
[02/20/2008 13:27:07] [LEDWiz-Device8]
[02/20/2008 13:27:07] [LEDWiz-Device9]
[02/20/2008 13:27:07] [LEDWiz-Device10]
[02/20/2008 13:27:07] [LEDWiz-Device11]
[02/20/2008 13:27:07] [LEDWiz-Device12]
[02/20/2008 13:27:07] [LEDWiz-Device13]
[02/20/2008 13:27:07] [LEDWiz-Device14]
[02/20/2008 13:27:07] [LEDWiz-Device15]
[02/20/2008 13:27:07] [LEDWiz-Device16]
[02/20/2008 13:27:07] [PACDrive-Device1]
[02/20/2008 13:27:07] [PACDrive-Device2]
[02/20/2008 13:27:07] [PACDrive-Device3]
[02/20/2008 13:27:07] [PACDrive-Device4]
[02/20/2008 13:27:07] [PACDrive-Device5]
[02/20/2008 13:27:07] [PACDrive-Device6]
[02/20/2008 13:27:07] [PACDrive-Device7]
[02/20/2008 13:27:07] [PACDrive-Device8]
[02/20/2008 13:27:07] DevicePort-Input.ini ******************** END
[02/20/2008 13:27:07] AtomicFE UI LED profile:
[02/20/2008 13:27:08] Loaded LWAX File: [Pattern01.lwax].
[02/20/2008 13:27:08] Loaded LWAX File: [curtainclose.lwax]. Single loop only.
[02/20/2008 13:27:08] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:27:08] Emulator: [mame]
[02/20/2008 13:27:10] Controls.dat INI file Version=0.111.2, Time=2007-01-21 16:50:56, Generated by=SirPoonga
[02/20/2008 13:27:11] 1068 games loaded from controls.ini
[02/20/2008 13:27:13] 2126 games loaded from Mame.xml
[02/20/2008 13:27:13] 2612 clones loaded from Mame.xml
[02/20/2008 13:27:14] 1389 games loaded from Colors.ini
[02/20/2008 13:27:18] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Driving]
[02/20/2008 13:27:18] Received Event Message [9~Driving].
[02/20/2008 13:27:18] Event: FEListSelected
[02/20/2008 13:27:18] Event: FEGameSelected [Driving] [] []
[02/20/2008 13:27:18] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Climbing]
[02/20/2008 13:27:19] Received Event Message [9~Climbing].
[02/20/2008 13:27:19] Event: FEGameSelected [Climbing] [] []
[02/20/2008 13:27:19] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Misc. Betting]
[02/20/2008 13:27:20] Received Event Message [9~Misc.~Betting].
[02/20/2008 13:27:20] Event: FEGameSelected [Misc.] [Betting] []
[02/20/2008 13:27:24] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Misc.]
[02/20/2008 13:27:25] Received Event Message [9~Misc.].
[02/20/2008 13:27:25] Event: FEGameSelected [Misc.] [] []
[02/20/2008 13:27:26] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Multiplay]
[02/20/2008 13:27:26] Received Event Message [9~Multiplay].
[02/20/2008 13:27:26] Event: FEGameSelected [Multiplay] [] []
[02/20/2008 13:27:26] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Pinball]
[02/20/2008 13:27:28] Received Event Message [9~Pinball].
[02/20/2008 13:27:28] Event: FEGameSelected [Pinball] [] []
[02/20/2008 13:27:28] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Platform]
[02/20/2008 13:27:29] Received Event Message [9~Platform].
[02/20/2008 13:27:29] Event: FEGameSelected [Platform] [] []
[02/20/2008 13:27:29] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Puzzle]
[02/20/2008 13:27:29] Received Event Message [9~Puzzle].
[02/20/2008 13:27:29] Event: FEGameSelected [Puzzle] [] []
[02/20/2008 13:27:29] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Quiz]
[02/20/2008 13:27:30] Received Event Message [9~Quiz].
[02/20/2008 13:27:30] Event: FEGameSelected [Quiz] [] []
[02/20/2008 13:27:31] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Puzzle]
[02/20/2008 13:27:31] Received Event Message [9~Puzzle].
[02/20/2008 13:27:31] Event: FEGameSelected [Puzzle] [] []
[02/20/2008 13:27:33] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Platform]
[02/20/2008 13:27:33] Received Event Message [9~Platform].
[02/20/2008 13:27:33] Event: FEGameSelected [Platform] [] []
[02/20/2008 13:27:35]
[02/20/2008 13:27:35] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:27:35] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:27:35] Received Event Message [7~mame].
[02/20/2008 13:27:35] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:27:35] Emulator: [mame]
[02/20/2008 13:27:40] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [gunforc2]
[02/20/2008 13:27:40] Received Event Message [9~gunforc2].
[02/20/2008 13:27:40] Event: FEListSelected
[02/20/2008 13:27:40] Event: FEGameSelected [gunforc2] [] []
[02/20/2008 13:27:41] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [hharryu]
[02/20/2008 13:27:41] Received Event Message [9~hharryu].
[02/20/2008 13:27:41] Event: FEGameSelected [hharryu] [] []
[02/20/2008 13:27:41] Control List for HHARRYU: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON4|
[02/20/2008 13:27:54] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [hharry]
[02/20/2008 13:27:55] Received Event Message [9~hharry].
[02/20/2008 13:27:55] Event: FEGameSelected [hharry] [] []
[02/20/2008 13:27:55] Control List for HHARRY: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON4|
[02/20/2008 13:27:56] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [hardhead]
[02/20/2008 13:27:57] Received Event Message [9~hardhead].
[02/20/2008 13:27:57] Event: FEGameSelected [hardhead] [] []
[02/20/2008 13:27:57] Control List for HARDHEAD: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:27:58] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_START
[02/20/2008 13:27:58] Received Event Message [3~hardhead~mamep.exe].
[02/20/2008 13:27:59] Event: FEEmulatorSelected [mamep.exe] []
[02/20/2008 13:27:59] Emulator: [mamep]
[02/20/2008 13:27:59] Event: FEListSelected
[02/20/2008 13:27:59] Event: FEGameSelected [hardhead] [] []
[02/20/2008 13:27:59] Event: FEGameStart
[02/20/2008 13:27:59] Using Default Mame Outputs: LED0=Start1~LED1=Start2
[02/20/2008 13:27:59] Control List for HARDHEAD: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:27:59] P1_BUTTON1 (Default.cfg): |KEYCODE_LCONTROL
[02/20/2008 13:27:59] P1_BUTTON2 (Default.cfg): |KEYCODE_LALT
[02/20/2008 13:27:59] P2_BUTTON1 (Default.cfg): |KEYCODE_A
[02/20/2008 13:27:59] P2_BUTTON2 (Default.cfg): |KEYCODE_S
[02/20/2008 13:27:59] P1_JOYSTICK_UP (Default.cfg): |KEYCODE_8PAD
[02/20/2008 13:27:59] P1_JOYSTICK_DOWN (Default.cfg): |KEYCODE_2PAD
[02/20/2008 13:27:59] P2_JOYSTICK_UP (Default.cfg): |KEYCODE_R
[02/20/2008 13:27:59] P2_JOYSTICK_DOWN (Default.cfg): |KEYCODE_F
[02/20/2008 13:28:11] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_QUIT
[02/20/2008 13:28:11] Received Event Message [4].
[02/20/2008 13:28:11] Event: FEGameQuit
[02/20/2008 13:28:15]
[02/20/2008 13:28:15] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:15] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:28:15] Received Event Message [7~mame].
[02/20/2008 13:28:15] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:28:15] Emulator: [mame]
[02/20/2008 13:28:29]
[02/20/2008 13:28:29] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:29] LEDBlinky.atoplug> Sending Event Parameter: FE_START
[02/20/2008 13:28:30] Received Event Message [1].
[02/20/2008 13:28:30] FE_START event can only be fired one time.
[02/20/2008 13:28:43]
[02/20/2008 13:28:43] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:43] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:28:43] Received Event Message [7~mame].
[02/20/2008 13:28:43] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:28:43] Emulator: [mame]
[02/20/2008 13:28:49] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Puzzle]
[02/20/2008 13:28:49] Received Event Message [9~Puzzle].
[02/20/2008 13:28:49] Event: FEListSelected
[02/20/2008 13:28:49] Event: FEGameSelected [Puzzle] [] []
[02/20/2008 13:28:49] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Quiz]
[02/20/2008 13:28:50] Received Event Message [9~Quiz].
[02/20/2008 13:28:50] Event: FEGameSelected [Quiz] [] []
[02/20/2008 13:28:53] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Rhythm]
[02/20/2008 13:28:53] Received Event Message [9~Rhythm].
[02/20/2008 13:28:53] Event: FEGameSelected [Rhythm] [] []
[02/20/2008 13:28:56] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [Shooter]
[02/20/2008 13:28:57] Received Event Message [9~Shooter].
[02/20/2008 13:28:57] Event: FEGameSelected [Shooter] [] []
[02/20/2008 13:28:57]
[02/20/2008 13:28:57] LEDBlinky.atoplug> LEDBlinky AtomicFE Plugin
[02/20/2008 13:28:57] LEDBlinky.atoplug> Sending Event Parameter: EMULATOR_SELECTED [mame]
[02/20/2008 13:28:58] Received Event Message [7~mame].
[02/20/2008 13:28:58] Event: FEEmulatorSelected [mame] []
[02/20/2008 13:28:58] Emulator: [mame]
[02/20/2008 13:29:01] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [donpachk]
[02/20/2008 13:29:01] Received Event Message [9~donpachk].
[02/20/2008 13:29:01] Event: FEListSelected
[02/20/2008 13:29:01] Event: FEGameSelected [donpachk] [] []
[02/20/2008 13:29:02] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [donpachi]
[02/20/2008 13:29:02] Received Event Message [9~donpachi].
[02/20/2008 13:29:02] Event: FEGameSelected [donpachi] [] []
[02/20/2008 13:29:02] Control List for DONPACHI: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:02] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dblewing]
[02/20/2008 13:29:03] Received Event Message [9~dblewing].
[02/20/2008 13:29:03] Event: FEGameSelected [dblewing] [] []
[02/20/2008 13:29:03] Control List for DBLEWING: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:04] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [drtopplu]
[02/20/2008 13:29:04] Received Event Message [9~drtopplu].
[02/20/2008 13:29:04] Event: FEGameSelected [drtopplu] [] []
[02/20/2008 13:29:04] Control List for DRTOPPLU: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:05] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [drtoppel]
[02/20/2008 13:29:05] Received Event Message [9~drtoppel].
[02/20/2008 13:29:05] Event: FEGameSelected [drtoppel] [] []
[02/20/2008 13:29:05] Control List for DRTOPPEL: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:05] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [drtopplj]
[02/20/2008 13:29:07] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dragnblz]
[02/20/2008 13:29:07] Received Event Message [9~drtopplj].
[02/20/2008 13:29:07] Event: FEGameSelected [drtopplj] [] []
[02/20/2008 13:29:07] Control List for DRTOPPLJ: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:08] Received Event Message [9~dragnblz].
[02/20/2008 13:29:08] Event: FEGameSelected [dragnblz] [] []
[02/20/2008 13:29:08] Control List for DRAGNBLZ: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:08] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dbreed]
[02/20/2008 13:29:09] Received Event Message [9~dbreed].
[02/20/2008 13:29:09] Event: FEGameSelected [dbreed] [] []
[02/20/2008 13:29:09] Control List for DBREED: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_BUTTON4|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|P2_BUTTON4|
[02/20/2008 13:29:10] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dragngun]
[02/20/2008 13:29:10] Received Event Message [9~dragngun].
[02/20/2008 13:29:10] Event: FEGameSelected [dragngun] [] []
[02/20/2008 13:29:10] Control List for DRAGNGUN: |P1_BUTTON1|P1_BUTTON2|P1_LIGHTGUN_Y|P1_LIGHTGUN_X_EXT|P1_LIGHTGUN_X|P1_LIGHTGUN_Y_EXT|P2_BUTTON1|P2_BUTTON2|P2_LIGHTGUN_Y|P2_LIGHTGUN_X_EXT|P2_LIGHTGUN_X|P2_LIGHTGUN_Y_EXT
[02/20/2008 13:29:10] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dsaber]
[02/20/2008 13:29:11] Received Event Message [9~dsaber].
[02/20/2008 13:29:11] Event: FEGameSelected [dsaber] [] []
[02/20/2008 13:29:11] Control List for DSABER: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:11] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dsaberj]
[02/20/2008 13:29:11] Received Event Message [9~dsaberj].
[02/20/2008 13:29:11] Event: FEGameSelected [dsaberj] [] []
[02/20/2008 13:29:11] Control List for DSABERJ: P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P2_BUTTON1|P2_BUTTON2|P2_BUTTON3|
[02/20/2008 13:29:11] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dspirit]
[02/20/2008 13:29:12] Received Event Message [9~dspirit].
[02/20/2008 13:29:12] Event: FEGameSelected [dspirit] [] []
[02/20/2008 13:29:12] Control List for DSPIRIT: |P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_JOYSTICK_RIGHT|P1_JOYSTICK_LEFT|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP
[02/20/2008 13:29:12] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dspirito]
[02/20/2008 13:29:13] Received Event Message [9~dspirito].
[02/20/2008 13:29:13] Event: FEGameSelected [dspirito] [] []
[02/20/2008 13:29:13] Control List for DSPIRITO: |P1_BUTTON1|P1_BUTTON2|P1_BUTTON3|P1_JOYSTICK_RIGHT|P1_JOYSTICK_LEFT|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP
[02/20/2008 13:29:13] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [dualaslt]
[02/20/2008 13:29:14] Received Event Message [9~dualaslt].
[02/20/2008 13:29:14] Event: FEGameSelected [dualaslt] [] []
[02/20/2008 13:29:14] Control List for DUALASLT: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:15] LEDBlinky.atoplug> Sending Event Parameter: FE_GAME_SELECTED [pc_duckh]
[02/20/2008 13:29:15] Received Event Message [9~pc_duckh].
[02/20/2008 13:29:15] Event: FEGameSelected [pc_duckh] [] []
[02/20/2008 13:29:15] Control List for PC_DUCKH: P1_BUTTON1|P1_BUTTON2|P2_BUTTON1|P2_BUTTON2|
[02/20/2008 13:29:23] LEDBlinky.atoplug> Sending Event Parameter: FE_QUIT
[02/20/2008 13:29:23] Received Event Message [2].
[02/20/2008 13:29:23] Event: FEQuit
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: youki on February 21, 2008, 09:57:10 am
Hi, if ledblinky don't start it is because you did something wrong in AtomicFe config.   Don't mix the problems.

I anwsered you here :

http://spaceinvaders.7.forumer.com/viewtopic.php?p=7695#7695

Let solve your first problem on my forums. then one it will be Ledblinky pure configuration , you can go back here. ;)

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 10:14:40 am
CatttDaddy,
I agree with Youki, you need to get the Atomic configuration working first. Looking over the LEDBlinky log, things don't look quite right but there are no errors - very strange. Did anything light up? I'll try your configuration on my test rig tonight and let you know what I find.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 09:56:43 pm
CatttDaddy,
You may actually have Atomic configured correctly!!! After looking over you log - there's a couple of issues. First, from the LEDBlinky config app, on the Misc Options tab, you need to Uncheck all three Cabinet LED options. This feature is for a second set of LEDs for cabinet lighting - not the control panel LEDs. To be honest, this feature has caused more confusion than it's worth  ::)

The second problem has to do with the path to the plugins folder. If on the Atomic Manager the plugins path is relative (just plugins), then LEDBlinky should work - this is how I did all my testing. But as Youki has advised, to get the manager app to retain the enabled plugins, you need to specify a complete path to the plugins folder. Unfortunately this breaks LEDBlinky. Sooooo, I'll get a patch out within a day or so to fix LEDBlinky. In the mean time, you can try testing with the relative path, or just wait for my patch.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 21, 2008, 10:01:58 pm
Hey I was just wondering. I see your stand alone mode can work with any FE. I was trying to make batch files to send the same codes to the ledblinky.exe

I was just wondering if there is a way to send a message for individual lights or an animation to light up through a batch file with LEDBlinky?

Thanks again with you r help earlier. :)
 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 21, 2008, 10:27:32 pm
Hey I was just wondering. I see your stand alone mode can work with any FE. I was trying to make batch files to send the same codes to the ledblinky.exe

I was just wondering if there is a way to send a message for individual lights or an animation to light up through a batch file with LEDBlinky?

Thanks again with you r help earlier. :)
 
You can, but it wasn't really meant to work that way. What you can do is configure the "FE Active Animation" option and then start LEDBlinky with the FEStart command - LEDBlinky.exe 1. This will play the animation until you send the FEQuit command - LEDBlinky.exe 2. If you just want to light up some individual lights, then create a single frame animation - I know, it' a bit convoluted, but as I say, this is not how I intended LEDBlinky to be used. Maybe it warrants a future enhancement.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 22, 2008, 03:50:18 am
It would really be a great feature. I work with flash and think that that would be really good for anyone that wanted to jhave the lights work even without a FE with it. that was one of the reasons I really opted for this plugin I figured the commands had to be sent from the FE to the LEDs through some sort of exe that was called to send them.
Using flash I can have it run custom bat files at various points in a movie this could be a simon says game or a screen saver with real time control over the leds. I hope you are able to add it. :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 22, 2008, 03:37:10 pm
Here's the updated AtomicFE plugin - this should resolve the problem when the plugins folder is defined as a full path in the Atomic Manager. It will also work with a relative path. Just overwrite the original file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: headkaze on February 22, 2008, 03:44:54 pm
BTW Arzoo I sent Tom code to add support for native plugin dll's for GameEx. Not sure when he will get the time to implement it, but it's on the cards anyway. Shouldn't be too hard for you to port LEDBlinky to it :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: loadman on February 22, 2008, 04:28:01 pm
 :cheers:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 23, 2008, 09:59:43 am
Dude!!  :notworthy:
You are the great one... Well one of them at least.  ;D
It worked! I had given up and started using another FE but IMHO Atomic is my favorite and this just got me Running back!
Thanks a ton! Now this is whats up! Blinky Blinkies!  :applaud: and with all sorts of colors! Jeez I been waiting a long time to take full advantage of these lights!   :cheers:

 ;D ;D ;D 
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 23, 2008, 04:05:53 pm
I just used your program to config my panel and its just awsome. Using LED-WIZ and single color buttons. Have a few questions.

I have it configured right now in MALA and when  a game is launched to light up only the controls the game uses. However there are a few games I have remapped from mame defaults. Lednlinky seems to light up buttons based on default controls and not the custom ones for that game. Meaning its not reading a specific romname.cfg file in cfg folder in mame dir.
Is it possible?
?

Randomly when jumping between emulators in MALA ill get an I/O error 6 from LEDBlinky and also sometimes access violation at addess 0047BD00 and read address 00000000 in xp and idea why? I attached my config and log files.

Lastly are there any plans to add functionality similar to Lumniaudio application that Randy wrote?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 24, 2008, 10:34:53 pm
I just used your program to config my panel and its just awsome. Using LED-WIZ and single color buttons. Have a few questions.

I have it configured right now in MALA and when  a game is launched to light up only the controls the game uses. However there are a few games I have remapped from mame defaults. Lednlinky seems to light up buttons based on default controls and not the custom ones for that game. Meaning its not reading a specific romname.cfg file in cfg folder in mame dir.
Is it possible?
?
Yes - this is how LEDBlinky should work. You need to correctly specify the path to the mame\cfg folder. From the config app on the MAME tab, when selecting the MAME config folder make sure that the cfg folder is highlighted on the "Select Directory" dialog. This should solve the problem. In the settings.ini file you should see:
[MAMEConfig]
Mame_cfg_folder=C:\mame\cfg

Quote
Randomly when jumping between emulators in MALA ill get an I/O error 6 from LEDBlinky and also sometimes access violation at addess 0047BD00 and read address 00000000 in xp and idea why? I attached my config and log files.
I see errors in your log when switching emulators. It seems like your Control-Color_emu.ini or Control-Color_mame.ini has an invalid value:
Invalid Intensity Definition [49,0,0,0]. Missing [A] value.

The value should look like this: 49,0,0,0,0

Could you zip and post those two files?

Quote
Lastly are there any plans to add functionality similar to Lumniaudio application that Randy wrote?
Not likely, unless Randy wants to give me his code  ;D
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 12:08:23 am
Here is the complete set of ini's. I didnt touch the color ones since I dont have any rgb lights.

One last thing I also noticed. On certain 2 player games button 5,6,7 on 2 player light up when they should not. Any 3 or 4 player game. Now I suspect what might be happing is this. Since my control panel has extra buttons that are mapped twice. For example I have 3 buttons wired to the same IPAC port. Now when I config my LEDWIZ button assignments in the LEDBLINKY INPUT MAP program I cant assign the same port label more then once. Since I have three player one buttons on my control panel I needed to use alternate port labels. Since these port labels are assigned specific keycodes and the keycodes can be use multiple times I would think that LEDblinky uses the keycodes to light up buttons and not the port label.

Am I correct in assuming? If so why does button 5 6 7 light up?

(http://i120.photobucket.com/albums/o162/gpinzone/IMG_1660.jpg)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 25, 2008, 10:59:36 am
Here is the complete set of ini's. I didnt touch the color ones since I dont have any rgb lights.

I've identified a bug in the Profile Editor which only affected the Control-Color_emu.ini file (used for any emulator other than MAME). Even though you don't have any RGBs, LEDBlinky still uses this file to set the LED intensities. Try the file I've attached - it should resolve the errors when switching emulators. I'll also send you a pm later tonight with a link to a patched version of the editor.

Quote
One last thing I also noticed. On certain 2 player games button 5,6,7 on 2 player light up when they should not. Any 3 or 4 player game. Now I suspect what might be happing is this. Since my control panel has extra buttons that are mapped twice. For example I have 3 buttons wired to the same IPAC port. Now when I config my LEDWIZ button assignments in the LEDBLINKY INPUT MAP program I cant assign the same port label more then once. Since I have three player one buttons on my control panel I needed to use alternate port labels. Since these port labels are assigned specific keycodes and the keycodes can be use multiple times I would think that LEDblinky uses the keycodes to light up buttons and not the port label.

Am I correct in assuming? If so why does button 5 6 7 light up?

Yes, LEDBlinky uses to keycodes to light up the buttons. You can assign the same keycode to more than one button - this will light them up together. The labels can be anything you want - so in your example, you could use P1B1a, P1B1b, and P1B1c as the labels for the player one buttons - and assign them all to KEYCODE_LCONTROL.

As for some games not lighting up the correct controls - let's get the other issues resolved first. You still need to set the correct path to the MAME cfg folder. Once that's good and you have all your labels correct and have the color profile fixed (file attached), then we can look at what's going on with specific games.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 12:46:03 pm
Ok I will test when I get home. I did already fix the problem with mame pointing to the proper directory (C:\mame\cfg) yesteraday and that solved mame specific game light mappings.

How do I label p1b1a, p1b1b. For what I remeber those portlabels are from a pull down menu. I dont see the option for subsets of ports. Again I can be wrong. If the port label has no effect on mame lighting up buttons then its no big deal. I have made a map on paper of my button layout, portname, and keycodes.

another thing Ive noticed is when I hit Pause button it used to play an animation, but now it doesnt. Not sure.

Thanks again for all your help and for such a well written program.

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 25, 2008, 01:22:51 pm
Ok I will test when I get home. I did already fix the problem with mame pointing to the proper directory (C:\mame\cfg) yesteraday and that solved mame specific game light mappings.
Sorry, your most recent zip file must still have the old settings.ini file. Glad that's one thing fixed!

Quote
How do I label p1b1a, p1b1b. For what I remeber those portlabels are from a pull down menu. I dont see the option for subsets of ports. Again I can be wrong. If the port label has no effect on mame lighting up buttons then its no big deal. I have made a map on paper of my button layout, portname, and keycodes.
It is a drop-down menu, but you can still edit or add your own values - just type over the existing value. Others have been confused with this also. The list of values is just a default set of port labels.

Quote
another thing Ive noticed is when I hit Pause button it used to play an animation, but now it doesnt. Not sure.
It should work unless you've disabled the feature. Could you turn on the debug log (config - Misc Options tab - Enable Debug Log) Also check the Verbose option. Then run MaLa, launch a game (one with the wrong buttons lighting) and try the pause feature. Afterwards, zip up debug.log and post it. Don't forget to disable the logging - it slows things down a bit.

Quote
Thanks again for all your help and for such a well written program.
It's not perfect, but getting better  ;D
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 07:30:02 pm
[
It crashed when I switch to daphne then back to mame.
Also when pausing in game on mame it does not show animation.

Also p2 buttons 5 6 7 still light up on certain games like nba jam, pit fighter
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 09:08:11 pm
Here is debug with crash and extra p2 buttons in nba jam. Also when pressing pause in mame I still dont get animation
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 25, 2008, 10:09:11 pm
I also went back to a stock controls_emi.ini same thing. when it chrashes i get tgat windows address error. ledblinky is still running on the taskbar and will continue to crash unitl you right click and exit out. The thing is it only does it with daphne and not any other emulators. Could it be that some roms have [] in their name? Could it be that I am using .bat files to lauch daphne in Mala?



Ill enclose the log as well
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 26, 2008, 10:34:15 am
I also went back to a stock controls_emi.ini same thing. when it chrashes i get tgat windows address error. ledblinky is still running on the taskbar and will continue to crash unitl you right click and exit out. The thing is it only does it with daphne and not any other emulators. Could it be that some roms have [] in their name? Could it be that I am using .bat files to lauch daphne in Mala?

Ok, there's nothing wrong with your default.cfg file. Here's why you're seeing additional buttons light up for some games (mostly 4-player); Some of the keycodes that MAME uses by default for players 3 and 4 are used on your cp for player 2 buttons. For example, MAME's default for P3_JOYSTICK_DOWN is KEYCODE_K - your cp has KEYCODE_K assigned to player 2 button 6. So when you launch NBAJAM, even though your cp doesn't support players 3 and 4, LEDBlinky gets the controls for players 3 and 4 and lights up any LEDs assigned to the keycodes. To be honest, I'm not sure why other LEDBlinky users haven't had this same problem. Anyway, there are a number ways to fix this - you could edit the Control-Input_mame.ini file and remove all entries for players other than 1 and 2. But I decided to add a config option that will let you set the number of players on your control panel (1-4). This way, LEDBlinky won't waste time processing player controls that are not supported by your cp.

On to the next issue - LEDBLinky errors when switching emulators. This one could be tricky (memory is getting stepped on), but I think I have a fix. I'll pm you with the patch later today.

The last issue - no animation when pausing a game. This is definitely a logic bug in the code and it should be easy to fix. I'll look into it tonight.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 26, 2008, 01:43:41 pm
wow you are the man
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 26, 2008, 02:29:06 pm
AtomicFE and LEDBlinky Memory error

When I switch between modules in Atomic I get an error

"Access violation at address
0048a644 in module
'LEDBlinky.exe' read of address
00000000"

It does not happen all the time. But once it starts happening It keeps happening until I manually close the ledblinky.exe or sometimes I have to reboot.
just going through the menu I will get 10 - 15 of these error boxes.

Here is the Debug.log
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on February 26, 2008, 06:57:31 pm
Just wanted to let you know that after I shortened my intro animation i think it took care of that error. I guess it was sending commands while the intro was playing and it bogged it up or something. Just letting you know.

---edit---
Sorry it still does it but it seems less often
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 27, 2008, 07:28:52 am
Just wanted to let you know that after I shortened my intro animation i think it took care of that error. I guess it was sending commands while the intro was playing and it bogged it up or something. Just letting you know.

---edit---
Sorry it still does it but it seems less often

Did you try the latest patch? - I pm'd you last night with the link.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 27, 2008, 09:24:29 am
Also p2 buttons 5 6 7 still light up on certain games like nba jam, pit fighter

bent98,
I realized last night that the Control-Input_mame.ini file I sent you won't solve the 5,6,7 buttons lighting for dual joystick games. This one should do the trick.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: milhouse on February 29, 2008, 11:00:00 am
Just wanted to let you know that after I shortened my intro animation i think it took care of that error. I guess it was sending commands while the intro was playing and it bogged it up or something. Just letting you know.

---edit---
Sorry it still does it but it seems less often

Did you try the latest patch? - I pm'd you last night with the link.

I'm also having this problem, but I haven't tried shortening the animation yet.  Is there something newer than the 3.5 update that will fix this issue?

Thanks
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: bent98 on February 29, 2008, 11:09:36 am
3.6 will address a bunch of issues.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on February 29, 2008, 11:17:46 am
I'm also having this problem, but I haven't tried shortening the animation yet.  Is there something newer than the 3.5 update that will fix this issue?

Thanks

milhouse, I sent you a pm with a link to the 3.6 beta.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on March 01, 2008, 04:48:31 am
I am still getting the error even with the new patch
Thanks as always

 :cheers:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 01, 2008, 10:14:04 am
I am still getting the error even with the new patch
Thanks as always

 :cheers:

There's still a few issues with the Atomic plugin that need to be ironed out - Youki is helping. I'll get you an update soon.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 02, 2008, 12:57:03 am
I am still getting the error even with the new patch
Thanks as always

 :cheers:
CatttDaddy,
Here's an updated Atomic plugin - let me know if it solves the problem.

edit: attachment removed
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 02, 2008, 09:49:42 am
The Atomic plugin still has "issues"  :(

I'm working on it.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 05, 2008, 11:06:14 am
Here's the latest patch for the AtomicFE plugin. CatttDaddy - can you check it out?

Thanks,
arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: CatttDaddy on March 05, 2008, 01:54:40 pm
 ;D

thanks I got it and will test it out tonight!
I'll let you know what happens

thanks again
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.5
Post by: arzoo on March 10, 2008, 02:42:34 pm
If anyone would like to test the 3.6 beta, please send me a pm. Here's a list of the updates;

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 27, 2008, 07:27:37 pm
v3.6 released!

Anyone using 3.5 should definitely upgrade - a bunch of bugs introduced in 3.5 have been fixed in 3.6.

For those using the 3.6 beta, the final release has a few additional features.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on March 29, 2008, 12:08:37 pm
Thank you so much for 3.6 !!! I have been pulling my hair out trying to figure out why LED Blinky crashes Mala.

The new log file gave me the answer  :applaud:

It would appear that my PCGames list does not have an emulator executable - thus no Emulator Name for LedBlinky.
I am using .bat files to launch my games and it has always worked fantastic for launching games.

(http://tomebling.home.comcast.net/~tomebling/otheremu.jpg)

Is there a way to fake out Mala and give an emulator executable so that LED Blinky will work with my PCGames?

Thank you again,

Bloodwyn



Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 29, 2008, 05:40:18 pm
Thank you so much for 3.6 !!! I have been pulling my hair out trying to figure out why LED Blinky crashes Mala.

The new log file gave me the answer  :applaud:

It would appear that my PCGames list does not have an emulator executable - thus no Emulator Name for LedBlinky.
I am using .bat files to launch my games and it has always worked fantastic for launching games.

Bloodwyn,
I'll look into a fix for LEDBlinky to handle this case, but I won't be able to get to this until Monday. You say MaLa crashes - can you elaborate?

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: bent98 on March 29, 2008, 07:08:06 pm
This gives me same error also, but Mala does not crash. Just gets that error after you exit mala. I ran bat files for daphne
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Yarb on March 30, 2008, 10:31:22 am
I also am having error messages that "Mala has encountered a problem and had to shut down" about 1 time in 5. It leaves LEDBlinky running in the tray and will always repeat the message unless LEDBlinky is shut down so this could be an LEDBlinky problem?

Yarb
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on March 30, 2008, 03:38:45 pm
Meant to respond yesterday.. got sleepy and needed to get all the data together.

Thank you so much for 3.6 !!! I have been pulling my hair out trying to figure out why LED Blinky crashes Mala.

The new log file gave me the answer  :applaud:

It would appear that my PCGames list does not have an emulator executable - thus no Emulator Name for LedBlinky.
I am using .bat files to launch my games and it has always worked fantastic for launching games.

Bloodwyn,
I'll look into a fix for LEDBlinky to handle this case, but I won't be able to get to this until Monday. You say MaLa crashes - can you elaborate?

arzoo

While scrolling thru the PC Games list I almost always get this error midway thru the list.
I can also receive this error while going between emulators.

As Yarb said, it happens alot and LEDBlinky is left running in the background after Mala is shutdown.
It may be a mala problem and not an LEDBlinky issue, but I thought I better give all the info I can on the error.

(http://tomebling.home.comcast.net/~tomebling/error.JPG)

Mala Error -2008/03/30  12:19:54.44   Error: Object Class: TfrmMain, Object Function: GpKeyboardHook1KeyAction, Exception Class: EAccessViolation, Exception Message: Zugriffsverletzung bei Adresse 004BBD84 in Modul 'MaLa.exe'. Lesen von Adresse 02290000

LEDBLinky Error - [03/30/2008 12:19:45] Missing input parameter: Emulator Name.

Bloodwyn
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on March 31, 2008, 12:27:12 am
I was able to fix the Mala crash. I scoured some of the other forum messages and saw a thread about mala crashes due to snapshots. I resized the screenshot for mutant storm and ... Wala.. no more crashes.

I still get the LEDBlinky error on exit, but Mala no longer crashes.

Bloodwyn

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: loadman on March 31, 2008, 01:45:48 am
 :applaud:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 31, 2008, 09:08:16 am
I also am having error messages that "Mala has encountered a problem and had to shut down" about 1 time in 5. It leaves LEDBlinky running in the tray and will always repeat the message unless LEDBlinky is shut down so this could be an LEDBlinky problem?

Yarb

Yarb,
If MaLa does not shutdown normally, then LEDBlinky will remain running in the tray. It's not clear if the problem you're experiencing is related to LEDBlinky or just MaLa. One thing you can do is turn on the LEDBlinky debug log. From the config app, on the 'Misc Options' tab, check the Debug and Verbose options. Then run MaLa and try to capture a crash. You may notice slower performance with the the debug options turned on. After the crash, zip up and email or post the debug.log file in the LEDBlinky folder. Also turn off the debug options.

MaLa also generates an error log - check for that too.

arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 31, 2008, 11:43:44 am
For those having problems with LEDBlinky and MaLa executing batch files to launch the games, try this version of the plugin.

The 'Name' field will be used in place of the 'Executable' with all spaces replaced by underscores (_). So for example, if you specify the name as 'PC Games', then LEDBlinky will see 'PC_Games' as the executable and that's what you would use to set up any custom control/color profiles.

Let me know if it solves the problem and then I'll include it with the latest release. Thanks.

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Yarb on March 31, 2008, 03:30:12 pm
Loadman

I will check the logs tonight, I figured it was still running because it did not shut down normally but thought it odd that the same error would occur if I did not shut LEDBlinky down manually before running Mala again. I also noticed that as long as I do not click the 'OK' button on the error message that Mala/LEDBlinky run normally and seem to work fine (Except the always on top WinXP error screen)

I am also sondering if there is a way to change what control buttons are lit upon pressing the shift key. I have a single admin button on my cab which is mapped to P and Player 2 button 8 on my iPaq so it works nicely as both pause and shift. I would like to have some controlls light when shift is held so users know which buttons to press to exit and the like.

Thanks

Yarb
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on March 31, 2008, 09:11:20 pm
I am also sondering if there is a way to change what control buttons are lit upon pressing the shift key. I have a single admin button on my cab which is mapped to P and Player 2 button 8 on my iPaq so it works nicely as both pause and shift. I would like to have some controlls light when shift is held so users know which buttons to press to exit and the like.

Sorry, there's no way to change the lit controls based on the shift key.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: Bloodwyn on April 01, 2008, 06:45:34 pm
For those having problems with LEDBlinky and MaLa executing batch files to launch the games, try this version of the plugin.

The 'Name' field will be used in place of the 'Executable' with all spaces replaced by underscores (_). So for example, if you specify the name as 'PC Games', then LEDBlinky will see 'PC_Games' as the executable and that's what you would use to set up any custom control/color profiles.

Let me know if it solves the problem and then I'll include it with the latest release. Thanks.



Arzoo,

This did the trick for me. Very stable now. No errors when exiting Mala  ;D

Thank you soooo much.

Bloodwyn
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: ultrageek on April 09, 2008, 03:28:01 pm
Arzoo,  a couple things...

1. I get a virus warning when I DL the 3.6 zip of LED blinky zip
2. when I get around that, I get a warning from winzip that the file is not the first file in the zip set.

I'm sure it's just something I'm not doing right, not that DL'ing a file is difficult or anything. Anyone see these?

ultrageek

<EDIT>  Don't get the same thing with the 3.5 file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 09, 2008, 03:33:01 pm
Arzoo,  a couple things...

1. I get a virus warning when I DL the 3.6 zip of LED blinky zip
2. when I get around that, I get a warning from winzip that the file is not the first file in the zip set.

I'm sure it's just something I'm not doing right, not that DL'ing a file is difficult or anything. Anyone see these?

ultrageek

Can I ask which virus software you use? I've found that Trend reports a false positive on LBkbh.dll in the LEDBlinky zip. I wonder if your virus software is deleting the file from the zip?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: ultrageek on April 09, 2008, 03:35:05 pm
As a matter of fact, I do use Trend.  Version 7.3 with todays virus file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 09, 2008, 03:48:25 pm
As a matter of fact, I do use Trend.  Version 7.3 with todays virus file.

Trend will definitely delete the file. Can you configure the virus software to ignore that file (LBkbh.dll)? If not, you've got two choices, ditch Trend for another virus app, or do without that file - which means the LEDBlinky "abort speech" feature won't work.  :(

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 10, 2008, 09:08:58 am
I've released a minor update to LEDBlinky (v3.6.0.2). This update includes only two modifications.

The first mod is an update to the MaLa plugin to better handle emulators for which no executable is specified - for example, when using a batch file. Most users who have come across this issue already have the updated plugin.

The second mod allows LEDBlinky to run without defining the Control-Color profiles. This has been bugging me for a while - as the app has evolved and I incorporated the colors.ini file, the control-color profiles became less important and in some cases totally unnecessary. So to simplify the initial configuration, LEDBlinky will now just use default values if the profiles are not specified. I've also updated the documentation.

If you're a current Blinky user, and already have the updated MaLa plugin or don't use MaLa, then there's no reason to download the update - it mostly benefits new users.

Thanks,
Arzoo
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: ultrageek on April 16, 2008, 12:07:54 pm
Arzoo,

Have you ever thought about putting fade effects generators in the software?
This would probably be limited to something like.....

fade port1, startcolor=<48,0,0>, endcolor=<0,0,48>, transitiontime(sec)=2

The above would fade port 1 from bright red to bright blue over a 2 second period.
In practice, the program might just generate all of the individual frames in the LWAX to do the above with existing syntax.

Just an I dea that I've been trying to do manually, but its a pain to generate all of those frames individually.

Ultrageek
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: arzoo on April 17, 2008, 09:40:51 am
Arzoo,

Have you ever thought about putting fade effects generators in the software?
This would probably be limited to something like.....

fade port1, startcolor=<48,0,0>, endcolor=<0,0,48>, transitiontime(sec)=2

The above would fade port 1 from bright red to bright blue over a 2 second period.
In practice, the program might just generate all of the individual frames in the LWAX to do the above with existing syntax.

Just an I dea that I've been trying to do manually, but its a pain to generate all of those frames individually.

Ultrageek

I agree - doing a fade effect is a slow process with the editor. Your suggestion is a good one but it would only work if you want all (or selected) buttons to fade at the same rate in the same direction. Another option might be to add a button that just increases or decreases the intensity for the selected buttons - not as fast as your idea, but it might be more flexible. I'll think about it for the next upgrade to the editor.

I've also been considering adding speech to the animations. For example, you could create an animation that lights up the sets of player buttons one at a time and speaks 'Player One', 'Player Two', etc. To do this I'd have to modify the lwax format which requires consensus from the other devs who use that format. Anyway, just a thought.

Thanks!
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.6
Post by: youki on April 17, 2008, 10:57:22 am
In my build in support for LeDWIZ  in Atomic, i have introduced a FAD command that works almost like ultrageek proposition.

In animation script , you can add :

FDEL:50
FAD:<ledwiz number>,<val output1>,>,<val output2>,<val output3>,<val output..>,....,<val output32>

It will fad the current state of the outputs , to the ones you defined  , waiting 50ms between each "frame".

Could be something you can do in your plugin.

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on April 29, 2008, 12:53:07 pm
I've just released LEDBlinky v3.7 (see 1st post). This is a relatively small update with really only one new feature - the ability to speak and blink the front-end controls. This works like a "Help" feature for the FE. There are also a few bug fixes.

I've also provided a LED Animation SDK for developers.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: scrapple on May 06, 2008, 10:30:06 am
any shot of this working with maximus arcade?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 06, 2008, 11:26:37 am
any shot of this working with maximus arcade?

Scrapple,
In theory, LEDBlinky should work with MA. MA provides the option to pre-launch an external application (LEDBlinky.exe) before starting the emulator, and it should be able to pass the ROM name. That being said, another member (colonelsnow) tried to get this working without any success. For some reason, MA does not pass the ROM name - either it's a bug, or we just don't know the correct syntax. Here's a forum thread on the subject:
http://www.maximusarcade.com/phpBB2/viewtopic.php?t=1100 (http://www.maximusarcade.com/phpBB2/viewtopic.php?t=1100)

It would be great if someone could get this to work!

Edit: Turns out that Maximus Arcade cannot easily (if at all) launch an external application prior to starting a game.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 13, 2008, 11:39:49 am
any shot of this working with maximus arcade?

I've added a new option that allows LEDBlinky to detect game start/stop events using MAME output messages. So even when the FE does not support the ability to launch an external application prior to starting a game, (such as is the case with Maximus Arcade), you can still use LEDBlinky for MAME games. You can even use LEDBlinky without any FE - just using MAME or MAMEUI.

Since this feature really only benefits new users, I've added it to the current 3.7 release. If you've already downloaded or upgraded to 3.7 and you want this feature, snag the update again and it will add the new feature.

It would be great if I could get some feedback from a Maximus user (or any FE user other than MaLa/Atomic/GameEx) on how well this works. Thanks!
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 13, 2008, 02:21:52 pm
I seem to be having trouble getting the player start buttons on my cab to light when there is a credit available, any suggestions?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 13, 2008, 02:43:51 pm
I seem to be having trouble getting the player start buttons on my cab to light when there is a credit available, any suggestions?

Not all games support that feature. Is it working at all? The best way for me to help would be if you can turn on the debug/verbose option and then post or email me the debug.log file.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 15, 2008, 10:11:08 am
Ok, i do that when i get home, i have notice hen it speaks the controls of a game is it flashes the player start button with button 1 on all players. So basically what ever the first command is, be it, jump, shoot etc the player start buttons flash at the same time as button 1
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 17, 2008, 06:49:41 pm
Ive attached the debug log
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 18, 2008, 09:28:03 am
Ok, i do that when i get home, i have notice hen it speaks the controls of a game is it flashes the player start button with button 1 on all players. So basically what ever the first command is, be it, jump, shoot etc the player start buttons flash at the same time as button 1

Ok, here's what's going on - in the device/port input map you have KEYCODE_A assigned to player 2 button 1. But you also have KEYCODE_A assigned to player 4 buttons 5 and 6 and to all four start buttons. So any game that uses player 2 button 1, will light up the other buttons at the same time.

You need to remap those buttons to their correct keycodes (as defined by your keyboard encoder). For example, the start buttons should probably be changed to KEYCODE_1, KEYCODE_2, KEYCODE_3, and KEYCODE_4 assuming you use the mame defaults.

That should solve your problem  :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 10:48:51 am
Ok, ill give that a go. Should this then get the player start buttons to flash for the games that support this feature?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 18, 2008, 11:16:51 am
Ok, ill give that a go. Should this then get the player start buttons to flash for the games that support this feature?

Yes.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: headkaze on May 18, 2008, 03:23:01 pm
Try it with DigDug as that supports the led outputs, the start buttons should flash when you insert a coin.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 05:18:41 pm
Ok, ive sorted the button conflicts now, thanks. I have gotten the player start buttons to light (permently) for the amount of players a game uses, ie Alien VS predator lights player start buttons 1 to 3, but not 4. But i cant seem to get the player start buttons to flash when a credit has been inserted. Now i know that the UK arcade version of TMNT use to have the player start buttons flash when u inserted a credit, but i cant seem to get this to work on mame. That said the UK version used to have just one coin shutte, and was able to select which turtle you wanted via the start button you pressed, on mame you cant do this!!?, you cant select just 1 coin shutte in the mame menu (although alot of the options are listed as unknown??) and adding a credit (button 5) always only allows you to select leonardo, so i dont think this is anything to go on. I'll try Dig dug later
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: headkaze on May 18, 2008, 05:28:38 pm
Ok, ive sorted the button conflicts now, thanks. I have gotten the player start buttons to light (permently) for the amount of players a game uses, ie Alien VS predator lights player start buttons 1 to 3, but not 4. But i cant seem to get the player start buttons to flash when a credit has been inserted. Now i know that the UK arcade version of TMNT use to have the player start buttons flash when u inserted a credit, but i cant seem to get this to work on mame. That said the UK version used to have just one coin shutte, and was able to select which turtle you wanted via the start button you pressed, on mame you cant do this!!?, you cant select just 1 coin shutte in the mame menu (although alot of the options are listed as unknown??) and adding a credit (button 5) always only allows you to select leonardo, so i dont think this is anything to go on. I'll try Dig dug later

Not all games have the outputs added yet so it might not have support for it in Mame yet. I did a "quick and dirty" search on which games had support for led/lamp/digit outputs for Mame 111 and they were (approx)

- 1477 ROMs support led outputs
- 33 ROMs support lamp outputs
- 31 ROMs support digit outputs

And you can get a list of those games if you check out the readme.txt file in the Mame Interop SDK download. I don't think TMNT is in the list, so best to check if it's supported in Mame.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 05:58:15 pm
Cheers, ill take a look at the readme
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 06:08:57 pm
OK just took a quick look at the readme, and noticed in the list for mame 0.111 Alien Vs Predator is listed (avsp), would some of these rom of been removed from version 0.111 to 0.125 which im using now?. As i said above i have tried to get the player start lights to flash on a credit insert, but on alien vs predator they dont flash at all. Any ideas?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: headkaze on May 18, 2008, 06:16:21 pm
OK just took a quick look at the readme, and noticed in the list for mame 0.111 Alien Vs Predator is listed (avsp), would some of these rom of been removed from version 0.111 to 0.125 which im using now?. As i said above i have tried to get the player start lights to flash on a credit insert, but on alien vs predator they dont flash at all. Any ideas?

First thing you should do is test if DigDug works because that is known to have led outputs in Mame.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: lettuce on May 18, 2008, 06:35:46 pm
Yeah i shall try that tomorrow.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 18, 2008, 11:51:58 pm
I just tested avsp with mame .121. It does not provide the mame outputs to flash the start LEDs. In the LEDBlinky folder there's a MAMEOutputTest program you can use to see which outputs each game uses.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: Franco B on May 20, 2008, 05:29:18 am
Hey arzoo, I was wondering if you had given any more thought to the LED sequencer idea we spoke about a while ago to combine .lwax's etc?
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on May 20, 2008, 02:28:01 pm
Hey arzoo, I was wondering if you had given any more thought to the LED sequencer idea we spoke about a while ago to combine .lwax's etc?

You're referring to the ability to insert one lwax file into another, yes? This would allow you to create a library of animation sequences which could be combined and reused. It's a great idea - but I haven't spent any time working on the animation editor as of late. When I do get back to it, this enhancement is on my list. :)
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: Franco B on May 21, 2008, 02:13:04 am
(http://www.ftooc.org/phpbb/images/smiles/fing34.gif) Yeah thats the one.

Im going to have some quite complex routines to sequence in a few months and it would be ever so useful to me, as im sure it would be to others too  ;)

Looking forward to it, thanks for your hard work as always.
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on June 01, 2008, 10:39:29 am
I've started work on an update to the Animation Editor. Here's what's on my to-do list:
Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: Franco B on June 02, 2008, 03:43:38 am
(http://www.ftooc.org/phpbb/images/smiles/woohoo.gif)

Thanks for working on the import/export!

The fade in/out will be handy too as sequencing fades can be a pain. What are your plans for the fade in/out? Could you select something like:

Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
Post by: arzoo on June 02, 2008, 10:09:12 am
    (http://www.ftooc.org/phpbb/images/smiles/woohoo.gif)

    Thanks for working on the import/export!

    The fade in/out will be handy too as sequencing fades can be a pain. What are your plans for the fade in/out? Could you select something like:

    • Output(s) to fade in/out
    • Type of Fade (Fade in/Fade out/Fade In-Out/Fade Out-In)
    • Start intensity
    • Finish intensity
    • Fade frame length
    • Number of fade cycles

    Here's how I intend to implement the fade feature; Select the Fade menu option and the Fade dialog will be displayed. You can then select which buttons to fade (All or Currently Selected), the Start Fade Intensity (with the option to start with the current intensities), the End Fade Intensity (with the option to end with the current intensities - mutually exclusive to the start option), and the Fade Frame Duration (fast, medium, slow, or custom). Click Ok and the editor will insert the number of frames required to fade the buttons. Any non-selected buttons will remain at their current intensity throughout the fade. If you're not happy with the results, click Undo and try again.
    [/list]
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: Franco B on June 03, 2008, 05:41:41 am
    Sounds great  :cheers:

    I really must get on with my build  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: lettuce on June 27, 2008, 09:14:36 am
    Does this program work with Ultimarc's PacDrive?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on June 27, 2008, 09:43:05 am
    Does this program work with Ultimarc's PacDrive?

    Yes
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: headkaze on June 27, 2008, 02:54:36 pm
    Does this program work with Ultimarc's PacDrive?

    It will also be supporting the U-HID soon as well ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: lettuce on June 27, 2008, 07:50:36 pm
    Cool. Am i right in saying that with the PacDrive you can not set the intensity of the LED's, there either on or off?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: youki on June 27, 2008, 08:02:58 pm
    Yes, you are right.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: mmalficia on July 07, 2008, 01:43:19 pm
    Hello  again  folks  ...

    I'm in need of some  assistance again.... hopefully someone can shed some light on a few things for me  ..

    setup :  mala    using the  plugin to run ledblinky 

    first  "?"   (from verbose log...

    [07/07/2008 11:51:44] Received Event - Queue:[1] Msg:[7~F:\Emulators\Programs\snes\snes9x151w\Closemul.exe~snesratio].
    [07/07/2008 11:51:44] Event: FEEmulatorSelected [F:\Emulators\Programs\snes\snes9x151w\Closemul.exe] [snesratio]
    [07/07/2008 11:51:44] Emulator: [Closemul] snesratio  <---- im assuming this is the call to ledblinky.exe to tell it the  emu default block
    [07/07/2008 11:51:44] FEEmulaterSelected Event Completed

    how do i define  that block in controls_emu.ini  ?   to differentiate it from ofther  emulator's using closemul ?? 

    right now  Ive got [closemul]  and then the  block   and that works sorta  but Ive got several emu's/apps   using this wrapper      is there a way to separate them ? 

    2.  I'm having an issue  with getting  the allways active feature of  control maps to work .. (especially in mame)  mainly i have  p3sw8 as the escape key .. and  the trackball lighting has the same issue      somehow  no mater how i define  them i either get  no light  or a  combo of  active  and default  (like their being added together)   and i cant seam to iron that out  )   


    many thanks in advance for any info..

    Mmal




    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on July 07, 2008, 02:01:38 pm
    Mmalficia,
    I'm not familiar with Closemul - can you give me some info on how it works? Also, email me the LEDBlinky debug log and your MaLa.ini file. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: FritzStudio on July 11, 2008, 12:33:05 am
    Hi Arzoo

    Thanks a bunch for this plugin, I have it up and running, all is well and bright and colorful.

    I have a second project that i want to do that would involve controlling the LED's with Variable, Strings and other datatypes coming out of a realtime (modern) 3d game engine. The game engine would kick out some data, say the letter "B", and that should turn on LEdWiz1:Port1 to 100%..  Is this possible with your plugin?   Is that example clear?

    thanks!
    MikeO
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on July 11, 2008, 01:07:01 pm
    Hi Arzoo

    Thanks a bunch for this plugin, I have it up and running, all is well and bright and colorful.

    I have a second project that i want to do that would involve controlling the LED's with Variable, Strings and other datatypes coming out of a realtime (modern) 3d game engine. The game engine would kick out some data, say the letter "B", and that should turn on LEdWiz1:Port1 to 100%..  Is this possible with your plugin?   Is that example clear?

    thanks!
    MikeO

    MikeO,
    I guess if you wrote an app that intercepted the data from the game engine, it could conceivably use LEDBlinky to light the LEDs. But at that point, you might as well write the LED code yourself - it's really not difficult to control the LED-Wiz or Pac-Drive. Then you would have more flexibility to do exactly what you want. If you need help getting started, myself, headkaze or loadman can point you in the right direction.

    arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: mmalficia on July 11, 2008, 05:32:25 pm
    emails sent arzoo

    and just for anyone else whos interested

    closemul its a generic  wrapper  from  byoac  forums  :
      http://forum.arcadecontrols.com/index.php?topic=52400.0
    dosnt get as much attention as it deserves thou         but it supports multiple ways to  catch and close a app    send keys   pre commands  post commands  and  the best feature    update regs /inis  based on passing a rom name     works great for  those emus that dont suport  per rom configs   if  your willing to write all the  ini files

    now that im back for the weekend  im going to play with the possibility of  renaming the closemule.exe   and config ini  and see if  i can still use it that way   (just make several copys  named diferently )   

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: Ginsu Victim on July 11, 2008, 08:49:42 pm
    I'm trying to setup LEDblinky to work with Mamewah and FastMAME.84. My searches around here haven't turned up anything, unless I just missed it.

    So far I've only setup the layout and made some animations, but verything I've tried config-wise does nothing for me.

    Is there a tutorial anywhere? (edit: Guess I could start by reading readme.txt and install and config.doc...)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: arzoo on July 12, 2008, 09:17:31 am
    I'm trying to setup LEDblinky to work with Mamewah and FastMAME.84. My searches around here haven't turned up anything, unless I just missed it.

    So far I've only setup the layout and made some animations, but verything I've tried config-wise does nothing for me.

    Is there a tutorial anywhere? (edit: Guess I could start by reading readme.txt and install and config.doc...)

    GV,
    With Mamewah, you'll need to use LEDBlinky's command line parameters - they're documented in the readme and doc file  ;). Mamewah can launch an external app when the FE starts and quits, and pre/post emulation - so you'll be able to use most of LEDBlinky's features. Basically, here's the commands you'll need to set in Mamewah's  configuration:

    FE Start (startup_app_commandlines) -
      LEDBlinky.exe 1

    FE Quit (exit_app_commandlines) -
      LEDBlinky.exe 2

    Emulator start (pre_emulator_app_commandlines) -
      LEDBlinky.exe <rom> <emuname>

    Emulator exit (post_emulator_app_commandlines) -
      LEDBlinky.exe 4

    Post any questions you have back here or send me a pm.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: Ginsu Victim on July 12, 2008, 11:14:34 am
    Yeah, since I actually read the documentation (which I should've done FIRST), I noticed that. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7
    Post by: mmalficia on July 14, 2008, 11:58:43 am
    OK I'm still not  getting something right  ..    as a test  for  the basic  emu lighting  if  ya look at  the nestopia block  everything works but getting the trackball to light    the  esc key is working  but  for some reason  trackball lighting is using  default  not active   even thou  i have it set to a blue pulse and always active    (the esc  key is working as ide imagine  and is set the same  so I'm obviously  missing  something or  borked  something up     ..  anyone  able to clue me in  to what  I'm doing wrong here ? 




    Fixed  i think;

    not sure if this is  the right way   but  i may just have been an idiot  i didnt see the  CONTROL_TRACKBALL= was still blank in the color ini file     i was trying to ajust   P1 track and  mouse   .. now that  thats filled in  its blinking  like it should  .. ill go hide in the corner   now :>   


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on August 10, 2008, 05:24:42 pm
    Version 3.7.2 released! This includes the latest updates to the Animation Editor (v1.7). Please see first post for details and links.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: dna disturber on August 10, 2008, 05:48:18 pm
    Great work arzoo.
    I noticed that you also took care of the pause/unpause  :cheers:
    Thanks again for the support.  :notworthy:

    By the way.
    I'm still working on filling the mameoutputs.ini
    I'm all the way up to the D  (as in (allmost) all games from 0 - c documented)
    Mapped some leds here and there ofcourse

    Dna Disturber


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: headkaze on August 10, 2008, 06:06:01 pm
    Nice one Arzoo :) It will be interesting to see people using the U-HID's in their cabs.

    Also was just going to mention that I haven't got around to fixing the config loading issue in UltraStik.dll. Not sure if your waiting for that but I need to plug my 360's in and test it. Been really busy lately though  :dizzy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: bent98 on September 11, 2008, 10:44:38 pm
    Azroo with version 3.72. Can I configure it to work standalone with Hyperspin and be able to have it light mame mame controls like it does with Mala?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 08:34:07 am
    Azroo with version 3.72. Can I configure it to work standalone with Hyperspin and be able to have it light mame mame controls like it does with Mala?

    Yes, but only mame controls. It won't work for any other emulator until Hyperspin provides the ability to launch an external app pre/post starting an emulator.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: bent98 on September 12, 2008, 08:39:44 am
    I spoke to Bill about Pre and Post commands for Emualtors like Sega Saturn and PCE CD using Deamon Tool pre and post. He is working on that now and will add this feature shortly through app called Hyper Launch
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 08:56:59 am
    I spoke to Bill about Pre and Post commands for Emualtors like Sega Saturn and PCE CD using Deamon Tool pre and post. He is working on that now and will add this feature shortly through app called Hyper Launch

    That's good news. Do you know if Bill is also adding and external app launch when Hyperspin starts and quits?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: Franco B on September 12, 2008, 10:31:41 am
    arzoo, would it be possible to change the Animation Editor so that you can maximise the window? The standard area where you place the buttons/LEDs is a little on the small size for larger configurations.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 10:39:47 am
    arzoo, would it be possible to change the Animation Editor so that you can maximise the window? The standard area where you place the buttons/LEDs is a little on the small size for larger configurations.

    I designed all the LEDBlinky apps to run at 640x480 - but I agree, for the animation editor it can be tight for a really large cp. I'll look into a fix for a future release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: bent98 on September 12, 2008, 10:44:25 am
    I think so.

    You Think you can swing by the chat room  tonight or late in the day when Bills around and hash out what you ned. I am sure he can probably accomidate a solution.

    http://www.hyperspin-fe.com/forum/chat/flashchat.php

    You may need to register on website to use chat. Not sure
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 10:52:33 am
    No can do tonight - busy. I'm already registered - I'll try to hook up with Bill sometime this weekend.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: Franco B on September 12, 2008, 12:09:17 pm
    arzoo, would it be possible to change the Animation Editor so that you can maximise the window? The standard area where you place the buttons/LEDs is a little on the small size for larger configurations.

    I designed all the LEDBlinky apps to run at 640x480 - but I agree, for the animation editor it can be tight for a really large cp. I'll look into a fix for a future release.

    Thanks arzoo. I need to fit all three of my CPs, plus the LEDs on the table top and other places (>100 outputs) on one screen whilst still being able to place them relative to one another to try and make sence of it all so being able to have 75% of the screen to place the controls woul be great.

    Maybe you could have it startup to run at 640x480 and then increase to fullscreen from an option from the layout tab?

    Do you accept donations or could I make a donation to a charity for you? You have put in a lot of extra effort into the animator at my request already.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.2
    Post by: arzoo on September 12, 2008, 01:35:33 pm
    Wow, are all your cp's controlled by the same set of driver boards at the same time?

    I've never accepted any donations for LEDBlinky, but if you'd like to donate to a charity, this one has personal meaning to my family;

    Joan Krantz After School SPOT fund - enables the JFVS to provide services to vulnerable youth and their families. The JFVS of Middlesex County, NJ web site is: www.jfvs.org

    But please don't feel obligated. Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on September 28, 2008, 02:54:30 pm
    LEDBlinky 3.7.3 Released - now with HyperSpin support! This will require HyperSpin version 0.7.0.1 (or later) - which should be released some time this week. Also added a feature to the Animation Editor to allow for larger virtual layouts. And a minor update to the MaLa plugin for the new PluginConfigure event.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: loadman on September 28, 2008, 08:14:05 pm
    And a minor update to the MaLa plugin for the new PluginConfigure event.

     :applaud:

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: TexFlood on October 02, 2008, 11:54:55 am
    I just noticed this today, but for some reason I can't get the resizable popup screens on the LEDBlinky Tools tab of LEDBlinkyConfig.exe to maximize or to stretch beyond the size in the pic below.

    I took a look in the Settings.ini file to see if there was saved window size settings but I didn't see anything.  I couldn't find any settings of such in the registry by searching for LEDBlinky.  This was occurring in LEDBlinky 3.7.2 and I just upgraded to 3.7.3 and it is still happening. 

    Anyone else have this happen when they open the LEDBlinky Profile Editor window?  Or did I muck something up on my computer?  Is the MaxWidth (or whatever the propery is) of the form set to a low value possilby?

    Melikes this app!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on October 02, 2008, 09:28:40 pm
    I just noticed this today, but for some reason I can't get the resizable popup screens on the LEDBlinky Tools tab of LEDBlinkyConfig.exe to maximize or to stretch beyond the size in the pic below.

    I took a look in the Settings.ini file to see if there was saved window size settings but I didn't see anything.  I couldn't find any settings of such in the registry by searching for LEDBlinky.  This was occurring in LEDBlinky 3.7.2 and I just upgraded to 3.7.3 and it is still happening. 

    Anyone else have this happen when they open the LEDBlinky Profile Editor window?  Or did I muck something up on my computer?  Is the MaxWidth (or whatever the propery is) of the form set to a low value possilby?

    Melikes this app!


    The profile app has a fixed width (and variable height) - there's no ini or registry setting. It's really odd how it's clipping the controls. What's your OS and display resolution? Also, can you check your display properties to see if you're using a font size other than 'normal'? Maybe it's your dpi setting? Are the other LEDBlinky config apps displaying correctly?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: TexFlood on October 02, 2008, 11:34:22 pm

    The profile app has a fixed width (and variable height) - there's no ini or registry setting. It's really odd how it's clipping the controls. What's your OS and display resolution? Also, can you check your display properties to see if you're using a font size other than 'normal'? Maybe it's your dpi setting? Are the other LEDBlinky config apps displaying correctly?


    Ahhh....  I'm running XP at 1600 x 1200, but I changed the DPI to 120 to make text readable.  That must be what's causing the prob.  A few of the other screens that are loaded by the Tools tab were behaving the same way.  Now that I know what is causing the prob I can make the DPI switch to make the app work.  Thanks for the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: TheShanMan on October 13, 2008, 11:33:41 pm
    Just got this going last night with my new pacdrive. I have 4 atari volcano buttons/LED's for P1-P4 start, so that's all I'm using it for right now. May use it to drive the coin lights and magnetic coin mechanisms at some point, but that's no priority right now.

    I totally understand that only a subset of games has LED outputs based on credits, but I wonder if we (maybe I) assembled a comprehensive list of games that have LED outputs, then could the list be used as a way to do something special in-game for all other games? It would be cool if there was some way to have it only light up during attract mode, though I imagine there's no way to detect that. Of course it would be cool to light up based on credits but I know anything relating to coin counting is not gonna happen.

    Is the idea of differentiating between the 2 categories of games (output and no output) possible now, or maybe possible if arzoo is kind enough to add support? If so, any creative ideas on what cool things would be possible beyond the normal LED sequences or just plain "always on"?

    Arzoo - thanks so much for this plugin! :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on October 14, 2008, 07:58:19 am
    Just got this going last night with my new pacdrive. I have 4 atari volcano buttons/LED's for P1-P4 start, so that's all I'm using it for right now. May use it to drive the coin lights and magnetic coin mechanisms at some point, but that's no priority right now.

    I totally understand that only a subset of games has LED outputs based on credits, but I wonder if we (maybe I) assembled a comprehensive list of games that have LED outputs, then could the list be used as a way to do something special in-game for all other games? It would be cool if there was some way to have it only light up during attract mode, though I imagine there's no way to detect that. Of course it would be cool to light up based on credits but I know anything relating to coin counting is not gonna happen.

    Is the idea of differentiating between the 2 categories of games (output and no output) possible now, or maybe possible if arzoo is kind enough to add support? If so, any creative ideas on what cool things would be possible beyond the normal LED sequences or just plain "always on"?

    Arzoo - thanks so much for this plugin! :cheers:

    It would be cool if mame provided an output for when a game enters its attract mode. That's something you'd have to bring up with the mame devs - but I doubt they would consider that kind of mod, it has nothing to do with authentically emulating the games.

    As for distinguishing between games with and without any mame outputs - that list could be useful, but it would be better if it listed exactly what outputs each game provided. As I recall, headkaze started to put together a list like that.
    Title: LEDBlinky and Game Controls
    Post by: PsychoAU on November 24, 2008, 11:11:34 am
    I just upgraded both my MALA and LEDBlinky versions and now I cannot get LEDBlinky to light the game controls while I scroll through the list in MALA.  Attached is the Debug.log file.  I know it is loading the colors.ini file and it successfully lights the game controls once I select a game.  It lights them during the speak and flash part as well as once the game begins.  But I cannot get it to light them while I scroll through the different games.  My previous version of LEDBlinky did this properly. 

    Thanks for the help.
    Title: Re: LEDBlinky and Game Controls
    Post by: arzoo on November 24, 2008, 11:20:11 am
    I just upgraded both my MALA and LEDBlinky versions and now I cannot get LEDBlinky to light the game controls while I scroll through the list in MALA.  Attached is the Debug.log file.  I know it is loading the colors.ini file and it successfully lights the game controls once I select a game.  It lights them during the speak and flash part as well as once the game begins.  But I cannot get it to light them while I scroll through the different games.  My previous version of LEDBlinky did this properly. 

    Thanks for the help.

    Looks like the Demo Controls feature is not turned on. Run the config app and check the MaLa tab.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: PsychoAU on November 24, 2008, 11:28:08 am
    Oh, okay.  I wasn't sure what that setting was for.  That fixed it.  I thought that the Light Game Control option on the main tab was enough to do it.  I have been wracking my brain for a day trying to figure this out.  Thanks a lot.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 03:54:20 am
    I'm not able to get LEDBlinky to work with Hyperspin 7.

    Is there something in particular I hould be looking at?

    There is no interaction with LEDBlinky and Hyperspin and no log file created to look into.

    Test animations and such work while configuring LEDBlinky but nothing happens when I start Hyperspin.

    I enabled LED Blinky in Hyperspin HQ and pointed the directory of where LED blinky is and setup LEDblinky with an input map and enabled debug log...but still nothing?

    Any suggestions?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 08:16:34 am
    I'm not able to get LEDBlinky to work with Hyperspin 7.

    Is there something in particular I hould be looking at?

    There is no interaction with LEDBlinky and Hyperspin and no log file created to look into.

    Test animations and such work while configuring LEDBlinky but nothing happens when I start Hyperspin.

    I enabled LED Blinky in Hyperspin HQ and pointed the directory of where LED blinky is and setup LEDblinky with an input map and enabled debug log...but still nothing?

    Any suggestions?

    Start Hyperspin and then alt-tab to your desktop and check for the LEDBlinky icon in the system tray. If it's not there, then something must be wrong with the Hyperspin configuration. If LEDBlinky is running and you have the 'Enable Debug Log' option checked, then look for the debug.log in the ledblinky folder. Let me know what you find.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 03:34:18 pm
    No LEDBlinky icon when in Hyperspin... so also no debug file.

    I posted this on the Hyperspin forum and BBB and  bent98 over there are trying to help me out:

    http://www.hyperspin-fe.com/forum/showthread.php?t=1445 (http://www.hyperspin-fe.com/forum/showthread.php?t=1445)

    This is at the bottom of my settings.ini in Hyperspin:
    [LEDBlinky]
    Active=true
    Path=F:\Emulators\Programs\LEDBlinky373\LEDBlinky

    This is the exact path of LEDBlinky on my computer:
    F:\Emulators\Programs\LEDBlinky373\LEDBlinky

    It looks like there is a problem activating LEDBlinky from Hyperspin on my end then...

    As a side note: I have all lights on Pac Drives (3 of them). When I first boot the computer all lights are on and stay on. If I go into  LedBlinky config , all lights turn off but I can test the lights and they show any test pattern I try but if I exit config all lights are off untill reboot. I don't know if this is normal or not or important to this situation but thought I would add that.


    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 03:48:37 pm
    You problem is you dont have a backslash at end of path. It should look like this

    Path=F:\Emulators\Programs\LEDBlinky373\LEDBlinky\

    Edit your settings.ini file and add the backslash.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 03:53:45 pm
    Thanks bent - I was just about to suggest that!

    As for the LEDs starting ON when you first boot up - that seems to be how the Pac-Drive works. The LEDBlinky app sends an all-off command when it starts. You might want to ask Andy over at Ultimarc about this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 08:34:17 pm
    Thanks for the replies!

    I added the backslash so it looks like this in Hyperspin settings.ini:

    [LEDBlinky]
    Active=true
    Path=F:\Emulators\Programs\LEDBlinky373\LEDBlinky\

    But still nothing happens when hyperspin is launched or I play a Mame game...Did alt-tab in Hyperspin and LedBlinky is not there either.

    I downloaded ledblinky again in case there was a problem with the one I dowloaded before, moved over the .ini files and still no luck...

    Any other suggestions?

    ...Oh ande the pac drive lighhting up the buttons on computer start is no problem to me...kinda like it all lit up at the beginning!  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 08:40:19 pm
    Here is a dumb question, but did you configure LEDblinky for your setup? Have you tested ledblinky with any other FE's? It sounds like a config issue and may not be a Hyperspin issue.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:05:59 pm
    I setup LEDBlinky correctly to the best of my knowledge...

     I followed the documentation of setting up input controls with generateinputmap application and then config application and set up a profile for hyperspin...

    In the config app, when I test lwax displays it show up on my CP....here is my settings.ini of ledblinky:

    ;For exclusive use with LEDBlinky – Arcade LED Control Software.

    [GameOptions]
    LightGameControls=1
    GamePauseSpeakControls=1
    GamePauseLWAFile=curtainclose.lwax
    UseMameOutputs=1
    LightPlayerStartCoin=1
    GameStartLWAFile=curtainclose.lwax
    GameStartSpeakControls=1
    GameStartSpeakPrimaryControls=1
    GameStartSpeakName=1
    GameStartStrobeName=2
    GameStartSpeakText=Welcome Human, Time To Play
    GameStartStrobeText=2
    AbortSpeechAnyKey=0
    SpeakControlsPrefix=
    SpeakPrimaryControlsPrefix=Primary Control

    [FEOptions]
    FE=HYPERSPIN
    LightFEControls=0
    DemoGameControls=0
    DemoScrollDelay=0
    DemoDuration=5
    FELWAFile=curtainclose.lwax
    FEScreenSaverLWAFile=
    FEScreenSaverRandomText=1
    FEScreenSaverRandomTextDelay=60
    FEScreenSaverRandomTextBerzerkMode=0
    FEStartLWAFile=Pattern01.lwax
    FEStartSpeakText=Another Human, For Our Amusement
    FEStartStrobeText=1
    FEQuitLWAFile=3backsweep.lwax
    FEQuitSpeakText=
    FEQuitStrobeText=0
    FESpeakControlsKey=0
    FESettingsFile=F:\Emulators\Hyperspin\Settings\Settings.ini

    [MAMEConfig]
    Colors_ini=
    Mame_cfg_folder=F:\Emulators\Programs\MAME\cfg
    MameControllerFile=
    UseMameDefaultForOtherEmulators=1
    MameOutputBufferSize=
    MameControlsFile=F:\Emulators\Programs\MAME\controls.ini
    MameXmlFile=F:\Emulators\Programs\MAME\mame.xml
    UseMameToTriggerGameStart=0

    [RandomText]
    Text0=Get The Intruder
    Text1=Intruder Alert!
    Text2=I detect coin in pocket.

    [Speech]
    SpeechRate=0
    SpeechVolume=100
    Voice=Microsoft Sam

    [CabAttract]
    CabAttractMode_FE=0
    CabAttractMode_ScreenSaver=0
    CabAttractMode_GamePlay=0
    CabAttractModeLWAFile=3forsweep.lwax
    CabAttractModeLEDWizDevices=

    [JDR]
    UseGPWiz49=0
    UseUltraStik=0
    UltraStikRestrictorPlate=0

    [OtherSettings]
    MaxPlayers=4
    CocktailMode=0
    RandomAniExcludeSelected=0
    GameStartDelayTimeout=20
    LogFile=Debug.log
    Verbose=0
    DisplayErrorsOnQuit=0
    DeviceListOverride=
    NoLEDs=0

    Here is also my log of hyperspin:
    (launching hyperspin, getting into mame wheel, starting and getting out of 1942, then exiting hyperspin)

    05:57:35 PM |  HyperSpin Started
    05:57:35 PM |  Error Invalid Or Missing Setting: Master_Volume
    05:57:35 PM |  Setting default volume of 100
                   Possible Solutions:
                                      -Check that Master_Volume setting is between 0 and 100
    05:57:35 PM |  Startup Program Unvavailable
    05:57:35 PM |  Menu mode is multi
    05:57:35 PM |  Menu.xml found
    05:57:35 PM |  Entering fullscreen mode
    05:57:35 PM |  Setting resolution to 640x480 refreshrate is 0
    05:57:37 PM |  Main Menu.xml loaded
    05:57:38 PM |  Loading wheel images
    05:57:38 PM |  Entering  Menu
    05:57:45 PM |  Menu.xml found
    05:57:45 PM |  MAME.xml loaded
    05:57:45 PM |  Loading wheel images
    05:57:46 PM |  Entering  Menu
    05:57:52 PM |  Excecutable is mame.exe
    05:57:52 PM |  Running in normal rom mode
    05:57:52 PM |  Executable Found
    05:57:53 PM |  Rom Found
    05:57:53 PM |  Attempting to launch
    05:57:53 PM |  Pausing Animations
    05:57:53 PM |  Launching file
    05:57:53 PM |  Command Line is: "F:\Emulators\Programs\MAME\mame.exe"  "F:\Emulators\Programs\MAME\roms\1942.zip"
    05:58:12 PM |  Menu.xml found
    05:58:12 PM |  Main Menu.xml loaded
    05:58:12 PM |  Loading wheel images
    05:58:13 PM |  Entering  Menu
    05:58:18 PM |  Exiting HyperSpin
    05:58:18 PM |  Exit Program Unvavailable
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:08:02 pm
    Oh also I have not tried LEDblinky with another FE, I barely tried mala as my first fe before even building my cab but pretty much went straight into hyperspin from there once I saw the hyperspin graphics and layout...I never looked for another fe after that!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 09:20:36 pm
    Ok

    But did you configure Ledblinky at all? Did you tell it what buttons are mapped to ports on your pac drive? Did you setup your mame settings? Did you set up Hyperspin to light up in use buttons?

    LEDblinky doesnt just work out of the box.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:38:19 pm
    Yes I configured LEDblinky...

    I told it what buttons are mapped to the ports on the pac drives via genledblinkyinputmap.exe...check

    I setup mame settings, 'mame config tab' via ledblinkyconfig.exe, ....check

    I setup hyperspin unfer 'Hyperspin Options tab' (originally i did not have anything checked here because I did not want the hyperspin specific controls to be lit up, but for this case I checked it all and hyperspin settins.ini path was input before here as well.) this all done in 'Hyperspin Controls' tab via ledblinkyconfig.exe ...check

    I setup the hyperspin animations to play in 'FE Options' tab in ledblinkyconfig.exe, such as startup animations, speech and closing animations etc...)...check
    All tests work within LEDBlinky (I can see animations on CP etc.. when pressing the test buttons)

    I setup a hyperspin Profile under 'Led blinky tools' tab again in ledblinkyconfig.exe. Made sure everyhing was set (all single bulbs at 49)...check

    Am I missing something very important?

    Was there anything else I needed to setup in Hyperspin?

    The only thing I did within Hyperspin is made sure that Hyperspin was enabled and added the backslash to the ledblinky path...all within Hyperspin's settings.ini.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 09:49:27 pm
    Yes I configured LEDblinky...

    I told it what buttons are mapped to the ports on the pac drives via genledblinkyinputmap.exe...check

    I setup mame settings, 'mame config tab' via ledblinkyconfig.exe, ....check

    I setup hyperspin unfer 'Hyperspin Options tab' (originally i did not have anything checked here because I did not want the hyperspin specific controls to be lit up, but for this case I checked it all and hyperspin settins.ini path was input before here as well.) this all done in 'Hyperspin Controls' tab via ledblinkyconfig.exe ...check

    I setup the hyperspin animations to play in 'FE Options' tab in ledblinkyconfig.exe, such as startup animations, speech and closing animations etc...)...check
    All tests work within LEDBlinky (I can see animations on CP etc.. when pressing the test buttons)

    I setup a hyperspin Profile under 'Led blinky tools' tab again in ledblinkyconfig.exe. Made sure everyhing was set (all single bulbs at 49)...check

    Am I missing something very important?

    Was there anything else I needed to setup in Hyperspin?

    The only thing I did within Hyperspin is made sure that Hyperspin was enabled and added the backslash to the ledblinky path...all within Hyperspin's settings.ini.

    You've definitely got LEDBlinky configured!

    I'm convinced the problem is that HyperSpin is not launching LEDBlinky. When I look at my HyperSpin log, this is what I see:

    07:36:50 PM |  HyperSpin Started
    07:36:50 PM |  Startup Program Unvavailable
    07:36:50 PM |  Menu mode is multi
    07:36:50 PM |  LEDBlinky is set to active
    07:36:50 PM |  Found LEDBlinky.exe
    07:36:50 PM |  Running LEDBlinky
    07:36:51 PM |  Menu.xml found

    Is it possible you're not running the latest version of HS?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 09:56:18 pm
    Are you running LEDblinky 7.0.3?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 09:58:18 pm
    UPDATE UPDATE UPDATE!!!

    I Downloaded just the Hyperspin.exe file again and it is now working!

    Don't know why , how or what but it works now!!!....After re-downloading led blinky before I decided to dowonload just the exe. of Hyperspin and violla!!! It works!

    I have no idea what was wrong with my other .exe but itworked after the redownload of Hyperspin!

    Thanks all for your support in this, I really appreciate the time you guys took...you can't believe how happy I am right now ;D ;D ;D WOOHOO!  I love it when things work!!!!

    LEDBlinky and Hyperspin workng together is nothing less than AMAZING!!!!! :o :o :o

    Thanks AGAIN fo creating this and helping me in this!!!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 10:00:24 pm
    I was running LedBlinky 3.7.3
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: bent98 on December 02, 2008, 10:02:26 pm
    Sorry i ment to ask if you were running Hyperspin 7.0.0.3. If you were running version 6 for the torrent then that was your problem.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 10:06:01 pm
    nothing to see here, move along.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 10:06:23 pm
    That may have been it...I thought I was running Hyperspin 7 all along ( I remembering downloading the torrent initially, then downloading HS 7, and HQ 5 and copying it over the torrent files...but I honestly can't remember)

    Maybe that was it all along!!!
    If it was a big DOH! On me!

    But as it works now I'm just mesmerized looking at all the <a onMouseOver="javascript:window.status='blinking lights';return true;" onMouseOut="javascript:window.status='';return true;" href="http://thebigsvc.info?v=1%2E2&ss=blinking+lights">blinking lights</a> and trying out different voice commands!

    Thanks again for all the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 02, 2008, 10:06:44 pm
    UPDATE UPDATE UPDATE!!!

    I Downloaded just the Hyperspin.exe file again and it is now working!

    Great news! You should post some pics of your cp all blinky!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 02, 2008, 10:16:43 pm
    I don't know how to do video but here are some pics of the cp all lit up (just noticed a grren light that is out gotta look into that connection)

    (http://i5.photobucket.com/albums/y152/Charles4400/cp2.jpg)

    (http://i5.photobucket.com/albums/y152/Charles4400/CP1.jpg)

    My first cab and CP so not as nice as MANY others I have seen but I am happy with it! Especially with LEDBlinky working on it and Hyperspin as the FE!, I can't keep this smile off my face!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 03, 2008, 08:44:01 am
    My first cab and CP so not as nice as MANY others I have seen but I am happy with it! Especially with LEDBlinky working on it and Hyperspin as the FE!, I can't keep this smile off my face!

    Very nice!  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Popcorrin on December 23, 2008, 02:07:30 am
    First off, I must say that LedBlinky is very impressive.  Great work.  :applaud:
    I did have a feature request though.   It would be nice to have the option to run an animation when a person chooses a gamelist, picks a category,  etc.

      I'm not trying to compare your plugin to Headkaze's by any means but when browsing gameex, everytime you make a menu selection or go back a page it flashes an animation,  it's a pretty cool feature.  I thought it would be nice if LedBlinky had this option.   I suppose it is somewhat dependent on the frontend.  I plan on using it with Hyperspin.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 23, 2008, 11:52:07 am
    First off, I must say that LedBlinky is very impressive.  Great work.  :applaud:
    I did have a feature request though.   It would be nice to have the option to run an animation when a person chooses a gamelist, picks a category,  etc.

      I'm not trying to compare your plugin to Headkaze's by any means but when browsing gameex, everytime you make a menu selection or go back a page it flashes an animation,  it's a pretty cool feature.  I thought it would be nice if LedBlinky had this option.   I suppose it is somewhat dependent on the frontend.  I plan on using it with Hyperspin.

    I agree, that could be a nice feature - but you are correct, it is FE dependent. I'll look into it for a future release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 28, 2008, 01:08:32 pm
    Is there a way to change the controls.ini file (or any other file) so that led blinky speaks additional control information?

    For example for "19XX: The War Against Destiny"

    Button 1 is fire
    Button 2 is bomb

    But if you hold down button1 (fire) you get a special attack.... Is there a way for the voice to tell you to hold down fire for the special attack?

    Is there also a way for it to tell you moves which require you to hold down 2 buttons at the same time?

    (such as 1943 Kai: Midway Kaisen (Japan) pressing button 1 and 2 together allows you to loop)

    -Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 29, 2008, 08:31:32 am
    Is there a way to change the controls.ini file (or any other file) so that led blinky speaks additional control information?

    For example for "19XX: The War Against Destiny"

    Button 1 is fire
    Button 2 is bomb

    But if you hold down button1 (fire) you get a special attack.... Is there a way for the voice to tell you to hold down fire for the special attack?

    Is there also a way for it to tell you moves which require you to hold down 2 buttons at the same time?

    (such as 1943 Kai: Midway Kaisen (Japan) pressing button 1 and 2 together allows you to loop)

    -Thanks!
    You can edit the controls.ini and modify the action for any button. For example, you could change button one to "Fire, hold for special attack". As for combo buttons, there's currently no way to flash and speak both buttons at the same time. I may be able to enhance this in a future release.

    By the way, the next release of LEDBlinky will have a new Controls Editor which will let you make these kinds of configuration changes without having to manually edit any ini files. It's mostly designed to help configure other emulators, but you'll also be able to modify MAME controls for speech and color.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 29, 2008, 10:24:47 am
    Thanks Arzoo!!!...Of course why didn't I think of just adding more descriptive text to the button speech !?  :P makes perfect sense.... should have tried that first!!!

    Having two button speech and flash would be great on a future release!  ;D

    One more question though,
    If controls.ini is what LEDBlinky reads for mame what file does it read for other emulators such as Daphne so I can edit it appropriately?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 29, 2008, 10:38:35 am
    One more question though,
    If controls.ini is what LEDBlinky reads for mame what file does it read for other emulators such as Daphne so I can edit it appropriately?

    You can edit the controls_emu.ini for all other emulators. Or just wait for the next release with the control editor app - but it could a month or so before it's ready, unless you'd like to do some beta testing? :) Regardless, if you modify the controls_emu.ini file, all the data will be imported with the controls editor - so you won't lose anything.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 29, 2008, 12:09:55 pm
    Got it Thanks again Arzoo!

    I'll have to decline on the beta testing, not because I don't want to help but I feel I'm far from qualified to really beta test since I'm stubling along trying to learn as I go.... and can honestly say I'm dabling on a bunch of things for the cabinet but am no master at any of them!  :P hehe don't know how much use I would be at beta testing!

    But thanks for the offer!

    Cool can't wait for the next release whenever it gets released..and again thanks for the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on December 31, 2008, 03:53:39 pm
    As for combo buttons, there's currently no way to flash and speak both buttons at the same time. I may be able to enhance this in a future release.

    Turns out this was easy to add - so you'll be able to configure combo buttons in the next release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Charles4400 on December 31, 2008, 11:08:09 pm
    Awesome Arzoo!!!!!! Great thanks for that request and can't wait for the next release!!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Popcorrin on January 09, 2009, 01:33:34 pm
    Arzoo,  I was wondering about a setting and I currently have no way to test it.
    If I have ledblinky set up to light up gameex's controls, will those controls stay lit when I load up the mame list or will it only light up the controls that the highlighted game uses?   Is this something that is configurable?
    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on January 09, 2009, 01:58:37 pm
    Arzoo,  I was wondering about a setting and I currently have no way to test it.
    If I have ledblinky set up to light up gameex's controls, will those controls stay lit when I load up the mame list or will it only light up the controls that the highlighted game uses?   Is this something that is configurable?
    Thanks
    It should do both. The game controls can be configured to stay lit for a few seconds, then return to the fe controls.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Popcorrin on January 10, 2009, 12:56:54 am
    Perfect, thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on February 04, 2009, 08:41:59 am
    First off, I must say that LedBlinky is very impressive.  Great work.  :applaud:
    I did have a feature request though.   It would be nice to have the option to run an animation when a person chooses a gamelist, picks a category,  etc.
    This will be included with the upcoming release (in beta now)  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Twin-X on February 08, 2009, 07:05:20 am
    Hey i am running hyperspin 8.0.0.1 with ledblinky 3.7.3.

    It works perfect however i must have done something wrong.
    When i edit the butting mapping in mame with the tab key a perfect cfg file is created.

    In ledblinky config i repeatadly selected the cfg folder of mame to point to this direction.
    However for some reason the lights do not map to my newley chosen button layout.

    How can i get this to work? Or do i need to create 1 big ctrlr file with all the games and mapped buttons in it?

    thanks,
    Jeffry
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: arzoo on February 08, 2009, 10:27:22 am
    Hey i am running hyperspin 8.0.0.1 with ledblinky 3.7.3.

    It works perfect however i must have done something wrong.
    When i edit the butting mapping in mame with the tab key a perfect cfg file is created.

    In ledblinky config i repeatadly selected the cfg folder of mame to point to this direction.
    However for some reason the lights do not map to my newley chosen button layout.

    How can i get this to work? Or do i need to create 1 big ctrlr file with all the games and mapped buttons in it?

    thanks,
    Jeffry

    There's a bug in LEDBlinky when used with newer versions of mame which prevents it from correctly reading the cfg files. It's been fixed in the current code in beta - which should be ready for general release in a couple weeks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.3
    Post by: Twin-X on February 09, 2009, 03:31:49 am

    There's a bug in LEDBlinky when used with newer versions of mame which prevents it from correctly reading the cfg files. It's been fixed in the current code in beta - which should be ready for general release in a couple weeks.

    Aha i missed that one! Thanks arzoo.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on March 11, 2009, 08:12:14 pm
    New Release - v3.7.4
    See the first post for download links.

    Thanks to all the beta testers!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Popcorrin on March 11, 2009, 11:43:11 pm
    New Release - v3.7.4
    See the first post for download links.

    Thanks to all the beta testers!  :cheers:

    FE List change animation feature.   Very Nice!! ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on March 13, 2009, 03:21:44 pm
    Just wanted to say thanks! Especially for the new release!

    This is just so awesome
    So glad I'm able to run this with Maximus Arcade

    You are truly a genius, as well as generous to do all the work on this  :notworthy: :notworthy: :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on March 13, 2009, 03:30:23 pm
    Just wanted to say thanks! Especially for the new release!

    This is just so awesome
    So glad I'm able to run this with Maximus Arcade

    You are truly a genius, as well as generous to do all the work on this  :notworthy: :notworthy: :notworthy:

    Definitely not a genius - but thanks!

    One thing though - Last I checked there were still problems when using LEDBlinky with the Maximus Arcade beta. MA seems to send every command twice. Hopefully this will be resolved for the final MA release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Bender on March 13, 2009, 03:46:26 pm
    MA does send some things twice, like running an animation twice, but it hasen't botherd me so far, but lets hope Mameseer fixes it though!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on March 21, 2009, 06:58:24 pm
    I've posted a minor update to the Controls Editor (v3.7.4.2) - fixed a couple of bugs. Most notably, the Unknown Games list was not being saved permanently after games were imported. For those of you who have used this feature, you should delete the UnknownGames.dat file.

    If you're already running 3.7.4, just download the upgrade file and unzip into the folder above /LEDBlinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 06, 2009, 05:46:09 pm
    Hey arzoo,

    First,  :cheers:, never has being pretty been so easy.

    Secondly, I'm running into issues when enabling the speaking of controls.  For some games, it works, and for others it doesn't.  After I play a game where it doesn't work and close Mala, I get the following error:

    "Control List and Control Speech List do not have the same number of values."


    Also, would it be possible to set LEDBlinky up so it can both display the controls and play an animation while the front end is active?  There's a timer setting for demoing the controls, would it be possible to allow the animation to play after the demo period?  If you enable one, the other is disabled.  It took me a while to figure that out as they're on separate pages and there's no note that they don't work together.  (That I saw, but I'm good at missing things.)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 07, 2009, 09:33:23 am
    Hey arzoo,

    First,  :cheers:, never has being pretty been so easy.

    Secondly, I'm running into issues when enabling the speaking of controls.  For some games, it works, and for others it doesn't.  After I play a game where it doesn't work and close Mala, I get the following error:

    "Control List and Control Speech List do not have the same number of values."


    Also, would it be possible to set LEDBlinky up so it can both display the controls and play an animation while the front end is active?  There's a timer setting for demoing the controls, would it be possible to allow the animation to play after the demo period?  If you enable one, the other is disabled.  It took me a while to figure that out as they're on separate pages and there's no note that they don't work together.  (That I saw, but I'm good at missing things.)

    The error you're getting about the control list and speech list is a bug - I'll try to post the fix tonight. Can you tell me a few of the games that are generating that error (not speaking)?

    As for the animation and demo feature - sorry for the confusion (the docs do mention that those features are mutually exclusive - I think the mouse-over tooltip also mentions it ;) ). For now, that's the way it works - but I may be able to make an enhancement in a future release.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 07, 2009, 09:38:56 am
    Heh, like I said, I'm good at missing things.  I generally look once, don't find it, ask about it, look more and then find it.   :laugh:

    I can't say for sure, as this was two days ago, but I don't think the 194X games work or the Raiden games.  Metal Slug didn't work.  I don't think Sunset Riders worked.  I tried some random game and that did work, but I can't remember what it was.  If I enable say primary controls, that always works (joystick type, etc).

    I will do my best to make a more concrete list when I get home.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 07, 2009, 10:10:12 am
    Heh, like I said, I'm good at missing things.  I generally look once, don't find it, ask about it, look more and then find it.   :laugh:

    I can't say for sure, as this was two days ago, but I don't think the 194X games work or the Raiden games.  Metal Slug didn't work.  I don't think Sunset Riders worked.  I tried some random game and that did work, but I can't remember what it was.  If I enable say primary controls, that always works (joystick type, etc).

    I will do my best to make a more concrete list when I get home.

    No need for a complete list - I just wanted a few for testing. I had discovered that bug a few weeks ago but I don't think it's preventing the games from speaking correctly - it only occurs for games that are not listed in the controls.ini file - so LEDBlinky wouldn't have anything to speak for those games anyway. Basically, it's a false positive (or negative?). But I'm not 100% sure - so I'll check the games that you mentioned.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 07, 2009, 10:20:09 am
    Hmmm, found Sunset Riders (ssriders) in controls.ini - so there goes that theory :(
    Metal Slug is a neogeo - that would not have any controls defined for speech. But you can import the neogeo games into the controls editor and assign the voice actions (if you want).

    I'll check out what's going on with ssriders tonight. Let me know if you think of one or two more games not speaking correctly (not neogeo). Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 07, 2009, 11:29:14 pm
    Hmmm, found Sunset Riders (ssriders) in controls.ini - so there goes that theory :(
    Metal Slug is a neogeo - that would not have any controls defined for speech. But you can import the neogeo games into the controls editor and assign the voice actions (if you want).

    I'll check out what's going on with ssriders tonight. Let me know if you think of one or two more games not speaking correctly (not neogeo). Thanks.


    Since you're checking... I ran into a peculiar problem with the programwith the rom "eprom" (Escape from the Planet of the Robot Monsters).  The rom exists in both colors.ini and controls.ini, but yet no buttons light up nor are controls spoken.  I even added it manually with the controls editor with the same results. 

    I haven't had a chance to play with it recently.  But just wanted to see if you had any ideas.  I can have more information for you tomorrow if needed.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 08, 2009, 09:50:24 am
    Since you're checking... I ran into a peculiar problem with the programwith the rom "eprom" (Escape from the Planet of the Robot Monsters).  The rom exists in both colors.ini and controls.ini, but yet no buttons light up nor are controls spoken.  I even added it manually with the controls editor with the same results. 

    I haven't had a chance to play with it recently.  But just wanted to see if you had any ideas.  I can have more information for you tomorrow if needed.

    Wow, you’ve stumbled across a really obscure bug! LEDBlinky was originally coded as a MaLa plugin and for some reason (that I no longer remember  ::)), there's a line of code that specifically ignores the value 'eprom' when a game is selected. I guess I never thought that any game had a rom with the name 'eprom' - but... Escape from the Planet of the Robot Monsters!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 08, 2009, 09:58:17 am
    You're right, ssriders does work. 

    I got side tracked wiring up my xbox wheel as USB and then Mala started crashing.  =(

    I spent hours setting up cpwizard... I really hate that program now.  :angry: click on a button and it moves by itself, sometimes settings from one label migrate to another...  But that's neither here nor there.

    Anyways, I'll try to check more tonight. =\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 08, 2009, 07:03:40 pm
    Since you're checking... I ran into a peculiar problem with the programwith the rom "eprom" (Escape from the Planet of the Robot Monsters).  The rom exists in both colors.ini and controls.ini, but yet no buttons light up nor are controls spoken.  I even added it manually with the controls editor with the same results. 

    I haven't had a chance to play with it recently.  But just wanted to see if you had any ideas.  I can have more information for you tomorrow if needed.

    Wow, you’ve stumbled across a really obscure bug! LEDBlinky was originally coded as a MaLa plugin and for some reason (that I no longer remember  ::)), there's a line of code that specifically ignores the value 'eprom' when a game is selected. I guess I never thought that any game had a rom with the name 'eprom' - but... Escape from the Planet of the Robot Monsters!

    Hooray my crappy taste in games!!  Actually no, it's a fun but underrated game.    Thanks for your help!  :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 08, 2009, 10:14:42 pm
    Mmmmk.  After farting around and trying a few games, two that didn't work were Splatter House and Ultimate MK3.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 08, 2009, 10:48:49 pm
    Mmmmk.  After farting around and trying a few games, two that didn't work were Splatter House and Ultimate MK3.

    I checked my controls.ini and "splatter" (Splatterhouse) wasn't listed.  I couldn't find "umk3" either (note: I may be looking at older version of file).  What I've noticed, as Arzoo pointed out, is that anything not in controls.ini will not light the controls, even if they are colors.ini (especially the Neo-Geo roms - since I remember going through pretty much every Neo-Geo panel in Headkaze's color.ini generator program).   Even if an unintended bug, I kind of like that it's "all or nothing" since I'm more inclined to find the problem and fix it rather than just shrug it off.

    For Neo-Geo games, I've been manually editing the XML file with a quick copy and paste editing the rom and actual name only (A, B, C, D is fine since most of those games are quite good at explaining what those buttons do).  Controls.ini only lists the "bios rom" (Neogeo) instead of the individual games (while LEDblinky calls up the actual name - same goes for clones and bootlegs). 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 08, 2009, 10:55:37 pm
    My controls light up just fine, but don't actually get announced. 
    Tis not a big deal, I just thought I was doing something wrong.

    I just wish there was a way I could fix the overscan.  =\  I tried using PowerStrip, but changing the position and size would through off the V and H holds.  Then I'd adjust those and the monitor would squeal horribly... instead of just the moderate squealing it does normally.   :hissy:

    Using soft15khz minimizes squeal and actually performs better, the monitor works as soon as windows loads instead of when powerstrip loads.

    I'm tired and go off on tangents easily, I guess this means it's bed time.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 08, 2009, 11:11:55 pm
    My controls light up just fine, but don't actually get announced. 

    Darn - then I'm doing something seriously wrong.   :burgerking:  Unless it's a Hyperspin thing.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 09, 2009, 08:53:47 am
    My controls light up just fine, but don't actually get announced. 

    Darn - then I'm doing something seriously wrong.   :burgerking:  Unless it's a Hyperspin thing.

    It does seem like you may have something configured wrong - If LEDBlinky doesn't find a game in the controls.ini it will look in the mame.xml file. So those games (like neogeo) should light up correctly - they just won't speak the button actions.

    Unfortunately the debug file you sent me a few days ago seems to be corrupted - it only contains a few dozen log entries from the end of the file. So I can't really tell what's going on. If you want, turn on the debug/verbose option again, play some games that don't light up and email me the debug.zip file again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 09:01:14 am
    Me again.  Something else I noticed is that LEDBlinky doesn't light up the game you start on when you open Mala nor does it light up the game you land on when you switch lists.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 10, 2009, 09:20:12 am
    Me again.  Something else I noticed is that LEDBlinky doesn't light up the game you start on when you open Mala nor does it light up the game you land on when you switch lists.
    You're referring to the demo mode; correct - that's the way it works, by design.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 09:43:15 am
    So if I turn off demo mode, then they'll always be lit or never be lit?  Is demo mode just to light them for a short time?  I turned on demo mode and set the timer to 50000 or something because I didn't want them to shut off but I was under the impression that demoing had to be on because I guess I'm stupid.

    I think of questions or things to try while I'm at work, so that's why I ask a lot of stuff I could just test... because I can't just test it.  =\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 10, 2009, 09:52:14 am
    So if I turn off demo mode, then they'll always be lit or never be lit?  Is demo mode just to light them for a short time?  I turned on demo mode and set the timer to 50000 or something because I didn't want them to shut off but I was under the impression that demoing had to be on because I guess I'm stupid.

    I think of questions or things to try while I'm at work, so that's why I ask a lot of stuff I could just test... because I can't just test it.  =\

    If you turn off demo mode, the game controls won't light as you scroll through the lists. I don't think anyone has ever requested that the game buttons remain lit with the FE active - I guess by setting the delay to a long value you can simulate that effect.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 10:24:55 am
    They're LEDs, they're supposed to be on looking pretty.  I'd have them on for 5-10 seconds if the animations also worked at the same time, but they don't so I figured I might as well just leave the game controls lit.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on April 10, 2009, 10:48:04 am
    They're LEDs, they're supposed to be on looking pretty.  I'd have them on for 5-10 seconds if the animations also worked at the same time, but they don't so I figured I might as well just leave the game controls lit.

    On my cp, I use the FE animation option - I don't find the demo mode necessary because the buttons flash and speak the actions when the game starts. But I will look into allowing the animation and demo mode to work together. You could also light up the FE buttons (both active and non-active) - and that feature does work with the demo mode.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on April 10, 2009, 10:56:04 am
    That wouldn't work for me as my front end buttons are the same physical buttons as the gameplay buttons.  I have my u360 setup so game buttons are 1-6 and admin functions are 9-14... which are the same button, just shifted.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: CatttDaddy on April 10, 2009, 08:58:04 pm
    I must say that I LOVE LEDBlinky, Its the best in its class of software IMHO.
    I only would have one request. Do you have a request board or anything BTW?
    Well I was wondering if it would be possible or how difficult it would be to reflect colors on the monitor on the LEDs on the CP. I understand that you have far fewer LEDs than pixels on a monitor but I mean just general colors.
    Segment the monitor into 8x8 segments or something and take that color and display it on a set of LEDS. that way you could decently reflect the color on the monitor onto the CP. at very lease have an item going across the screen actually "reflect" on the LEDs. I'm sure it would be a ton of work but just an Idea I had.

    I actually built a cabinet with a translucent top with lights under it. I guess I'm being selfish cause I would LOVE to have my TV control the colors and have my TV mounted above the cabinet.

    Hope you get what i am trying to say with the Idea. I'm sure it would open up a lot of things for people.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 10, 2009, 09:02:23 pm
    My controls light up just fine, but don't actually get announced. 

    Darn - then I'm doing something seriously wrong.   :burgerking:  Unless it's a Hyperspin thing.

    It does seem like you may have something configured wrong - If LEDBlinky doesn't find a game in the controls.ini it will look in the mame.xml file. So those games (like neogeo) should light up correctly - they just won't speak the button actions.

    Unfortunately the debug file you sent me a few days ago seems to be corrupted - it only contains a few dozen log entries from the end of the file. So I can't really tell what's going on. If you want, turn on the debug/verbose option again, play some games that don't light up and email me the debug.zip file again.


    I'll work on a new debug.zip file, but I wonder if using MultiMame has anything to do with my odd behavioral problems.  ???
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 10, 2009, 11:46:31 pm
    I must say that I LOVE LEDBlinky, Its the best in its class of software IMHO.
    I only would have one request. Do you have a request board or anything BTW?
    Well I was wondering if it would be possible or how difficult it would be to reflect colors on the monitor on the LEDs on the CP. I understand that you have far fewer LEDs than pixels on a monitor but I mean just general colors.
    Segment the monitor into 8x8 segments or something and take that color and display it on a set of LEDS. that way you could decently reflect the color on the monitor onto the CP. at very lease have an item going across the screen actually "reflect" on the LEDs. I'm sure it would be a ton of work but just an Idea I had.

    I actually built a cabinet with a translucent top with lights under it. I guess I'm being selfish cause I would LOVE to have my TV control the colors and have my TV mounted above the cabinet.

    Hope you get what i am trying to say with the Idea. I'm sure it would open up a lot of things for people.

    That's an interesting concept. But even if you segmented the display into an 8x8 grid as you suggested, there could by hundreds of colors in each quadrant - which would you use and for which button?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 11, 2009, 11:25:52 am
    Do you mean have each button act like one pixel on the monitor?  And I presume you mean RGB LEDs.  That's so far from infeasible it's not even funny.

    That 8x8 section you're talking about would be the size of your thumbnail on the monitor, but would be over a foot wide of buttons on your CP.  It would take 64 buttons and at $7 a piece that'd be well over $300... not to mention you'd need 2 LEDWizs just to accommodate them.  Even then, it'd be such a small part of the screen blown up so big no one would be able to tell what it was anyways.

    Or are you talking about having a part of the screen where you could click a pixel to change the color of the associated RGBLED?  Even still, how does controlling the color of the LEDs with the TV come into play?  A TV is an output only device.  It doesn't sent data back to anything. 

    In short... lolwut?

    I must say that I LOVE LEDBlinky, Its the best in its class of software IMHO.
    I only would have one request. Do you have a request board or anything BTW?
    Well I was wondering if it would be possible or how difficult it would be to reflect colors on the monitor on the LEDs on the CP. I understand that you have far fewer LEDs than pixels on a monitor but I mean just general colors.
    Segment the monitor into 8x8 segments or something and take that color and display it on a set of LEDS. that way you could decently reflect the color on the monitor onto the CP. at very lease have an item going across the screen actually "reflect" on the LEDs. I'm sure it would be a ton of work but just an Idea I had.

    I actually built a cabinet with a translucent top with lights under it. I guess I'm being selfish cause I would LOVE to have my TV control the colors and have my TV mounted above the cabinet.

    Hope you get what i am trying to say with the Idea. I'm sure it would open up a lot of things for people.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 11, 2009, 12:03:07 pm
    That 8x8 section you're talking about would be the size of your thumbnail on the monitor, but would be over a foot wide of buttons on your CP.  It would take 64 buttons and at $7 a piece that'd be well over $300... not to mention you'd need 2 LEDWizs just to accommodate them. 

    Actually, you would need 6 LED-Wiz controllers  ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: Kayden on April 11, 2009, 12:25:00 pm
    Heh, yea, I forgot to multiply by 3.   :dizzy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Neverending Project on April 17, 2009, 03:40:45 pm
    Is there a way to have a different profile for each emulator other than MAME?

    I am using MaLa and LEDBlinky to light the game-specific controls when a MAME game is launched. I set it up to use a profile for "Other Emulators", but can I have a different profile for each "Other Emulator"? In other words, can I have it light P1B1 when Atari 2600 is selected, and P1B1-4 when SNES is selected, etc.? Also, is there a way to set it so it lights these emu controls when the emu is selected from the tree, rather than on game launch?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 17, 2009, 03:55:48 pm
    Is there a way to have a different profile for each emulator other than MAME?

    I am using MaLa and LEDBlinky to light the game-specific controls when a MAME game is launched. I set it up to use a profile for "Other Emulators", but can I have a different profile for each "Other Emulator"? In other words, can I have it light P1B1 when Atari 2600 is selected, and P1B1-4 when SNES is selected, etc.? Also, is there a way to set it so it lights these emu controls when the emu is selected from the tree, rather than on game launch?

    Yup - but you need to upgrade to the latest version (3.7.4). Using the Controls Editor you can define the default controls for each individual emulator. As for lighting the controls from the mala tree - if you turn on the Demo Controls option they should light up as you scroll through the games lists, but this may not be exactly what you're looking to do.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: arzoo on April 28, 2009, 01:21:09 pm
    I've added a download link on the first post for the 3.7.4.3 patch - fixes a few annoying bugs. If you're using 3.7.4.x you should grab this update.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4 NEW
    Post by: DaveMMR on April 28, 2009, 11:33:30 pm
    Eprom lives again!   Thanks! 

    I still have to send you a log file, I will send later on. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Hollywood on May 09, 2009, 03:58:54 am
    Does LedBlinky allow you to make a RGB button change colour when pressed while in a game.

    For instance I would like the buttons to display as blue....but when pressed while playing the game to turn green

    Thanks,

    Lance
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ivwshane on May 09, 2009, 04:11:30 am
    That would be sweet but I'm guessing that that would require ledblinky to actually intercept inputs which might mean a cpu hit or cause some lag.


    It's probably harder than it sounds:(
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Hollywood on May 09, 2009, 02:31:17 pm


    Check this video out

    http://www.youtube.com/watch?v=DmnCEKURr8M

    I am looking to accomplish what happens at 2:05 in the video

    Thanks,

    Lance
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Kayden on May 09, 2009, 05:41:30 pm
    (http://tomopop.com/ul/4254-dowant.jpg)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 09, 2009, 06:04:06 pm
    Does LedBlinky allow you to make a RGB button change colour when pressed while in a game.

    For instance I would like the buttons to display as blue....but when pressed while playing the game to turn green

    Thanks,

    Lance

    LEDBlinky can intercept key presses and in fact has a button flash mode similar to what you want (flashes all buttons when any is pressed) but it's only available when the FE is active. As ivwshane suggested, I didn't want to add any additional load on the cpu when the emulator is running so LEDBlinky pretty much stays in the background.

    But it is a cool concept - I'll consider it as a possible future enhancement. Right now I'm working on an audio animation mode so that LEDBlinky can blink to music.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: tyson171 on May 18, 2009, 07:36:46 am
    First of all.....LEDblinky is great! (lol drove myself crazy trying to make it work....helps if you setup the mame.xml list and the controller.ini....lol).  Two quick questions, when using the trackball during a game, is there a way to make the colors change or do you have to just set it to a standard color?  I also wanted two of my admin  buttons to be lighted during game play, how/where do i set this up?  Thanks in advance!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 18, 2009, 09:34:14 am
    First of all.....LEDblinky is great! (lol drove myself crazy trying to make it work....helps if you setup the mame.xml list and the controller.ini....lol).  Two quick questions, when using the trackball during a game, is there a way to make the colors change or do you have to just set it to a standard color?  I also wanted two of my admin  buttons to be lighted during game play, how/where do i set this up?  Thanks in advance!

    tyson171,
    The trackball should light the color specified in the colors.ini file (for mame). If it's not working, you can turn on the Debug Log and Verbose option, play a game that uses the trackball, then send me the debug.zip file and I'll try to figure out what's going on.

    As for lighting the admin buttons - run the Controls Editor; If you don't have one already, add a "Default" control group for mame. Then, on the Common Controls tab, add the mame UI controls your cp uses (UI_CONFIGURE, UI_PAUSE, UI_SELECT, UI_CANCEL). Check the "Always Active" option for each control and you should be good to go.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: sinkhead on May 19, 2009, 10:23:03 am
    You mention that two controllers are needed when using in collaboration with a screensaver. I'm only having two lit buttons, the start buttons which I'd like to light up when credits are available, and the other outputs will be used for some cabinet lights I'd like to flash when a screensaver is on. Would I need two controllers for this?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 20, 2009, 08:26:03 am
    You mention that two controllers are needed when using in collaboration with a screensaver. I'm only having two lit buttons, the start buttons which I'd like to light up when credits are available, and the other outputs will be used for some cabinet lights I'd like to flash when a screensaver is on. Would I need two controllers for this?

    sinkhead,
    You'll only need one controller and you won't need to use the Cabinet LEDs option - just use the Screen Saver animation for your cabinet lights.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 25, 2009, 01:41:35 am
    Great additions on the latest toolset!

    Is there a way to force Mame to light my start buttons and playerX buttons to colors other then the values defined in the Common tab?  Mame seems to be ignoring my color overrides defined in the PlayerX group, however the same basic color configuration for the Stella emulator works as expected.

    Any help much appreciated.  I'm using 3.7.4.3

    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 25, 2009, 09:57:05 pm
    Great additions on the latest toolset!

    Is there a way to force Mame to light my start buttons and playerX buttons to colors other then the values defined in the Common tab?  Mame seems to be ignoring my color overrides defined in the PlayerX group, however the same basic color configuration for the Stella emulator works as expected.

    Any help much appreciated.  I'm using 3.7.4.3

    -csa

    csa,
    I assume you're not using the colors.ini file (if you are then mame will always use those colors for the defined games).

    I did a quick test and you're correct - LEDBlinky does not use the colors in the default group for mame. I guess I never tested this case without the colors.ini file  :o. I'm very close to going into beta on the next release and I should be able get a fix in for this issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 25, 2009, 10:27:28 pm
    csa,
    I assume you're not using the colors.ini file (if you are then mame will always use those colors for the defined games).

    I did a quick test and you're correct - LEDBlinky does not use the colors in the default group for mame. I guess I never tested this case without the colors.ini file  :o. I'm very close to going into beta on the next release and I should be able get a fix in for this issue.

    Arzoo,

    You're correct.  No colors.ini file here.  I didn't even have to send you a debug log, which I was prepared to do!  :notworthy:  Thanks for looking into this.
    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 25, 2009, 10:38:35 pm
    I haven't looked much into the issue, but is there way to get "other emulators" to recognize the trackball as an option to light up, short of going into a specific game config and forcing it on?  I'm assuming that's probably the solution, unless the other emulator somehow notifies LED Blinky about the trackball input?? 

    Thanks
    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 26, 2009, 09:03:34 am
    I haven't looked much into the issue, but is there way to get "other emulators" to recognize the trackball as an option to light up, short of going into a specific game config and forcing it on?  I'm assuming that's probably the solution, unless the other emulator somehow notifies LED Blinky about the trackball input?? 

    Thanks
    -csa

    Correct, only mame has the data to light up the correct controls - for other emulators you either set a default or config each game separately.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: wolfsoft on May 27, 2009, 11:29:36 am
    I am using ledblinky with mala and it works great with mame.
    Now I want to Lite some Buttons of other emulators. eg. PC-Engine, SNES
    But I didn´t know how to lite some buttons for these emulators.
    In the first step I want to lite 2 buttons and the stick for all pc-engine games
    How will this work?
    thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 27, 2009, 12:13:26 pm
    I am using ledblinky with mala and it works great with mame.
    Now I want to Lite some Buttons of other emulators. eg. PC-Engine, SNES
    But I didn´t know how to lite some buttons for these emulators.
    In the first step I want to lite 2 buttons and the stick for all pc-engine games
    How will this work?
    thanks

    If you haven't already, from MaLa (with LEDBlinky) play at least one game for each of the new emulators. Then you'll need to use the LEDBlinky Controls Editor to add a <default> control group from each emulator; use the Import Unknown Games menu option. Then you can add the controls (joystick and buttons). There's a couple of sections in the help doc that should help:
    "Configuring Other Emulators" and "Import Unknown Games".
    If you still have questions let me know.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: wolfsoft on May 28, 2009, 03:22:55 am
    thanks,
    Via import Unknown Games i could see the right names for the emulators and it works *great*

    But I have a little problem with the emulator mess.
    I want to set default button lights for each emulator.
    eg I use mess for vectrex, atari 800, atari 5200
    is there a way to set default buttons for each mess emulator
    default for all atari 800 games via mess  one button
    default for all vectrex games via mess  four buttons?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 28, 2009, 07:17:38 am
    thanks,
    Via import Unknown Games i could see the right names for the emulators and it works *great*

    But I have a little problem with the emulator mess.
    I want to set default button lights for each emulator.
    eg I use mess for vectrex, atari 800, atari 5200
    is there a way to set default buttons for each mess emulator
    default for all atari 800 games via mess  one button
    default for all vectrex games via mess  four buttons?

    the latest version of the software has options for "other emulators".  All you have to do is create a profile which matches the name of the emulator, then add buttons to that profile and set their default lighting options.  If you got Mame to work, other emulators isn't much different.  Read over the help pdf that ships with the distribution and hit us back with specifics.

    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 29, 2009, 08:40:33 am
    But I have a little problem with the emulator mess.
    I want to set default button lights for each emulator.
    eg I use mess for vectrex, atari 800, atari 5200
    is there a way to set default buttons for each mess emulator
    default for all atari 800 games via mess  one button
    default for all vectrex games via mess  four buttons?

    I think with mess you'll need to create a separate batch file for each emulator (vectrex.bat, atari800.bat, etc.). The batch files will need to accept the mess parameters and then launch the mess exe (mess32.exe %1). Then from mala you'll pass the params to the batch file. This way LEDBlinky will use the batch file name as the emulator and you can then specify unique controls for each actual emulator.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: csa3d on May 30, 2009, 05:28:31 am
    Arzoo:

    Just some feedback tonight on getting Nestopia hooked up to Mala and Ledblinky.  Because Nestopia runs a windows menubar, you cannot use the default MAME mappings for Left Control, Left Alt buttons, as it activates Nestopia's menus.  Thus, I've gone ahead and created an emulator remapping for this one emulator.  This resolves the menu bar issue, but to make this work, you need to upload this new keyset to the ipac when that emulator is selected via Mala.  Thus far, Nestopia is the only emulator on a different key mapping.

    There are a few issues here.  Led Blinky appears to map lighted buttons for Other Emulators based on the current keyset loaded into my ipac, and defined in the main mapping.  At this time, I do not remember if I had to go back to the master port mappings and add two bogus entries, just so Led Blinky thought I had extra key bindings available for assignment.

    Upon selecting a NES game, Mala will eventually upload that keyset to the ipac, but NOT BEFORE led blinky looks to see what keys are currently mapped to what.  What this means is that when setting up the "other emulator" in Led Blinky, what you are really doing is setting up the emulator button handles to be whatever default keys those buttons WERE before the ipac key remapping happens.  If you do not anticipate the key change, and assign your 'other emulator' buttons with the keys they eventually WON'T be, then Led Blinky will not know how to correctly light up your buttons.  (Does this make sense?)  Checking the "always light this button" didn't seem to light the button at all, despite the fact that I really don't give a rat's  :censored:  if my other emulator never turns any buttons on or off.

    I found setting up an Other Emulator while changing key mappyings to my ipac quite confusing.  I really wasn't sure where to change data for quite some time, and after much playing around with different settings just to try to trick it into working.

    If i'm being totally dumb, please let me know.  Perhaps there's a few bugs in the system, perhaps another iteration on the interface is necessary for clarification.  I did get it to work, but just wanted to let you know of my experience setting this up, in case you haven't tested this scenario of events.  I get the feeling that Mala's order in which key remapping happens vs. led blinky plugin is called to light the buttons is off, or Led Blinky didn't really anticipate encoder remapping on the fly.   :dunno

    Love this app, would love to help make it better.  Hope this helps.

    -csa

    -csa
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on May 30, 2009, 12:37:13 pm
    csa-
    Sorry you had a hard time. A bit of clarification - LEDBlinky doesn't read any data from the IPac - the only way it knows what keycodes are assigned to each button for any emulator (other than mame) is based on the settings defined using the controls editor for each emulator.

    So here's an example;

    Let's assume in the device/port input map you have LEDWiz port 1 assigned to KEYCODE_A. That means any game for any emulator with a control assigned to KEYCODE_A will light up port 1.

    Next, LEDBlinky needs to know for each emulator (other than mame) what controls each game uses and what keycode is mapped to each control. This mapping should match your keyboard encoder (IPac). Since LEDBlinky doesn't read any data from the keyboard encoder, you need to configure this manually - that's where the controls editor comes in.

    So let's configure a fictitious emulator; ABC. You create a <default> control group for emulator ABC and add the control P1_BUTTON1 and assign it to KEYCODE_A (very important!).

    Now, when your FE starts a game for emulator ABC, here's what LEDBlinky does;
    - The FE passed the emulator name ('ABC') and the game name ('pac-dog').
    - LEDBlinky looks for unique controls defined for 'pac-dog'.
    - Since none have been defined, it looks for 'ABC' <default> controls.
    - It finds P1_BUTTON1 mapped to KEYCODE_A.
    - The device/port input map links KEYCODE_A to port 1 and the LED wired to port 1 lights up!

    So that's the basics.

    But let's say you defined P1_BUTTON1 for ABC but didn't assign it to any keyboard input code. Technically, nothing should light up. Unless... you've upgraded from an older version of LEDBlinky. In this case your controls xml file may have defined a set of overall default control input codes for all non-mame emulators. This can lead to some confusion and in retrospect maybe I should not have migrated this data. If you want, edit (using notepad) the LEDBlinkyControls.xml file and looks for this node:
    <controlDefaults groupName="OTHER"
    If you find it, you can just change it to this and the data will be ignored:
    <controlDefaults groupName="OTHER-ignore"

    Anyway, hopefully this helps understand what's going on. But if you send me your debug.zip file I can get a better picture of your exact configuration and help out.

    arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on June 06, 2009, 05:05:59 pm
    I'd be down, but I can't seem to get my sh*t together. When I add plugins to mala it crashes/freezes...

    Any plugin? What have you tried?

    Quote
    Basically, I've created a few lwax animations and I only want them to run once the screensaver starts (or a timed period of inoperation). Then I either want all the lights on during both fe and mame use or all off.

    Sorry to post this here, but I figured this would get the best responses. I know you, and those who view this, are likely to have faced a similar issue before.

    I guess I am asking for a piece of software that will run a lwax file after a period of inoperation. Anybody seen this before? Controlling the lights always on/always off behavior would be a plus.

    Thanks guys

    Yes - it's called LEDBlinky  ;)
    If you've created lwax files you must be using the animation editor. Have you tried LEDBlinky with MaLa?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: kellenmeister on June 13, 2009, 05:00:37 pm
    Hi there,

    it is possible to display the associated controls from a Mame Rom by "Selecting" a Game in Hyperspin?  Atm work this only at "Starting" a Game.
    In MaLa is this possible.

    Sorry for my bad English.   :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on June 13, 2009, 05:35:23 pm
    Hi there,

    it is possible to display the associated controls from a Mame Rom by "Selecting" a Game in Hyperspin?  Atm work this only at "Starting" a Game.
    In MaLa is this possible.

    Sorry for my bad English.   :)

    Yes, LEDBlinky has a 'demo' mode available for both HS and Mala. Each time you select a game the controls will light up for a few seconds.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: disaac on June 16, 2009, 08:21:28 pm
    Hey guys,

    I am a led newbie and could use some guidance on a few issues:

    My configuration

    4 x Ledwiz + GP
    Hyperspin (latest)
    Mame 1.32
    LedBlinky 3.7.4.3
    Windows XP SP3 32-bit

    My Problem

    "Access violation at address 004997C3 in module 'LEDBlinky.exe'.  Read of address 00000000."

    error after launching Hyperspin.  Controls just all blink on when touching any button on either keyboard or controller, but normally stay off.  Same thing in mame.

    What I have tried

    - reading everything I could get my virtual hands on the topic
    - updating all software to latest versions
    - re-installing the software from scratch.

    I am sure this comes down to my lack of experience with the software/hardware.  Any one have words of wisdom for me?  Or need more information?

    Contents of ledblinky.log
    /16/2009 20:17:32] Missing value in Settings.ini: [MameControlsFile].

    I am under the assumption that this file was optional.

    Thanks in advance for any help!

    Daniel
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on June 17, 2009, 08:31:09 am
    Hey guys,

    I am a led newbie and could use some guidance on a few issues:

    My configuration

    4 x Ledwiz + GP
    Hyperspin (latest)
    Mame 1.32
    LedBlinky 3.7.4.3
    Windows XP SP3 32-bit

    My Problem

    "Access violation at address 004997C3 in module 'LEDBlinky.exe'.  Read of address 00000000."

    error after launching Hyperspin.  Controls just all blink on when touching any button on either keyboard or controller, but normally stay off.  Same thing in mame.

    What I have tried

    - reading everything I could get my virtual hands on the topic
    - updating all software to latest versions
    - re-installing the software from scratch.

    I am sure this comes down to my lack of experience with the software/hardware.  Any one have words of wisdom for me?  Or need more information?

    Contents of ledblinky.log
    /16/2009 20:17:32] Missing value in Settings.ini: [MameControlsFile].

    I am under the assumption that this file was optional.

    Thanks in advance for any help!

    Daniel

    For mame, the controls.ini file is not optional - have you tried LEDBlinky with that file specified? If you have and it's still not working, turn on the verbose debug option, start up hyperspin, then email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ChazMan on July 07, 2009, 04:45:22 pm
    I am running HyperSpin and the LEDBlinky works great with Mame.  But I want to make a Default control for each emulator. I have 20 emulators so far.  And for Atari 2600 I only need 1 button lit, And for Daphne I need 3 lit. ect...   Do I make Bat files? and if so HOW?   :dizzy:

    I see a bunch of people have asked the same type question.  Will you be adding this feature into your next version?      :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 07, 2009, 04:56:55 pm
    I am running HyperSpin and the LEDBlinky works great with Mame.  But I want to make a Default control for each emulator. I have 20 emulators so far.  And for Atari 2600 I only need 1 button lit, And for Daphne I need 3 lit. ect...   Do I make Bat files? and if so HOW?   :dizzy:

    I see a bunch of people have asked the same type question.  Will you be adding this feature into your next version?      :notworthy:

    No need for batch files...

    If you haven't already, from Hyperpin (with LEDBlinky) play at least one game for each of the emulators. Then you'll need to use the LEDBlinky Controls Editor to add a <default> control group from each emulator; use the Import Unknown Games menu option. Then you can add the controls (joystick and buttons) to light up. There's a couple of sections in the help doc that should help:
    "Configuring Other Emulators" and "Import Unknown Games".
    If you still have questions let me know.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ChazMan on July 07, 2009, 05:44:12 pm
    Okay! Now I get it! I configed NES And it works great!! But I had to turn this option off  (LightPlayerStartCoin=0) So that the coin would be off during NES, But now it is also off during MAME Games. And I also noticed this turns off the Player 1 and 2 LED's Also?  How can I get them on for Mame, and Off for the other Emulators?  Well just the Coin, I use the Player 1 button as the Start Button for my emulators Start Button.  Thanks!!!!       :dizzy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 07, 2009, 08:41:08 pm
    Okay! Now I get it! I configed NES And it works great!! But I had to turn this option off  (LightPlayerStartCoin=0) So that the coin would be off during NES, But now it is also off during MAME Games. And I also noticed this turns off the Player 1 and 2 LED's Also?  How can I get them on for Mame, and Off for the other Emulators?  Well just the Coin, I use the Player 1 button as the Start Button for my emulators Start Button.  Thanks!!!!       :dizzy:

    Try this - turn on the "Light Player Start and Coin" option, then for each emulator that you don't want the Coin button to light up, add the Coin buttons to the default control group and set the color or intensity value to 0.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: ChazMan on July 08, 2009, 02:04:48 am
    That Worked!!  The Coin is not lit with Nintendo.  But is lit with MAME. But with the (LightPlayerStartCoin=1) set on, My Start button will not talk and say Start with Nintendo, But it is lit. And my panel has custom graphix that say Start below that button. So if it does not speak Start, I am okay with that!!  The Panel looks so GREAT With your prg!!  THANKS!!!!!!!!!!!!!!!!!!!!!        :applaud:    :notworthy:    ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Section_25 on July 13, 2009, 03:03:03 pm
    I just wanted to say thanks for this app. This makes having a control panel with LED's so cool.  :applaud:

    I've just begun to learn how it works and configure it, but with the depth you can customize it I can tell already that it's going to be top notch.

    Great work arzoo !!! :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 13, 2009, 10:26:42 pm
    I just wanted to say thanks for this app. This makes having a control panel with LED's so cool.  :applaud:

    I've just begun to learn how it works and configure it, but with the depth you can customize it I can tell already that it's going to be top notch.

    Great work arzoo !!! :cheers:


    Thanks, always great to hear that people like the app. The next release will include all kinds of cool audio animation features  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Section_25 on July 18, 2009, 07:39:05 am
    ok.. I'm having a couple of issues that I though someone could help me correct.

    1. When I generate the input map, it doesn't seems to be saving the config I set up. For example, in the input map I set the player1 button1 for the top left button on my control panel, but when I go to the button configure editor and test the led it is lighting the top left button on my control panel as player1 button7 ? :dunno

    2. I have something messed up with my trackball config somewhere also. I'm using a Ultimarc U-trac that has a RGB LED under it. When I test the LED it lights the green LED as blue and the blue LED as red. I can't seem to figure out how to configure which one goes to the correct color.

    3. In the button config editor under mame, there are only like 5 roms to edit, the ones that are there by default I think. The common games like centiped are not there to edit. I'm not sure if it is the correct way, but what I did was added the game manually and I was able to edit it that way. Is there a way to find these games and edit them without having to add each one?

    Any help with this is appreciated.... :)

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 18, 2009, 03:36:57 pm
    I was wondering if someone could help me. I'm using Hyperspin. I keep getting memory access violations when selecting my MAME list. I also get an error saying missing value in settings.ini [mamecontrolsfile] I've attached my log. Thanks for any help.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Section_25 on July 18, 2009, 04:10:14 pm
    I was wondering if someone could help me. I'm using Hyperspin. I keep getting memory access violations when selecting my MAME list. I also get an error saying missing value in settings.ini [mamecontrolsfile] I've attached my log. Thanks for any help.

     Did you download the controls.ini file ? The site that keeps it updated is down, but there is an older version in a thread on this forum, you need to point led blinky to that file. I'm not sure if that is your problem..... thought I would attempt to help though  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 19, 2009, 05:47:06 am
    Well I got the last issue sorted out. The application is great. I'm sure that I'm missing something since it's lighting up oddly. One example is, I want to keep the tab, pause, esc buttons lit, but it thinks player 3 button 1 is escape (blinks and speaks it when paused.) But I can't see where it's getting confused at. It also lights/blinks P1B1 & P1B2 as the same but they function as they should in the game. Maybe I screwed something up when configuring the buttons. What is the easiest way to assign labels/ports if I start from scratch? The way I initially did it was add a button with the GenLEDBlinkyInputMap app, save, open that in LEDBlinkyAnimationEditor app, see which button lit up, change the label etc... (but I think the joycodes got messed up since I'm using 2 GP-Wiz,) so it took me quite a while to do it that way. I figure there has got to be an easier way. Any help would be greatly appreciated.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 19, 2009, 04:39:17 pm
    ok.. I'm having a couple of issues that I though someone could help me correct.

    1. When I generate the input map, it doesn't seems to be saving the config I set up. For example, in the input map I set the player1 button1 for the top left button on my control panel, but when I go to the button configure editor and test the led it is lighting the top left button on my control panel as player1 button7 ? :dunno

    Are you testing the button from the Controls Editor "New/Edit Control" dialog? If so, the LED that lights up is just for checking the color or intensity - it is not the actual button you may be adding or editing. You can change this using the "Test Single LED" drop-down.

    But back to your actual problem - the input map must reflect how your LEDs are physically wired and match the input codes used by your input encoder. The control names like "P1B1" or "Player 1 Button 1" are just labels for reference.

    So for example, let's say you have a LED under a button you refer to as "P1B1" and that LED is wired to port 1 on the PAC-Drive. And let's say the switch for P1B1 is wired to your input encoder and assigned to keycode "A". On LEDBlinky's input map, you would set the device to PACD-1 and for Port 1 you set the LED type to "single" and assign the input code as "KEYCODE_A". As for the label, you can use anything; "P1B1", "BUTTON-A", "FIRE", whatever makes sense for your cp layout. But the control label has no bearing on which LEDs light up when you play a game - it's the KEYCODE_A that's important. Because no matter how you remap controls in mame - that button will always respond to keyboard "A" (unless you rewire or reprogram your input encoder). Hope this makes sense.

    Quote
    2. I have something messed up with my trackball config somewhere also. I'm using a Ultimarc U-trac that has a RGB LED under it. When I test the LED it lights the green LED as blue and the blue LED as red. I can't seem to figure out how to configure which one goes to the correct color.

    In this case you have a RGB LED which is wired to three ports on the PAC-Drive. So the input map for those three ports MUST have the same label and input code (in your case use "TRACKBALL" for the input code). The LED type for each port should be correctly set to "RGB-Red", "RGB-Green", and "RGB-Blue" as is physically wired to the PAC-Drive ports. If you get the colors wrong here, then LEDBlinky will not use the correct colors.

    Quote
    3. In the button config editor under mame, there are only like 5 roms to edit, the ones that are there by default I think. The common games like centiped are not there to edit. I'm not sure if it is the correct way, but what I did was added the game manually and I was able to edit it that way. Is there a way to find these games and edit them without having to add each one?

    For MAME, you shouldn't need to manually edit the games unless the Controls.ini file is wrong or a game is missing from Controls.ini. The five that are listed were included because I felt they needed additional values. So basically, if you have the LEDBlinky config correctly pointing to the controls.ini file, then the mame controls should all light up correctly!

    Quote
    Any help with this is appreciated.... :)

    If you can't get it working, turn on the debug and verbose options (on the "Misc Options" tab), run your FE and some games, then email me the debug.zip file in the LEDBlinky folder.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 19, 2009, 04:54:31 pm
    Well I got the last issue sorted out. The application is great. I'm sure that I'm missing something since it's lighting up oddly. One example is, I want to keep the tab, pause, esc buttons lit, but it thinks player 3 button 1 is escape (blinks and speaks it when paused.) But I can't see where it's getting confused at. It also lights/blinks P1B1 & P1B2 as the same but they function as they should in the game. Maybe I screwed something up when configuring the buttons. What is the easiest way to assign labels/ports if I start from scratch? The way I initially did it was add a button with the GenLEDBlinkyInputMap app, save, open that in LEDBlinkyAnimationEditor app, see which button lit up, change the label etc... (but I think the joycodes got messed up since I'm using 2 GP-Wiz,) so it took me quite a while to do it that way. I figure there has got to be an easier way. Any help would be greatly appreciated.

    To set the Tab, Pause, and Esc buttons to always light up you'll need to use the Controls Editor. Select "MAME" and edit the <default> control group. On the "Common" tab, add the following controls; "UI_CONFIGURE" (tab), "UI_PAUSE", and "UI_CANCEL" (esc). For each, check the "Always Active" option. That should do it.

    Without seeing your debug.zip file (the download link in your prior post is no longer working), there's no way for me to see why P3B1 is lighting for ESC, but my guess is the input codes are wrong in the input map.

    Check out my prior post for an example on using the input map app. There really shouldn't be any reason to check which button is lighting up (that's why there's no test button on the GenLEDBlinkyInputMap app). All you need to do is make sure the port assignments match your input encoder mapping. So for the GP-Wiz, you should be using input codes like "JOYCODE_1_BUTTON1", "JOYCODE_1_BUTTON2", etc.

    If things don't go as expected, post a new debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 20, 2009, 03:25:50 am
    I think I may have found the little snag. I have two GP-Wiz40 encoders that the control panel is hooked up to. The inputs start with JOYCODE_1_BUTTON0, which registers and works fine in MAME. I got those inputs (also JOYCODE_1_BUTTON20, and JOYCODE_2_BUTTON24) added into LEDBlinky, but they still light up the wrong buttons. I then noticed in my default.cfg I received from the guy who built the panel, that the button labels were shifted up one (started from JOYCODE_1_BUTTON1.) So then I changed all of those in my default.cfg... LEDBlinky worked lighting up the correct buttons. But then the buttons did not work correctly in MAME. I went through all of the ports in the LED-wiz and configured the input file to make sure it had what was shown in MAME when configuring the inputs. I've spent the last 2 days trying to get it going, and I don't know what else to try. Any suggestions?

    Here is the debug.zip
    http://rapidshare.com/files/257850100/Debug.zip

    Edit: It's really weird because mame sees the buttons starting with 0, but when I go into the default.cfg (new one from scratch,) it has P1B1 as JOYCODE_1_BUTTON1 instaed of JOYCODE_1_BUTTON0. And the other buttons are shifted up as well. Also, when I go into the control panel to check the joysticks, it is registering button 1 as button 1 on the little graphic chart. When I tried editing the input map in LEDBlinky to match the new default.cfg, it still did not light up the correct buttons. Everything I can see seems to line up correctly, but it just doesn't want to work. I have the feeling it's going to be something simple that I can't believe I overlooked and my head will explode.  :timebomb:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 20, 2009, 11:15:44 am
    I think I may have found the little snag. I have two GP-Wiz40 encoders that the control panel is hooked up to. The inputs start with JOYCODE_1_BUTTON0, which registers and works fine in MAME. I got those inputs (also JOYCODE_1_BUTTON20, and JOYCODE_2_BUTTON24) added into LEDBlinky, but they still light up the wrong buttons. I then noticed in my default.cfg I received from the guy who built the panel, that the button labels were shifted up one (started from JOYCODE_1_BUTTON1.) So then I changed all of those in my default.cfg... LEDBlinky worked lighting up the correct buttons. But then the buttons did not work correctly in MAME. I went through all of the ports in the LED-wiz and configured the input file to make sure it had what was shown in MAME when configuring the inputs. I've spent the last 2 days trying to get it going, and I don't know what else to try. Any suggestions?

    Here is the debug.zip
    http://rapidshare.com/files/257850100/Debug.zip

    Edit: It's really weird because mame sees the buttons starting with 0, but when I go into the default.cfg (new one from scratch,) it has P1B1 as JOYCODE_1_BUTTON1 instaed of JOYCODE_1_BUTTON0. And the other buttons are shifted up as well. Also, when I go into the control panel to check the joysticks, it is registering button 1 as button 1 on the little graphic chart. When I tried editing the input map in LEDBlinky to match the new default.cfg, it still did not light up the correct buttons. Everything I can see seems to line up correctly, but it just doesn't want to work. I have the feeling it's going to be something simple that I can't believe I overlooked and my head will explode.  :timebomb:

    First, try not to explode :)
    From the debug file I see you have the default.cfg file assigned as the Controller File (on the LEDBlinky MAME Config tab). Remove that file/path - a controller file should have a .ctrlr extension and I don't think you're using one (definitely not debug.cfg).

    This is a tough one to diagnose because someone else built and wired the cp so we can't be 100% sure what is what. I'm curious - is this a commercial cp you bought? Regardless, you absolutely need to know which LEDs are wired to which ports on the LED-Wiz. If you can't get this info from whoever built the cp, then you may need to trace the wires yourself.

    I would go back to using the original debug.cfg file provided with the cp since that mapped the buttons correctly for mame. Then I would set the LEDBlinky input map so that the input codes match the values in the debug.cfg file. For example, per the default_orig.cfg file you provided me, P2_BUTTON1 is assigned input code JOYCODE_2_BUTTON9 - so assign that same code to P2B1 in the input map. But again - if you don't know for sure that the P2B1 LED is wired to Port 3 (as is listed in the input map), then the button won't light correctly.

    So do these things;
    1) Don't specify any Controller file in the mame config (remove default.cfg).
    2) Go back to using the default.cfg file provided with the cp.
    3) Confirm which LED/Button is wired to each port on the LEDWiz.
    4) Fix the LEDBlinky input map so that the ports are correct and the input codes match the default.cfg.

    Try all that and see if the buttons light correctly. If not, get me a new debug.zip file and give me an example of how the buttons are wrong for a specific game that you played with the debug option on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 21, 2009, 12:31:13 am
    Just wanted to say THANK YOU VERY MUCH for the help. I think what I had originally done was changed the LEDBlinky input map to match an edited default.cfg file. Once I did one from scratch and re-mapped them all is working like it should. Amazing program you've made. It's one thing to see videos online, but it's anoth now that I have it right in front of me.

    Is there any updated or user-modified controls.ini that has been updated with all of the newer games?

    Once again, thank you and great program.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 21, 2009, 03:58:48 am
    Is it possible to have only non-mame games speak the controls/name at launch? I would like to be able to hear the controls when MAME is paused, but not upon launching the game, but would like to hear controls for other games when launched.
    Also, I have one small issue that I'm not sure where it's coming from. When I first go into my MAME wheel, when I scroll through the list, player 1 buttons are shifted down one. Example, in 19xx only the 1st button is lit on player 1, but player 2 is normal (B1 and B2.) It speaks the control for button 2 while blinking P1B1 and P2B2, then speaks the control for button 1 while blinking P2B1. When I exit the game, all of the games, including the 1st one I chose, are all correct and the issue is no longer there. It only does it with the MAME wheel. I don't know if I'm the only one it does it to, but it's not terrible.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 21, 2009, 09:18:00 am
    Is there any updated or user-modified controls.ini that has been updated with all of the newer games?

    Not that I know of.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 21, 2009, 09:53:08 am
    Is it possible to have only non-mame games speak the controls/name at launch? I would like to be able to hear the controls when MAME is paused, but not upon launching the game, but would like to hear controls for other games when launched.
    Also, I have one small issue that I'm not sure where it's coming from. When I first go into my MAME wheel, when I scroll through the list, player 1 buttons are shifted down one. Example, in 19xx only the 1st button is lit on player 1, but player 2 is normal (B1 and B2.) It speaks the control for button 2 while blinking P1B1 and P2B2, then speaks the control for button 1 while blinking P2B1. When I exit the game, all of the games, including the 1st one I chose, are all correct and the issue is no longer there. It only does it with the MAME wheel. I don't know if I'm the only one it does it to, but it's not terrible.

    The speak game name feature is all or nothing - sorry.

    So let me ask some questions about with this weird issue;
    - As you scroll through the mame list of games, all games have the problem?
    - Is it always the P1 controls that are wrong?
    - While playing a game, are the P1 controls lit wrong?
    - After you play a game everything works as expected?

    Please get me a new debug file. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 21, 2009, 07:12:19 pm
    To answer your questions:
    -yes, all games have the issue
    -always player 1, none of the others are affected
    -yes, the 1st play, the P1 controls are lit wrong in the list and in the game. after that, they light fine
    -yes, all works fine when scrolling and playing after the first game played is exited.

    Here is the new debug.zip
    http://rapidshare.com/files/258510132/Debug.zip
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on July 21, 2009, 08:48:16 pm
    To answer your questions:
    -yes, all games have the issue
    -always player 1, none of the others are affected
    -yes, the 1st play, the P1 controls are lit wrong in the list and in the game. after that, they light fine
    -yes, all works fine when scrolling and playing after the first game played is exited.

    Here is the new debug.zip
    http://rapidshare.com/files/258510132/Debug.zip

    This is what I think the problem is - in your mame cfg folder you have the default.cfg file (which seems to be correct). But you must also have another .cfg file with a
    <system name="default"> node and those default values are wrong.

    For me to confirm this I would need you to zip up all the files in your mame cfg folder and get them to me. If you want to take this off the thread here, send me an email with the zipped files (see my profile).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: j5350 on July 22, 2009, 12:08:58 am
    That was the problem. I forgot to move the two other cfg files I was trying to edit when I couldn't get things working. All is well. You sir are very wise.  :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 12:07:01 am
    hey Arzoo,

    I seemed to have inadvertently erased my Mame default file from the controls editor, is there a way to replace it without starting from scratch?

    Thanks!

    Bender
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 23, 2009, 09:41:49 am
    hey Arzoo,

    I seemed to have inadvertently erased my Mame default file from the controls editor, is there a way to replace it without starting from scratch?

    Thanks!

    Bender

    Unless you have a backup of the LEDBlinkyControls.xml file I think you'll need to rebuild. Did you delete the entire file or just the <default> controls group?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 10:07:04 am
    just the <default>

    everything still seems to work fine, I just can't edit it cause it's not there
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 23, 2009, 11:05:08 am
    just the <default>

    everything still seems to work fine, I just can't edit it cause it's not there

    ah - no problem. Just create a new control group and click the 'Default' check box.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 07:20:15 pm
    I feel like an Idiot, missed the check box

    Thanks so much! :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 23, 2009, 10:02:59 pm
    Hey Arzoo,

    I just started lighting up my coin and players buttons, and I love it!

    except for one thing it seems that for Player Buttons if you a default active set to a color it will put that in even if the button is not supposed to be active

    a good example is Star Wars,(tetris is another) it has no player one start button it's just one of the fire buttons, but the player buttons lights up anyway(and don't do anything)

    I tried setting the player 1 and 2 buttons in the mame default to 0,0,0,0 but the still light up white (my default active color)

    any ideas?

    I have to have default active set to a color or games with no button colors won't light up. Again Star Wars is a good example

    it seem that Ledblinky lights up the player buttons regardless if a game uses them or not

    again I can't thank you enough for this great program and al your help!

    Bender
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 24, 2009, 08:41:28 am
    Hey Arzoo,

    I just started lighting up my coin and players buttons, and I love it!

    except for one thing it seems that for Player Buttons if you a default active set to a color it will put that in even if the button is not supposed to be active

    a good example is Star Wars,(tetris is another) it has no player one start button it's just one of the fire buttons, but the player buttons lights up anyway(and don't do anything)

    I tried setting the player 1 and 2 buttons in the mame default to 0,0,0,0 but the still light up white (my default active color)

    any ideas?

    I have to have default active set to a color or games with no button colors won't light up. Again Star Wars is a good example

    it seem that Ledblinky lights up the player buttons regardless if a game uses them or not

    again I can't thank you enough for this great program and al your help!

    Bender

    On the Game Options tab, uncheck the option to "Light Player Start and Coin Buttons". With that option turned off your custom settings for those buttons should work.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 24, 2009, 10:08:21 am
    I tried that but nothing lights up?

    I'll do a little more experimenting

    and by custom do you mean individual roms modified in the controls editor? or do you mean custom settings in the <default> file

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 24, 2009, 10:58:17 am
    I tried that but nothing lights up?

    I'll do a little more experimenting

    and by custom do you mean individual roms modified in the controls editor? or do you mean custom settings in the <default> file



    By custom I was referring to individual roms in the controls editor. But now that I think about it, turning off the "Light Player Start" option is not a good idea because then those controls won't light up unless you set them as Always Active in the <default> or assign them individually to every game (ugh).

    Try this - using the controls editor, import starwars, add the player 1 start button, and then set the R/G/B values to all zero (0). See if that works.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 24, 2009, 02:28:54 pm
    that worked!

    seems to me there are quite a few games like this, even spy hunter

    how come ledblinky treats the coin and player buttons differently than the other buttons?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 24, 2009, 03:47:21 pm
    that worked!

    seems to me there are quite a few games like this, even spy hunter

    how come ledblinky treats the coin and player buttons differently than the other buttons?

    You're right - there are a lot of games like this. The problem is that the controls.ini data does not include the start buttons. There's just no info to indicate if a game shares the start button with another button.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Bender on August 24, 2009, 10:08:32 pm
    is there a way to edit the controls.ini file so that a game has no color for the player buttons

    seems like this would be a lot faster than making a file for each game in the controls editor
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 25, 2009, 09:36:29 pm
    is there a way to edit the controls.ini file so that a game has no color for the player buttons

    seems like this would be a lot faster than making a file for each game in the controls editor

    Hmmm, try this; edit the colors.ini file and set the Start button to Black for one of the games. Also edit the Color-RGB.ini file and make sure Black = 0,0,0. Then run the game and see what happens.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: Rossman on August 28, 2009, 12:24:17 am
    Thanks for the awesome app Arzoo, I'm about to get a control panel with LEDs from mameroom.com, but I was wondering before I spend the money on it, do I have to know which port each button is wired to? Because they don't really give that information, and I can see a big headache if I have to open it up and trace each wire.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 28, 2009, 08:25:36 am
    Thanks for the awesome app Arzoo, I'm about to get a control panel with LEDs from mameroom.com, but I was wondering before I spend the money on it, do I have to know which port each button is wired to? Because they don't really give that information, and I can see a big headache if I have to open it up and trace each wire.

    No worries - The latest release of LEDBlinky (which should be ready this weekend) has a new feature to help with the initial configuration; the selected port will now light up so you can visually see which button is wired to the port.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 29, 2009, 08:27:48 am
    Yo Arzoo,

    ledblinky crashes on me setup.

    1. i select mame from maximus arcade
    2. the preview movie of a game starts and but before that you hear the windows error sound.
    3. ledblinky access violation

    can you help? i included my debug
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 29, 2009, 08:59:26 am
    Yo Arzoo,

    ledblinky crashes on me setup.

    1. i select mame from maximus arcade
    2. the preview movie of a game starts and but before that you hear the windows error sound.
    3. ledblinky access violation

    can you help? i included my debug

    njay,
    I can't seem to download the zip file. Also, I need the debug.zip file (not the Debug_FEControls log).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 29, 2009, 09:14:44 am
    me stupid here u are might arzoo lol

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 29, 2009, 10:53:00 am
    me stupid here u are might arzoo lol



    Not sure why but I can't download the file. Can you send it to my email?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 29, 2009, 11:07:26 am
    Done
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: njay on August 30, 2009, 05:59:34 am
    well it all works now it wont crash anymore but i have some questions:


    1. the option flash player 1 button when credit is added does not work it lights or it dont
    2. how do i configure the other emus control leds?

    i have
    Visual Pinball
    Future Pinball
    Nes
    Snes
    N64
    Batch files

    how does ledblinky now what to do ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - Version 3.7.4
    Post by: arzoo on August 30, 2009, 10:00:00 am
    well it all works now it wont crash anymore but i have some questions:


    1. the option flash player 1 button when credit is added does not work it lights or it dont
    2. how do i configure the other emus control leds?

    i have
    Visual Pinball
    Future Pinball
    Nes
    Snes
    N64
    Batch files

    how does ledblinky now what to do ?


    The Flash Player Credit feature only works for some mame games (like Asteroids, DigDug, etc) - I don't know the complete list. Which game did you try?

    For other emulators, you need to set them up using the Controls editor. Start with the Import Unknown Games tool - that should display all the emulators and games you've run that LEDBlinky doesn't have any control data. Select one of the emulators and choose the Default controls group option. Then you'll need to define all the controls (buttons) and which input code each one uses. The Install and Config pdf file has documentation on how to do all this. Let me know if you have any questions.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: njay on September 02, 2009, 09:26:20 am
    Arzoo,

    a feature request:

    is it possible to make the flash start1 button when credits added per emu? or is that hard?
    and do you know if someone is working on adding more mameoutput so more games support the flash start button?

    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 02, 2009, 09:46:10 am
    Arzoo,

    a feature request:

    is it possible to make the flash start1 button when credits added per emu? or is that hard?
    and do you know if someone is working on adding more mameoutput so more games support the flash start button?



    The best you could do for other emus would be to configure the start buttons to flash all the time - there's no way to detect when a credit is available. In fact, coin/credit counting and detection is kinda taboo - because the emulation software cannot legally be used for commercial purposes. Search the forum and you can find other threads discussing this subject.

    As for mame outputs, the games that flash the start buttons were the ones that did it originally - in other words, the mame developers try to accurately emulate each game. So it's not likely that they would ever add new outputs.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: cabecita on September 09, 2009, 06:33:14 pm
    Hello Arzoo,

    I'm testing Ledblinky with other device USB and it doesn't work. This is device is a IOWarrior24 Starter Kit. I bought it to use with an LCD display in MaLa and also I would like to use with Ledblinky.

    This is the Starter Kit:
    http://www.codemercs.com/index.php?id=127&L=1
    http://www.codemercs.com/index.php?id=79&L=1

       
    Could Ledblinky support to work with the IOWarrior24 Starter Kit?

    Here is software kit: http://rapidshare.com/files/276529465/iow24sdk.rar

    Thank you very much
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 10, 2009, 08:52:50 am
    Hello Arzoo,

    I'm testing Ledblinky with other device USB and it doesn't work. This is device is a IOWarrior24 Starter Kit. I bought it to use with an LCD display in MaLa and also I would like to use with Ledblinky.

    This is the Starter Kit:
    http://www.codemercs.com/index.php?id=127&L=1
    http://www.codemercs.com/index.php?id=79&L=1

       
    Could Ledblinky support to work with the IOWarrior24 Starter Kit?

    Here is software kit: http://rapidshare.com/files/276529465/iow24sdk.rar

    Thank you very much


    I'll look over the sdk for the IOWarrior and see how much effort this would require. But I've put a lot of time into the last blinky release and I need to take a break and work on some other projects. The other issue is, I don't have the hardware so there's no way I could test my code.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: stocktrader on September 11, 2009, 01:36:55 am
    Hey arzoo
    Past my bedtime.  LEDs light on LED-Input map,Animations Editor.
    Tankstick, Mame32, Led-wiz.
    Couldn't get it working with mame32 let alone with Hyperspin.

    I know it's simple but after a while, I'll use the Phone a Friend lifeline.

    Many thanks,

    Stock

    Fixed
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: njay on September 11, 2009, 03:51:41 am
    Missing value in Settings.ini: [MameControlsFile].

    you are missing the controls.ini for mame
    look for it here in the forums but if you cant find it email me or pm me  i will send it you
    if you don't have this one it won't work

    also create a mame.xml file for use with ledblinky

    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 11, 2009, 09:02:49 am
    njay is correct - you're missing the controls.ini file. You can download it here. (http://forum.arcadecontrols.com/index.php?topic=91711.msg962340#msg962340) Then add the path to the file on the mame config tab. Looks like you already have the mame.xml - so that's configured fine.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: stocktrader on September 11, 2009, 07:40:12 pm
    Losing my hair fast.

    Controls.ini I think is in the right place. Everythings runs and lights up in the setup programs. Go to Mame32 and nothing.
    Fixed
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: arzoo on September 11, 2009, 09:33:44 pm
    Losing my hair fast.


    For Mame32 you need to check the "Use MAME to Trigger Game Start/Stop Events" option on the Mame Config tab.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: stocktrader on September 12, 2009, 11:44:44 am
    Almost there.
    Switched from Mame32 to Mame.
    Now getting results from the Control Editor.
    Not getting results in MAME yet (or Hyperspin)
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: stocktrader on September 12, 2009, 11:45:03 am
    Part 2
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 13, 2009, 09:59:22 am
    Almost there.
    Switched from Mame32 to Mame.
    Now getting results from the Control Editor.
    Not getting results in MAME yet (or Hyperspin)

    If you can look (for the last time I hope).


    I'll need to see the log after you're run a game from hyperspin (the logs you provided are from the Controls Editor). Also, rather than post the log here, just email me the entire debug.zip file. Thanks.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: ArcadeBliss on September 20, 2009, 08:46:34 am
    Hi, I am running my cab using an Athlon XP 2500+ with 2 Gb of RAM. I've set my cab up using Hyperspin with LEDBlinky. I've noticed that when LEDBlinky recieves the first list change, etc, it load Controls.ini and the mame.xml. This just happens to set the CPU usage of LEDBlinky between 75 and 99% on my system causing Hyperspin to slow to a crawl. After processing the two files, the usage goes back to a respectable few percent.

    What are the cpu requirements? I an putting off purchasing a new cab computer till later. Is there anything I can do here?

    Thanks in advance and for the great program.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on September 20, 2009, 09:28:19 am
    Hi, I am running my cab using an Athlon XP 2500+ with 2 Gb of RAM. I've set my cab up using Hyperspin with LEDBlinky. I've noticed that when LEDBlinky recieves the first list change, etc, it load Controls.ini and the mame.xml. This just happens to set the CPU usage of LEDBlinky between 75 and 99% on my system causing Hyperspin to slow to a crawl. After processing the two files, the usage goes back to a respectable few percent.

    What are the cpu requirements? I an putting off purchasing a new cab computer till later. Is there anything I can do here?

    Thanks in advance and for the great program.

    I've run blinky on some really old rigs - and yes, the cpu spikes when it parses the mame.xml (it's a large file). Other than that it should use very minimal cpu cycles - so there aren't really any minimum cpu requirements.

    But if the loading delay is annoying, you can start LEDBlinky and load the mame files before you start Hyperspin using this command;
    <path>\ledblinky.exe 7 mame
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: ArcadeBliss on September 20, 2009, 04:28:13 pm
    Thanks for the quick response. It turns out that the problem lies with hyperspin and the first initialization of XInput. LEDblinky is just fine  :cheers:
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: dulstone on October 02, 2009, 09:49:19 am
    Firstly can I add my name to the big list of thankyous ! This program has bought my cab back to life.

    I'm running Hyperspin with MAME and Silverjuke jukebox software (setup as another emulator as per Hyperspin forums). All initially running well with separate cab leds (Pacdrive) as well as the main control leds (Ledwiz).

    I've been playing around trying to use the new audio animations, but for the jukebox only, and not during MAME gameplay. To achieve this I have written script for Silverjuke which runs ledblinky at startup to enable audio animations and again at the end with command 11 to stop animation. After some playing, I have this working fine if I run silverjuke standalone.

    If I launch silverjuke from Hyperspin, I get a brief few flashes then no control panel LEDs at all, however if I launch silverjuke standalone, which leaves LEDBlinky in the system tray, and then run Hyperspin, initially I get no LED action until I select the Jukebox menu, when it spring back to life with the gamelist animation and the hyperspin controls then lightup as they should. The jukebox then works fine, with animations and all is well with other hyperspin LED stuff until I exit hyperspin which closes LEDBlinky and I'm back to square one.

    I was wondering if you can point me at what might be happening, ideally if I can get it all to function by just starting Hyperspin it would be ideal, or if there is an easier approach to achieve the goal.

    I have attached a debug file in which I first start Hyperspin and enter Jukebox and audio animation does not work, then I run silverjuke standalone, then I run Hyperspin again and after the initial lack of leds in the frontend, I enter the jukebox and audio animation is working fine.

    If I could add the feature request to allow changing of gameplay animation by emulator to make this easier in the longrun !

    All the best, thanks again

    Rob.
    Title: Re: *Updated* LEDBlinky - Arcade LED Control software and Animation Editor - v3.
    Post by: arzoo on October 02, 2009, 10:29:14 am
    Firstly can I add my name to the big list of thankyous ! This program has bought my cab back to life.

    I'm running Hyperspin with MAME and Silverjuke jukebox software (setup as another emulator as per Hyperspin forums). All initially running well with separate cab leds (Pacdrive) as well as the main control leds (Ledwiz).

    I've been playing around trying to use the new audio animations, but for the jukebox only, and not during MAME gameplay. To achieve this I have written script for Silverjuke which runs ledblinky at startup to enable audio animations and again at the end with command 11 to stop animation. After some playing, I have this working fine if I run silverjuke standalone.

    If I launch silverjuke from Hyperspin, I get a brief few flashes then no control panel LEDs at all, however if I launch silverjuke standalone, which leaves LEDBlinky in the system tray, and then run Hyperspin, initially I get no LED action until I select the Jukebox menu, when it spring back to life with the gamelist animation and the hyperspin controls then lightup as they should. The jukebox then works fine, with animations and all is well with other hyperspin LED stuff until I exit hyperspin which closes LEDBlinky and I'm back to square one.

    I was wondering if you can point me at what might be happening, ideally if I can get it all to function by just starting Hyperspin it would be ideal, or if there is an easier approach to achieve the goal.

    I have attached a debug file in which I first start Hyperspin and enter Jukebox and audio animation does not work, then I run silverjuke standalone, then I run Hyperspin again and after the initial lack of leds in the frontend, I enter the jukebox and audio animation is working fine.

    If I could add the feature request to allow changing of gameplay animation by emulator to make this easier in the longrun !

    All the best, thanks again

    Rob.

    Rob,
    Funny you should mention that option - to specify the gameplay animation for each emulator - I was considering just that feature in the last release but never got around to it. Anyway, sounds like what you've setup with the script for the jukebox should work. I'll have to do some testing to see what's going on. For some reason I can't download the debug file so could you email it to me - send me the debug.zip (not the debug.txt). Also, can you include your script file so I can see the blinky commands you're using.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: Time Pilot on October 17, 2009, 09:48:54 am
    Arzoo!  LedBlinky is an awesome piece of software!  I'm finally getting into it as I switch FEs.  I was previously using a plugin in GameEx.

    I've got most of my LEDWiz issues sorted.  I do get Access Violation errors on animations, but I haven't really worked on that.  I see there are a number of posts- the solution is probably in there.

    The problem I'm working on now is with my UltraSticks.  I have 4 of them, but it appears that maps are not loaded into all of them.  I have the the primary control set correctly (I think), and all software appears to be running.  I have attached a debug log for one example.  In this case, 3 of the UltraSticks are used for the game (mwalk).  The Player3 (UltraStick 2) stick is loaded correctly as 8-way, but Player1 (UltraStick 1) and Player2 (UltraStick 3) remain as 4-way.  It looks like the sticks are detected, but I must have screwed up the config somewhere.

    Any ideas?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 17, 2009, 06:32:30 pm
    Arzoo!  LedBlinky is an awesome piece of software!  I'm finally getting into it as I switch FEs.  I was previously using a plugin in GameEx.

    I've got most of my LEDWiz issues sorted.  I do get Access Violation errors on animations, but I haven't really worked on that.  I see there are a number of posts- the solution is probably in there.

    The problem I'm working on now is with my UltraSticks.  I have 4 of them, but it appears that maps are not loaded into all of them.  I have the the primary control set correctly (I think), and all software appears to be running.  I have attached a debug log for one example.  In this case, 3 of the UltraSticks are used for the game (mwalk).  The Player3 (UltraStick 2) stick is loaded correctly as 8-way, but Player1 (UltraStick 1) and Player2 (UltraStick 3) remain as 4-way.  It looks like the sticks are detected, but I must have screwed up the config somewhere.

    Any ideas?

    Thanks!

    The config looks fine. LEDBlinky detects your 4 u360's and it should be sending the primary control map to all 4 sticks every time you start a game (and then back to 4-way when you exit the game). Have you tried using the UltraMap app to see if you can manually change the map for all your sticks? If that works, try setting all 4 to 8-way, then start HS and then exit HS (without running any games). Check if all 4 sticks are in 4-way mode. Let me know the results.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:23:59 am
    Anyone have any quick ideas why LedBlinky isn't working for me. I have the newest version of LedBlinky and the newest version of Maximus Arcade. I went through the installation pdf step by step but nothing is happening. I have MA running LedBlinky.exe at startup. I closed the mameroom.com LedWiz configurator which I normally use to light the LEDs.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: Time Pilot on October 19, 2009, 08:59:31 am

    The config looks fine. LEDBlinky detects your 4 u360's and it should be sending the primary control map to all 4 sticks every time you start a game (and then back to 4-way when you exit the game). Have you tried using the UltraMap app to see if you can manually change the map for all your sticks? If that works, try setting all 4 to 8-way, then start HS and then exit HS (without running any games). Check if all 4 sticks are in 4-way mode. Let me know the results.

    Thanks Arzoo!  Got it working now.  As suggested, I went back to the UltraMap app and everything appeared to be working fine there.  I could also confirm that LEDBlinky was only changing 1 of the sticks (I mapped them to 2-way joysticks in UltraMap to make it obvious). 

    I checked the firmware versions on the sticks.  The stick that was updating was v2.3 and the non-updating sticks were v1.7.  I upgraded all the sticks to v2.4 and everything is working perfectly.

    Thanks again!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 10:10:09 am
    Anyone have any quick ideas why LedBlinky isn't working for me. I have the newest version of LedBlinky and the newest version of Maximus Arcade. I went through the installation pdf step by step but nothing is happening. I have MA running LedBlinky.exe at startup. I closed the mameroom.com LedWiz configurator which I normally use to light the LEDs.

    I've attached a screen shot of my MA config for LEDBlinky. If you have that all set correctly and it's still not working then from the LEDBlinky config - turn on the Debug and Verbose options. Run MA and start a game, then quit. Email me the debug.zip file in the LEDBlinky folder and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 12:02:44 pm
    Anyone have any quick ideas why LedBlinky isn't working for me. I have the newest version of LedBlinky and the newest version of Maximus Arcade. I went through the installation pdf step by step but nothing is happening. I have MA running LedBlinky.exe at startup. I closed the mameroom.com LedWiz configurator which I normally use to light the LEDs.

    I've attached a screen shot of my MA config for LEDBlinky. If you have that all set correctly and it's still not working then from the LEDBlinky config - turn on the Debug and Verbose options. Run MA and start a game, then quit. Email me the debug.zip file in the LEDBlinky folder and I'll take a look.

    I have no clue what I did but it suddenly started working for MA. I'm still having problems lighting all the LEDs for the emulators. The joysticks aren't lighting up and I don't know how to add the extra buttons like the 4-way joystick buttons which are basically the same as Player 1 buttons. Same with the trackball buttons which are assigned to mouse buttons. I want all the LEDs always lit up.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 01:43:59 pm
    I have no clue what I did but it suddenly started working for MA. I'm still having problems lighting all the LEDs for the emulators. The joysticks aren't lighting up and I don't know how to add the extra buttons like the 4-way joystick buttons which are basically the same as Player 1 buttons. Same with the trackball buttons which are assigned to mouse buttons. I want all the LEDs always lit up.

    If all you want to do is light all the LEDs at all times then you really don't need LEDBlinky - it's overkill. I think you can use the LumaAudio software provided by GroovyGameGear to turn on all the ports when the pc first boots up. But if you want to stick with LEDBlinky then one solution would be to use the Animation Editor to create a single frame animation with all the LEDs lit. Then you can launch LEDBlinky from a batch file at boot time with this command:
    <path>ledblinky.exe <animation>.lwax
    With this method you would not use any of the MA LEDBlinky options. If you want to stick with MA launching blinky then you could turn off all the FE and Game Start options and just use the Cabinet Animation feature (on the Misc. Options tab). Either way you'll need to create the animation to turn on all the LEDs.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 02:11:13 pm
    I have no clue what I did but it suddenly started working for MA. I'm still having problems lighting all the LEDs for the emulators. The joysticks aren't lighting up and I don't know how to add the extra buttons like the 4-way joystick buttons which are basically the same as Player 1 buttons. Same with the trackball buttons which are assigned to mouse buttons. I want all the LEDs always lit up.

    If all you want to do is light all the LEDs at all times then you really don't need LEDBlinky - it's overkill. I think you can use the LumaAudio software provided by GroovyGameGear to turn on all the ports when the pc first boots up. But if you want to stick with LEDBlinky then one solution would be to use the Animation Editor to create a single frame animation with all the LEDs lit. Then you can launch LEDBlinky from a batch file at boot time with this command:
    <path>ledblinky.exe <animation>.lwax
    With this method you would not use any of the MA LEDBlinky options. If you want to stick with MA launching blinky then you could turn off all the FE and Game Start options and just use the Cabinet Animation feature (on the Misc. Options tab). Either way you'll need to create the animation to turn on all the LEDs.


    I want to have all the LEDs lit up during gameplay. But I still want to use the animations and stuff when starting the FE and games etc.

    Now the LEDs are lit up the way I wanted for all the emulators except for MAME. I don't understand what is going on with mame. I'm trying to use the same default mapping for MAME but it won't work 100% correct. Some of the LEDs are not lighting up. And it also complains about not finding <default> when trying to edit the default mame buttons after editing them once.

    I'm also getting these weird errors while navigating the FE. Something about a launch.bat and the location or something. And the FE active animation won't play after exiting a game. Only after starting the FE.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 02:19:27 pm

    I want to have all the LEDs lit up during gameplay. But I still want to use the animations and stuff when starting the FE and games etc.

    Now the LEDs are lit up the way I wanted for all the emulators except for MAME. I don't understand what is going on with mame. I'm trying to use the same default mapping for MAME but it won't work 100% correct. Some of the LEDs are not lighting up. And it also complains about not finding <default> when trying to edit the default mame buttons after editing them once.

    I'm also getting these weird errors while navigating the FE. Something about a launch.bat and the location or something. And the FE active animation won't play after exiting a game. Only after starting the FE.

    Turn on the Debug/Verbose options and run a mame game. Then email me the debug.zip file.

    As for the launch.bat error - that has something to do with MA. It was discussed briefly in this thread (http://forum.arcadecontrols.com/index.php?topic=96786.0). You may need to post on the MA forum to find a solution.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 02:29:13 pm
    I sent you the debug.zip. But I also sent you LEDBlinky.log because it is showing some errors too. Maybe you know what they mean.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 02:45:57 pm
    It seems as if removing the controls.ini takes care of the LED problem with MAME. But it also seems to disable Speak Name on Game Start  :(

    The FE Active Animation also seems to disrupt when ever scrolling games. If I scroll the games fast, all the LEDs will blink for a while before the animation continues. Is there a reason for this?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 02:58:16 pm
    It seems as if removing the controls.ini takes care of the LED problem with MAME. But it also seems to disable Speak Name on Game Start  :(

    The FE Active Animation also seems to disrupt when ever scrolling games. If I scroll the games fast, all the LEDs will blink for a while before the animation continues. Is there a reason for this?

    The FE Active Animation will stop while scrolling games if you have the "Demo Game Controls" option on. As you scroll through each game, the controls for that game light up. If you don't want the animation interrupted then just turn off that feature.

    I'll take a look at the log and get back to you.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:02:44 pm
    It seems as if removing the controls.ini takes care of the LED problem with MAME. But it also seems to disable Speak Name on Game Start  :(

    The FE Active Animation also seems to disrupt when ever scrolling games. If I scroll the games fast, all the LEDs will blink for a while before the animation continues. Is there a reason for this?

    The FE Active Animation will stop while scrolling games if you have the "Demo Game Controls" option on. As you scroll through each game, the controls for that game light up. If you don't want the animation interrupted then just turn off that feature.

    I'll take a look at the log and get back to you.


    The option isn't on for me and it still does that. All the lights blink at each game.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 19, 2009, 03:07:36 pm
    The option isn't on for me and it still does that. All the lights blink at each game.

    Yup - checked your config and you're not using the demo mode. But I do see you have the "Button Flash" feature turned on - try that off.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:17:12 pm
    The option isn't on for me and it still does that. All the lights blink at each game.

    Yup - checked your config and you're not using the demo mode. But I do see you have the "Button Flash" feature turned on - try that off.

    Yeah, that did the trick. Thanks a lot.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 19, 2009, 03:26:58 pm
    Almost there... :D

    Now when I start the FE, the animation plays nicely. But then I start a MAME game and the animation still keeps on playing. When I exit MAME, the animation stops. I start MAME again and no LEDs light up. If I start another emulator, the LEDs work fine. Then I exit the emulator and everything goes off again.

    So 2 problems at the moment.

    1) the LEDs aren't lighting up when starting mame.

    2) The FE animation won't play after quiting a game and going back to MA.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 20, 2009, 08:14:25 am
    Thank you very much arzoo for taking your time to help me. Very cool guy.  :cheers: :notworthy:

    The only problems I have left are:

    1) File Write Error: File not open
    The file "D:\Maximus Arcade\LEDBlinky380\LEDBlinky\Launch.bat" could not be written.  Verify that the folder structure of the file location exists.

    2) The FE active animation won't play after quiting a game and going back to MA. (actually, I think it plays for like a second and stops)

    I registered to the MA forum but my account hasn't been activated yet. If anyone has any solutions please let me know. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: Time Pilot on October 25, 2009, 11:22:10 pm
    Hi Guys-  well, I can't seem to knock this "Access violation at address 00494892 in module "LEDBlinky.exe". Read address 00000000"

    Everthing runs fine if I have animations turned off.  Game controls light up as programmed.  In the Hyperspin setup, I can play animations, and they work well without crashing.  However, when I select a game through Hyperspin with animations turned on, the animation sequence will play and then I get the error.

    I've made sure that all entries in the DevicePort-Input.ini file have labels and keycodes assigned.  I've tried both MAME32 and MAME.

    I actually got it too work once by removing all the extra blank LEDWiz and PacDrive entries from the DevicePort-Input.ini file, but it only worked once.  Weird. 

    I think these were all the solutions to this problem that I could find in this thread.  Did I miss anything?

    I'm very happy with just having the controls light up, but those animations are too cool to ignore :)

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 26, 2009, 08:29:26 am
    O arzoo, where art thou?

    Could you resend the files please?

    -Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 26, 2009, 08:33:08 am
    Hi Guys-  well, I can't seem to knock this "Access violation at address 00494892 in module "LEDBlinky.exe". Read address 00000000"

    Everthing runs fine if I have animations turned off.  Game controls light up as programmed.  In the Hyperspin setup, I can play animations, and they work well without crashing.  However, when I select a game through Hyperspin with animations turned on, the animation sequence will play and then I get the error.

    I've made sure that all entries in the DevicePort-Input.ini file have labels and keycodes assigned.  I've tried both MAME32 and MAME.

    I actually got it too work once by removing all the extra blank LEDWiz and PacDrive entries from the DevicePort-Input.ini file, but it only worked once.  Weird. 

    I think these were all the solutions to this problem that I could find in this thread.  Did I miss anything?

    I'm very happy with just having the controls light up, but those animations are too cool to ignore :)

    Thanks!

    Run HS through the crash with debug/verbose on. Then send me the debug.zip file and also the animation (.lwax) file you are using. I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 26, 2009, 08:41:40 am
    O arzoo, where art thou?

    Could you resend the files please?

    -Thanks

    I don't know why we're having so many problems with email - I've sent you 4 or 5 but you're not getting them.

    Anyway - I just sent you another email with the patch link but this time I used the 2nd email address you gave me. Hopefully it will work   :dizzy:

    Let me know if you get it!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 26, 2009, 08:51:01 am
    I have no clue why I'm not receiving your mails  ???

    But the other E-mail adress seemed to work  :applaud:

    I will try it now and get back to you.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: 200X on October 26, 2009, 09:00:36 am
    Yay, it worked  :applaud:

    Thanks a lot arzoo :notworthy:

    Now, if only the MA developers would get back to me regarding the launch.bat problem and then all would be perfect  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: LLUncoolJ on October 28, 2009, 11:56:49 am
    Hey guys, I am evaluating Hyperspin and so far I am loving it. Once I work out a few issues, it will likely be my go-to FE. However, I am having a rough go getting LEDBlinky to work with it.

    I made sure I have the latest versions of both programs. I mapped my LED's and even created a couple of animations and had them working on the panel, so LEDBlinky is fine up to that point. I went to the configure program in LEDBlinky and I think I have everything pointing to the correct folders. I enabled LEDBlinky in HS and pointed it to the correct folder. However, when I start HS, I get nothing. No animations, no lit MAME controls. Any ideas?
    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on October 28, 2009, 01:22:08 pm
    Hey guys, I am evaluating Hyperspin and so far I am loving it. Once I work out a few issues, it will likely be my go-to FE. However, I am having a rough go getting LEDBlinky to work with it.

    I made sure I have the latest versions of both programs. I mapped my LED's and even created a couple of animations and had them working on the panel, so LEDBlinky is fine up to that point. I went to the configure program in LEDBlinky and I think I have everything pointing to the correct folders. I enabled LEDBlinky in HS and pointed it to the correct folder. However, when I start HS, I get nothing. No animations, no lit MAME controls. Any ideas?
    Thanks!


    Start HS and then alt-tab to some other app or your desktop - check the system tray and see if the LEDBlinky icon is there. If it's not then HS is not configured correctly to launch LEDBlinky. If the icon is there, then most likely something in the blinky config is not correct. You can turn on the Debug Log option, run HS and launch a game, then check the /ledblinky/debug.log file for any errors. If nothing shows up, turn on the verbose option, repeat the process and then email me the debug.zip file - I'll take a look.

    edit: I just remembered - HS has a log.txt file which should indicate if LEDBlinky is getting launched.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: LLUncoolJ on October 28, 2009, 11:32:24 pm
    Thanks for getting back Arzoo. I got it working and it looks awesome. Turns out the problem is in Hyperspin. In the LEDBlinky file path field, the dialog box would only got to C:\LEDBlinky. The log was showing it could not find the .exe file. It would not let me add anything to the field. So I went into the ini file and manually edited it. After a few sugestions from the HS forum, I simply added a \ to the end in the ini file like this: C:\LEDBlinky\

    It fired right up. Hopefully my torment documented on this thread helps someone else out. ;D
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: arzoo on November 08, 2009, 05:41:13 pm
    Released version 3.8.1
    Added feature to designate a game or emulator as a 'Jukebox' so that audio animations can be restricted to jukebox applications only. Fixed a few bugs also.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Circo on November 09, 2009, 04:02:17 am
    I really liked how this worked with hyperspin, just wanted to say thanks arzoo!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bent98 on November 09, 2009, 07:57:21 am
    Great Job. Keep up the good work!!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8
    Post by: HaRuMaN on November 09, 2009, 09:07:10 am
    Released version 3.8.1
    Added feature to designate a game or emulator as a 'Jukebox' so that audio animations can be restricted to jukebox applications only. Fixed a few bugs also.

    That feature rocks, btw.   ;)
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: edubbs on November 12, 2009, 07:16:17 pm
    Arzoo,

    i'm running ledblinky and Hyperspin.  i have the ledblinky configured to map the controls for MAME.

    mame.ini has the following settings:

    joystick_map          auto
    joystick_deadzone   0.3
    joystick_saturation  0.85

    do these settings have any relevance if i'm using ledblinky to map the u360's?  i would expect no, but when i turn joystick_map to 0 then my joysticks no longer work in MAME.  if i have them on auto, it appears to be mapping my u360 correctly.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 13, 2009, 08:31:18 am
    Arzoo,

    i'm running ledblinky and Hyperspin.  i have the ledblinky configured to map the controls for MAME.

    mame.ini has the following settings:

    joystick_map          auto
    joystick_deadzone   0.3
    joystick_saturation  0.85

    do these settings have any relevance if i'm using ledblinky to map the u360's?  i would expect no, but when i turn joystick_map to 0 then my joysticks no longer work in MAME.  if i have them on auto, it appears to be mapping my u360 correctly.

    The joystick settings in the mame.ini have no relevance to how LEDBlinky maps the u360s. The confusion here is that later versions of mame have the feature to restrict analog joysticks to game specific maps (4-way, 8-way, etc.) which is the same capability that u360s can do with their own firmware. So LEDBlinky is only setting the u360 maps - regardless of what mame is doing.

    Theoretically you should be able to turn of the LEDBlinky u360 option and let mame restrict the outputs - but I've never tried it this way and I don't know if mame is correct for all the games. Headkaze developed an app to let you modify or create the mame maps.

    I'm guessing that by setting joystick_map = 0 mame is basically disabling analog joystick outputs. But I'm not really sure about this - you should post this question to the main forum for a quicker answer.

    By the way, I checked my mame.ini and joystick_map is set to 'auto' and I've never had any problems with the u360s (mapped via blinky).
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: edubbs on November 13, 2009, 10:55:05 am
    Thanks for the quick reply.

    I wanted to make sure that my maps were being applied correctly so i replaced the Joy8Way map with the mapping info from Joy4Way.  I then tried playing street fighter and it was obvious i was in 4-way mode.  so i'm confident that my maps are being applied.

    i only recently realized that mame was doing my mapping!  i checked the debug log from ledblinky and found that it couldn't load any of my maps.  i went into the directory and all my maps were named 1, 2, 3, 4, 5, etc.  that must have been from the previous version of ledblinky.  i  renamed them to the appropriate names (Joy8Way, Joy4Way, Analog, etc.) and ledblinky appears to be working correctly.

    One more question...

    When i'm adding games in the Controls Editor, is there an easy way to copy the buttons from player 1 to player 2, 3, and 4?  or do i need to enter the button colors for each player?

    For example, let's say i wanted players 1, 2, 3, and 4 to all have buttons 12 be white, and 34 be blue.


    It really is great app.  Thanks for your hard work developing and supporting it!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 13, 2009, 11:15:32 am
    Thanks for the quick reply.

    I wanted to make sure that my maps were being applied correctly so i replaced the Joy8Way map with the mapping info from Joy4Way.  I then tried playing street fighter and it was obvious i was in 4-way mode.  so i'm confident that my maps are being applied.

    i only recently realized that mame was doing my mapping!  i checked the debug log from ledblinky and found that it couldn't load any of my maps.  i went into the directory and all my maps were named 1, 2, 3, 4, 5, etc.  that must have been from the previous version of ledblinky.  i  renamed them to the appropriate names (Joy8Way, Joy4Way, Analog, etc.) and ledblinky appears to be working correctly.

    One more question...

    When i'm adding games in the Controls Editor, is there an easy way to copy the buttons from player 1 to player 2, 3, and 4?  or do i need to enter the button colors for each player?

    For example, let's say i wanted players 1, 2, 3, and 4 to all have buttons 12 be white, and 34 be blue.


    It really is great app.  Thanks for your hard work developing and supporting it!

    I'm surprised that your LEDBlinky maps had the old naming format - the upgrade process should have renamed them all.

    As for the controls editor - the copy menu has an option to 'Copy Player 1' - this will copy the player 1 buttons to all the other players.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 14, 2009, 11:04:18 am
    I think I found a bug while running LEDBlinky with GameEx.  When I go to emulators, select Arati 2600, and then launch a game, it works great (speaks game, speaks control functions, and lights button), and mame works great too when I go through the main menu.  The problem is when I select a game from recently played (or, I believe, from favorites or most played).  Then, it remebers the last emulator I selected through the main menu system and announces that emulator.  Example:  I launch an Atari 2600 game through the emulator menu, then go back and select a mame game from the recently played list and it announces the Atari 2600 controls and lights the Atari 2600 button instead of the mame game and controls.  Ditto vice versa.

    It seems that the way that GameEx is passing info to LEDBlinky is different when you select a game from one of the auto generated lists, rather than going through the main menu.  This is a real problem because 90% of the games I play are selected from going to the recently played list or favorites, thus making LEDBlinky useless.  :-( 

    Any ideas?

    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 14, 2009, 04:24:43 pm
    I think I found a bug while running LEDBlinky with GameEx.  When I go to emulators, select Arati 2600, and then launch a game, it works great (speaks game, speaks control functions, and lights button), and mame works great too when I go through the main menu.  The problem is when I select a game from recently played (or, I believe, from favorites or most played).  Then, it remebers the last emulator I selected through the main menu system and announces that emulator.  Example:  I launch an Atari 2600 game through the emulator menu, then go back and select a mame game from the recently played list and it announces the Atari 2600 controls and lights the Atari 2600 button instead of the mame game and controls.  Ditto vice versa.

    It seems that the way that GameEx is passing info to LEDBlinky is different when you select a game from one of the auto generated lists, rather than going through the main menu.  This is a real problem because 90% of the games I play are selected from going to the recently played list or favorites, thus making LEDBlinky useless.  :-( 

    Any ideas?



    I'll look into this - may need to get you a patch for the GameEx plugin.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 14, 2009, 06:08:50 pm
    Thanks for looking into it.  While you're at it, I have another problem too.  LEDBlinky insists on being located here:
    C:\Documents and Settings\username\plugins\LEDBlinky
    But I really want it here:
    Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky

    Every now and then, it changes where it thinks it is.  So Ill get the error message:

    LEDBlinky WriteToFile [Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log] ERROR: Could not find part of the path 'Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log'.

    Well, that's because I put it where it wanted to be, on the C: drive.  But now it wants to be on the Z: drive (where I want it).  This fixes itself after a computer reboot (Restarting GameEx and LEDBlinky is not enough).
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: 200X on November 15, 2009, 10:22:21 am
    Hey arzoo,

    Did the MA crew ever get back to you regarding the launch.bat issue? I have yet to get a response from anyone on their forums.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: edubbs on November 15, 2009, 12:20:04 pm

    As for the controls editor - the copy menu has an option to 'Copy Player 1' - this will copy the player 1 buttons to all the other players.


    Can't believe i missed that...thanks!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: csa3d on November 16, 2009, 12:12:15 am
    I was messing with my cab today and was trying to configure a FE setup for Mala.  I currently have various front end commands tied to the default mame player 1 commands, such as L_CTL, L_Alt, L_Shift, and Space.  LED Blinky does not allow me to custom configure any Mala keys, and assumes them read from I'm supposing Mala config somehow.  The problem is, that those windowy keys I mentioned earlier never get lit up.  If I change the function in Mala to use any other 'standard' keys, they do light up.

    Is there any solution which allows me to not have to change my hotkeys?

    -csa
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 16, 2009, 01:23:25 pm
    Hey arzoo,

    Did the MA crew ever get back to you regarding the launch.bat issue? I have yet to get a response from anyone on their forums.

    Never heard anything - sorry. Maybe I'll send another email.
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 16, 2009, 01:37:41 pm
    I was messing with my cab today and was trying to configure a FE setup for Mala.  I currently have various front end commands tied to the default mame player 1 commands, such as L_CTL, L_Alt, L_Shift, and Space.  LED Blinky does not allow me to custom configure any Mala keys, and assumes them read from I'm supposing Mala config somehow.  The problem is, that those windowy keys I mentioned earlier never get lit up.  If I change the function in Mala to use any other 'standard' keys, they do light up.

    Is there any solution which allows me to not have to change my hotkeys?

    -csa

    MaLa doesn't differentiate between the left and right ctrl, alt, and shift keys. So try this - using the GenInputMap app, add the non left/right version of the keycodes to those ports. For example, the port assigned to KEYCODE_LCONTROL - also add KEYCODE_CONTROL. So the port will have two input codes. This should solve your problem (as long as you don't use both the left and right windowy buttons).
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: csa3d on November 17, 2009, 08:13:43 am
    I was messing with my cab today and was trying to configure a FE setup for Mala.  I currently have various front end commands tied to the default mame player 1 commands, such as L_CTL, L_Alt, L_Shift, and Space.  LED Blinky does not allow me to custom configure any Mala keys, and assumes them read from I'm supposing Mala config somehow.  The problem is, that those windowy keys I mentioned earlier never get lit up.  If I change the function in Mala to use any other 'standard' keys, they do light up.

    Is there any solution which allows me to not have to change my hotkeys?

    -csa

    MaLa doesn't differentiate between the left and right ctrl, alt, and shift keys. So try this - using the GenInputMap app, add the non left/right version of the keycodes to those ports. For example, the port assigned to KEYCODE_LCONTROL - also add KEYCODE_CONTROL. So the port will have two input codes. This should solve your problem (as long as you don't use both the left and right windowy buttons).


    That was way easy and took all of 2 minutes to fix.  Thanks!
    -csa
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on November 20, 2009, 09:29:53 am
    Thanks for looking into it.  While you're at it, I have another problem too.  LEDBlinky insists on being located here:
    C:\Documents and Settings\username\plugins\LEDBlinky
    But I really want it here:
    Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky

    Every now and then, it changes where it thinks it is.  So Ill get the error message:

    LEDBlinky WriteToFile [Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log] ERROR: Could not find part of the path 'Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log'.

    Well, that's because I put it where it wanted to be, on the C: drive.  But now it wants to be on the Z: drive (where I want it).  This fixes itself after a computer reboot (Restarting GameEx and LEDBlinky is not enough).


    Is the Z drive a mapped network path or a physical drive on the same machine?
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 21, 2009, 12:35:01 pm
    I've attached two debug files (I didn't see a way to attach files to PMs).  Here is what I did:

    Debug1:
    1) launch GamEx
    2) Select Emulators
    3) Select Atari 2600
    4) Launch Adventure
    LEDBlinky correctly speaks name of game and name of controls
    5) Quit Adventure, returning to GameEx
    6) Select "Most Played"
    7) Select Donkey Kong (mame version)
    8) Launch Donkey Kong (mame version)
    No game name is spoken, and default controls for Atari 2600 are spoken

    Debug2:
    Basically, the same thing in reverse order.
    1) Launch DK from Mame All Games menu. 
    Game name and controls spoken correctly.
    2) Launch Adventure from Most Played Menu.
    This time, nothing is spoken.  No game name or controls.

    Thanks for looking into this!
    Title: Re: *update* LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on November 22, 2009, 04:31:10 pm
    And here is a better description of the other problem (the path problem).

    I have GameEx installed on the Z: drive, which is a second, internal physical drive (the boot drive is C:).  LEDBlinky is located in Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky
    Everything works fine for a while, but at some random point (maybe after I wake the computer up from sleep mode?) it gives me the attached error message.  So, LEDBlink "wants" to be located on the C: drive.  So, I move the whole folder to the c: drive at the path that is listed in the error message, and everything works fine for a while (but its weird and annoying to have it on the C: drive).  BUT then at some point it will give me the same, but opposite, error message.  Namely "LEDBlinky WriteToFile [Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log] ERROR: Could not find part of the path 'Z:\ArcadeOdyssey\GameEx\PLUGINS\LEDBlinky\LEDBlinky.log'."  So now it wants to be back on the Z: drive!  If I just reboot, then it seems to be fine, until the next time I get the error message.

    Ha! Sorry to give you these problems to work on!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: yannip on January 08, 2010, 01:00:12 am
    Plug-in works great and I love all the features you've added in the latest version.  I am however having a small problem I was hoping someone could help me with.  For some reason player 2 buttons 5 and 6 don't light although player 1 buttons 5 and 6 light up just fine.  For example, when playing Streetfighter III (sfIII),  all six buttons are illuminated appropriately for player 1 but only buttons 1 through 4 are illuminated for player 2.
    This happens with just about any game that uses buttons 5 and 6 so I'm hoping it's a configuration error on my part.  Attached is the debug info so any help would be appreciated.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 08, 2010, 02:38:28 pm
    Plug-in works great and I love all the features you've added in the latest version.  I am however having a small problem I was hoping someone could help me with.  For some reason player 2 buttons 5 and 6 don't light although player 1 buttons 5 and 6 light up just fine.  For example, when playing Streetfighter III (sfIII),  all six buttons are illuminated appropriately for player 1 but only buttons 1 through 4 are illuminated for player 2.
    This happens with just about any game that uses buttons 5 and 6 so I'm hoping it's a configuration error on my part.  Attached is the debug info so any help would be appreciated.

    Make sure LEDBlinky has the correct path to mame's config folder; it should end with \cfg.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Bobulus on January 10, 2010, 07:29:43 am
    Hey Arzoo. Great program. Kind of a steep learning curve, but after a lot of forum searching, hair pulling, and fixing my own mistakes, I think I've got my demo control panel set up 99% of the way I want it. (It took me forever to figure out you could type in custom port names in the input config program. :P )

    I do (inevitably) have a couple questions, because I am a bit of a perfectionist and tiny things that wouldn't bother others drive me up the wall:

    1) Is there a way to set an animation button to 'don't change'? I ask because I wanted to set it up so that when I hit my (normally lit) Pause button in MAME, the Pause button would flash until I unpaused. It was easy enough to make a 1-frame animation that featured the UI_PAUSE LED triggering the LEDWIZ blink. The problem is that when I do that, it clears out all the other buttons, which are normally set to light based on game via colors.ini. So is there a way to set up an animation so UI_PAUSE blinks, but all other buttons stay with what they were before?

    2) I set player and coin lights to light for MAME. I also set it to blink the player1 and player2 lights on those rare games that support it. I'm wondering if it's possible to make these two features mesh better. Currently, if I enter a game with coin-triggered blinking (say, galaxian), the player1 and player 2 lights stay off until I put in coins, unlike the other games. Is there a way to set it to always light, but still blink on coin insert?

    Oh, and thanks for putting in the time to make such a neat program.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: yannip on January 10, 2010, 12:42:30 pm
    Plug-in works great and I love all the features you've added in the latest version.  I am however having a small problem I was hoping someone could help me with.  For some reason player 2 buttons 5 and 6 don't light although player 1 buttons 5 and 6 light up just fine.  For example, when playing Streetfighter III (sfIII),  all six buttons are illuminated appropriately for player 1 but only buttons 1 through 4 are illuminated for player 2.
    This happens with just about any game that uses buttons 5 and 6 so I'm hoping it's a configuration error on my part.  Attached is the debug info so any help would be appreciated.

    Make sure LEDBlinky has the correct path to mame's config folder; it should end with \cfg.

    Thanks for the response.  Indeed I had the cfg folder incorrect however that's not what was causing my issue.  After some additional trial and error, it finally dawned on me that the default MAME control config didn't have a key mapped to buttons 5 and 6 for P2.  Once I took care of that, problem solved.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 20, 2010, 04:53:36 pm
    Hi Arzoo,

    i switched from MA to HS and have the following issue:

    ledblinky works fine with hs but when i am launching a mame game the wrong controls light up, i did nothing in the controls editor when i changed frontends, any idea? in MA it worked fine
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 21, 2010, 08:32:57 am
    Hi Arzoo,

    i switched from MA to HS and have the following issue:

    ledblinky works fine with hs but when i am launching a mame game the wrong controls light up, i did nothing in the controls editor when i changed frontends, any idea? in MA it worked fine

    Did you switch the blinky config to HS on the FE menu? Still, that would only effect the FE controls, not the game controls. Email me a debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 21, 2010, 04:18:09 pm
    yes i will send you it tommorow :) i was mainly thinking that hyperspin uses an akh script that captures keypresses i dont know if that would interfer with ledblinky
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 22, 2010, 05:56:56 pm
    got it fixed, i deleted my mame control scheme imported a game and bam fixed !  :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Bobulus on January 23, 2010, 12:58:41 am
    Guess my questions were a little too esoteric...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: njay on January 23, 2010, 04:28:18 am
    Maybe arzoo overlooked !

    ask him again :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 24, 2010, 02:46:27 pm
    Sorry I missed this post...

    1) Is there a way to set an animation button to 'don't change'? I ask because I wanted to set it up so that when I hit my (normally lit) Pause button in MAME, the Pause button would flash until I unpaused. It was easy enough to make a 1-frame animation that featured the UI_PAUSE LED triggering the LEDWIZ blink. The problem is that when I do that, it clears out all the other buttons, which are normally set to light based on game via colors.ini. So is there a way to set up an animation so UI_PAUSE blinks, but all other buttons stay with what they were before?
    If I understand correctly - you've created an animation that blinks the pause button and you want the game buttons to remain lit while the pause animation is running. Unfortunately that's not possible - but the game buttons should return to their prior state after the animation stops (on unpause) - is this not the case?

    Quote
    2) I set player and coin lights to light for MAME. I also set it to blink the player1 and player2 lights on those rare games that support it. I'm wondering if it's possible to make these two features mesh better. Currently, if I enter a game with coin-triggered blinking (say, galaxian), the player1 and player 2 lights stay off until I put in coins, unlike the other games. Is there a way to set it to always light, but still blink on coin insert?

    Sorry - no. Once a button is controlled by the mame outputs, it lights based on the signals from mame - which usually starts in the off state. The intent here is to mimic how the original game worked.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Bobulus on January 25, 2010, 01:56:17 am
    Fair enough.  :) Thanks for the reply.

    Quote
    but the game buttons should return to their prior state after the animation stops (on unpause) - is this not the case?

    Yeah, that's how it's working.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 26, 2010, 10:48:20 am
    Trying to get ledblinky to work with Mamewah, was able to get it to work but not consistently. First I'd like to mention that I have to start ledblinky.exe manually even though Mamewah is capable to launch application at the start. If I try to launch it though Mamewah, ledblinky starts but mamewah would not start until I go to a system tray and exit out of ledblinky. If I start ledblinky manually before the front end start, it works fine for a little while. But changing emulators almost always creates an issue. It almost looks like there are multiple instances of ledblinky running because I have to exit it from a system tray a couple of times and every time new led pattern is displayed. I also get popup error message: " is not a valid integer value. I was going to post an error log but I don't have it handy. Here is what I've done so far.

    mamewah.ini
    ### External Application Settings ###
    startup_app_commandlines                  c:\ledblinky\ledblinky.exe 1
    exit_app_commandlines                     c:\ledblinky\ledblinky.exe 11
    exit_and_run_app_commandlines

    mame.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe [name]
    emulator_commandline                      c:\mame\mame.exe [name]{nodosbox}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    general_app_commandlines                  {music}c:\cpv2\cpv2.exe -r=[name];{music}c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"            

    n64.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe test.lwax
    emulator_commandline                      c:\n64\project64.exe [rompath]\[name].[romext]{nodosbox}{safelaunch}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    general_app_commandlines                  c:\cpv2\cpv2.exe -p=nintendo 64;c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"

    For anything other than mame i just want to illuminate certain pushbuttons as long as emulator is active. If I could get it to work consistently, it would be great. Any help is appreciated..

    Update:
    using {nowait} flag eliminates first issue with mamewah not starting properly unless ledblinky is launched before FE.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 26, 2010, 11:12:04 am
    I think you need to put {nowait} after each LEDBlinky command so that mamewah doesn't wait for blinky to finish executing - that should solve most of the problems.

    For "exit_app_commandlines" you should use "ledblinky.exe 2" (not 11). Param value 2 = exit and Param value 11 = stop animation.

    For the n64 "post_emulator_app_commandlines" you should use "ledblinky.exe 11" (not 4).

    Otherwise the commands look good.

    Code: [Select]
    mamewah.ini
    ### External Application Settings ###
    startup_app_commandlines                  c:\ledblinky\ledblinky.exe 1{nowait}
    exit_app_commandlines                     c:\ledblinky\ledblinky.exe 2{nowait}
    exit_and_run_app_commandlines

    mame.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe [name]{nowait}
    emulator_commandline                      c:\mame\mame.exe [name]{nodosbox}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4{nowait}
    general_app_commandlines                  {music}c:\cpv2\cpv2.exe -r=[name];{music}c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"             

    n64.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe test.lwax{nowait}
    emulator_commandline                      c:\n64\project64.exe [rompath]\[name].[romext]{nodosbox}{safelaunch}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 11{nowait}
    general_app_commandlines                  c:\cpv2\cpv2.exe -p=nintendo 64;c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"

    I'm not a mamewah expert so I'm not 100% sure this will work - but give it a try. Send me the debug.zip if you're still having problems. I know others have successfully configured mamewah to use blinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 26, 2010, 11:21:08 am
    Arzoo,
    Thank you for the reply. Everything appears to be working with the following settings:
    mamewah.ini
    ### External Application Settings ###
    startup_app_commandlines                  c:\ledblinky\ledblinky.exe 1{nowait}
    exit_app_commandlines                     c:\ledblinky\ledblinky.exe 2
    exit_and_run_app_commandlines            

    mame.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe [name]
    emulator_commandline                      c:\mame\mame.exe [name]{nodosbox}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    general_app_commandlines                  {music}c:\cpv2\cpv2.exe -r=[name];{music}c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"

    n64.ini
    ### Execution Settings ###
    pre_emulator_app_commandlines             c:\ledblinky\ledblinky.exe test.lwax
    emulator_commandline                      c:\n64\project64.exe [rompath]\[name].[romext]{nodosbox}{safelaunch}
    post_emulator_app_commandlines            c:\ledblinky\ledblinky.exe 4
    general_app_commandlines                  c:\cpv2\cpv2.exe -p=nintendo 64;c:\cpv2\cpv2.exe -b="c:\cpv2\images\mamewah.jpg"

    I ended up using ledblinky.exe 4 on the exit from n64 back to FE. Using 11 killed all leds all together instead of getting back to animation. One question, how FE random animation is intended to work? Is it supposed to cycle thru lwax every so often? Or is it picking a different one on every start? Mine appears to pick different animation at first start, but when coming back from an emulator the same animation is picked every time. Reading your manual I don't think this is how it is supposed to work, I might be doing something wrong.

    Thanks for your help.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 27, 2010, 11:52:03 am
    One question, how FE random animation is intended to work? Is it supposed to cycle thru lwax every so often? Or is it picking a different one on every start? Mine appears to pick different animation at first start, but when coming back from an emulator the same animation is picked every time. Reading your manual I don't think this is how it is supposed to work, I might be doing something wrong.

    Thanks for your help.


    If you're using "ledblinky.exe random.lwax", then blinky should choose a random animation (from the lwa folder) each time mamewah executes the pre_emulator_app_commandlines command. I did a quick test using the command line options and it worked as expected. If you turn on the Debug and Verbose options, then look at the debug.log file, you should find messages that indicate which random animation file is loaded each time - like this:

    Event: FEStartAnimation [RANDOM.LWAX].
    Loaded LWAX File: [AudioFirstFrameTest.lwax].
    ...
    Event: FEStartAnimation [RANDOM.LWAX].
    Loaded LWAX File: [dissolveinout.lwax].

    If it's not working for you, email me the debug.zip and I'll take a look at your config.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 27, 2010, 12:52:58 pm
    One more question as I am digging into this. Would it be possible to use Ledblinky Control Editor with Mamewah? Does Mamewah pass emulator mane to ledbllinky and how do I find out what it is?

    Thank you for the software and support you are providing.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 27, 2010, 01:13:58 pm
    One more question as I am digging into this. Would it be possible to use Ledblinky Control Editor with Mamewah? Does Mamewah pass emulator mane to ledbllinky and how do I find out what it is?

    Thank you for the software and support you are providing.

    You can definitely use the controls editor with mamewah for other emulators - just pass the emulator name after the rom name. Here's an example for n64:

    pre_emulator_app_commandlines c:\ledblinky\ledblinky.exe "[name]" n64{nowait}

    Notice that I put double quotes around the rom [name] - that's because other emulators may use spaces in the game/rom name.

    Then in the controls editor set up an emulator called "n64".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 27, 2010, 03:52:28 pm
    I guess emulator name is obtained from the ini file in the config folder. So if I have mamewah\config\n64\n64.ini directory structure, I should use n64 as an emulator name. I'll play around with it tonight. Getting very close to getting it to work 100%.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 27, 2010, 04:00:48 pm
    I guess emulator name is obtained from the ini file in the config folder. So if I have mamewah\config\n64\n64.ini directory structure, I should use n64 as an emulator name. I'll play around with it tonight. Getting very close to getting it to work 100%.

    If you're hard-coding the emulator name in the ini file, then it doesn't really matter what you use as long as it matches in the controls editor. In other words, as long as you pass a unique emulator name for each emu and use the same name for the control groups, then it should work.

    I wonder if mamewah has a merge tag for the emulator name (like [emulator]). If it did then you could pass that as the parameter rather than hard-code the values. I checked the wiki but didn't see a tag for emulator name.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 27, 2010, 10:19:32 pm
    I might be out of luck. Take a look at the log below. This is one game from mame load followed by n64 game load. Looks like emulator name is missing all together, just an empty [-]. Also looks like it keeps loading the same lwax file on FE start for whatever reason. What do you think?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on January 28, 2010, 08:20:13 am
    I might be out of luck. Take a look at the log below. This is one game from mame load followed by n64 game load. Looks like emulator name is missing all together, just an empty [-]. Also looks like it keeps loading the same lwax file on FE start for whatever reason. What do you think?

    Email me the debug.zip file and also your mamewah ini file for n64.

    Also - could you do me a favor and edit your last post and put code tags around the log info - it will help keep the page width correct, Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: reko19 on January 28, 2010, 08:26:28 am
    email sent, thank you for your help
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 09, 2010, 08:55:00 pm
    Hey arzoo, first off thanks for a great app. It's amazing the effort you programmers put into improving the community.

    I'm using LEDBlinky with 2 LedWiz, RGB-LEDs and Hyperspin and everything works, but I'm unable to configure it the way I want. Basically, I'd like all of the buttons to light up when I launch Hyperspin and stay lit until I select a game, then flash/speak the controls and remain lit while the game is played. Also I'd like all the P1 buttons to be one color and the P2 Buttons another.

    So far I have only been able to define a button color for those that have a function in Hyperspin. All the others just use the default color when playing a game, and don't light at all when in the FE. I don't care about identify the functions in Hyperspin since I will eventually have labels for them. Hopefully I explained what I'm trying to do sufficiently and there is a simple solution that I haven't figured out.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: 200X on February 10, 2010, 02:59:40 am
    Hey arzoo.

    Have you yet heard anything from the MA crew regarding the launch.bat problem?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 10, 2010, 10:00:11 am
    Hey arzoo.

    Have you yet heard anything from the MA crew regarding the launch.bat problem?

    Never heard back - and I sent multiple emails  ::)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 10, 2010, 11:02:59 pm
    I figured out a way to accomplish what I was trying to do. Not sure it's the best way but it seems to work so far. I ended up defining all of my buttons in Hyperspin's settings.ini and then added them in the LEDBlinky controls XML and set the color there. The key was the naming convention in the XML. For example, I defined B1 under Player 1 controls in settings.ini and the corresponding control in the XML file had to be named P1_B1. Hope this helps someone else, but if there is a better way please let me know.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 11, 2010, 08:27:43 am
    Hey arzoo, first off thanks for a great app. It's amazing the effort you programmers put into improving the community.

    I'm using LEDBlinky with 2 LedWiz, RGB-LEDs and Hyperspin and everything works, but I'm unable to configure it the way I want. Basically, I'd like all of the buttons to light up when I launch Hyperspin and stay lit until I select a game, then flash/speak the controls and remain lit while the game is played. Also I'd like all the P1 buttons to be one color and the P2 Buttons another.

    So far I have only been able to define a button color for those that have a function in Hyperspin. All the others just use the default color when playing a game, and don't light at all when in the FE. I don't care about identify the functions in Hyperspin since I will eventually have labels for them. Hopefully I explained what I'm trying to do sufficiently and there is a simple solution that I haven't figured out.

    I figured out a way to accomplish what I was trying to do. Not sure it's the best way but it seems to work so far. I ended up defining all of my buttons in Hyperspin's settings.ini and then added them in the LEDBlinky controls XML and set the color there. The key was the naming convention in the XML. For example, I defined B1 under Player 1 controls in settings.ini and the corresponding control in the XML file had to be named P1_B1. Hope this helps someone else, but if there is a better way please let me know.

    You know, that's pretty much how I have my panel set up - all the buttons lit when the FE is active (different colors for each player). I think the easier way to do it (how I did it) is to create a single frame animation for when the FE is active. Actually, I created an animation that switches the colors for each player every couple of minutes.  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 11, 2010, 10:57:24 am
    Quote
    You know, that's pretty much how I have my panel set up - all the buttons lit when the FE is active (different colors for each player). I think the easier way to do it (how I did it) is to create a single frame animation for when the FE is active. Actually, I created an animation that switches the colors for each player every couple of minutes.

    I like your way a lot better, especially being able to change the colors. I think I'll give that a go when I get home. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Quinny on February 12, 2010, 10:26:10 am
    LEDBlinky looks like a great app!! Well done on creating the software for the on-going development.

    Just wondering if there are any plans for LEDBlinky to run on linux?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 12, 2010, 10:31:52 am
    LEDBlinky looks like a great app!! Well done on creating the software for the on-going development.

    Just wondering if there are any plans for LEDBlinky to run on linux?


    Sorry but no. My experience with linux doesn't go beyond hacking my Tivo's :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 17, 2010, 09:58:54 am
    I seem to have run into one last problem. How do I get the game controls to stay lit when playing a game? I have LEDBlinky pointed to the control.ini and it will correctly preview the controls while in Hyperspin. It will speak and blink controls when I launch a game, but the LEDs just go back to either the FE active animation or FE controls, depending on configuration. I even tried disabling both options and you guessed it, all the LEDs turn off after the controls are spoken. I thought my previous edit of the controls xml could be causing a problem so I started over from scratch and still get the same result. Could it have something to do with the focus because Hyperspin still runs in the background while MAME or Stella are active (these are the only emus I have configured in LEDBlinky so far)?

    I'm planning to look into the stand alone options tonight and test launching a game directly to see if I get a different result, but figured I'd post here in the mean time in case there is a simple fix I am overlooking.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 17, 2010, 11:27:46 am
    I seem to have run into one last problem. How do I get the game controls to stay lit when playing a game? I have LEDBlinky pointed to the control.ini and it will correctly preview the controls while in Hyperspin. It will speak and blink controls when I launch a game, but the LEDs just go back to either the FE active animation or FE controls, depending on configuration. I even tried disabling both options and you guessed it, all the LEDs turn off after the controls are spoken. I thought my previous edit of the controls xml could be causing a problem so I started over from scratch and still get the same result. Could it have something to do with the focus because Hyperspin still runs in the background while MAME or Stella are active (these are the only emus I have configured in LEDBlinky so far)?

    I'm planning to look into the stand alone options tonight and test launching a game directly to see if I get a different result, but figured I'd post here in the mean time in case there is a simple fix I am overlooking.

    Do you have the "Light Game Controls" option checked and the Game Play animation off?

    Otherwise I'll need to see the debug log to see how you're configured - turn on the "Debug Log" and "Verbose" options, run some games, then email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 17, 2010, 11:51:46 am
    Quote
    Do you have the "Light Game Controls" option checked and the Game Play animation off?

    I know the game play animation is off, but I have a funny feeling about light game controls. When i reconfigured last night I don't remeber seeing or checking this. I'll check when I get home. I hope it's this easy, but I'll kick myself if I actually wasted all this time and didn't notice a simple check box. Thanks for the quick response.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 17, 2010, 07:30:08 pm
    Well I did have "light game controls" checked after all. Here is the debug file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 18, 2010, 08:54:21 pm
    I did some more testing in stand alone mode and have an interesting result. Initially it would do the same thing, namely, when starting a game the controls will stay lit for about 4 seconds if i don't have the option to speak and blink controls checked. If I check this option they will briefly flash and go out. After trying multiple combos options the controls will now stay lit upon exiting the game. I attached a screenshot of my current configuration and a new debug file in case you would like to see it.

    Also I am running a recompiled version of mame .135 and to rule this out as the cause I downloaded .136 and kept the default settings and ended up with the same result.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 19, 2010, 08:44:35 am
    Did you try the patch I sent you?

    The problem actually has to do with the Demo Controls option. If you turn that feature off or set the Demo Delay to 0 then the problem will go away. But it's only an issue with HyperSpin's integration with LEDBlinky.

    The patch should fix it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 19, 2010, 10:00:16 am
    Just got it now. Didn't notice the PMs last night so I'll give it a shot when I get home.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: scept1c on February 19, 2010, 10:03:17 am
    is there anyone who has got a reply from MA crew?  :banghead:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 19, 2010, 10:08:41 am
    is there anyone who has got a reply from MA crew?  :banghead:

    are you having the same problem as 200X - the launch.bat issue?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 19, 2010, 06:46:57 pm
    You're the man, Arzoo. The patch works perfectly. Thanks again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: bbarz on February 19, 2010, 06:55:28 pm
    BTW, BBB is very close to releasing a new version of HS, and I believe one of the last things he's working on is LEDBlinky integration. If you have any contact with him you might let him no what the issue was. I'd hate to see it carry over to the new version. I'm surprised no one else has had the same problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on February 19, 2010, 11:37:50 pm
    BTW, BBB is very close to releasing a new version of HS, and I believe one of the last things he's working on is LEDBlinky integration. If you have any contact with him you might let him no what the issue was. I'd hate to see it carry over to the new version. I'm surprised no one else has had the same problem.

    From what I've heard the new version of HS is working well with blinky. I was also bit surprised that this bug didn't surface earlier but I guess nobody else is using HS with the LEDBlinky Demo feature and Demo Delay set > 0. Regardless, I'll include the fix in the next release so it won't be a problem in the future.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: 200X on February 27, 2010, 12:26:19 pm
    is there anyone who has got a reply from MA crew?  :banghead:

    They are starting to pi** me off. It's been several months and no replies...and it isn't even a free program.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on March 07, 2010, 03:50:54 pm
    I think I found a bug in either LEDBlinky or its integration into Hyperspin.  This is the behavior I'm seeing when using HS as a frontend and LEDBlinky to set U360 maps: When I launch a game that has a 2-way joystick map, like Defender (two-way up/down) then the map is set correctly when launching the game, but the map remains when I exit the game and return to HS, so now I can't use HS functions that require left or right.  It's really a problem when the map has been set to 2-way left-right, because then I can't even scroll though games when I return to HS (which requires up/down).  Is this a bug, or I'm doing something wrong??
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 07, 2010, 10:32:51 pm
    Anyone have an alternate link to download this software? The main link I tried is dead.

    Thanks in advance!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 07, 2010, 10:49:56 pm
    Anyone have an alternate link to download this software? The main link I tried is dead.

    Thanks in advance!


    Link seems to be working now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 07, 2010, 11:00:31 pm
    Thanks Arzoo!  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 07, 2010, 11:01:09 pm
    I think I found a bug in either LEDBlinky or its integration into Hyperspin.  This is the behavior I'm seeing when using HS as a frontend and LEDBlinky to set U360 maps: When I launch a game that has a 2-way joystick map, like Defender (two-way up/down) then the map is set correctly when launching the game, but the map remains when I exit the game and return to HS, so now I can't use HS functions that require left or right.  It's really a problem when the map has been set to 2-way left-right, because then I can't even scroll though games when I return to HS (which requires up/down).  Is this a bug, or I'm doing something wrong??

    I just ran a quick test running HS and launching Defender and the u360 returned to 4-way after exiting the game. I'm still using HS version 0.8.0.1 - I wonder if there's a problem with the latest release. Which are you using?

    Do me a favor and turn on the Debug and Verbose options, run HS and Defender, then email me the debug.zip file so I can see what's going on. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 07, 2010, 11:01:54 pm
    Looks like I was going to an old URL...found the new one...thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: BigThumbToe on March 08, 2010, 06:59:38 am
    Im having some issues with the controls editor. Im not getting the emulator name with the unknown import. Its giving me the second word in the file name as the emulator. example, "(U) | GAME" or "MARIO | SUPER".  :banghead:
    couldnt find anything in any of the pdfs or google. any help please?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 08, 2010, 09:08:29 am
    Im having some issues with the controls editor. Im not getting the emulator name with the unknown import. Its giving me the second word in the file name as the emulator. example, "(U) | GAME" or "MARIO | SUPER".  :banghead:
    couldnt find anything in any of the pdfs or google. any help please?

    What FE are you using?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: blind_dado on March 08, 2010, 08:16:53 pm
    I am using the latest Hyperspin 1.1.  I will PM you the Debug file.

    Quote
    I just ran a quick test running HS and launching Defender and the u360 returned to 4-way after exiting the game. I'm still using HS version 0.8.0.1 - I wonder if there's a problem with the latest release. Which are you using?

    Do me a favor and turn on the Debug and Verbose options, run HS and Defender, then email me the debug.zip file so I can see what's going on. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 08, 2010, 08:48:08 pm
    I am using the latest Hyperspin 1.1.  I will PM you the Debug file.


    I looked over the log and HS 1.1 is not sending the correct command to LEDBlinky after exiting a game. I've sent an email to Bill (HS Dev) - I'm sure he'll be able to resolve this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: BigThumbToe on March 08, 2010, 11:20:26 pm
    Im having some issues with the controls editor. Im not getting the emulator name with the unknown import. Its giving me the second word in the file name as the emulator. example, "(U) | GAME" or "MARIO | SUPER".  :banghead:
    couldnt find anything in any of the pdfs or google. any help please?

    What FE are you using?

    Maximus Arcade
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 09, 2010, 08:35:28 am
    Im having some issues with the controls editor. Im not getting the emulator name with the unknown import. Its giving me the second word in the file name as the emulator. example, "(U) | GAME" or "MARIO | SUPER".  :banghead:
    couldnt find anything in any of the pdfs or google. any help please?

    What FE are you using?

    Maximus Arcade

    Hmmm, I'm guessing that when MA passes the emulator and game/rom name to LEDBlinky, it's not using quotes around the parameters, so any name with a space is a problem. I'll run some tests tonight and see if I can reproduce the problem. If that is the issue, then the fix will have to be handled with an update to MA. But first let me see what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: scept1c on March 23, 2010, 09:31:22 am
    thanks for the new download link, that worked, eventually.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on March 23, 2010, 09:38:15 am
    thanks for the new download link, that worked, eventually.

    ?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: Epyx on March 24, 2010, 03:29:47 pm
    Quote
    ?

    This was the same issue I had...there are some old links floating around to previous versions that are dead links.  Using this thread has resolved that as your links are active.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 13, 2010, 10:54:41 am
    arzoo - first of all, you are the MAN for building this app. Very, very impressive. I had a couple of questions for you to get it working perfectly for me. I'm runnning XP and Maximus Arcade (2.10 final) and the lastest LED Blinky.



    1) I like using the "Light Game Controls" feature in conjunction with MAME. I was curious if there was a way to reduce/control the intensity of the LEDs that light up for the particular game. As it stands now, when I launch DK for example, P1 B1 lights, as do the P1 Start, Coin, etc. buttons (as configured and expected). The intensity is full and when I stand over it I feel like my retinas are going to burn out from how bright it is (I'm using Novagems). Is there a way to reduce the intensity or manipulate the animation profile for the "game control" profile that I'm not seeing?

    2) Along the same lines as 1), I would like to light up a couple of auxilliary buttons at all times when the game controls are also lit. What I mean is, if I'm playing DK and LED Blinky is lighting up P1 B1, P1 Start and COIN, I'd also by default like it to light up my PAUSE, ENTER and EXIT buttons. Essentially, I'd like COIN, PAUSE, ENTER and EXIT to always be lit while playing games, and have the controls lit independently of that.

    3) Not sure why, but I have an issue with 4 player games that is sort of odd. I've tested a range of 1 player and 2 player games, and the game controls light up perfectly (which is really awesome by the way). This said - when I run 3 or 4 player games, everything works (4 player controls are all lit up as expected) EXCEPT it ALWAYS lights up Player 2 Button 5 and 6, regardless of whether or not they should be used. For example, X-men 4-player, where you would expect to see Players 1-4, Buttons 1-3 lit for all, has Player 2's buttons 5 and 6 lit (everything else is fine). I tried 4 player Gauntlet, the same issue occurs, and Xenophobe (3 player) and again, P2 B5 and P2 B6 are incorrectly lit. I've checked the control profile using your utility, and the Player 2 data is 100% correct from what I can see. I'd appreciate any assistance or insight you can provide here - I'm obviously happy to provide logs if that will help.

    Thanks again for a stellar app - love it.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 13, 2010, 02:39:11 pm
    1) I like using the "Light Game Controls" feature in conjunction with MAME. I was curious if there was a way to reduce/control the intensity of the LEDs that light up for the particular game. As it stands now, when I launch DK for example, P1 B1 lights, as do the P1 Start, Coin, etc. buttons (as configured and expected). The intensity is full and when I stand over it I feel like my retinas are going to burn out from how bright it is (I'm using Novagems). Is there a way to reduce the intensity or manipulate the animation profile for the "game control" profile that I'm not seeing?

    Depends - if you're using a PacDrive then there's no way to adjust the LED intensity via the software (you'll have to add resistors on the hardware side). But if you're using a LEDWiz then you can use the LEDBlinky Controls Editor;
    I'm assuming your Novagems are a single color (not clear with RGBs).
    1) Make sure the "colors.ini" file is NOT specified on the MAME tab in config app.
    2) From the Controls Editor, select MAME from the left list, then double-click <default> on the right list. If you don't have a <default> control group then you'll need to add it first.
    3) From the <default> control group on the "Common" controls tab, double-click the "Default-Active" control.
    4) Set the "Single LED" value to an intensity lower then 49 (max).

    Quote
    2) Along the same lines as 1), I would like to light up a couple of auxilliary buttons at all times when the game controls are also lit. What I mean is, if I'm playing DK and LED Blinky is lighting up P1 B1, P1 Start and COIN, I'd also by default like it to light up my PAUSE, ENTER and EXIT buttons. Essentially, I'd like COIN, PAUSE, ENTER and EXIT to always be lit while playing games, and have the controls lit independently of that.

    Like above, use the Controls Editor and bring up the MAME <default> control group. On the Common controls tab, you'll need to add your coin, pause, etc. controls.
    1) Click "New".
    2) From the control list, scroll down and find the "UI_" controls - these are the ones MAME uses for navigation. For example; Pause = UI_PAUSE, Exit = UI_CANCEL, Tab Menu = UI_Select.
    3) Set the "Single LED" intensity.
    4) Check "Always Active".

    Quote
    3) Not sure why, but I have an issue with 4 player games that is sort of odd. I've tested a range of 1 player and 2 player games, and the game controls light up perfectly (which is really awesome by the way). This said - when I run 3 or 4 player games, everything works (4 player controls are all lit up as expected) EXCEPT it ALWAYS lights up Player 2 Button 5 and 6, regardless of whether or not they should be used. For example, X-men 4-player, where you would expect to see Players 1-4, Buttons 1-3 lit for all, has Player 2's buttons 5 and 6 lit (everything else is fine). I tried 4 player Gauntlet, the same issue occurs, and Xenophobe (3 player) and again, P2 B5 and P2 B6 are incorrectly lit. I've checked the control profile using your utility, and the Player 2 data is 100% correct from what I can see. I'd appreciate any assistance or insight you can provide here - I'm obviously happy to provide logs if that will help.

    I'll need the log for this issue - turn on the verbose option and run X-men, then email me the debug.zip file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 13, 2010, 05:38:45 pm
    Hi Arzoo - thanks (Re: 1 & 2) - I knew there had to be a way to do it. I'm using an LED-Wiz for the record. I'll give your suggestions a try.

    For #3, here's the debug package:
    http://dl.dropbox.com/u/62627/Debug.zip (http://dl.dropbox.com/u/62627/Debug.zip)

    (as an aside from someone in the software business - this is a brilliant way to do logging...I'm surprised to see this level of sophistication in a free utility made for the community)

    Let me know if you see anything in there.

    Thanks again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 14, 2010, 09:18:28 am
    3) Not sure why, but I have an issue with 4 player games that is sort of odd. I've tested a range of 1 player and 2 player games, and the game controls light up perfectly (which is really awesome by the way). This said - when I run 3 or 4 player games, everything works (4 player controls are all lit up as expected) EXCEPT it ALWAYS lights up Player 2 Button 5 and 6, regardless of whether or not they should be used. For example, X-men 4-player, where you would expect to see Players 1-4, Buttons 1-3 lit for all, has Player 2's buttons 5 and 6 lit (everything else is fine). I tried 4 player Gauntlet, the same issue occurs, and Xenophobe (3 player) and again, P2 B5 and P2 B6 are incorrectly lit. I've checked the control profile using your utility, and the Player 2 data is 100% correct from what I can see. I'd appreciate any assistance or insight you can provide here - I'm obviously happy to provide logs if that will help.

    It looks like you have P2B5 and P2B6 mapped to "I" and "K" for LEDBlinky, but mame has those keycodes mapped to the P3 joystick up and down. My guess is you have the wrong keycodes mapped to P2B5 and P2B6 - either that or your keyboard encoder is using the same keys for the buttons and joystick. Hope this makes sense.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 14, 2010, 05:34:55 pm
    Thanks Arzoo - could you point out where you're seeing that in the debug log? I've checked my cfg/default.cfg and it seems correct. Is there another place in the MAME config I should look at?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: deepblue on April 14, 2010, 07:36:57 pm
    Disregard - I found where the issue is. I think I should be able to sort it out now.

    Thanks for the help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: sunsurfer90 on April 15, 2010, 02:04:25 pm
    I would just like to say thank you thank you thank you.  :notworthy: This program is exactly what I wanted, even if I only use Audio Animation. No offense to RandyT, but his Luminaudio was not quite making the cut, and this made me giddy when I ran it. Stayed up late into the night trying out the different combinations for the lights with my music.
    Keep up the good work, as this has made my day, week and probably month.
    Thanks again
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: sunsurfer90 on April 15, 2010, 07:19:40 pm
    Just wondering if there was a way to save individual audio animation profiles? ie. Load a profile if techno is playing, or a different profile if slow music is on? I don't want to have to change everything depending on which song comes on...
    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: dna disturber on April 16, 2010, 06:41:14 am
    After upgrading my cab to hyperspin 1.0 I went to download the new version of Ledblinky.
    It made me realize that Arzoo has been a very busy boy with this little app. for quite some time now

    I saw the development of ledblinky right after powermame and I must say it keeps on getting better and better.
    Support is unbelievable....Arzoo always lends a helping hand..    :applaud:
    And with the fact that I'm having so much fun with it.......I thought that a donation would be the right thing to do.....

    Thanks again Arzoo for the fantastic work you're doing for the arcade-community   :notworthy:


    Dna Disturber  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 16, 2010, 08:36:31 am
    Just wondering if there was a way to save individual audio animation profiles? ie. Load a profile if techno is playing, or a different profile if slow music is on? I don't want to have to change everything depending on which song comes on...
    Thanks

    Sorry but no.

    All the config values are stored in the settings.ini file so I guess you could keep multiple copies - but you'd have to manually swap the file and then restart blinky each time you want to change the setup. Maybe you could use a batch or vbscript file to rename the settings.ini for the profile change.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: dna disturber on April 26, 2010, 02:40:02 pm
    Hi Arzoo,

    I'm having a little problem with audio animation.
    Starting hyperspin and then going through the list of games the audio animation works well.
    When I start a game (light game controls on) and then exit the game , the audio animation doesn't kick in and the game controls stay lit in hyperspin.
    In the log it says "unknown animation file extension" and after that unable to load.

    Could you help me out with this issue...  :notworthy:

    TIA,

    Dna Disturber  :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: arzoo on April 27, 2010, 11:29:38 am
    I'm having a little problem with audio animation.
    Starting hyperspin and then going through the list of games the audio animation works well.
    When I start a game (light game controls on) and then exit the game , the audio animation doesn't kick in and the game controls stay lit in hyperspin.
    In the log it says "unknown animation file extension" and after that unable to load.

    What version of HyperSpin are you running?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v3.8.1
    Post by: dna disturber on April 27, 2010, 03:02:27 pm
    Quote
    What version of HyperSpin are you running?

    I'm using hyperspin 1.1
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 10, 2010, 03:36:37 pm
    @ ARzoo

    Just curious, once we pay for the full (non trail) version, does that include free upgrades to later versions of LEDBlinky?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 10, 2010, 03:39:23 pm
    @ ARzoo

    Just curious, once we pay for the full (non trail) version, does that include free upgrades to later versions of LEDBlinky?

    Thanks!

    Absolutely!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 10, 2010, 05:04:11 pm
    Sweet. Buying right now then ...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tony.silveira on May 10, 2010, 10:35:04 pm
    hey arzoo,

    after taking a few months off, i think i'm back to try and finish my cab, primary thing i need to finish, my lit controls.

    i have just about every console along with mame set up.  i'm using a stand alone neo geo/capcom emu called winkawaks.  since this emu uses the same roms as mame, is there anyway to add winkawaks and have it read the controls.ini/xml files of mame?

    hope that makes sense and thanks for all the hard work!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 10, 2010, 10:58:32 pm
    i have just about every console along with mame set up.  i'm using a stand alone neo geo/capcom emu called winkawaks.  since this emu uses the same roms as mame, is there anyway to add winkawaks and have it read the controls.ini/xml files of mame?

    hope that makes sense and thanks for all the hard work!

    If you change the executable name for winkawaks to something that includes mame - like winkawaks_mame.exe, that might do the trick. Also, you won't be able to use any of the mame output features. Let me know how it goes.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tony.silveira on May 10, 2010, 11:38:16 pm
    gave it a shot arzoo... changed the emu name to winkawaks_mame.  added winkawaks_mame to LEDblinky controlseditor.  made sure my FE line was correct.  emu starts but buttons are dark :(

    damn shame, have most others up and running.  i guess i can light the standard neo geo buttons for kawaks but the darn thing also plays capcom games and all of those have different button configs.

    any chance this could maybe be addressed in a future version?  i'm thinking the easiest way would be in the blinky controls editor, after adding an emu in the left window, maybe add another button for the rom window where we could point to xml/ini's for a specific emu?

    just my two cents :)

    thanks again, tony

    p.s. what is the current version of blinky?  i'm running 3.7.3
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 11, 2010, 08:43:01 am
    gave it a shot arzoo... changed the emu name to winkawaks_mame.  added winkawaks_mame to LEDblinky controlseditor.  made sure my FE line was correct.  emu starts but buttons are dark :(

    damn shame, have most others up and running.  i guess i can light the standard neo geo buttons for kawaks but the darn thing also plays capcom games and all of those have different button configs.

    any chance this could maybe be addressed in a future version?  i'm thinking the easiest way would be in the blinky controls editor, after adding an emu in the left window, maybe add another button for the rom window where we could point to xml/ini's for a specific emu?

    just my two cents :)

    thanks again, tony

    p.s. what is the current version of blinky?  i'm running 3.7.3

    Try deleting winkawaks_mame from the controls editor - that way blinky should use the mame controls. If it still doesn't work - turn on the debug/verbose options and email me the debug.zip file. I'm sure we can get this to work.

    Latest version is 4.0 - you might want to read up on it here (http://forum.arcadecontrols.com/index.php?topic=102374.0).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tony.silveira on May 11, 2010, 01:58:04 pm
    that did her, thanks arzoo.  i also did the same for the model 2 emu, all is good now!

    what a heated exchange about your new shareware model.  fyi, i'll gladly update and pay the $20, very reasonable fee :)

    keep up the great work buddy!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: milkit on May 14, 2010, 10:33:43 am
    im getting the controls.bat error too

    could it possibly be caused by having a file path to LED blinky that has a space in it? mine is on the desktop and has a space in it file path
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 14, 2010, 10:38:14 am
    im getting the controls.bat error too

    could it possibly be caused by having a file path to LED blinky that has a space in it? mine is on the desktop and has a space in it file path

    Not sure what you're asking here? Need more info.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: milkit on May 14, 2010, 10:49:38 am
    im getting the controls.bat error too

    could it possibly be caused by having a file path to LED blinky that has a space in it? mine is on the desktop and has a space in it file path

    Not sure what you're asking here? Need more info.

    sorry i mean im getting the launch.bat error not controls.bat. Im not at home right now to get the exact error but its the same one from page 9


    "File Write Error: File not open
    The file "D:\Maximus Arcade\LEDBlinky380\LEDBlinky\Launch.bat" could not be written.  Verify that the folder structure of the file location exists."

    just a different file location on mine. i noticed that person has a space in the path also though. mine has a space bc im on windows 7 and the path includes /documents and settings/ or whatever it is.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 14, 2010, 11:01:23 am
    im getting the controls.bat error too

    could it possibly be caused by having a file path to LED blinky that has a space in it? mine is on the desktop and has a space in it file path

    Not sure what you're asking here? Need more info.

    sorry i mean im getting the launch.bat error not controls.bat. Im not at home right now to get the exact error but its the same one from page 9


    "File Write Error: File not open
    The file "D:\Maximus Arcade\LEDBlinky380\LEDBlinky\Launch.bat" could not be written.  Verify that the folder structure of the file location exists."

    just a different file location on mine. i noticed that person has a space in the path also though. mine has a space bc im on windows 7 and the path includes /documents and settings/ or whatever it is.

    This problem is very annoying and there's nothing I can do about it - MA is generating the error (LEDBlinky does not use any launch.bat file). I've sent multiple emails to the MA dev but received no response. Has anyone posted this problem on the MA forum?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: milkit on May 14, 2010, 11:16:22 am
    my last build didnt have a space and didnt have this error. i may have had other settings different but either way..

    this one has a space and has the error, so does the page 9 person... i guess ill test it when i can
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 14, 2010, 01:34:19 pm
    my last build didnt have a space and didnt have this error. i may have had other settings different but either way..

    this one has a space and has the error, so does the page 9 person... i guess ill test it when i can

    I did a quick check of my MA test setup which has spaces in the path - but I've never received the error. As I understand, the error only occurs intermittently so even though I've never seen it during testing, it's not conclusive.

    I also checked for the launch.bat file in the LEDBlinky folder and sure enough - there is was. The file contains a single LEDBlinky command. So my theory is that MA creates and uses this file to send the commands to blinky - updating the file between each command. And I guess occasionally the file is still locked (from the prior update) and that's what causes the error. To be honest, this does not seem like an optimal way to control blinky, but that's the way it seems MA was coded to do it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 06:54:54 am
    Hello

    I am not the right place to post but hey, I'm starting. :dunno

    Here I bought the latest LED Blinky for my Ultimarc UH-ID card (with FW 1.25), normally this card works with LEd Blinky. But at home I have a big bug.

    In fact this bug only happens if I use LED Blinky or its configuration tools, I made tests with Led Test.exe of Ultimarc and I is not a problem.

    Symptoms:

    Here I have tested on six LEDs (three buttons per player)

    1 / In U-config I program map

    2 / I tested with notepad, all the button works, it's good.

    3/ I teste the LED with "LEd teste.exe of Ultimarc", and it works very well.

    4 / start I "Blinky LED Input Map"

    After a few minutes of use everything block (or part), LED / Switch the block.

    If I return to the note pad, the buttons "up" and "down" no longer works, sometimes I have no key, or there is a blockage of a button. Sometimes the LED remains on and fixed, the switch no longer respond.

    Clearly, I have this problem at launch LED Blinky. :(

    Thank you for your Help  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 24, 2010, 09:13:52 am
    Hello

    I am not the right place to post but hey, I'm starting. :dunno

    Here I bought the latest LED Blinky for my Ultimarc UH-ID card (with FW 1.25), normally this card works with LEd Blinky. But at home I have a big bug.

    In fact this bug only happens if I use LED Blinky or its configuration tools, I made tests with Led Test.exe of Ultimarc and I is not a problem.

    Symptoms:

    Here I have tested on six LEDs (three buttons per player)

    1 / In U-config I program map

    2 / I tested with notepad, all the button works, it's good.

    3/ I teste the LED with "LEd teste.exe of Ultimarc", and it works very well.

    4 / start I "Blinky LED Input Map"

    After a few minutes of use everything block (or part), LED / Switch the block.

    If I return to the note pad, the buttons "up" and "down" no longer works, sometimes I have no key, or there is a blockage of a button. Sometimes the LED remains on and fixed, the switch no longer respond.

    Clearly, I have this problem at launch LED Blinky. :(

    Thank you for your Help  ;D

    Sorry - I'm not really sure I understand the problem.
    You're using the UHID with 6 LEDs and when you start the Generate Input Map application it does not respond for a few minutes? And your PC locks up?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 10:20:44 am
    No, the PC does not crash, it is the key (boutons.. Up, down, left ...) which are locked. the keyboard still works.

    Just as I start LED Blinky or "Blinky LED Input Map.exe", as I turn on the LEDs, then I leave "Blinky LED Input Map", then my panel does not respond.

    and sometimes a button can remain blocked (like leaving the finger on the keyboard.)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 24, 2010, 10:37:51 am
    No, the PC does not crash, it is the key (boutons.. Up, down, left ...) which are locked. the keyboard still works.

    Just as I start LED Blinky or "Blinky LED Input Map.exe", as I turn on the LEDs, then I leave "Blinky LED Input Map", then my panel does not respond.

    and sometimes a button can remain blocked (like leaving the finger on the keyboard.)

    Are you using the UHID just for the LEDs?

    Please turn on the Debug Log and Verbose options (on the LEDBlinky Config app - Misc tab), run your FE, then email me the debug.zip file in the LEDBlinky folder.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 10:59:02 am
    No I use for my various buttons (3 buttons per player + left, down, Coins 1 and 2, Start & and 2 .. Pause, Exit etc. ..)

    I just sent you an email with my debug.zip.  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: polomame on May 24, 2010, 03:42:41 pm
    I limited the number of LED to 6, is it works without problem.  :applaud:

    Thk's
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: headkaze on May 24, 2010, 07:25:45 pm
    Hey Arzoo I got an idea for a cool new LEDBlinky feature - very easy to add too. With the latest PacDrive.dll I added a new function for U-HID devices which allows you to program it on-the-fly.

    The new function looks like this

    Code: [Select]
    bool PacProgramUHid(int id, PCHAR sFilePath)
    - Programs a U-HID device using a .raw file exported from U-Config
    - Returns 1 for success and 0 for failure

    Basically you program the U-HID in U-Config then export the data using the new .raw format. Then you simply pass in the fileName of the .raw file to PacProgramUHid and it will program it. I think this would be a cool feature for people who use U-HID with changable panels.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 25, 2010, 08:20:35 am
    That would definitely be a cool feature to add but I'm not sure how blinky would know when the panels were switched - I guess it could be a hot key.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 25, 2010, 12:58:24 pm
    um ... that brings up a question, I'm building a swappable cp. My plan was to use 1 LED controler for both panels by just keeping everything (wire wise) the same location for each button. Will there be any problems if I tell LEDBlinky that my panel has (for example) P1 - Buttons 1-8, when one of the panels is only using 1-4?

    Not sure if that makes sense ... just want to make sure NOT having an input active (since the panels are different) won't cause a problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 25, 2010, 01:37:33 pm
    um ... that brings up a question, I'm building a swappable cp. My plan was to use 1 LED controler for both panels by just keeping everything (wire wise) the same location for each button. Will there be any problems if I tell LEDBlinky that my panel has (for example) P1 - Buttons 1-8, when one of the panels is only using 1-4?

    Not sure if that makes sense ... just want to make sure NOT having an input active (since the panels are different) won't cause a problem.

    No problem using fewer LEDs on some panels. Just make sure you use the same controller ports for the same buttons and it will work fine.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: kronic24601 on May 25, 2010, 04:43:23 pm
    Cool... I have everything wired up into a DB37 so it should just be plug and play then (haven't gotten my LED controller yet to test it).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on May 25, 2010, 08:22:12 pm
    Hi
    Im having a bit of a problem and cant tell if its hardware or software related and wondered if you could help.
    I just got 2 LEDWiz boards and 17 RGB buttons and one single led all running off LEDBlinky. im using Hyperspin FE on windows XP. The problem im having is when i power up my cab my lights either come on and run for 10 sec to a min or dont start at all.
    I have tried to isolate the problem by dissconnecting 1 of the LEDWiz boards and seemingly Board 2 can run for a little longer than board 1.
    Also when both boards run at the same time they seem to run out of sync, Is this normal?

    The LedWiz boards are wired up with 10RGB leds on board 1 and 7RGB and 1 single on board 2.
    Any ideas?
    Thanks in advance
    Damien
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 25, 2010, 11:43:11 pm
    Hi
    Im having a bit of a problem and cant tell if its hardware or software related and wondered if you could help.
    I just got 2 LEDWiz boards and 17 RGB buttons and one single led all running off LEDBlinky. im using Hyperspin FE on windows XP. The problem im having is when i power up my cab my lights either come on and run for 10 sec to a min or dont start at all.
    I have tried to isolate the problem by dissconnecting 1 of the LEDWiz boards and seemingly Board 2 can run for a little longer than board 1.
    Also when both boards run at the same time they seem to run out of sync, Is this normal?

    The LedWiz boards are wired up with 10RGB leds on board 1 and 7RGB and 1 single on board 2.
    Any ideas?
    Thanks in advance
    Damien

    So when you boot your system, HS starts up (with LEDBlinky) and then after some time all the LEDs on both boards go out? After that happens, if you close and restart HS do the LEDs come back on for some time again or are they out until you reboot?

    Also, what do you mean by the boards running out of sync?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on May 26, 2010, 02:36:46 am
    Thanks for the quick reply  :)
    no they stay out till a reboot after that.
    and by out of sync i mean when using a generic pattern on both boards you can tell that they are running two seperate boards. If that makes any sence lol its really hard to explain! Fer example all the lights on board 1 will flash but the lights on board 2 wont
    Thanks
    Damien
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 26, 2010, 08:07:09 am
    Thanks for the quick reply  :)
    no they stay out till a reboot after that.
    and by out of sync i mean when using a generic pattern on both boards you can tell that they are running two seperate boards. If that makes any sence lol its really hard to explain! Fer example all the lights on board 1 will flash but the lights on board 2 wont
    Thanks
    Damien


    I'm running 3 LEDWiz's (on an old XP box) and I've never had any syncing problem like you describe. This sounds like a hardware problem - which may require help from Randy at GGG.

    Here's some more questions to help diagnose:

    What happens if you unplug and then reconnect the controllers after they go out - do they start working again?

    Do the LEDs go out when you're doing something specific - like running a game or pressing a button?

    Are you supplying 5v to the boards or just using the USB connections?

    After the LEDs go out, can you run the LEDBlinky Config app and try testing any animation - what happens?

    After the LEDs go out, can you run the LED test software that came with the boards (from GGG) - does it work?

    Also, if you turn on the Debug Log and Verbose options (on the Misc. tab), reboot your pc and let it run until the problem occurs, then email me the debug.zip file in the LEDBlinky folder - it might shed some light on the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on May 27, 2010, 02:44:57 pm
    What happens if you unplug and then reconnect the controllers after they go out - do they start working again?
    No they stay off

    Do the LEDs go out when you're doing something specific - like running a game or pressing a button?
    No they seem to go off at different times sometimes its before the Hyperspin intro video finishes and sometimes they work for a few mins

    Are you supplying 5v to the boards or just using the USB connections?
    Currently im just using the usb connections

    After the LEDs go out, can you run the LEDBlinky Config app and try testing any animation - what happens?
    Sometimes yes but the leds dont work and other times i get an error saying that there are no led devices connected

    After the LEDs go out, can you run the LED test software that came with the boards (from GGG) - does it work?
    no i couldnt get this to work.

    Also i have just noticed that my second board seems to carry on working.
    I think it might be that board 1 isnt getting enough power. (Atleast thats what im hoping lol)
    Could you possibly explain how to add more power? can i run a wire from my computers PSU? If so how does it need wireing?

    Thanks for the help!
    Damien
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on May 27, 2010, 03:09:11 pm
    Also i have just noticed that my second board seems to carry on working.
    I think it might be that board 1 isnt getting enough power. (Atleast thats what im hoping lol)
    Could you possibly explain how to add more power? can i run a wire from my computers PSU? If so how does it need wireing?

    Thanks for the help!
    Damien

    Yes, you can use the 5v and GND lines from your PSU to power the LEDWiz. You should check the GGG site for info on how to do this or search this site - I recall other threads on the subject. But it's not clear that will solve your problem - I would contact Randy at GGG for support.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: RandyT on May 28, 2010, 11:43:03 am
    Sometimes yes but the leds dont work and other times i get an error saying that there are no led devices connected

    This seems to indicate overloading of the USB power, due to the number of USB devices and the loads on your LED-Wiz's.   The first step is to try moving one of  the LED-Wiz's to a different physical USB port, keeping in mind that a PC usually has only 2 physical ports with many connectors on each.  Each port can source a pre-determined amount of power, but that power is shared amongst the connectors, so make sure it's really on a different port.  If that works, then you are good to go.

    Failing that, refer to the documentation for how to connect the LED-Wiz's to your PSU, which will remove the loads on the LED-Wiz's from the USB power.

    Also, make sure that you don't have the LED-Wiz Control Panel running in the background.  The LED-Wiz will listen to any application which is set up to speak to it properly, even if they are all speaking at the same time.  Could cause some odd behavior if this is happening.

    If none of this helps (I expect that it will) then drop me an email and we can go from there.  Thank you,  Arzoo, for helping him out.

    RandyT
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: damiensfear on June 06, 2010, 10:14:30 pm
    Hi guys
    Thanks for all the advice. I couldnt get it working on my cab so i figured id give it a try on my jukebox pc as i thought it might be a problem with my pc hardware.
    Turns out i was right lol. so i switched the pc's over, reinstalled all my software and now it runs like a fream :D
    Once again thanks for all the help
    Damien
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: toolmaker on June 10, 2010, 01:20:59 pm
    Hello All,

    I searched and read through all the threads trying to find a solution to my problem with no luck, so I apologize if this was addressed earlier.

    System Specs...
    Windows 7, MALA 1.05A, LED Blinky 4.0

    Problem...
    I have "Light Up MALA Controls" and "Speak MALA Controls" enabled but all the buttons do not light up or speak.

    Here is my scenario...
    MALA – Controls - Keyboard Settings. Note: I am only providing the settings for the buttons that have RGB LED’s attached.
    Up by Letter ---------------------- Key = “ctrl” ---- Does not light ---- Does not speak.
    Down by Letter ------------------- Key = “alt” ----- Does not light ---- Does not speak.
    Start Game ----------------------- Key = “1” ------ Does Light -------- Does Speak.
    Open Menu ----------------------- Key = “2” ------ Does Light -------- Does speak.
    Menu Select ---------------------- Key = “1 ------- Does Light -------- Does speak.
    Open Information Window --------- Key = “Z” ------ Does Light -------- Does Speak.
    Toggle Information Window -------- Key = “Shift” --- Does not light ---- Does not speak.
    Steady Key (Shift Key) ------------ Key = “X” ------ Does Light -------- Does Speak.

    Am I missing something here? For the life of me I can’t figure out why those 3 controls wont light/speak :angry:

    Thanks in advance.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on June 10, 2010, 01:36:17 pm
    Hello All,

    I searched and read through all the threads trying to find a solution to my problem with no luck, so I apologize if this was addressed earlier.

    System Specs...
    Windows 7, MALA 1.05A, LED Blinky 4.0

    Problem...
    I have "Light Up MALA Controls" and "Speak MALA Controls" enabled but all the buttons do not light up or speak.

    Here is my scenario...
    MALA – Controls - Keyboard Settings. Note: I am only providing the settings for the buttons that have RGB LED’s attached.
    Up by Letter ---------------------- Key = “ctrl” ---- Does not light ---- Does not speak.
    Down by Letter ------------------- Key = “alt” ----- Does not light ---- Does not speak.
    Start Game ----------------------- Key = “1” ------ Does Light -------- Does Speak.
    Open Menu ----------------------- Key = “2” ------ Does Light -------- Does speak.
    Menu Select ---------------------- Key = “1 ------- Does Light -------- Does speak.
    Open Information Window --------- Key = “Z” ------ Does Light -------- Does Speak.
    Toggle Information Window -------- Key = “Shift” --- Does not light ---- Does not speak.
    Steady Key (Shift Key) ------------ Key = “X” ------ Does Light -------- Does Speak.

    Am I missing something here? For the life of me I can’t figure out why those 3 controls wont light/speak :angry:

    Thanks in advance.


    My guess is you're using the left and/or right keycodes for the ALT, CTRL, and SHIFT buttons - MaLa does not differentiate between left and right for these keys. You'll need to add the non left/right keycodes to those ports. Here's more info:

    http://www.dndw.com/ledblinky/Support.htm#MaLaShiftAltCtrl (http://www.dndw.com/ledblinky/Support.htm#MaLaShiftAltCtrl)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: toolmaker on June 10, 2010, 03:00:11 pm
    Quote

    My guess is you're using the left and/or right keycodes for the ALT, CTRL, and SHIFT buttons - MaLa does not differentiate between left and right for these keys. You'll need to add the non left/right keycodes to those ports. Here's more info:

    http://www.dndw.com/ledblinky/Support.htm#MaLaShiftAltCtrl (http://www.dndw.com/ledblinky/Support.htm#MaLaShiftAltCtrl)

    Thanks for the quick response Arzoo!

    I'll look into it, although when I start a game in MAME, all the lights light up correctly. It's only when I press the dfined key to announce and blink the MALA controls that those 3 buttons do not work.

    I'll reply and provide my results once I check on it later on this evening.
    Thanks again!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on June 10, 2010, 03:03:52 pm
    I'll look into it, although when I start a game in MAME, all the lights light up correctly. It's only when I press the dfined key to announce and blink the MALA controls that those 3 buttons do not work.

    Yup - MAME uses the left and right special keys correctly - only MaLa has the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: toolmaker on June 10, 2010, 11:21:07 pm
    I'll look into it, although when I start a game in MAME, all the lights light up correctly. It's only when I press the dfined key to announce and blink the MALA controls that those 3 buttons do not work.

    Yup - MAME uses the left and right special keys correctly - only MaLa has the problem.

    You were right! I updated my profile to include "Control" instead of "LControl" and vise versa for the shift and alt butons and it solved the problem.
    Appreciate your help!

    Thanks Arzoo...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: Miguelsluma on June 11, 2010, 09:45:27 am
    Hi Arzoo,

    I have some trouble lighting the correct controls in the Hyperspin menu's. Perhaps you can help me out here...
    I Have a couple of buttons (like the exit button) connected to a keyboard encoder, but I also use two U360's with attached buttons (so my computer see's them as joystick buttons instead of key-presses). The problem with this setup seems to be that i can only get the buttons connected to the keyboard encoder to light in Hyperspin. I have my Joystick button 1 selected as the 'game start' button selected in hyperspin, but those do not seem to light up, even though i selected the 'game start' button to light in the FE options of Ledblinky controls editor...

    I tried to solve the problem by going in the hyperspin settings.ini and change the button to start a game (the keyboard imput, not the joystick imput, which is a different part of the settings.ini and is already correctly setup as joystick button 1) to joystick button 1, but that didn't have any effect.

    Any suggestions?
    thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on June 11, 2010, 09:17:18 pm
    Hi Arzoo,

    I have some trouble lighting the correct controls in the Hyperspin menu's. Perhaps you can help me out here...
    I Have a couple of buttons (like the exit button) connected to a keyboard encoder, but I also use two U360's with attached buttons (so my computer see's them as joystick buttons instead of key-presses). The problem with this setup seems to be that i can only get the buttons connected to the keyboard encoder to light in Hyperspin. I have my Joystick button 1 selected as the 'game start' button selected in hyperspin, but those do not seem to light up, even though i selected the 'game start' button to light in the FE options of Ledblinky controls editor...

    I tried to solve the problem by going in the hyperspin settings.ini and change the button to start a game (the keyboard imput, not the joystick imput, which is a different part of the settings.ini and is already correctly setup as joystick button 1) to joystick button 1, but that didn't have any effect.

    Any suggestions?
    thanks!

    Turn on the Debug.log and Verbose options (Misc Options tab), run HS, then email me the \ledblinky\debug.zip file - that should help me see what the problem is.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tyson171 on July 17, 2010, 05:03:10 pm
    Hello Arzoo!

    First off I just want to thank you for all of your hard work and dedication to this project!  LedBlinky is a fantastic piece of software!  I'm getting ready to purchase it as well to get rid of the nag screen in hyperspin of course and to show my thanks to you! (also once I purchase ledblinky, does it just get rid of the nag screen?)  Only having one problem so far, Basically i want my coin buttons to ramp up/ramp down during mame games, and always be on as well (except for when there is only 1 player coin availbe), and that is where i'm having problems.  I have to go into the custom editor and set both player 1 and player 2 coin button with the ramp settings to always on, to make the ramping effect work, but there lies to problem to when there is a 1 player game, coin 2 is always lit up?  Is there any work around for this with the most important factor being the ramp effect?  And one last question, I love the pulsing button effect for all buttons in one of your videos on your site, do you have a .lwax loop for something like this, or is it something fairly easy to accomplish through the editor? Thanks again for a wonderful program and expect my purchase very soon!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 18, 2010, 11:02:08 am
    Hello Arzoo!

    First off I just want to thank you for all of your hard work and dedication to this project!  LedBlinky is a fantastic piece of software!  I'm getting ready to purchase it as well to get rid of the nag screen in hyperspin of course and to show my thanks to you! (also once I purchase ledblinky, does it just get rid of the nag screen?)  Only having one problem so far, Basically i want my coin buttons to ramp up/ramp down during mame games, and always be on as well (except for when there is only 1 player coin availbe), and that is where i'm having problems.  I have to go into the custom editor and set both player 1 and player 2 coin button with the ramp settings to always on, to make the ramping effect work, but there lies to problem to when there is a 1 player game, coin 2 is always lit up?  Is there any work around for this with the most important factor being the ramp effect?  And one last question, I love the pulsing button effect for all buttons in one of your videos on your site, do you have a .lwax loop for something like this, or is it something fairly easy to accomplish through the editor? Thanks again for a wonderful program and expect my purchase very soon!

    Yes - after you register the nag screen goes away and you'll also be able to create longer animations.

    If you check the "Light Player Start and Coin Buttons" option (on the Game Options tab) that will light up the buttons correctly for each player. All we need to do is figure out how to get them to ramp. I'm sure this is possible but I'm on vacation for the week so I can't try anything until I get back home.

    As for the pulsing effect - are you referring to the second video (Long Animation)? If so, that animation was created for my cp so it would not work the same for yours. But its very easy to do fades or color transitions using the animation editor. I can help out if you have any questions.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: markronz on July 19, 2010, 01:46:46 am
    I just have a question.   I haven't gotten the chance to install the new version of LEDBlinky yet, still on an outdated one without the audio effects.   I have some jukebox software on my cab and also a bunch of emulators.   Is there a way in the software to switch LEDBlinky to use the audio detection flashing fancyness only when I launch the jukebox software, and then if I choose an emulator have it switch back to normal lighting up the controls type mode?   In other words, when I play a game, I don't want the buttons to flash with the sounds of the game. The only time I want the buttons to flash with the sounds is when I am using my jukebox.   Is that possible with the LEDBlinky software?

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 19, 2010, 09:38:53 am
    In other words, when I play a game, I don't want the buttons to flash with the sounds of the game. The only time I want the buttons to flash with the sounds is when I am using my jukebox.   Is that possible with the LEDBlinky software?

    Thanks!

    Yes - in fact that's how I have it working on my rig.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: markronz on July 19, 2010, 09:54:32 am
    Great!  I will have to get this sometime soon then.

    Thanks!
    Title: LEDBlinky - Audio Problem Error BASS_ERROR_NOTAVAIL (37)
    Post by: ironspider on July 21, 2010, 12:36:15 pm
    Hello,

    I am using LEDBlinky but when I click on the Audio Animation tab in LEDBlinkyConfig the following error pops up:

    Error Initializing Audio Functions
    BASS_RecordSetInput failed. Error: BASS_ERROR_NOTAVAIL (37)

    This has happened to me under both Win7 64bit and now XP sp3 32bit.

    I am using a Dell Optiplex 960 which is using, according to the device manager, "SoundMAX Integrated Digital High Definition Audio".

    The sound works fine when playing system sounds, music, videos, and MAME -- as well as LED blinky's Microsoft Sam speech.

    What do I do?

    Title: Re: LEDBlinky - Audio Problem Error BASS_ERROR_NOTAVAIL (37)
    Post by: arzoo on July 21, 2010, 12:59:57 pm
    Hello,

    I am using LEDBlinky but when I click on the Audio Animation tab in LEDBlinkyConfig the following error pops up:

    Error Initializing Audio Functions
    BASS_RecordSetInput failed. Error: BASS_ERROR_NOTAVAIL (37)

    This has happened to me under both Win7 64bit and now XP sp3 32bit.

    I am using a Dell Optiplex 960 which is using, according to the device manager, "SoundMAX Integrated Digital High Definition Audio".

    The sound works fine when playing system sounds, music, videos, and MAME -- as well as LED blinky's Microsoft Sam speech.

    What do I do?



    Was the LEDBlinky audio working and then it stopped working or did the error occur from the initial LEDBlinky install? How are you switching between OS's?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: ironspider on July 21, 2010, 01:06:12 pm
    No the LEDBlinky speech works no matter what.  This crash is only when I launch LEDBlinkyConfig.exe and then click on the "Audio Animation" tab.

    These are 2 separate hard drives.  Both fresh installs of the 2 OS's -- no other apps on them (other than mame, hyperspin and LEDBlinky).

    So if I were to launch hyperspin right now LEDBlinky would speak and do all that.  But if I quit and go into the LEDBlinkyConfig.exe and click on the Audio Animations tab the error pops up.  Note: this is not while mame or hyperspin is running.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 21, 2010, 02:03:07 pm
    No the LEDBlinky speech works no matter what.  This crash is only when I launch LEDBlinkyConfig.exe and then click on the "Audio Animation" tab.

    These are 2 separate hard drives.  Both fresh installs of the 2 OS's -- no other apps on them (other than mame, hyperspin and LEDBlinky).

    So if I were to launch hyperspin right now LEDBlinky would speak and do all that.  But if I quit and go into the LEDBlinkyConfig.exe and click on the Audio Animations tab the error pops up.  Note: this is not while mame or hyperspin is running.

    Try this; in the /LEDBlinky folder, edit the settings.ini file using notepad. Locate the "AudioInput" value under the [AudioAnimation] section. Change the value from -1 to 0. So it should look like this:
    AudioInput=0
    Save and close the file. Then try the config app and you should be able to select correct audio device. Let me know if this solves the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: ironspider on July 21, 2010, 02:15:07 pm
    Two things:

    1. Your suggestion did fix it.

    2. This may be the coolest thing I've ever seen.

     :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on July 21, 2010, 05:06:56 pm
    Two things:

    1. Your suggestion did fix it.

    2. This may be the coolest thing I've ever seen.

     :applaud:

    Thanks  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: tyson171 on August 10, 2010, 09:06:52 pm
    Just purchased your software m8!  (like two seconds ago...lol)  Just my simple way to say thanks for all of the hard work you've poured into your product.....simply an amazing piece of software!  (and I can get that nag screen to go away!.....lol)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on August 10, 2010, 11:03:37 pm
    Just purchased your software m8!  (like two seconds ago...lol)  Just my simple way to say thanks for all of the hard work you've poured into your product.....simply an amazing piece of software!  (and I can get that nag screen to go away!.....lol)

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: deepblue on October 15, 2010, 01:38:55 pm
    Arzoo - really quick couple of questions for you:

    1) I'm using MA as my FE and am using a slight hack to run two versions of MAME. I've got MAME .95 running under the emulator "MAME", and through some fiddling around described here (http://forum.arcadecontrols.com/index.php?topic=100463.0) I am running MAME .134 under the emulator "RAINE". When I run MAME .95 LEDBlinky correctly lights the default controls for any game I launch (and previews them, a feature I am using). However, when I run the newer version of MAME under the "Raine" profile, LEDBlinky is lighting all P1 and P2 buttons, for any game I pick. Is there a way to get LEDBlinky to see two MAME instances in MA that you're aware of? Any tricks you can suggest outside of needing to setup ALL the games manually?

    2) In MAME .95 I am getting funky behavior with the Trackball/Spinner/Joysticks. To be honest I'm unsure if this is related to LEDBlinky but I wanted to check. I have two U360's (set to run in Analog in UltraMap which I understand is the way I'm to do it). When I launch trackball or spinner games I'm getting interference from the U360's moving slightly out of center - essentially makes the controls dart all over and is generally unusable. Is there a way to tell LEDBlinky to set the joysticks to a 4-way profile or something along these lines for select games so this stops? Oddly enough, this issue isn't present in MAME .134...which I'm chalking up to a different way of handling analog or USB devices. Looking for any and all suggestions you might have.

    Thanks arzoo.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 16, 2010, 09:12:07 am
    Arzoo - really quick couple of questions for you:

    1) I'm using MA as my FE and am using a slight hack to run two versions of MAME. I've got MAME .95 running under the emulator "MAME", and through some fiddling around described here (http://forum.arcadecontrols.com/index.php?topic=100463.0) I am running MAME .134 under the emulator "RAINE". When I run MAME .95 LEDBlinky correctly lights the default controls for any game I launch (and previews them, a feature I am using). However, when I run the newer version of MAME under the "Raine" profile, LEDBlinky is lighting all P1 and P2 buttons, for any game I pick. Is there a way to get LEDBlinky to see two MAME instances in MA that you're aware of? Any tricks you can suggest outside of needing to setup ALL the games manually?
    LEDBlinky looks for "mame" anywhere in the emulator name - so try renaming the Raine exe to something like "raine-mame". That should work.

    Quote
    2) In MAME .95 I am getting funky behavior with the Trackball/Spinner/Joysticks. To be honest I'm unsure if this is related to LEDBlinky but I wanted to check. I have two U360's (set to run in Analog in UltraMap which I understand is the way I'm to do it). When I launch trackball or spinner games I'm getting interference from the U360's moving slightly out of center - essentially makes the controls dart all over and is generally unusable. Is there a way to tell LEDBlinky to set the joysticks to a 4-way profile or something along these lines for select games so this stops? Oddly enough, this issue isn't present in MAME .134...which I'm chalking up to a different way of handling analog or USB devices. Looking for any and all suggestions you might have.

    Thanks arzoo.

    If you're using the LEDBlinky u360 digital restriction option (enabled on the Misc Options tab), then using the Controls Editor, import each mame game that's causing a problem, delete the existing primary control (on the Common Controls tab), and then re-add a new control with type JOY4WAY (don't forget to check the Primary Control box).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: deepblue on October 16, 2010, 11:01:51 am
    Thanks arzoo - I'll give #2 a shot.

    For #1 - it is actually running mame.exe even though it is under the Raine emulator category in MA. Is there a command line option I could throw or anything else you can think of?

    Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 17, 2010, 09:20:31 pm
    Thanks arzoo - I'll give #2 a shot.

    For #1 - it is actually running mame.exe even though it is under the Raine emulator category in MA. Is there a command line option I could throw or anything else you can think of?

    Thanks.

    Run the Controls Editor and select the Import Unknown Games menu option - do any of the Raine/Mame games show up? Let me know how they are listed. Basically, you need to figure out how to configure MA so that the name of the Raine/Mame emulator that MA passes to LEDBlinky includes "mame".

    You could also turn on the Debug/Verbose options (on the Misc Options tab), run MA and launch a Raine/Mame game. Then email me the debug.zip file in the LEDBlinky folder - I'll take a look and see what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 20, 2010, 09:15:37 am
    Just registered the dl'd the latest version. Dang, you've done a lot of work on this thing since I last pulled it down! Nice stuff!

    I realized something as I've been setting it up and didn't see any option, so I thought I'd just ask.

    Is there any way to have LEDBlinky indicate "secondary" control keys differently from the primary keys.

    For instance, in Mame, I can set P1-Button1 to Left-Control, and B (and maybe a few other keystrokes as well). BUT from the standpoint of illuminating the buttons on my control panel, I'd like to either

    1) Only illuminate the primary (ie first listed) control
    2) Illuminate all controls, but flash the primary controls (or the secondary controls, not sure).
    3) Illuminate all controls but light the secondary controls in a different color (maybe just a dimmer color, maybe completely different)

    The purpose being to reduce confusion when someone sits down to play. Only the primary controls for the game would light.

    Granted, I +could+ just remove the secondary controls from Mames config, but sometimes, it's nice to have the secondary controls available, even though I might not want to light them on the panel

    Does that make sense?

    I couldn't find any other suggestions along this line, so if it's already been commented on, I apologize for the duplication.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 20, 2010, 09:41:12 am
    Just registered the dl'd the latest version. Dang, you've done a lot of work on this thing since I last pulled it down! Nice stuff!

    I realized something as I've been setting it up and didn't see any option, so I thought I'd just ask.

    Is there any way to have LEDBlinky indicate "secondary" control keys differently from the primary keys.

    For instance, in Mame, I can set P1-Button1 to Left-Control, and B (and maybe a few other keystrokes as well). BUT from the standpoint of illuminating the buttons on my control panel, I'd like to either

    1) Only illuminate the primary (ie first listed) control
    2) Illuminate all controls, but flash the primary controls (or the secondary controls, not sure).
    3) Illuminate all controls but light the secondary controls in a different color (maybe just a dimmer color, maybe completely different)

    The purpose being to reduce confusion when someone sits down to play. Only the primary controls for the game would light.

    Granted, I +could+ just remove the secondary controls from Mames config, but sometimes, it's nice to have the secondary controls available, even though I might not want to light them on the panel

    Does that make sense?

    I couldn't find any other suggestions along this line, so if it's already been commented on, I apologize for the duplication.

    As it stands, blinky does not distinguish between multiple keycodes for a single control, and I believe you are the first to suggest this. My thinking here is that when most users configure more than one button for the same function, they don't think of them as primary and secondary. For example, on my cp, the single player classic games are configured with buttons for left and right handed players.

    It's not a bad idea - I'm just concerned that it could add more complexity to an already complex and option heavy configuration.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 20, 2010, 10:48:06 pm
    Quote
    It's not a bad idea - I'm just concerned that it could add more complexity to an already complex and option heavy configuration.

    No arguments there. It's a complicated scenario, anyway you slice it. Well, like I said, I can just unmap those keys as it is. Maybe it's an idea for the "one of those days piles" at any rate.

    BTW, I love the audio spectrum stuff you've added! I actually got a thumbs up from my wife over that one!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 22, 2010, 11:09:00 pm
    Hey Arzoo

    I have the REG file you sent me, put it in the LEDBlinky folder under mala\Plugins

    But I'm still getting the TRIAL version wording on the splash page. Plus, i +thought+ I had it set right and spent about 2 hours configing all my buttons, but when I just now loaded the Animation editor back up, they've all reverted to what they were before.

    I know the trial version says it has a 20 frame limit, but I didn't setup any frames, I was just laying out what led's were hooked up to what controls. <sigh>

    Anyway, if it was still in trial mode, would it fail to save changes to the layout file like that?

    And any ideas about why It would still be in trial mode when I've got that reg.dat file in the folder?

    I searched on the boards here but didn't see any posts about a prob like this..

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 23, 2010, 09:26:15 am
    Hey Arzoo

    I have the REG file you sent me, put it in the LEDBlinky folder under mala\Plugins

    But I'm still getting the TRIAL version wording on the splash page. Plus, i +thought+ I had it set right and spent about 2 hours configing all my buttons, but when I just now loaded the Animation editor back up, they've all reverted to what they were before.

    I know the trial version says it has a 20 frame limit, but I didn't setup any frames, I was just laying out what led's were hooked up to what controls. <sigh>

    Anyway, if it was still in trial mode, would it fail to save changes to the layout file like that?

    And any ideas about why It would still be in trial mode when I've got that reg.dat file in the folder?

    I searched on the boards here but didn't see any posts about a prob like this..

    Thanks!

    The reg.dat file needs to go in the LEDBlinky folder (which should be in the mala plugins folder).

    ...\Plugins
      ...\Plugins\LEDBlinky
      reg.dat

    As for the animation editor - did you save the layout? Look for a file with the .lay extension. The trial mode only restricts the max size of the animation - no other limitation.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 09:51:10 am
    Cool. Found the problem with my missing configuration

    The LAY file i was using was pointed to an old version of the InputMapFile (from before I registered it and moved it to the Mala PLUGINS folder).

    So it was never noticing my changes to the inputmap and wasn't updating the layout accordingly.

    However, the animation editor still says trial version when I load it, even though the reg.dat file is in the LEDBLINKY folder.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 09:55:32 am
    Not sure if this will help but I captured a screen shot showing all the relevant bits.

    You can see how I've got my folders configed.

    The REG.DAT file is in the LEDBLINKY folder, but the animation editor (run from the same dir) still shows TRIAL VERSION.

    Strange.

    I've got full rights (admin user) so that can't be the prob.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 09:59:40 am
    Hmm, more weirdness

    I turned on LEDBLinky's debug verbose mode, and I'm getting confirmation of the registration in the log file


    [10/23/2010 08:49:27]
    [10/23/2010 08:49:27] LEDBlinky v4.0.0.3
    [10/23/2010 08:49:27] Registered To: {My Name from the REG.DAT file}
    [10/23/2010 08:49:40] Event: FEQuit
    [10/23/2010 08:50:00]
    [10/23/2010 08:50:00] LEDBlinky v4.0.0.3
    [10/23/2010 08:50:00] Registered To: {My Name from the REG.DAT file}

    So at least LEDBlinky itself appears to be working right, now.

    The Animation editor is from 4.21/2010. I'm gonna see if maybe that's an older version.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 23, 2010, 05:55:13 pm
    Hmm, more weirdness

    I turned on LEDBLinky's debug verbose mode, and I'm getting confirmation of the registration in the log file


    [10/23/2010 08:49:27]
    [10/23/2010 08:49:27] LEDBlinky v4.0.0.3
    [10/23/2010 08:49:27] Registered To: {My Name from the REG.DAT file}
    [10/23/2010 08:49:40] Event: FEQuit
    [10/23/2010 08:50:00]
    [10/23/2010 08:50:00] LEDBlinky v4.0.0.3
    [10/23/2010 08:50:00] Registered To: {My Name from the REG.DAT file}

    So at least LEDBlinky itself appears to be working right, now.

    The Animation editor is from 4.21/2010. I'm gonna see if maybe that's an older version.

    Couple of things you could try; First, see if there's a LBAE_Errors.log file in the LEDBlinky folder - if so, what's it say? Try temporarily renaming the LEDBlinkyAnimationEditor.ini file and then run the editor (it should create a new copy of the ini file) - does that resolve the problem? If not, download the animation editor from here (http://www.dndw.com/ledblinky/downloads/LEDBlinkyAnimationEditor_4_0_0.zip) and unzip into an empty folder. Put a copy of your reg.dat file in the same folder and see how the editor runs. Let me know the results.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: drventure on October 23, 2010, 06:49:23 pm
    Hey Arzoo

    Thanks for getting back to me.

    Well, there's no LOG file in the LEDBlinky folder.
    I renamed the INI and ran the editor, When it first came up, there was no TRIAL wording in the title bar so I though I was good.

    But, as soon as I loaded my layout, I get the trial wording and a message box saying it'll only save 20 frames.

    So I downloaded the copy from the link you posted, extracted to a new empty folder.
    Copied the REG.dat over and ran the ani editor.

    Exactly the same behavior.

    I tried the same steps on a completely different machine as well, with the same results.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on October 23, 2010, 08:01:40 pm
    Hey Arzoo

    Thanks for getting back to me.

    Well, there's no LOG file in the LEDBlinky folder.
    I renamed the INI and ran the editor, When it first came up, there was no TRIAL wording in the title bar so I though I was good.

    But, as soon as I loaded my layout, I get the trial wording and a message box saying it'll only save 20 frames.

    So I downloaded the copy from the link you posted, extracted to a new empty folder.
    Copied the REG.dat over and ran the ani editor.

    Exactly the same behavior.

    I tried the same steps on a completely different machine as well, with the same results.

    Can you email me your layout file? Also email me the animation file that first loads and the debug.zip file created by blinky. Thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: markronz on December 12, 2010, 12:21:54 am
    I apologize, I just read your support page on your LEDBLinky website, else I would have posted onto this thread.   I started a new post for my issue, here is the link:

    http://forum.arcadecontrols.com/index.php?topic=107848.0 (http://forum.arcadecontrols.com/index.php?topic=107848.0)

    Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: orchidius on January 06, 2011, 02:56:03 pm
    Hey guys,

    My CP is now nearing completion. All I have to do is get LEDblinky configured, which proves to be a big PITA...

    I have everything configured for HS as the guide on the site told me (set everything to "random" for testing purposes), but when I launch HS, nothing happens. At all... During configuration however, all LEDs worked fine.

    I have no idea where to start looking for the cause, so could you kindly point me in the right direction?

    Many thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v4.0
    Post by: arzoo on January 06, 2011, 03:04:37 pm
    Hey guys,

    My CP is now nearing completion. All I have to do is get LEDblinky configured, which proves to be a big PITA...

    I have everything configured for HS as the guide on the site told me (set everything to "random" for testing purposes), but when I launch HS, nothing happens. At all... During configuration however, all LEDs worked fine.

    I have no idea where to start looking for the cause, so could you kindly point me in the right direction?

    Many thanks!

    Check the Hyperspin log.txt file to confirm that LEDBlinky is getting launched correctly. Confirm that the path to the LEDBlinky folder in the Hyperspin setup ends in a backslash; ..\LEDBlinky\
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Bender on January 19, 2011, 02:57:27 pm
    Hey Arzoo,

    got a question for ya
    I made a new light up joystick and I'd like it to flash when the rest of the controls are flashed and spoken at game start up, but it appears that the only way to get it to work is to uncheck primary control, but obviously I don't want to do that for every rom

    So in short is there a way to get LEDBlinky to flash the primary controls too?

    Thanks,

    Bender
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 19, 2011, 04:52:16 pm
    Hey Arzoo,

    got a question for ya
    I made a new light up joystick and I'd like it to flash when the rest of the controls are flashed and spoken at game start up, but it appears that the only way to get it to work is to uncheck primary control, but obviously I don't want to do that for every rom

    So in short is there a way to get LEDBlinky to flash the primary controls too?

    Thanks,

    Bender

    I'm not sure why un-checking the primary control would then cause it to blink and speak its function - so that confuses me (not hard to do   ;) ). You should be able to assign the primary control code or keycode to the LED port and then it should blink and speak like any other control. This support link has more details.

    http://www.dndw.com/ledblinky/Support.htm#LightTBJoy (http://www.dndw.com/ledblinky/Support.htm#LightTBJoy)

    But if it's not working as you expect, maybe email me your debug.zip file and I'll see what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 19, 2011, 06:50:12 pm
    You know - I did some testing and you're right - you can't get the primary control to speak and blink (it's name). You can only get it to speak and blink the functions (up, down, left, right, etc.).

    I'm not sure what my thinking was way back when I programmed this - but it's a very easy code fix. I'll let you know when I've got a patch ready to test.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:09:37 am
    Hey Arzoo-
        I am running into an error when importing an Unknown Game.    I have gridwars.exe installed on my machine.   I made a shortcut to the gridwars.exe file.    I put the shortcut in my C:\emulators\Shortcuts directory.    Within my front end, Mala, I made a new 'Emulator' named "Other", that points to the Shortcuts folder.   So it looks for lnk files as "roms".    I launched GridWars through Mala and it worked fine as I have it set up.  Now I wanted to create a lighting profile for GridWars.   I went to import GridWars into the Controls Editor.   I've attached a screenshot of it being imported below.   When I click OK to import it, I get an error message.  I've attached the error message below.

    Do you have any idea why I would be getting an error message when importing this? 

    Let me know if you need any more details!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:11:37 am
    I did just notice that in the import window, it has the real directory listed (where the exe is).  It does not have the shorcuts directory where the lnk is.  Not sure if this matters, but it seems a little weird to me that it would not list the location of the file I actually launched through the front end.  Do I need to make a batch file to launch Grid Wars maybe? Instead of trying to use a shortcut file (lnk)?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 20, 2011, 10:14:30 am
    Hey Arzoo-
        I am running into an error when importing an Unknown Game.    I have gridwars.exe installed on my machine.   I made a shortcut to the gridwars.exe file.    I put the shortcut in my C:\emulators\Shortcuts directory.    Within my front end, Mala, I made a new 'Emulator' named "Other", that points to the Shortcuts folder.   So it looks for lnk files as "roms".    I launched GridWars through Mala and it worked fine as I have it set up.  Now I wanted to create a lighting profile for GridWars.   I went to import GridWars into the Controls Editor.   I've attached a screenshot of it being imported below.   When I click OK to import it, I get an error message.  I've attached the error message below.

    Do you have any idea why I would be getting an error message when importing this? 

    Let me know if you need any more details!

    I'll do some testing and get back to you on this one.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:18:40 am
    Ok cool, thanks!

    Also, I started a different thread for a question about LEDBlinky yesterday.  I apologize, I should have probably posted it here instead.  But here is the link to the other thread:
    http://forum.arcadecontrols.com/index.php?topic=108693.0 (http://forum.arcadecontrols.com/index.php?topic=108693.0)
    Just a how to question.   Hopefully its just something simply I dont have set up right.   Thanks!!!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 10:41:27 am
    Attached is my debug.zip file as requested.   I enabled verbose logging and I launched Grid Wars, and then also NBA jab through MAME.   Let me know what you think!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 12:32:23 pm
    Also, for what it's worth, I tried creating a batch file as well, to launch Grid Wars, and I launched it from my Mala menu.   The BAT file also gets me the same error as the shortcut when I try to import it into the controls editor for some reason.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 20, 2011, 01:43:08 pm
    Also, for what it's worth, I tried creating a batch file as well, to launch Grid Wars, and I launched it from my Mala menu.   The BAT file also gets me the same error as the shortcut when I try to import it into the controls editor for some reason.

    Is MaLa executing the batch file directly or using a shortcut?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 01:44:17 pm
    The batch directly.

    So initially when I first posted, I was trying to use a shortcut that pointed to the exe.
    Just now, when I posted, I was stating that I tried using a batch file which executes the exe file, no shortcut.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 20, 2011, 01:51:20 pm
    The batch directly.

    So initially when I first posted, I was trying to use a shortcut that pointed to the exe.
    Just now, when I posted, I was stating that I tried using a batch file which executes the exe file, no shortcut.

    Can you email or post the debug.zip after running with the batch file configured.

    Also, when exactly does the error occur in the controls editor? I tried importing the same values and I don't get any error.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: markronz on January 20, 2011, 03:29:35 pm
    In case anyone reads my problem and is interested, Arzoo figured it out. The main issue was that my 'Other Emulator' in Mala was named "Other" which is a keyword.  So I changed this to "OtherGames" instead and my shortcut worked fine then!  Thanks again Arzoo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Bender on January 20, 2011, 06:05:39 pm
    You know - I did some testing and you're right - you can't get the primary control to speak and blink (it's name). You can only get it to speak and blink the functions (up, down, left, right, etc.).

    I'm not sure what my thinking was way back when I programmed this - but it's a very easy code fix. I'll let you know when I've got a patch ready to test.

    Thanks Buddy, you da man!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Fat-Johnny on January 30, 2011, 11:01:32 am
    I had posted this in the Mala forum, but have got no response.  Since it is more of a LEDBlinky problem, I figured I would post it here in the LEDBlinky thread.  Hope you guys can help me!

    I am using three LED Wiz's to control 30 RGB modules (all from GGG).  I have everything working properly in MAME and in Mala.  I have taken great care, and written down all my mappings:  which CP button goes to which input on IPAC64, which output goes to which three LED's, etc..

    It is all working in Mala, the FE controls are lighting like they should.
    Its all working well in MAME, Mala is lighting and speaking all the controls like it should.

    When I switch to FCEU, Mala is "previewing" only P1_BUTTON2 for some reason.  When I launch a game, I wish to light:
    P1_BUTTON1
    P1_BUTTON2
    P1_START
    P4_LEFT  (its a misc button on my CP, but that's what it is mapped to on my IPAC, so that's what it is called)

    Similar setup for Player 2.  When I launch a FCEU game, it lights B1, B2, and START for both sides, but not the other misc button (P4_left and P4_UP).  I used the Mala Controls Editor to try to create what I need to make it happen, including speaking buttons, but it only speaks B1 and B2 for both players.  Does not speak coin and does not speak OR light the misc other button.

    Can someone take a look at the attached debug file, and give me some guidance?  I am tearing my hair out!!
    Thanks for looking,
    FJ
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 30, 2011, 03:47:26 pm
    I had posted this in the Mala forum, but have got no response.  Since it is more of a LEDBlinky problem, I figured I would post it here in the LEDBlinky thread.  Hope you guys can help me!

    I am using three LED Wiz's to control 30 RGB modules (all from GGG).  I have everything working properly in MAME and in Mala.  I have taken great care, and written down all my mappings:  which CP button goes to which input on IPAC64, which output goes to which three LED's, etc..

    It is all working in Mala, the FE controls are lighting like they should.
    Its all working well in MAME, Mala is lighting and speaking all the controls like it should.

    When I switch to FCEU, Mala is "previewing" only P1_BUTTON2 for some reason.  When I launch a game, I wish to light:
    P1_BUTTON1
    P1_BUTTON2
    P1_START
    P4_LEFT  (its a misc button on my CP, but that's what it is mapped to on my IPAC, so that's what it is called)

    Similar setup for Player 2.  When I launch a FCEU game, it lights B1, B2, and START for both sides, but not the other misc button (P4_left and P4_UP).  I used the Mala Controls Editor to try to create what I need to make it happen, including speaking buttons, but it only speaks B1 and B2 for both players.  Does not speak coin and does not speak OR light the misc other button.

    Can someone take a look at the attached debug file, and give me some guidance?  I am tearing my hair out!!
    Thanks for looking,
    FJ

    ok - here's what you can try;

    Using the LEDBlinky controls editor, select the FCEU emulator and edit the default controls group. For each of the following controls, you need to uncheck the Always Active option:
    P1_BUTTON1
    P2_BUTTON1
    P2_BUTTON2
    Always Active buttons are not previewed - that's why those 3 are not lighting with the MaLa demo/preview.

    To get your P4_LEFT (KEYCODE_V) and P4_UP (KEYCODE_Y) buttons to light up, you can add two additional buttons - it doesn't matter which you use - try P1_BUTTON9 and P1_BUTTON10. For each make sure you assign the correct keycode (KEYCODE_V and KEYCODE_Y) and specify the button name you want spoken.

    As for coin and start- blinky doesn't normally speak those buttons. There may be a configuration work-around but I'd have to do some testing.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Fat-Johnny on January 31, 2011, 08:18:57 pm
    Using the LEDBlinky controls editor, select the FCEU emulator and edit the default controls group. For each of the following controls, you need to uncheck the Always Active option:
    P1_BUTTON1
    P2_BUTTON1
    P2_BUTTON2
    Always Active buttons are not previewed - that's why those 3 are not lighting with the MaLa demo/preview.

    To get your P4_LEFT (KEYCODE_V) and P4_UP (KEYCODE_Y) buttons to light up, you can add two additional buttons - it doesn't matter which you use - try P1_BUTTON9 and P1_BUTTON10. For each make sure you assign the correct keycode (KEYCODE_V and KEYCODE_Y) and specify the button name you want spoken.

    As for coin and start- blinky doesn't normally speak those buttons. There may be a configuration work-around but I'd have to do some testing.

    Thanks for the clue, Arzoo.  I did exactly what you said, and it worked like a charm.
    1) All the buttons I had I identified as "always active", I unchecked that box
    2) I did add the additional buttons (P1_BUTTON9  and P2_BUTTON9), and made sure that the keystroke associated with them was correct.  They now light up and speak properly.
    3) Thinking how well that worked (and how easy it was), I erased P1_START and P2_START, and added P1_BUTTON10 and P2_BUTTON10.  I bound those to keystrokes "1" and "2", respectively.  I told it to speak "Player 1 start" and "Player 2 start", and now it speaks those correctly.

    So, my mapping and my "speech" NOW looks like:
    P1_BUTTON1  "Player 1 button A"
    P1_BUTTON2  "Player 1 button B"
    P1_BUTTON9  "Player 1 Select"
    P1_BUTTON10 "Player 1 start"

    (same setup for Player2)

    And LEDBlinky blinks them properly, and speaks them all properly!!!   Wahooo!!!!  :cheers:

    Thanks for the help!  :notworthy:
    FJ
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Eraser_arcade on February 02, 2011, 11:34:51 pm
    Hi, first off I would like to say LEDBlinky is a amazing program. But right now I am having a small issue with it & mame. In some games (I believe it just games that has analog controls) my control panel will light up the pause button (G key) and clam it to be right, and my P2B5 (F key) claiming it to be down. I went to the mame control inputs and made sure the G key was set only as the pause function, and the F key only as player 2 button 5. But it didn't solve the problem. Any suggestions would be grateful.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 03, 2011, 09:15:00 am
    Hi, first off I would like to say LEDBlinky is a amazing program. But right now I am having a small issue with it & mame. In some games (I believe it just games that has analog controls) my control panel will light up the pause button (G key) and clam it to be right, and my P2B5 (F key) claiming it to be down. I went to the mame control inputs and made sure the G key was set only as the pause function, and the F key only as player 2 button 5. But it didn't solve the problem. Any suggestions would be grateful.

    mame uses G and F as default values for right and down and a bunch of other analog controls. The easiest way to solve this for blinky is to manually edit the LEDBlinkyControls.xml file (using notepad) and remove all the references to KEYCODE_G and KEYCODE_F under the <controlDefaults groupName="MAME"> node.

    For example, change this line:
    <control name="P2_JOYSTICK_DOWN" inputCodes="|KEYCODE_F|JOYCODE_2_DOWN" allowConfigPlayerNum="2"/>
    to this:
    <control name="P2_JOYSTICK_DOWN" inputCodes="|JOYCODE_2_DOWN" allowConfigPlayerNum="2"/>

    Another way to solve the problem is to play a mame game and from the "All Games" config menu (Tab key), assign the correct input values for the controls (like P2_JOYSTICK_DOWN) as are used by your control panel. In other words, explicitly set mame to use the correct input codes for the analog controls.

    And a third option is to remap your keyboard encoder so that those two buttons use keyboard inputs other than G and F :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Eraser_arcade on February 03, 2011, 12:08:41 pm
    mame uses G and F as default values for right and down and a bunch of other analog controls. The easiest way to solve this for blinky is to manually edit the LEDBlinkyControls.xml file (using notepad) and remove all the references to KEYCODE_G and KEYCODE_F under the <controlDefaults groupName="MAME"> node.

    For example, change this line:
    <control name="P2_JOYSTICK_DOWN" inputCodes="|KEYCODE_F|JOYCODE_2_DOWN" allowConfigPlayerNum="2"/>
    to this:
    <control name="P2_JOYSTICK_DOWN" inputCodes="|JOYCODE_2_DOWN" allowConfigPlayerNum="2"/>

    Thank you! That did the trick. :)

    I was worried for a bit that I might had to remap my keyboard encoder, since I already have other games and emulators programed for it. But now I don't have to worry about it. So, thank you again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: BigDaddyE on February 12, 2011, 06:58:56 pm

    Using Hyperspin as FE.

    Using LEDBlinky for mapping U360's and speaking.

    Did a quick check on net for error code, but couldn't find anything.

    Get this error at Hyperspin start up:

    Access violation of address 013013Fa in module 'PacDrive.dll'. Read of address 01326F90.

    Let me know what else I need to let everyone know to diagnose issues.

    Thanks.

    Eric
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 12, 2011, 08:53:26 pm

    Using Hyperspin as FE.

    Using LEDBlinky for mapping U360's and speaking.

    Did a quick check on net for error code, but couldn't find anything.

    Get this error at Hyperspin start up:

    Access violation of address 013013Fa in module 'PacDrive.dll'. Read of address 01326F90.

    Let me know what else I need to let everyone know to diagnose issues.

    Thanks.

    Eric

    Sounds like you are using LEDBlinky v5.0 - which has a bug when used for u360's but no LEDs. You can download the latest update from the LEDBlinky.net site or here's a link for just the fixed exe v5.0.0.1 (http://www.dndw.com/temp/LEDBlinky_5_0_0_1_exe.zip)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: BigDaddyE on February 12, 2011, 09:02:49 pm
    Thanks Arzoo.

    I'll try it tomorrow!

    Eric
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on March 23, 2011, 12:53:24 am
    Quick question I'm running pacled64 with hyperspin and my buttons blink a couple times when hyperspin loads and then only 5 ramdom buttons light up and stay lit then all buttons blink when a button is push or joystick moved. When I exit it out I will get a error saying "error parsing mame cfg file. And ledblinky.exe is not runnig in taskbar.
    Any help will be appreciated
    Thanks
    Chris
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 23, 2011, 08:37:44 am
    Quick question I'm running pacled64 with hyperspin and my buttons blink a couple times when hyperspin loads and then only 5 ramdom buttons light up and stay lit then all buttons blink when a button is push or joystick moved. When I exit it out I will get a error saying "error parsing mame cfg file. And ledblinky.exe is not runnig in taskbar.
    Any help will be appreciated
    Thanks
    Chris

    Hey Chris,
    Depending on how you've configured the options - the 5 lit buttons are most likely the controls used by HS. There is also an option to blink the buttons whenever any are pressed. As for the mame cfg error, I'll need you to turn on the debug.log and verbose options (on the Misc options tab), then run HS and a game or two, then email me the debug.zip file (in the LEDBlinky folder). I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: dskansas on March 24, 2011, 11:41:19 am
    I am loving this software but have one issue that hopefully someone can help out with. I am using LedBlinky with Hyperspin, Ledwiz, & RGB LED's and it's working great in Hyperspin. The issue that I am having is that in MAME it lights the correct buttons but it won't speak the action. The only way I have found to fix this is to go into LEDBlinky Contorls Editor and import each rom and assign an Action (Voice) to each button. I am assuming the issue is with the controls.ini file that I am using but I have the latest one from the controls.dat project. I'm sure this is something obvious that I am just overlooking.

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 24, 2011, 02:07:55 pm
    I am loving this software but have one issue that hopefully someone can help out with. I am using LedBlinky with Hyperspin, Ledwiz, & RGB LED's and it's working great in Hyperspin. The issue that I am having is that in MAME it lights the correct buttons but it won't speak the action. The only way I have found to fix this is to go into LEDBlinky Contorls Editor and import each rom and assign an Action (Voice) to each button. I am assuming the issue is with the controls.ini file that I am using but I have the latest one from the controls.dat project. I'm sure this is something obvious that I am just overlooking.

    Thanks

    You are correct - the controls.ini file provides the data to speak the button actions. Are you sure the config is pointing to the correct file (controls.ini)? If you turn on the debug and verbose options, run HS and some games, then email me the debug.zip file, I'll take a look. Maybe also email me the controls.ini file you are using.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: dskansas on March 24, 2011, 03:17:26 pm
    I am loving this software but have one issue that hopefully someone can help out with. I am using LedBlinky with Hyperspin, Ledwiz, & RGB LED's and it's working great in Hyperspin. The issue that I am having is that in MAME it lights the correct buttons but it won't speak the action. The only way I have found to fix this is to go into LEDBlinky Contorls Editor and import each rom and assign an Action (Voice) to each button. I am assuming the issue is with the controls.ini file that I am using but I have the latest one from the controls.dat project. I'm sure this is something obvious that I am just overlooking.

    Thanks

    You are correct - the controls.ini file provides the data to speak the button actions. Are you sure the config is pointing to the correct file (controls.ini)? If you turn on the debug and verbose options, run HS and some games, then email me the debug.zip file, I'll take a look. Maybe also email me the controls.ini file you are using.

    Not a problem arzoo. I'll get that information gathered up this evening and get it to you by tomorrow.

    Thanks
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: dskansas on March 25, 2011, 12:46:31 am
    Well it's working now. I downloaded a different version of controls.ini and pointed ledblinky to it. It still wouldn't work right so I pointed it back to the original one and walla, it works. The only game I noticed right off the bat that wasn't lighting correctly was Asteroids. For some reason it only lights and announces the hyperspace button even though the fire and thrust are both listed in the colors.ini and controls.ini. Thanks again for offering to look into my issue.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Peskoe on April 04, 2011, 01:41:05 am
    Quote from the Install and Config.pdf

    "Note: Assigning an input code to each port is not required if you are only creating LED animations for use with applications other than LEDBlinky."

    and

    Also, the 3rd value is the input code and that's only required for my LEDBlinky app.


    Does this mean I cannot run LEDBlinky through commandline without assigning input codes to the device ports? I am using gamepads, so if I have LEDs, none of them will have input codes to assign.

    Regards,
    Peskoe
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 04, 2011, 08:33:56 am
    Does this mean I cannot run LEDBlinky through commandline without assigning input codes to the device ports? I am using gamepads, so if I have LEDs, none of them will have input codes to assign.

    You don't need to assign input codes, but those ports (without input codes) will only light when running an animation.

    I'm assuming you have a cp or cab with LEDs that are not under any buttons - yes? If you only want them to light up (without any animation), then you can create an animation with a single frame and run it from commandline or when the FE starts.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Peskoe on April 04, 2011, 02:15:29 pm
    I'm assuming you have a cp or cab with LEDs that are not under any buttons - yes?

    Correct. But I do have lighted buttons in use for the jukebox portion, originally this was just a jukebox, the arcade section was added later. I am still undecided if I will rewire these up to the LED controller or not. I want to use LEDBlinky to run animations on a homemade LED matrix. An arcade system without some eye-candy just doesn't feel right.

    One more thing, is there any limitations on animation length? Max number of frames or total time?

    BTW nice set of apps. If everything pans out, expect a purchase!

    Regards,
    Peskoe
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 04, 2011, 03:07:15 pm
    One more thing, is there any limitations on animation length? Max number of frames or total time?

    The trial version is limited to 20 frames. No limitation for the registered version.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on April 07, 2011, 10:07:22 pm
    Another quick questions I ordered another Pacled 64 for my cab, but ledblinky is not seeing it? My leds are working they go through the cycle when computer is turn on and keep running, but the mapping programs doesn't see them and also the led test program only see my 1st pacled64. Any ideas?
    Thanks
    Chris
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 07, 2011, 10:58:45 pm
    Another quick questions I ordered another Pacled 64 for my cab, but ledblinky is not seeing it? My leds are working they go through the cycle when computer is turn on and keep running, but the mapping programs doesn't see them and also the led test program only see my 1st pacled64. Any ideas?
    Thanks
    Chris

    Chris - You'll need to use the ultimarc software to set the ID for the second controller as #2.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on April 08, 2011, 10:12:54 am
    Ok
    Thanks again
    Chris
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: kronic24601 on April 08, 2011, 11:57:00 am
    Quick Question Arzoo.

    When I load Hyperspin up, I have some on the controls set to "scroll up" and one to "scroll down". I set them correctly (I believe) in hyperspin, but for some reason one of the buttons won't light up. they will light up in the game itself, but not within the hyperspin program.

    To be clear. Both player 1 and 2 have this feature. The only one that does light up is Player 2's "scroll up" ... which I think is set as the Left Ctrl button.

    Is there something that I should be looking closer at, or something I should send you? (I'm running the most current ledblinky 5, but had the same problem with 4)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 08, 2011, 02:40:05 pm
    Quick Question Arzoo.

    When I load Hyperspin up, I have some on the controls set to "scroll up" and one to "scroll down". I set them correctly (I believe) in hyperspin, but for some reason one of the buttons won't light up. they will light up in the game itself, but not within the hyperspin program.

    To be clear. Both player 1 and 2 have this feature. The only one that does light up is Player 2's "scroll up" ... which I think is set as the Left Ctrl button.

    Is there something that I should be looking closer at, or something I should send you? (I'm running the most current ledblinky 5, but had the same problem with 4)

    Check your DevicePortInputMap and see what input code you have assigned to the LED under that button. If it’s left or right shift, ctrl, or alt, then you should also assign the non-left/right version of that code. For example, use both KEYCODE_SHIFT and KEYCODE_LSHIFT. But if it’s not one of those keys, then you’ll need to turn on the debug and verbose options, run HS, then email me the debug.zip file and I’ll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: chernandez on April 11, 2011, 07:09:59 pm
    Arzoo,
    Is it possible to run 2 different rgbs for one trackball? What I'm trying to do is run 2 leds at the same time for my only trackball to make it brighter.
    Chris
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 11, 2011, 08:41:38 pm
    Arzoo,
    Is it possible to run 2 different rgbs for one trackball? What I'm trying to do is run 2 leds at the same time for my only trackball to make it brighter.
    Chris

    Chris - the easiest thing to do is just wire each of the RGB wires to the same port on the controller. For example, use port 1 for both red wires, port 2 for the green wires, and port 3 for the blue wires. If you use separate ports for each RGB and you always want them to light up together, then you're just wasting ports which could be used for other LEDs. But if that's the way you already have it wired and want to keep it that way, then assign "TRACKBALL" to all the ports on the input map and that should light them up together.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: kronic24601 on April 13, 2011, 08:31:46 pm
    Arzoo. Thanks for your help. It worked.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: scream1973 on April 22, 2011, 01:19:14 pm
    Probably missing something stupid here.
    Trying to get Mala setup with LedBlinky..
    Generated my map to map 4 buttons to LED Wiz RGBs .

    Setup Mala plugin and configured with the install guide ( unless i missed something stupid)
    Nothing is getting lit at all
    LEDblinky is active because its logging me going into all the various games being started.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: scream1973 on May 02, 2011, 10:41:14 am
    I got my initial issue resolved. Thanks arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 16, 2011, 08:16:08 am
    just bump'n to get the thread back toward the top.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: skewba98z28 on June 21, 2011, 05:24:04 am
    Quick question.....

    When I launch hyperspin LED blinky pops a box aswell saying what version, trial version, etc and speaks LEDblinky. This is all over top of my intro video. How can I disable this?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 21, 2011, 07:11:02 am
    Quick question.....

    When I launch hyperspin LED blinky pops a box aswell saying what version, trial version, etc and speaks LEDblinky. This is all over top of my intro video. How can I disable this?

    The splash screen is disabled in the registered version.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: skewba98z28 on June 21, 2011, 06:15:55 pm
    Ah o.k. I'll be getting the full version soon  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Harlemhero on June 22, 2011, 03:59:18 pm
    Can someone point me in the right direction in configuring LedBLinky to use without a frontend? Here is my situation on what I was trying to do.  Ok so i have my rgb leds and led-wiz under the trackball and my trackball doubles as a mouse.  Is there a way to map just my left click button and my right click button to light up my trackball?  Like if I left click the ball turns red and if I right click it would turn blue? and if both are pressed obviously it would be a purpleish hue.  Is this idea at all possible with the current build of LedBlinky? And if it is can someone assist me in making this happen?  Thanks for your time.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 22, 2011, 06:55:12 pm
    Can someone point me in the right direction in configuring LedBLinky to use without a frontend? Here is my situation on what I was trying to do.  Ok so i have my rgb leds and led-wiz under the trackball and my trackball doubles as a mouse.  Is there a way to map just my left click button and my right click button to light up my trackball?  Like if I left click the ball turns red and if I right click it would turn blue? and if both are pressed obviously it would be a purpleish hue.  Is this idea at all possible with the current build of LedBlinky? And if it is can someone assist me in making this happen?  Thanks for your time.

    LEDBlinky really isn't designed to respond to keyboard events (although it does have a few features that do). As I recall, someone else coded a simple app that lit the buttons as they were pressed - try searching the forums (I did a quick search but could not find it - sorry).

    It still might be possible to use LEDBlinky - you could create a single frame animation for each button color, then use something like AutoHotKey to send the LEDBlinky commands to start each animation when the button is pressed. I'm just not sure if the response would be too slow.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: HaRuMaN on June 23, 2011, 09:42:31 am
    Hey, can LEDBlinky work off the line-in or microphone of a computer?  Used as a standalone, to react to music via line-in or ambient sound (from mic)?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 23, 2011, 10:16:57 am
    Hey, can LEDBlinky work off the line-in or microphone of a computer?  Used as a standalone, to react to music via line-in or ambient sound (from mic)?

    Yes - using the audio animation feature.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: HaRuMaN on June 23, 2011, 10:20:45 am
    Hey, can LEDBlinky work off the line-in or microphone of a computer?  Used as a standalone, to react to music via line-in or ambient sound (from mic)?

    Yes - using the audio animation feature.

    Excellent.  I thought it could, but just wanted to make sure.  I may have an interesting project coming up then.   :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yotsuya on June 23, 2011, 10:22:23 am
    Build Your Own DJ Booth.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: hogcia on July 08, 2011, 12:26:14 am
    Hi, I am using LedBlinky 5.0 with hyperspin emu. I am running it all on windows xp sp3. I have a two player setup with 6 buttons for each player and 2 joysticks.

    When I load the emu the lights work fine. When I select a mame game, the leds  corresponding to that game will light up.

    The ONLY problem I am having is that when I play games that require all six buttons to light up like killer instinct, the last 2 buttons (4 & 6) for player 2 ONLY, will NOT light up. The buttons will light up while im in the hyperspin menu, but not in the game. If I disable ledbliky and leave all leds on, the 4 & 6 will work fine. 

    I was reading on some issues similar to what I have hear on this forum, but they seem somewhat different. Any help would be appreciated. thanks

    -Alex
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on July 08, 2011, 06:08:36 am
    Hi, I am using LedBlinky 5.0 with hyperspin emu. I am running it all on windows xp sp3. I have a two player setup with 6 buttons for each player and 2 joysticks.

    When I load the emu the lights work fine. When I select a mame game, the leds  corresponding to that game will light up.

    The ONLY problem I am having is that when I play games that require all six buttons to light up like killer instinct, the last 2 buttons (4 & 6) for player 2 ONLY, will NOT light up. The buttons will light up while im in the hyperspin menu, but not in the game. If I disable ledbliky and leave all leds on, the 4 & 6 will work fine. 

    I was reading on some issues similar to what I have hear on this forum, but they seem somewhat different. Any help would be appreciated. thanks

    -Alex


    Please check out this section (http://www.dndw.com/ledblinky/Support.htm#MAMEP2B56Problem) of the LEDBlinky support page and see if it solves your problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Encryptor on July 08, 2011, 06:40:29 am
    Hi, I am using LedBlinky 5.0 with hyperspin emu. I am running it all on windows xp sp3. I have a two player setup with 6 buttons for each player and 2 joysticks.

    When I load the emu the lights work fine. When I select a mame game, the leds  corresponding to that game will light up.

    The ONLY problem I am having is that when I play games that require all six buttons to light up like killer instinct, the last 2 buttons (4 & 6) for player 2 ONLY, will NOT light up. The buttons will light up while im in the hyperspin menu, but not in the game. If I disable ledbliky and leave all leds on, the 4 & 6 will work fine. 

    I was reading on some issues similar to what I have hear on this forum, but they seem somewhat different. Any help would be appreciated. thanks

    -Alex


    That's a unique avatar you have. Someone else here used to have the same one.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Green Giant on July 19, 2011, 05:53:00 pm
    Long time no see.  Finally getting a chance to get back in after crazy job stuff over the last 2 years.

    Nice to see that ledblinky is going strong and already on version 5.  I think I am still rolling with V3.0 beta.  What kind of new toys have you added since the old days?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on July 19, 2011, 06:55:45 pm
    Long time no see.  Finally getting a chance to get back in after crazy job stuff over the last 2 years.

    Nice to see that ledblinky is going strong and already on version 5.  I think I am still rolling with V3.0 beta.  What kind of new toys have you added since the old days?

    A bunch of additional hardware and FE support plus new features have been added - my favorite is the Audio Animations. Check it all out on the LEDBlinky web site (http://www.dndw.com/ledblinky/LEDBlinky.htm).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on September 19, 2011, 11:29:15 pm
    Does the latest version still work properly with Maximus Arcade?  I can't seem to get the damn thing working at all.  I have it programmed and activating my LEDs via the test program and the animation program - but actual controls coming up via either the mame test program or Maximus Arcade isn't working at all.  :/

    - Figured it out.  Basically, you need to activate LedBlinky for EACH emulator in Maximus.  Interesting.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: neohusky on October 14, 2011, 08:11:55 am
    Hi all

    Arzoo has a nice feature which allows lighting cabinet LEDs. This is done via some clever coding which allows LEDblinky to control and run 2 animations simultaneously on different controller boards. This feature is located under the misc tab.  Currently this feature is a little restricted as the cabinet LED option only allows a single animation file to be specified.  It would be great if this could be expanded to be made more consistent with the other FE animation options ie. Allow separate cabinet animations for: FE Start-Up, FE Active, FE List Change, FE Quit and of course during game play.

    To date Arzoo has done a brilliant job with LED blinky and has put considerable time and effort into it. He's probably got plenty of planned features. I'd love to have this feature added so I'm just wondering how many other would find this feature expansion useful?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on October 15, 2011, 10:08:54 pm
    Hats off to you Arzoo! I am just barely getting my feet wet with LEDBlinky on my Two-Headed Beast and I am overjoyed! Absolutely amazing work with this, keep it up! A million thank yous for creating this! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on October 16, 2011, 10:17:51 am
    Appreciate the feedback - thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on October 16, 2011, 12:05:21 pm
    I'm having a couple issues with LEDBlinky/Hyperspin. First, in LEDBlinky config, when I select a preprogrammed animation from a drop down menu and click on test, nothing happens, none of my LEDs light. Second, even though I have LEDBlinky config set to light Hyperspin's controls, no controls light in Hyperspin. However, while in Hyperspin, the game controls will preview for however long I have them set to be previewed, but it only does this after I move the wheel to a different game than Hyperspin started on. All my LEDs seem to be working just fine in MAME itself. When I close out of Hyperspin I get an error log. This log was taken from running Hyperspin, starting a MAME game, and exiting out of MAME then out of Hyperspin.

    Quote
    [10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir.cfg]. A string literal was not closed.  Line: 2     <system name ="dir.txt ddd eee fff
    [10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir2xml.cfg]. A string literal was not closed.  Line: 2     <system name ="dir2xml.exe ddd eee f
    [10/16/2011 09:48:24] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\goodgames.cfg]. A string literal was not closed.  Line: 2     <system name ="goodgames.xml ddd eee
    [10/16/2011 09:48:30] Timeout waiting for Primary Instance Handle.
    [10/16/2011 09:48:30] Event Dropped [2].

    That's pretty much greek to me. Any help would be appreciated. Thank you.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on October 16, 2011, 07:19:16 pm
    I'm having a couple issues with LEDBlinky/Hyperspin. First, in LEDBlinky config, when I select a preprogrammed animation from a drop down menu and click on test, nothing happens, none of my LEDs light. Second, even though I have LEDBlinky config set to light Hyperspin's controls, no controls light in Hyperspin. However, while in Hyperspin, the game controls will preview for however long I have them set to be previewed, but it only does this after I move the wheel to a different game than Hyperspin started on. All my LEDs seem to be working just fine in MAME itself. When I close out of Hyperspin I get an error log. This log was taken from running Hyperspin, starting a MAME game, and exiting out of MAME then out of Hyperspin.

    Quote
    [10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir.cfg]. A string literal was not closed.  Line: 2     <system name ="dir.txt ddd eee fff
    [10/16/2011 09:48:23] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\dir2xml.cfg]. A string literal was not closed.  Line: 2     <system name ="dir2xml.exe ddd eee f
    [10/16/2011 09:48:24] Error parsing MAME cfg file [C:\Hyperspin\Emulators\MAME\cfg\goodgames.cfg]. A string literal was not closed.  Line: 2     <system name ="goodgames.xml ddd eee
    [10/16/2011 09:48:30] Timeout waiting for Primary Instance Handle.
    [10/16/2011 09:48:30] Event Dropped [2].

    That's pretty much greek to me. Any help would be appreciated. Thank you.

    Nephasth,
    If you're using a PACLED64 as your LED controller then only the curtainclose animation will run - the others won't light up anything on the 64. I've posted a fix for this - you can download the latest update on the LEDBlinky.net (http://www.dndw.com/ledblinky/Download.htm) site.

    As for the other issues, it's hard for me to tell what's going on without additional information. Please enable the Debug.log and Verbose options (on the misc options tab), run HS and a couple mame games, then email me the debug.zip file, I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on October 16, 2011, 08:09:38 pm
    I am indeed running a couple PACLED64s and actually created and ran an animation successfully, which had me wondering why the others didn't work. I will fire her back up and get you the information you need. Thanks for your help!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 02, 2011, 05:58:34 am
    LEDBlinky really isn't designed to respond to keyboard events (although it does have a few features that do). As I recall, someone else coded a simple app that lit the buttons as they were pressed - try searching the forums (I did a quick search but could not find it - sorry).

    It still might be possible to use LEDBlinky - you could create a single frame animation for each button color, then use something like AutoHotKey to send the LEDBlinky commands to start each animation when the button is pressed. I'm just not sure if the response would be too slow.

    Hi Arzoo.... I'm using Autohotkey for a Pacdrive for basic keyboard/joystick/inputcontroller toggling of lights etc... basic script since its the first I've every written. So if it's usefull to anyone, feel free to play with it and pm me back with any changes you make which may be useful to me also hahaha...

    Anywho, I'm using LEDBlinky 5.0.0.1 for an audio animation on my Sega Touring Car DX cabinet.
     
    Sega Touring Car DX cabinet - Model 2 Emulator running Daytona USA Game test (http://www.youtube.com/watch?v=eRY7NeLteSI#ws) 
    Sega Touring Car DX Brakelight test (http://www.youtube.com/watch?v=ZrLfXMxvI7E#ws)

     
    On PC launch it just runs the LEDBLiny.exe <audio animation> command and it just works. No problems there, looks great too I might add.
    I use the below Autohotkey script to keep the 4 VR buttons lit and react to my pressing of the buttons (which are actually connected to a hacked gamepad)

    The problem now comes where I want to run multiple animations.

    Here's what I'm trying to acheive:

    * Footwell RGB LED strip mapped to 3 Pacdrive outputs to continue audio animation at all times regardless of any front end or PC game running.

    * 4 VR button LEDs to be lit and controlled by my AutoHotKey script (as I can directly control each pin directly with the PadDrive.dll call)

    * The Rear mounted brakelight is driven from the Autohotkey script that monitors the brake pedal axis and just enables the pacdrive LED port for the brakelight.

    * The new feature I want to add is a set of Red/Blue Police lights on the top of the cabinet to run through a sequence of police light flashes. I'm going to trigger the lights from either a button press or if I can make it work, from detecting which car I'm using in NFS:Hot Pursuit


    Where I seem to fall down is, the LEDBlinky animation seems to write 0 to all none lit LEDs regardless if they are mapped to an output. This means that even though I don't have those pins mapped in LEDBlinky, the LED's controlled by Autohotkey also flicker OFF with the Audio Animation even though I'm trying to hold them on

    So, is it possible to either isolate LEDBlinky from using/writing to Pacdrive outputs that aren't mapped in LEDBlinky so that I can manually override and control those LED's I want....
    ....or is it possible to run multiple animations at the same time? i.e. Audio Animation for the footwell LEDs and a different animation for the police LEDs (triggered by calling LEDBlinky.exe from a autohotkey script) at the same time.

    If you notice, the VR buttons are normally statically ON by the AutoHotKey script I use. But the dance with the music as it appears the Audio animation is telling them to turn off but Autohotkey is trying to keep them on.

    Any idea's?

    Oh and here's my test code for my AutoHotKey script... have a play with it :)

    Code: [Select]
    #SingleInstance Force
    #Persistent
    #NoEnv
    SetWorkingDir, %A_ScriptDir%


    ; Uses of the PacDrive.dll
    ; First, Load the Library with DllCall("LoadLibrary", "str", "PacDrive.dll")
    ; Then Initialize the PacDrive with DllCall("PacDrive.dll\PacInitialize")
    ; To set the LEDs as a whole use DllCall("PacDrive.dll\PacSetLEDStates",Int,0,UShort,0)   -  Note (integer, pacdrive ID, short integer, decimal value for LEDs)
    ; To set induvidual LEDs, use DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,0,Int,1)   -  Note (integer, pacdrive ID, integer, pin0, integer, 1 means ON)
    ;
    ; This program, loads the PacDrive.dll (which should be in the same folder as the AHK file you ran) and initializes it.
    ; Then it will refresh the LED output status for Pin 0 -3 (ie the first 4 LED ports on the PacDrive) after reading what the status of the joystick buttons are
    ;
    ; For this program, I used a basic gamepad and wired the buttons to some Arcade LED buttons on my Sega Touring Car Arcade to simulate the Sega VR Buttons.
    ; My Buttons from left to right are, RED, YELLOW, GREEN and BLUE. It just so happened as I wired them that RED = Joy6, Yellow = Joy8, Green = Joy5 and Blue = Joy7
    ; Every 100ms the ChangeLED routine is called from the settimer command and it reads a Joy button, checks to see if it's (D) Down and if so, sets the LED port pin
    ; to (1) ON. If it is not Down, then it sets the LED port to (0) OFF.
    ;
    ; So, in the routine for checking the Joy Buttons, I can also trigger a Keystroke send too. So if you want to reconfigure a Joypad button to a Keystroke... thats's
    ; where you would put it.
    ; Also have the PACdrive.dll in the same folder you execute the ahk file from.... otherwise it won't find it to launch.



    If DllCall("LoadLibrary", "str", "PacDrive.dll")
      If DllCall("PacDrive.dll\PacInitialize")
       DllCall("PacDrive.dll\PacSetLEDStates",Int,0,UShort,0) "`n`nError: " ErrorLevel
     Else
      ExitApp
      SetTimer, ChangeLED, 50
    Return


    ChangeLED:

    GetKeyState, state, 1joy6 ;Red Button
    if state = D
    {
    DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,0,Int,1)
    }
    else
    {DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,0,Int,0)
    }

    GetKeyState, state, 1joy8 ;Yellow Button
    if state = D
    {
    DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,1,Int,1)
    }
    else
    {DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,1,Int,0)
    }

    GetKeyState, state, 1joy5 ;Green Button
    if state = D
    {
    DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,2,Int,1)
    }
    else
    {
    DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,2,Int,0)
    }

    GetKeyState, state, 1joy7 ;Blue Button
    if state = D
    {
    DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,3,Int,1)
    }
    else
    {DllCall("PacDrive.dll\PacSetLEDState",Int,0,Int,3,Int,0)
    }

    return






    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 02, 2011, 07:28:35 am
    I thought I should explain my problem a little clearer after proof reading what I'd written.

    I have a single PacDrive... only 3 pins are connected for the RGB strip for the dancing Footwell Lighting.
    The rest of the LED ports I wish to drive either independantly or run a second animation sequence for the police lights whilst maintaining the music lights.

    The AutoHotkey script keeps the LED's on for the VR buttons till I press them, then i can do anything with them for a simple flash in the hotkey script or simple go out. This is scripted and works well on it's own

    The brakelight was pretty well explained in the last post. This is scripted and also works perfectly on it's own

    When the LEDBlinky Audio animation is running however. The animation appears to address the LED output states on a whole for the device rather than just addressing the pins it was setup for?

    For example, here is my Police light test LWAX.

    Code: [Select]
    <?xml version="1.0"?>
    <!-- (31B6905D01F51AFC4BC12516CF56C6DF02DAB185) -->
    <!-- File created by LEDBlinkyAnimationEditor.exe -->
    <!-- DO NOT EDIT THIS FILE MANUALLY -->
    <LEDAnimation>
    <Frame Number="1" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="2" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="3" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="4" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="5" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="6" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="7" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="8" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="9" Duration="50">
    </Frame>
    <Frame Number="10" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
    </Frame>
    <Frame Number="11" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="12" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
    </Frame>
    <Frame Number="13" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="14" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
    </Frame>
    <Frame Number="15" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="16" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0"/>
    </Frame>
    <Frame Number="17" Duration="50">
    <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>
    </Frame>
    <Frame Number="18" Duration="50">
    </Frame>
    </LEDAnimation>

    The code shows that the entire 16 ports are given either a 1 or a 0 for their states. Regardless if I need unallocated pins assigned a state or not. What this does it override for a very brief moment, the status of the LED's being controlled and set by the AutoHotKey script. So my Always ON VR buttons now flicker as does my Brakelight when I'm braking (It's kinda cool to see in action even though the flickering to the sound is distracting)

    I can make a small sequence in AutoHotKey without any issues at all, and I have the same police sequence already scripted. But the Audio animation addresses the entire Pacdrive and I can't seem to stop it? I looooove the audio animation and I really wish to keep it. But I'm not sure how I can use the LEDBlinky animations whilst still be able to access unallocated LED ports from LEDBlinky?

    LEDBlinky must use the DLL Call to set all the outputs in one go, rather than changing only the outputs that need to be changed?

    <Frame Number="1" Duration="50">
          <State Device="PACDrive" Id="1" Value=" 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0"/>

    Would changing the animation to look like

    <Frame Number="1" Duration="50">
          <State Device="PACDrive" Id="1" Value=" , , , 1, , , , , , , , , , , , "/>

    ... make any difference and stop it setting all the other outputs to 0? or is the State Device command the reference to the command to drive all the outputs?

    I rarely use MAME on this machine as you can see it's quite dedicated to PC racing and a bit of Model 2 and Model 3 arcade fun too. Thats why since I'm not using any front end, I'm finding I'm having to write a psuedo mini front end in AutoHotkey myself to control LEDBlinky and LED's for PC games.

    Thanks for any advice anyone can shed on my enquiry?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 02, 2011, 09:21:50 am
    LEDBlinky must use the DLL Call to set all the outputs in one go, rather than changing only the outputs that need to be changed?

    You are correct, for efficiency, LEDBlinky addresses the ports all at one time. But I think there is a way we can make this work. LEDBlinky has the option to light up game specific buttons and flash all the unused buttons to the audio animation. Here's the steps you can try;

    1) Using the Controls Editor, create a bogus emulator - call it Sega (or anything you want).
    2) Configure the emulator default controls - add all the buttons (ports) that are used by the game. These are the static LEDs that you want the audio animation to ignore. Make sure they are set as "Always On"
    3) Using the LEDBlinky Config app, set the Game Play animation to Audio.
    4) Start LEDBlinky with this command; ledblinky.exe "driving" "sega"
    The first parameter "driving" is the rom and since it does not exist, the default emulator controls will be used. The second parameter "sega" is the important one - it must match the name you gave to the emulator in the controls editor.

    I'm pretty sure this should work although I don't have time right now to do a complete test. Give it a try and if you have any problems, turn on the debug and verbose options, and then email me the debug.zip file so I can see how it's all configured.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: headkaze on November 02, 2011, 04:40:06 pm
    PacDrive.dll keeps track of the LED states so you can use the following function to set the state of a single LED.

    Code: [Select]
    bool PacSetLEDState(int id, int port, bool state)
    EDIT: What I've done is move the LED state data to a shared section. This might make it possible for a AutoHotkey script to work alongside LEDBlinky but I'm not entirely sure. You can try the new dll by downloading it from here (http://www.headsoft.com.au/download/ultimarc/PacDriveDLL.zip)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 02, 2011, 07:54:46 pm
    Arzoo, LEDBlinky doesn't seem to be picking up GameEx controls correctly - not sure if it's something to do with what controls are detected or if it's the way I have things setup.  Select and back work, as does volume down, but page up/page down light and neither does Volume up.  Kind of odd...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 03, 2011, 06:28:20 am
    Oh my, I don't know what to say. Thankyou both Arzoo and Headkaze. Your ongoing dedication to the community amazes me!

    Headkaze, do I use the new dll on LEDBlinky or AutoHotkey or both? At the moment AHK and LEDBlinky are launched from different folders using their own copy of the dll each. Reckon there would be an issue running a AHK script using the same DLL that LEDBlinky is also trying to use... actually I'll have a go and find out what happens....

    Arzoo, I've literally only been using LEDBlinky in it's simplest form of launching an exe with an audio animation. So bare with me while I try to get to grips with the deeper functions of setting up an fake emu and so on... I'll get back to you with how I go on it. I thought perhaps if the LEDs were set to perminently on, then I'd also have the same issue of them staying on whilst I may wish to turn them off with the script. Like the Brakelight for example. Where it needs to be completely independant of any animation so that when the brake pedal is pressed, the AHK script can control the Pin on it's own. Anywho, I'll have a crack at that too and see how I go :) Thankyou for the advice  :cheers:

    Ramjet :)


    ******* Update *******

    It appears I've had some success with this. I'm not sure what I've done just yet. 4 hours of buggering around with settings and basically creating a sequence script for AHK to flash the police lights in a basic 50ms ON/OFF Red-Blue (4 hours of flashing lights is enough to give anyone a headache). It's 12:10am here in Australia and the GF isn't happy because I've been up for hours playing Police Lights on the coffee table. So I should head off to bed, but I will definately share my settings here tomorrow (or probs weekend till I can play on it a bit more).

    Mapping a fake Emulator and assigning Buttons to LED's, Always Active and OFF appears to turn them OFF (as you'd imagine) and the Audio Animation when launched from the exe parameter then ignores those ports used as buttons and told to be OFF. This seems to allow my AHK script then do what ever it wants with that LED pin whether it's Turn it ON and keep it lit, or flash when a button is pushed, or in my case... Switch on the Brakelight when the Z Axis of the Logitech G27 is pushed or Turn on a flashing Police light on the top of the cabinet when I'm playing as a cop in NFS: Hot Pursuit.

    The TEST button for the audio animation in the LEDBlinkyConfig.exe will apply the LED sequence to the whole PacDrive regardless of what LED's are mapped where. BUT! if it is then launched via the command line (or parsed via a script) it takes notice of what LED's to ignore and leave them free for me to use. A Trick for the noobs there I reckon... since it caught me too

    Now all I need to do is find a way to monitor the Police Lights ON/OFF memory location in NFS:HP and use that to trigger the Police Light sequence.

    I'll be buying LEDBlinky. Top effort and exceptional support, I'm sold on that. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 03, 2011, 09:19:57 am
    I thought perhaps if the LEDs were set to perminently on, then I'd also have the same issue of them staying on whilst I may wish to turn them off with the script. Like the Brakelight for example. Where it needs to be completely independant of any animation so that when the brake pedal is pressed, the AHK script can control the Pin on it's own.

    I thought about this a bit further and unfortunately I don't think my suggestion (fake emu) will work  :(. LEDBlinky keeps track of which ports are on or off based on its own control logic - but it does not expect any other controller to alter the port states. So even though my code can virtually lock a port to keep it's state, in reality it's still sending commands to those ports. In other words, it does not ignore the locked ports, just keeps them the same value.

    The only other solution I can think of to achieve what you want, would be to use two PACDrives - one for the LEDs controlled by LEDBlinky and one for the LEDs controlled by your scripts.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 03, 2011, 09:29:41 am
    Arzoo, LEDBlinky doesn't seem to be picking up GameEx controls correctly - not sure if it's something to do with what controls are detected or if it's the way I have things setup.  Select and back work, as does volume down, but page up/page down light and neither does Volume up.  Kind of odd...

    Try this - turn on the debug.log and verbose options, then run MA. Look in the ledblinky folder and open the debug.zip file. From the zip, extract or view the Debug_FEControl.log file. This text file will list all the controls for MA and what keycodes are assigned. If you don't have those keycodes assigned to ports in the LEDBlinky input map then they won't light up. Hope this makes sense - if not, email me the debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: RamjetR on November 03, 2011, 10:32:12 am
    I thought perhaps if the LEDs were set to perminently on, then I'd also have the same issue of them staying on whilst I may wish to turn them off with the script. Like the Brakelight for example. Where it needs to be completely independant of any animation so that when the brake pedal is pressed, the AHK script can control the Pin on it's own.

    I thought about this a bit further and unfortunately I don't think my suggestion (fake emu) will work  :(. LEDBlinky keeps track of which ports are on or off based on its own control logic - but it does not expect any other controller to alter the port states. So even though my code can virtually lock a port to keep it's state, in reality it's still sending commands to those ports. In other words, it does not ignore the locked ports, just keeps them the same value.

    The only other solution I can think of to achieve what you want, would be to use two PACDrives - one for the LEDs controlled by LEDBlinky and one for the LEDs controlled by your scripts.


    Yeah, I thought the same thing. However, the refresh rate of the audio animation is about 10ms from memory and a flash that short is not noticeable. When the LED's are told to be OFF state, then the AHK script can turn them ON and hold them ON. I've spent the last 30mins (giving myself a mini epileptic fit) fine tuning the sequence in AHK for just the Police Lights alone. And because the LED's are OFF on those pins (set OFF within the default controls of the Controls editor) the AHK script modifies the pacdrive.dll states. I'm assuming here that LEDBlinky when it goes to change the LED's on a whole, will capture the new States, alter the ones it needs, and write them back to the pacdrive?

    It's late and I may be jibbering a bit lol... but it looks like it's working... I'll get a verbose for you if you'd like to see how it's configured?

    All this hard work will pay off by adding support for all my PC Games as well as the Emulated games.... btw, does M2Emulator use the VR lights properly in LEDBlinky yet? I haven't looked into it yet as I'm still setting up a hundred other things on this machine and building two more of them. The Build log should be quite epic now that I know what I'm doing :P
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: headkaze on November 03, 2011, 03:00:00 pm
    Headkaze, do I use the new dll on LEDBlinky or AutoHotkey or both? At the moment AHK and LEDBlinky are launched from different folders using their own copy of the dll each. Reckon there would be an issue running a AHK script using the same DLL that LEDBlinky is also trying to use... actually I'll have a go and find out what happens....

    I would place your AHK script in the same folder as LEDBlinky's PacDrive.dll so it uses the same one.

    It's 12:10am here in Australia and the GF isn't happy because I've been up for hours playing Police Lights on the coffee table.

     :laugh2:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 03, 2011, 09:15:48 pm
    Arzoo, LEDBlinky doesn't seem to be picking up GameEx controls correctly - not sure if it's something to do with what controls are detected or if it's the way I have things setup.  Select and back work, as does volume down, but page up/page down light and neither does Volume up.  Kind of odd...

    Try this - turn on the debug.log and verbose options, then run MA. Look in the ledblinky folder and open the debug.zip file. From the zip, extract or view the Debug_FEControl.log file. This text file will list all the controls for MA and what keycodes are assigned. If you don't have those keycodes assigned to ports in the LEDBlinky input map then they won't light up. Hope this makes sense - if not, email me the debug.zip and I'll take a look.

    Thansk - will do.  May be something with GameEx calling the Alt key menu or something like that.  I'll check and see.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 04, 2011, 11:29:34 am
    Arzoo - I think I figured out the problem after looking at the log.  None of the 'Advanced Keyboard Input' items from GameEx are appearing/lighting up - maybe not detected or something along those lines?  They function, they just don't work.

    The specific items I'm using are called the following (In GameEx Setup Wizard, Input Settings, Advanced Keyboard Input):
    - Page Up
    - Page Down
    - Volume Up
    - Volume Down

    I think I can hardcode it into the profile editor, no problem, if it's a PITA to capture - just wanted to see if it was user error or the software itself.

    Also - should the software be detecting menu changes, etc., in GameEx?  (the unregistered LEDBlinky)  I'd love to get that working and a few of the other 'detect' items, but understand if it's just out of scope for the program.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 04, 2011, 09:37:55 pm
    The specific items I'm using are called the following (In GameEx Setup Wizard, Input Settings, Advanced Keyboard Input):
    - Page Up
    - Page Down
    - Volume Up
    - Volume Down

    I think I can hardcode it into the profile editor, no problem, if it's a PITA to capture - just wanted to see if it was user error or the software itself.

    Also - should the software be detecting menu changes, etc., in GameEx?  (the unregistered LEDBlinky)  I'd love to get that working and a few of the other 'detect' items, but understand if it's just out of scope for the program.

    Currently LEDBlinky does not read the advance keyboard commands from GameEx - although this is something I could add to a future update.

    Yes - menu change events should be detected. Have you configured blinky to run an animation on the FE List Change?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 05, 2011, 12:38:46 am
    Yeah, I tried that and it wasn't doing anything.  And...damn on the advanced commands :) since I just found out I can't add/edit/modify the FE button config within the config app (it locks it to a set configuration since I have it set to GameEx).

    What's considered 'changing a menu' - just so I know what is 'proper' function and what isn't? 

    And if the advanced commands got added in that would be great...(In case you're wondering, I did try to use the GameEx LED Plugin originally since it was built for GameEx but that had some other issues of it's own with profiles (GameEx profile always on) that kind of killed it as an option). 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 05, 2011, 03:58:42 pm
    What's considered 'changing a menu' - just so I know what is 'proper' function and what isn't? 

    And if the advanced commands got added in that would be great...(In case you're wondering, I did try to use the GameEx LED Plugin originally since it was built for GameEx but that had some other issues of it's own with profiles (GameEx profile always on) that kind of killed it as an option). 

    I've updated LEDBlinky with a fix for the GameEx menu change bug. I also added the GameEx advanced keyboard inputs. Download the upgrade and let me know if it works for you.

    LEDBlinky v5.0.0.4 (http://www.dndw.com/ledblinky/Download.htm)

    Also, to get the advance keyboard inputs to work - you'll need to manually edit the LEDBlinkyControls.xml file. I would recommend using Notepad++ (http://notepad-plus-plus.org/) but you can use any text editor. The lines between the ---------------- need to be added;

    Code: [Select]
      <frontEnd fename="GameEx">
        <controlGroup groupName="DEFAULT" defaultActive="48,48,48,48" defaultInactive="0,0,0,0">
          <player number="0">
            <control name="SELECT" voice="Select"/>
            <control name="BACK" voice="Back"/>
            <control name="SHIFT1_PAGING" voice="Shift Paging"/>
            <control name="SHIFT2_VOLUME" voice="Shift Volume"/>
            <control name="UP" voice="Up"/>
            <control name="DOWN" voice="Down"/>
            <control name="LEFT" voice="Left"/>
            <control name="RIGHT" voice="Right"/>
            <control name="PREVTRACK" voice="Previous Track"/>
            <control name="NEXTTRACK" voice="Next Track"/>
            <control name="HOME" voice="Home"/>
            <control name="STOPSTARTJUKE" voice="Start or Stop Jukebox"/>
    --------- new lines -----------------------------------------------------------------
            <control name="FOWARD" voice="Foward"/>
            <control name="REWIND" voice="Rewind"/>
            <control name="PAGEUP" voice="Page Up"/>
            <control name="PAGEDOWN" voice="Page Down"/>
            <control name="VOLUMEUP" voice="Volume Up"/>
            <control name="VOLUMEDOWN" voice="Volume Down"/>
            <control name="STOP" voice="Stop"/>
            <control name="PLAY" voice="Play"/>
    -------------------------------------------------------------------------------------
          </player>
        </controlGroup>
      </frontEnd>

    Code: [Select]
      <controlDefaults groupName="GameEx" description="Default voice only used by LEDBlinky Controls Editor.">
        <control name="SELECT" voice="Select"/>
        <control name="BACK" voice="Back"/>
        <control name="SHIFT1_PAGING" voice="Shift Paging"/>
        <control name="SHIFT2_VOLUME" voice="Shift Volume"/>
        <control name="UP" voice="Up"/>
        <control name="DOWN" voice="Down"/>
        <control name="LEFT" voice="Left"/>
        <control name="RIGHT" voice="Right"/>
        <control name="PREVTRACK" voice="Previous Track"/>
        <control name="NEXTTRACK" voice="Next Track"/>
        <control name="HOME" voice="Home"/>
        <control name="STOPSTARTJUKE" voice="Start or Stop Jukebox"/>
    --------- new lines -----------------------------------------------------------------
        <control name="FOWARD" voice="Foward"/>
        <control name="REWIND" voice="Rewind"/>
        <control name="PAGEUP" voice="Page Up"/>
        <control name="PAGEDOWN" voice="Page Down"/>
        <control name="VOLUMEUP" voice="Volume Up"/>
        <control name="VOLUMEDOWN" voice="Volume Down"/>
        <control name="STOP" voice="Stop"/>
        <control name="PLAY" voice="Play"/>
    -------------------------------------------------------------------------------------
        <control name="CONTROL_TRACKBALL" voice=""/>
        <control name="CONTROL_JOY4WAY" voice=""/>
        <control name="CONTROL_JOY8WAY" voice=""/>
        <control name="CONTROL_STICK" voice=""/>
      </controlDefaults>
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 06, 2011, 03:19:13 pm
    Arzoo, you freaking rock.   I'll update and edit the files and let you know how things go!  Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on November 06, 2011, 08:32:12 pm
    Arzoo - all is working perfectly and good with the world.  Again, you rock.  Thanks much.  Now just a few more software 'issues' to get resolved with CPWizard and my cab will be close to done! ;)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 06, 2011, 10:35:27 pm
    Arzoo - all is working perfectly and good with the world.  Again, you rock.  Thanks much. 

    Excellent!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: mbasile35 on November 10, 2011, 03:05:21 pm
    Can LED Blinky  be used to animate leds to music? And if so is there anyway to use the port input keys you assign when you generate the input map to animate the songs real time by pressing the keys and that registering on or off for that led?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 10, 2011, 03:30:42 pm
    Can LED Blinky  be used to animate leds to music? And if so is there anyway to use the port input keys you assign when you generate the input map to animate the songs real time by pressing the keys and that registering on or off for that led?

    Yes - LEDBlinky can sync the LEDs to the audio output (game sounds or music).

    If I understand your second question correctly, you're asking if pressing a button can turn that LED on and then off when the button is released - the short answer is no. To prevent LEDBlinky from affecting emulator performance, it does not monitor keyboard presses. The only exception to this is when the FE is active - in which case it has a feature to flash the LED.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 12, 2011, 11:57:50 pm
    A couple of things...

    Does a game have to be listed in controls.ini before its buttons will light up to MAME's active default colors? I find it a little crazy that all those mahjong games are in controls.ini, but games like Metal Slug and Raiden are left out.

    And is there currently a way to set control groups to light active only buttons different colors from each other (when using MAME defaults)? Say I wanted my player 1 buttons to be default red and player 2's to be default blue, but only light active controls. If not, is there a way this could be implemented in a future revision?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 13, 2011, 12:00:32 pm
    Does a game have to be listed in controls.ini before its buttons will light up to MAME's active default colors? I find it a little crazy that all those mahjong games are in controls.ini, but games like Metal Slug and Raiden are left out.

    The game button colors are defined in the colors.ini file. If the rom is not listed in colors.ini, then it will use the mame default active colors. Both mslug and raiden should be listed in colors.ini.

    And is there currently a way to set control groups to light active only buttons different colors from each other (when using MAME defaults)? Say I wanted my player 1 buttons to be default red and player 2's to be default blue, but only light active controls. If not, is there a way this could be implemented in a future revision?

    Using the controls editor you can define the specific (default) colors for each player's buttons - but these will only be used for roms that are not listed in the colors.ini file.

    From the controls editor, select MAME, then edit the <default> controls group. Select each player tab and add (New) buttons. For example, P1_Button1, P1_Button2, etc. From there you can set the color.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 12:34:30 pm
    The game button colors are defined in the colors.ini file. If the rom is not listed in colors.ini, then it will use the mame default active colors. Both mslug and raiden should be listed in colors.ini.

    That's strange. Those games aren't lighting any buttons. I saw that they weren't listed in controls.ini and thought that might have something to do with it is why I asked. I'll have to take a closer look at my colors.ini.

    Using the controls editor you can define the specific (default) colors for each player's buttons - but these will only be used for roms that are not listed in the colors.ini file.

    From the controls editor, select MAME, then edit the <default> controls group. Select each player tab and add (New) buttons. For example, P1_Button1, P1_Button2, etc. From there you can set the color.

    I've done this, but the problem I am having (if it's even a problem) is that my P1 and P2 layouts contain 7 buttons. If I select a game that uses only 2 buttons (and uses MAME defaults), all 7 buttons light up. I'm looking to only light active controls.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 12:52:03 pm
    I checked my colors.ini and compared with my mame.xml, rom names match. Don't know why some games that are listed in colors.ini aren't lighting the controls. I'll have to send some more debug info your way later today.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 03:00:59 pm
    I sent you my debug file a little bit ago, but I just found the problem. I would have emailed you again, but I figured this might be of some use to somebody else. It was in fact an issue with my controls.ini. As soon as I added Metal Slug [mslug] to my controls.ini, all of the buttons lit up correctly. I'll be spending alot of my down time adding games to my controls.ini.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 13, 2011, 04:18:07 pm
    I sent you my debug file a little bit ago, but I just found the problem. I would have emailed you again, but I figured this might be of some use to somebody else. It was in fact an issue with my controls.ini. As soon as I added Metal Slug [mslug] to my controls.ini, all of the buttons lit up correctly. I'll be spending alot of my down time adding games to my controls.ini.

    I took a quick look at your debug file and noticed that it's only loading 1334 roms from your mame.xml and 0 clones. Typically the mame.xml file should contain closer to 2500 roms and just as many clones. LEDBlinky first looks to the controls.ini file for the rom controls, then to the mame.xml. I would suggest generating a new mame.xml file from your mame.exe (http://www.dndw.com/ledblinky/Support.htm#MAMEXMLFile).

    Code: [Select]
    [11/13/2011 12:03:12] 1056 games loaded from controls.ini
    [11/13/2011 12:03:13] 1334 games loaded from Mame.xml
    [11/13/2011 12:03:13] 0 clones loaded from Mame.xml
    [11/13/2011 12:03:13] 1389 games loaded from Colors.ini
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 05:00:30 pm
    I had created a new mame.xml file some time ago to take out the clones and also games for which I don't have controls (trackballs, guns, etc.) and that is the list Hyperspin pulls up as the main mame list. Raiden and Metal Slug are included in my mame.xml. They weren't in my controls.ini. Once I added those two games to my controls.ini, their buttons lit up correctly. I tried not having controls.ini completely, and no buttons light up without it. I've been playing with controls.ini a little to see what the least amount of info I need in there to get the buttons lit up is.

    This was what I added for Metal Slug. I basically copied the info from the other games, making the appropriate changes as needed:
    Code: [Select]
    [mslug]
    gamename=Metal Slug
    numPlayers=2
    alternating=0
    mirrored=1
    tilt=0
    cocktail=0
    usesService=0
    miscDetails=
    P1NumButtons=4
    P1Controls=8-way Joystick=joy8way
    P1_BUTTON1=
    P1_BUTTON2=
    P1_BUTTON3=
    P1_BUTTON4=

    This is what I came up with for the minimum amount of info to get the controls for Raiden to light up correctly (P1Controls line isn't NEEDED, but I thought I woud leave it in):
    Code: [Select]
    [raiden]
    numPlayers=2
    alternating=0
    P1NumButtons=2
    P1Controls=8-way Joystick+joy8way
    P1_BUTTON1=
    P1_BUTTON2=

    I'm pretty much completely new to all of this, but it definitely seems to be an issue with controls.ini being incomplete. I do have the "most up to date" version of controls.ini from here (http://controls.arcadecontrols.com/controls/controls_dat.php). But it looks like MacGyver also had an issue with controls.ini (http://forum.arcadecontrols.com/index.php?topic=111104.msg1228693#new). I wonder if he made any progress in adding to it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 13, 2011, 05:17:28 pm
    It's true that control.ini is not complete and in fact there's a forum to support the controls.dat (http://forum.arcadecontrols.com/index.php?board=45.0) project.

    That being said, LEDBlinky looks to mame.xml for any rom missing from the controls file. There's enough info in mame.xml to identify which buttons should light up (but not the actual button function, run, jump, etc.). Also, metal slug is neogeo and blinky considers all neogeo roms to be clones - they all use the same controls. I guess what I'm getting at is, if your mame.xml file were complete, blinky should light up most every game correctly. The ones that don't light up correctly or you want to customize can be imported into the controls editor and modified. That way you don't have to mess with the controls.ini file.

    But sounds like you've got it working with your method - which is fine also  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 05:31:12 pm
    It's just kind of hard me to wrap my head around that, since I don't fully understand it. If LEDBlinky looks to mame.xml for roms missing from controls.ini, shouldn't some (maybe even most) games still light up when LEDBlinky isn't directed towards controls.ini? The NeoGeo stuff makes a little sense, but that doesn't help explain the Raiden problem to me because it's present in the mame.xml, but doesn't light up until it is present in controls.ini as well. I will try what you suggest and make a complete mame.xml, but keep it seperate from Hyperspin, and see what happens.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 13, 2011, 06:23:40 pm
    No dice with a complete mame.xml, same games light up, same games don't.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on November 14, 2011, 08:11:00 am
    No dice with a complete mame.xml, same games light up, same games don't.

    email me your debug.zip
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on November 21, 2011, 09:20:31 pm
    Well, arzoo, I now have LEDBlinky working wonderfully!

    I spent more time than I'd care to admit these past few days adding all the games from colors.ini to controls.ini that weren't already in controls.ini. All those games lit up properly after that. However, none of the other games would light up to the mame defaults for active controls. I thought it might have been a problem with my complete .xml you had me try, so I decided to give it another shot and made another one. When I set the path to the new .xml, NONE of the leds would light for any game. I set it back to the one I just had it on, and now everything is working as it should. I didn't add the PlayChoice games to controls.ini because I planned on removing them... well now they light up to the right colors as well. Seems like it was in fact a problem with my .xml all along, I just don't understand why it wasn't working before, but now it all of a sudden it is... and why the new .xml won't light any of the leds. My head hurts.

    Thanks again for all your support! :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Helltrasher on January 09, 2012, 01:09:44 pm
    Hello!


    At first, big THX for the great and wonderfull LEDBlinky Tool and great Support Documentary!

    I have one simple question. Is there a way to get a current new colors.ini. Or is the only Version, they from 2007 how support "only" 1200 games?

    THX&Cheers!

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on January 09, 2012, 04:34:33 pm
    Hello!


    At first, big THX for the great and wonderfull LEDBlinky Tool and great Support Documentary!

    I have one simple question. Is there a way to get a current new colors.ini. Or is the only Version, they from 2007 how support "only" 1200 games?

    THX&Cheers!



    The colors.ini file was created by headkaze. As far as I know it has not been updated. You may want to check the controls.dat (http://forum.arcadecontrols.com/index.php?board=45.0) board – I know they are working to enhance the data and it may include button colors.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: headkaze on January 10, 2012, 05:22:10 am
    The latest version is here (http://headsoft.com.au/download/mame/colors.zip). I believe someone added a few extra games but not many. Arzoo might include the latest one I'm not sure.

    Anyway there is a program called ControlsDat (http://headsoft.com.au/index.php?category=controlsdat) that makes it easy to add color entries. You give it a path to your CP images and then go through every game. It has a color picker so you can click on the actual CP but it's probably easier to just use the color swatches.

    Once done you can export to colors.ini.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on February 27, 2012, 05:08:42 pm
    some of my controls aren't lighting up correctly, so i turned on verbose debugging and here's what i found. 

    i omitted a ton of lines of "unknown control type..."

    For 1941, 5 of the 6 buttons light up instead of the suspected 2. 

    Thanks in advance!

    Code: [Select]
    [02/27/2012 16:42:54] FEStart Event Completed.
    [02/27/2012 16:43:02] Received Event - Queue:[1] Msg:[8].
    [02/27/2012 16:43:02] Event: FEEmulatorSelected [MAME] []
    [02/27/2012 16:43:02] Emulator: [MAME]
    [02/27/2012 16:43:02] Controls.dat INI file Version=0.141.1, Time=2011-01-05 18:17:26, Generated by=SirPoonga
    [02/27/2012 16:43:02] 1057 games loaded from controls.ini
    [02/27/2012 16:43:02] MAME.xml v0.145 (FEB 23 2012)
    [02/27/2012 16:43:02] Unknown Control Type in Mame.xml [2].
    [02/27/2012 16:43:02] Unknown Control Type in Mame.xml [4].
    ...
    [02/27/2012 16:43:12] 7592 games loaded from Mame.xml
    [02/27/2012 16:43:12] 10018 clones loaded from Mame.xml
    [02/27/2012 16:43:13] 1390 games loaded from Colors.ini
    [02/27/2012 16:43:13] FEEmulaterSelected Event Completed.
    [02/27/2012 16:44:10] Control List for 1941: |P1_BUTTON1|P1_BUTTON2|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP|P1_JOYSTICK_LEFT|P1_JOYSTICK_RIGHT|START1|COIN1|P2_BUTTON1|P2_BUTTON2|P2_JOYSTICK_DOWN|P2_JOYSTICK_UP|P2_JOYSTICK_LEFT|P2_JOYSTICK_RIGHT|START2|COIN2|CONTROL_JOY8WAY
    [02/27/2012 16:44:13] Loaded LWAX File for FE Active: [Pattern04.lwax]. Start Frame: 20
    [02/27/2012 16:44:35] Received Event - Queue:[1] Msg:[3~1941].
    [02/27/2012 16:44:36] Received Event - Queue:[2] Msg:[3~1941].
    [02/27/2012 16:44:36] Event: FEGameStart
    [02/27/2012 16:44:36] Using Default Mame Outputs: LED0=Start1~LED1=Start2
    [02/27/2012 16:44:36] ROM/Game: [1941] Controls: [MAME-1941]
    [02/27/2012 16:44:36] Control List for 1941: |P1_BUTTON1|P1_BUTTON2|P1_JOYSTICK_DOWN|P1_JOYSTICK_UP|P1_JOYSTICK_LEFT|P1_JOYSTICK_RIGHT|START1|COIN1|P2_BUTTON1|P2_BUTTON2|P2_JOYSTICK_DOWN|P2_JOYSTICK_UP|P2_JOYSTICK_LEFT|P2_JOYSTICK_RIGHT|START2|COIN2|CONTROL_JOY8WAY
    [02/27/2012 16:44:36] P1_BUTTON1 (MAME-ALLGAMES): |KEYCODE_E
    [02/27/2012 16:44:36] P1_BUTTON2 (MAME-ALLGAMES): |KEYCODE_R
    [02/27/2012 16:44:36] P1_JOYSTICK_DOWN (MAME-DEFAULT): |KEYCODE_DOWN|JOYCODE_1_DOWN
    [02/27/2012 16:44:36] P1_JOYSTICK_UP (MAME-DEFAULT): |KEYCODE_UP|JOYCODE_1_UP
    [02/27/2012 16:44:36] P1_JOYSTICK_LEFT (MAME-DEFAULT): |KEYCODE_LEFT|JOYCODE_1_LEFT
    [02/27/2012 16:44:36] P1_JOYSTICK_RIGHT (MAME-DEFAULT): |KEYCODE_RIGHT|JOYCODE_1_RIGHT
    [02/27/2012 16:44:36] START1 (MAME-DEFAULT): |KEYCODE_1|JOYCODE_1_START
    [02/27/2012 16:44:36] COIN1 (MAME-DEFAULT): |KEYCODE_5|JOYCODE_1_SELECT
    [02/27/2012 16:44:36] P2_BUTTON1 (MAME-ALLGAMES): |KEYCODE_U
    [02/27/2012 16:44:36] P2_BUTTON2 (MAME-ALLGAMES): |KEYCODE_I
    [02/27/2012 16:44:36] P2_JOYSTICK_DOWN (MAME-DEFAULT): |KEYCODE_F|JOYCODE_2_DOWN
    [02/27/2012 16:44:36] P2_JOYSTICK_UP (MAME-DEFAULT): |KEYCODE_R|JOYCODE_2_UP
    [02/27/2012 16:44:36] P2_JOYSTICK_LEFT (MAME-DEFAULT): |KEYCODE_D|JOYCODE_2_LEFT
    [02/27/2012 16:44:36] P2_JOYSTICK_RIGHT (MAME-DEFAULT): |KEYCODE_G|JOYCODE_2_RIGHT
    [02/27/2012 16:44:36] START2 (MAME-DEFAULT): |KEYCODE_2|JOYCODE_2_START
    [02/27/2012 16:44:36] COIN2 (MAME-DEFAULT): |KEYCODE_6|JOYCODE_2_SELECT
    [02/27/2012 16:44:36] CONTROL_JOY8WAY (MAME-DEFAULT): JOY8WAY
    [02/27/2012 16:44:36] Device 1; PBA:0,0,0,48,48,0,48,48,48,0,48,48,48,48,0,0,0,0,0,48,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
    [02/27/2012 16:44:36] Device 1; SBA:216,61,24,0,0,0,0,0,3
    [02/27/2012 16:44:36] Set UltraStik JDR Map [joy8way.um] for 1941.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 27, 2012, 05:23:32 pm
    some of my controls aren't lighting up correctly, so i turned on verbose debugging and here's what i found. 

    i omitted a ton of lines of "unknown control type..."

    For 1941, 5 of the 6 buttons light up instead of the suspected 2. 

    Thanks in advance!

    Can you be more specific as to what is lighting up and what you think should be lighting up? Also, you'll need to post the contents of DevicePort-Input.ini (or email me the file) before I could tell you what's going on.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on February 27, 2012, 05:51:17 pm
    should be lighting up: ports 4, 5
    lighting up: ports 4,5,7,8,9,

    Code: [Select]
    [LEDWiz-Device1]
    Port01=TRACKBALL,R,TRACKBALL
    Port02=TRACKBALL,G,TRACKBALL
    Port03=TRACKBALL,B,TRACKBALL
    Port04=P1B1,S,KEYCODE_E
    Port05=P1B2,S,KEYCODE_R
    Port06=P1B3,S,KEYCODE_T
    Port07=P1B4,S,KEYCODE_D
    Port08=P1B5,S,KEYCODE_F
    Port09=P1B6,S,KEYCODE_G
    Port10=P1B7,S,KEYCODE_S
    Port11=P1COIN,S,KEYCODE_5
    Port12=P1START,S,KEYCODE_1
    Port13=P2B1,S,KEYCODE_U
    Port14=P2B2,S,KEYCODE_I
    Port15=P2B3,S,KEYCODE_O
    Port16=P2B4,S,KEYCODE_J
    Port17=P2B5,S,KEYCODE_K
    Port18=P2B6,S,KEYCODE_L
    Port19=P2B7,S,KEYCODE_N
    Port20=P2COIN,S,KEYCODE_6
    Port21=P2START,S,KEYCODE_2
    Port22=MOUSEB1,S,MOUSECODE_1_BUTTON1
    Port23=MOUSEB2,S,MOUSECODE_1_BUTTON2
    Port24=FAVORITES,S,KEYCODE_Z
    Port25=PAUSE,S,KEYCODE_P
    Port26=EXIT,S,KEYCODE_ESC
    Port27=CONFIG,S,KEYCODE_TAB
    Port28=ENTER,S,KEYCODE_ENTER
    Port29=SPEAKERS,R,PADDLE
    Port30=SPEAKERS,G,PADDLE
    Port31=SPEAKERS,B,PADDLE
    Port32=
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 27, 2012, 10:19:18 pm
    should be lighting up: ports 4, 5
    lighting up: ports 4,5,7,8,9,

    By default, mame uses keycodes R, F, D, and G for P2 Joystick up/down/left/right. You have keycodes D, F, and G assigned to ports 7, 8, and 9 respectively - so they will light up whenever a game uses the P2 Joystick. To solve the problem, from mame's in-game config menu (tab), un-assign those keycodes from the P2 joystick for "All Games".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on February 28, 2012, 11:49:12 am
    That was exactly it.  I'm midbuild and i hadn't configured the player 2 controls yet.  Thanks!

    Great job on the software!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on February 28, 2012, 12:43:00 pm
    Hey Arzoo

    I have a question for you. I've got my controllerremap utility working pretty good, except for one thing that I didn't realize when I first put it together.

    The way I've set it up for defining the controls that will be remapped, causes LEDBlinky to not work quite right.

    Basically, LED BLinky just can't see the remapping elements (which I wouldn't expect, unless you truly have Jedi mind powers ;D ).

    So I've been doing some thinking about how I might rearrange how I'm reading the controller files for the remappable elements such that LED Blinky could still work with no changes, but the controls could still be automatically remapped as applicable when controller ids change out.

    Hmmm. I guess I'm just posting to give you a heads up. I don't really have a good solution at the moment. If some inspiration strikes you, could you let me know. I'm +hoping+ that I can make some straightforward mods to the layout of the controller xml and ledblinky would just work with it, no mods required. I'm just not sure yet.

    I am pretty sure LEDBlinky reads the active controller file if there is one (or does it, I haven't explicitly verified that yet?)

    Anyway, not support, per se, just thinking out loud.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on February 28, 2012, 01:56:27 pm
    Hey Arzoo

    I have a question for you. I've got my controllerremap utility working pretty good, except for one thing that I didn't realize when I first put it together.

    The way I've set it up for defining the controls that will be remapped, causes LEDBlinky to not work quite right.

    Basically, LED BLinky just can't see the remapping elements (which I wouldn't expect, unless you truly have Jedi mind powers ;D ).

    So I've been doing some thinking about how I might rearrange how I'm reading the controller files for the remappable elements such that LED Blinky could still work with no changes, but the controls could still be automatically remapped as applicable when controller ids change out.

    Hmmm. I guess I'm just posting to give you a heads up. I don't really have a good solution at the moment. If some inspiration strikes you, could you let me know. I'm +hoping+ that I can make some straightforward mods to the layout of the controller xml and ledblinky would just work with it, no mods required. I'm just not sure yet.

    I am pretty sure LEDBlinky reads the active controller file if there is one (or does it, I haven't explicitly verified that yet?)

    Anyway, not support, per se, just thinking out loud.


    drventure,
    Yes, blinky does read the controller file (assuming it has been specified by the user). The controller file is parsed and loaded into memory (along with all the other cfg files). This happens when blinky first starts up - so if your remap utility modifies the controller file on the fly (as controls are swapped), then blinky would have to be restarted to pick up the changes. Also, blinky prioritizes the rom specific cfg and default.cfg above the controller file – so controls specified in the cfg files would ignore the controller file.

    pm or email me if you want to take this offline.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 09:10:01 am
    Arzoo,

    First off I would like to say that your software rocks!  I am a brand new member to this forum, as I have just completed my first build of a multi system cocktail arcade machine.  Anyway,  I have a question for you.  I have just finished building a piece of software that works with MAME .  Since I only have the allotment for two players to play on my system, as I am sure many people do, I want to be able to easily play as player 3, bart, on  the simpsons arcade, or to be able to play AGAINST my buddies in NBA JAM instead of on the same team.  The only problem I am having is that for my software to work, I have to run MAME from inside my program.  When LED Blinky sees it, it sees it as the name of my software and not MAME, there fore negating the wonderful automatic MAME capability of your software to know what to do without a separate config for each game.  Is there anyway to make your software see my program as MAME?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on March 16, 2012, 10:37:23 am
    Why not just change the player 2 controls to player 3 controls in config for that one game in the Tab menu?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 11:15:39 am
    That does work, but if you have people playing on it all the time, especially people who don't know what they are doing, this is a perfect answer.  I don't know about you but I really hate taking the time to remap buttons every time I want to play as a different player.  My program reads the controls.xml file and if the game has more than two players it dynamically brings up a menu, with the games marquee if it is on the system, and player art, if available, for both players to select the characters they want.  It then goes and rewrites the control map for you, much quicker and user friendly.  This may not be for everyone but when my kid wants to play as a different character, as she always does, I don't have to go set it up for her now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: yaksplat on March 16, 2012, 11:19:56 am
    Oh, that sounds cool, you should post a thread about it on the software board.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 11:37:58 am
    Thank you!  This is my first program and is testing very well!  I just want to get this hitch taken care of first, then I will post it and a link to a small website that I have ready to publish once it is complete.  Thanks  ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on March 16, 2012, 12:29:01 pm
    Instead of running mame "in" your app, would it be possible to run your app before mame starts?

    Use a BAT file, and pass in the name of the rom that mame will load.

    In the bat, Run your program before mame, your program does it's check, if it's a game you want to be able to remap, you pop your screen, prompt, remap things and then exit, the bat continues on and executes MAME as normal, and LEDBlinky will run as it usually does.

    That's the way I wrote my "ControllerRemap" utility. The only snag with it and LEDBlinky is that LEDBlinky normally loads up the Mame config once, the first time it's loaded.

    Then it assumes that the controls files won't be changing.

    Arzoo and I have been talking about a possible change where it would be possible to "tell" ledblinky that the controls mapping has changed and he should reread it.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 12:51:21 pm
    That is a great idea.  The funny thing is that it does work half of the time.  I have to do a very specific combination in my front end (AtomicFE) to get it to work but it does.  From what I can tell so far, which doesn't make any sense, if I select the first game to run outside of my favorites menu, it seems to work just fine, if not led blinky doesn't work.  Very strange...  I have been working on this program for a while, and want to add a bunch of other stuff, but I want to get the basic version out there to get some feedback on how to make it better.  I want to make it work with LED Blinky before I release it though.  How does your program work?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on March 16, 2012, 02:24:43 pm
    ControllerRemap is basically just a file rewriter.

    Check my sig for a link to the full thread, the download is there and there's a full PDF that documents everything.

    But basically, it's a purely command line app (no gui at all).

    You run it BEFORE starting mame, so typically, you'd create a "StartMame.bat" file, and in it, run controllerremap, and then start mame.

    For instance you might have a bat file

    REM Start of file

    ControllerRemap /Remap:c:\mame\ctrlr\MyArcade.cfg

    Mame %1 –ctrlr MyArcade.cfg

    REM End of bat file


    So the idea is that the front end would start the BAT file and pass it the name of the ROM selected.

    That would get passed in as %1, ControllerRemap would run, read and then rewrite the MyArcade.cfg file

    and then mame would start and load that cfg file.

    Like I said, though, LEDBlinky tends to want to read the CFG file only once, when it's first started, so that was something Arzoo has been looking into.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 16, 2012, 07:18:20 pm
    Like I said, though, LEDBlinky tends to want to read the CFG file only once, when it's first started, so that was something Arzoo has been looking into.

    drventure,
    The current version of LEDBlinky (5.0.0.5) does have a command line option to reload a controller file - did you ever get a chance to test it with your app?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 16, 2012, 07:25:47 pm
    brilliancenp,
    The problem with LEDBlinky should be easy to solve - you just need to make sure the name of your app (whatever AFE is configured to launch) has "mame" in it. So for example, if AFE is configured to run your app as <path>\PlayerSelect.exe, you could rename it to <path>\PlayerSelectMame.exe. Hope this makes sense.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 16, 2012, 09:18:19 pm
    Arzoo,

    Thank you so much.  I will try this.  I will let you know how it works out.  Thanks again! :)  I want to make sure it works with your software because, as a developer, I think it is amazing.  I have left a couple of pics in case you are interested. Normal and cocktail mode :) You are the man!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: brilliancenp on March 17, 2012, 11:21:18 am
    Arzoo,

    That worked just as you said!  Thanks again  :cheers:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on March 17, 2012, 11:40:33 am
    Cool. I did not know about the "mame in the file name" trick.

    @arzoo yeah, i knew you'd added that, i just wanted to defer announcing it to you :)

    Its on my list to try out this weekend. Life keeps getting in the way.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on March 17, 2012, 12:32:57 pm
    Cool. I did not know about the "mame in the file name" trick.

    @arzoo yeah, i knew you'd added that, i just wanted to defer announcing it to you :)

    Its on my list to try out this weekend. Life keeps getting in the way.

    Looking for "mame" in the file name was the easiest way to identify any version of mame - not the most elegant solution but it works - and in this case provides some flexibility.

    No rush on testing the controller file reload  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 03:13:36 pm
    Hey Arzoo,
    How do I configure LEDBlinky to synch with iTunes music?  Is that just by adding iTunes as its on emulator and forcing it as "jukebox"?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 12, 2012, 03:48:42 pm
    Hey Arzoo,
    How do I configure LEDBlinky to synch with iTunes music?  Is that just by adding iTunes as its on emulator and forcing it as "jukebox"?

    LEDBlinky doesn't have the ability to play any music files or sync with iTunes - but it can blink your LEDs in sync to whatever music is playing on the pc. If you configure your FE to launch iTunes (or any jukebox app), you can set it as a "Jukebox" in the LEDBlinky configuration. This is used in conjunction with the Game Play Animation to blink the LEDs in sync with the music. More info here: http://www.dndw.com/ledblinky/Support.htm#Jukebox (http://www.dndw.com/ledblinky/Support.htm#Jukebox)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 05:22:46 pm
    Hey Arzoo,
    How do I configure LEDBlinky to synch with iTunes music?  Is that just by adding iTunes as its on emulator and forcing it as "jukebox"?

    LEDBlinky doesn't have the ability to play any music files or sync with iTunes - but it can blink your LEDs in sync to whatever music is playing on the pc. If you configure your FE to launch iTunes (or any jukebox app), you can set it as a "Jukebox" in the LEDBlinky configuration. This is used in conjunction with the Game Play Animation to blink the LEDs in sync with the music. More info here: http://www.dndw.com/ledblinky/Support.htm#Jukebox (http://www.dndw.com/ledblinky/Support.htm#Jukebox)

    Okay I understand.

    Another quick question, if I'm running Mess from Hyperspin to emulate various systems (Atari2600, 5800, etc...), will LEDBlinky still allow me to light active buttons per system, or will it only see Mess as one emulator and not allow different illumination scenes per system?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 12, 2012, 06:21:17 pm
    Another quick question, if I'm running Mess from Hyperspin to emulate various systems (Atari2600, 5800, etc...), will LEDBlinky still allow me to light active buttons per system, or will it only see Mess as one emulator and not allow different illumination scenes per system?

    You'll need to use batch files with MESS to get LEDBlinky to recognize different systems. Here's another thread discussing the issue: http://forum.arcadecontrols.com/index.php?topic=93526.0 (http://forum.arcadecontrols.com/index.php?topic=93526.0)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 08:30:42 pm
    Okay new question...
    Say I want the game to speak the controls and keep the buttons illuminated when finished.  If I have two buttons that share the "7" key, they both light up and I would prefer that only one of those light up.  How doi ensure that only one of those lights?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 12, 2012, 09:07:01 pm
    Okay new question...
    Say I want the game to speak the controls and keep the buttons illuminated when finished.  If I have two buttons that share the "7" key, they both light up and I would prefer that only one of those light up.  How doi ensure that only one of those lights?

    If you don't want them both to light up, you could remove the keycode assignment for one of them - but then it will only light up during animations. If you want each one to light up for different situations, then I'd need more info on exactly how you want it to work.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 09:44:07 pm
    Okay new question...
    Say I want the game to speak the controls and keep the buttons illuminated when finished.  If I have two buttons that share the "7" key, they both light up and I would prefer that only one of those light up.  How doi ensure that only one of those lights?

    If you don't want them both to light up, you could remove the keycode assignment for one of them - but then it will only light up during animations. If you want each one to light up for different situations, then I'd need more info on exactly how you want it to work.

    Well, I have two buttons that register a key ode of "7", two that register a "H" and "9", "0", and a "Z".  So if any configurations for ROMs that  use any of those buttons, LEDBlinky speaks and illuminates both of those buttons.  Instead of only 1 button for player 1 and 1 button for player 2, player 1 gets two buttons that govern the same keystroke and more buttons ofnthe control panel are illuminated than what I want.

    I want to avoid that without having to select a different button for player 1 that doesn't share the same key code as the button I'm intending to use.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 12, 2012, 10:46:56 pm
    Darn it, another question!

    Im using HS and LED Blinky 5.0.0.5

    What might the problem be if I have "light player start and coin buttons" and "flash player start with credits + other Mame outputs (Mame only)" checked in the Game Options tab of the Configure LEDBlinky app and my player start buttons don't flash?

    The credits have been applied, the credit and player buttons are lit, but the player buttons don't flash with that option checked.  All my lights otherwise work fine.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on April 12, 2012, 10:55:41 pm
    Darn it, another question!

    Im using HS and LED Blinky 5.0.0.5

    What might the problem be if I have "light player start and coin buttons" and "flash player start with credits + other Mame outputs (Mame only)" checked in the Game Options tab of the Configure LEDBlinky app and my player start buttons don't flash?

    The credits have been applied, the credit and player buttons are lit, but the player buttons don't flash with that option checked.  All my lights otherwise work fine.

    Only works on games that support that. Like Galaga (and/or Galaxian) I believe, and some other old school ones.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 13, 2012, 08:32:26 am
    Okay new question...
    Say I want the game to speak the controls and keep the buttons illuminated when finished.  If I have two buttons that share the "7" key, they both light up and I would prefer that only one of those light up.  How doi ensure that only one of those lights?

    If you don't want them both to light up, you could remove the keycode assignment for one of them - but then it will only light up during animations. If you want each one to light up for different situations, then I'd need more info on exactly how you want it to work.

    Well, I have two buttons that register a key ode of "7", two that register a "H" and "9", "0", and a "Z".  So if any configurations for ROMs that  use any of those buttons, LEDBlinky speaks and illuminates both of those buttons.  Instead of only 1 button for player 1 and 1 button for player 2, player 1 gets two buttons that govern the same keystroke and more buttons ofnthe control panel are illuminated than what I want.

    I want to avoid that without having to select a different button for player 1 that doesn't share the same key code as the button I'm intending to use.

    Sorry but I’m still confused about your cp button layout. Are you saying that both player 1 and player 2 have a button wired to keycode 7 or player 1 has two buttons wired to keycode 7? If two buttons are using keycode 7, then both will have the same function within MAME – so doesn’t it make sense that they should both light up?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 13, 2012, 09:26:12 am
    Arzoo,
    Yes it does make sense.  I guess the only way round this is if the buttons are assigned to different key codes.

    I just think the control panel looks cleaner if only one button is lit if the player is only going to be using that button.  I have an old CO2 control panel from Slik Stik that i recently installed the LED Wiz(s) x4 and 32 EI2 buttons into.  The Slik Stik was designed with buttons that share the same key code.  I'll give you another example...Asteroids uses a 5 button layout and when my buttons are lit, I have 3 other buttons physically lit and when they stay lit, it looks confusing.  The LEDBlinky/Mala video on YouTube showing the Asteroids layout using 5 buttons lit using a different layout that I could use, but I'd have to go into the game and reassign the controls from within Mame and that defeats the purpose of my "asteroids button layout" that was designed into my control panel.

    If I want to play a game (dkong) that uses the 4-way joystick, I'll stand in the middle and the jump button is lit immediately to the right of the 4-way stick.  This button is coded to the key code "7".  But there is also a button for Player 1 on the left side of the control panel in the cluster of the typical 7-button fighter layout that shares that key code.  So that button lights up too.

    I was just wondering if LEDBlinky allowed a way around that so I could distinguish which physical button lit up instead of relying specifically on Mame's settings.

    I still have a question about iTunes though...just to confirm, LEDBlinky will only sync/flash buttons to music playing if the "jukebox" program was launched from the FE?  I'm trying to get Hyperspin to launch iTunes so I can get LEDBlinky to flash buttons with my music, but getting Hyperspin to launch iTunes as anything but a PC .exe has proven to be a real P.I.T.A.  And doing so doesn't get iTunes to show up in LEDBlinky controls config app as an "unknown emulator".
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 14, 2012, 05:21:14 pm
    Arzoo,
    Yes it does make sense.  I guess the only way round this is if the buttons are assigned to different key codes.

    I just think the control panel looks cleaner if only one button is lit if the player is only going to be using that button.  I have an old CO2 control panel from Slik Stik that i recently installed the LED Wiz(s) x4 and 32 EI2 buttons into.  The Slik Stik was designed with buttons that share the same key code.  I'll give you another example...Asteroids uses a 5 button layout and when my buttons are lit, I have 3 other buttons physically lit and when they stay lit, it looks confusing.  The LEDBlinky/Mala video on YouTube showing the Asteroids layout using 5 buttons lit using a different layout that I could use, but I'd have to go into the game and reassign the controls from within Mame and that defeats the purpose of my "asteroids button layout" that was designed into my control panel.

    If I want to play a game (dkong) that uses the 4-way joystick, I'll stand in the middle and the jump button is lit immediately to the right of the 4-way stick.  This button is coded to the key code "7".  But there is also a button for Player 1 on the left side of the control panel in the cluster of the typical 7-button fighter layout that shares that key code.  So that button lights up too.

    I was just wondering if LEDBlinky allowed a way around that so I could distinguish which physical button lit up instead of relying specifically on Mame's settings.

    I still have a question about iTunes though...just to confirm, LEDBlinky will only sync/flash buttons to music playing if the "jukebox" program was launched from the FE?  I'm trying to get Hyperspin to launch iTunes so I can get LEDBlinky to flash buttons with my music, but getting Hyperspin to launch iTunes as anything but a PC .exe has proven to be a real P.I.T.A.  And doing so doesn't get iTunes to show up in LEDBlinky controls config app as an "unknown emulator".

    There's no way to prevent LEDBlinky from lighting multiple buttons if they use the same keycode. As you suggested, you'll have to reprogram the keyboard emulator so the buttons did not share the keycodes. If you leave the 7 fighter buttons with the current keycodes and re-assign the other buttons, you should only have to use mame to remap the games that use those other buttons (like asteroids). I don't see any other option - sorry.

    As for iTunes, blinky should sync the LEDs to any music playing regardless of the source (the FE is not required). From the config app, on the Audio Animation tab, make sure the Audio Input is set to "Stereo Mix" or "Line Out". You may need to enable the "Stereo Mix" or "What You Hear" option for you audio hardware. There's info in the LEDBlinky Install and Config.pdf under the Audio Animation section on how to do this.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 14, 2012, 05:43:13 pm
    Arzoo,
    Yes it does make sense.  I guess the only way round this is if the buttons are assigned to different key codes.

    I just think the control panel looks cleaner if only one button is lit if the player is only going to be using that button.  I have an old CO2 control panel from Slik Stik that i recently installed the LED Wiz(s) x4 and 32 EI2 buttons into.  The Slik Stik was designed with buttons that share the same key code.  I'll give you another example...Asteroids uses a 5 button layout and when my buttons are lit, I have 3 other buttons physically lit and when they stay lit, it looks confusing.  The LEDBlinky/Mala video on YouTube showing the Asteroids layout using 5 buttons lit using a different layout that I could use, but I'd have to go into the game and reassign the controls from within Mame and that defeats the purpose of my "asteroids button layout" that was designed into my control panel.

    If I want to play a game (dkong) that uses the 4-way joystick, I'll stand in the middle and the jump button is lit immediately to the right of the 4-way stick.  This button is coded to the key code "7".  But there is also a button for Player 1 on the left side of the control panel in the cluster of the typical 7-button fighter layout that shares that key code.  So that button lights up too.

    I was just wondering if LEDBlinky allowed a way around that so I could distinguish which physical button lit up instead of relying specifically on Mame's settings.

    I still have a question about iTunes though...just to confirm, LEDBlinky will only sync/flash buttons to music playing if the "jukebox" program was launched from the FE?  I'm trying to get Hyperspin to launch iTunes so I can get LEDBlinky to flash buttons with my music, but getting Hyperspin to launch iTunes as anything but a PC .exe has proven to be a real P.I.T.A.  And doing so doesn't get iTunes to show up in LEDBlinky controls config app as an "unknown emulator".

    There's no way to prevent LEDBlinky from lighting multiple buttons if they use the same keycode. As you suggested, you'll have to reprogram the keyboard emulator so the buttons did not share the keycodes. If you leave the 7 fighter buttons with the current keycodes and re-assign the other buttons, you should only have to use mame to remap the games that use those other buttons (like asteroids). I don't see any other option - sorry.

    As for iTunes, blinky should sync the LEDs to any music playing regardless of the source (the FE is not required). From the config app, on the Audio Animation tab, make sure the Audio Input is set to "Stereo Mix" or "Line Out". You may need to enable the "Stereo Mix" or "What You Hear" option for you audio hardware. There's info in the LEDBlinky Install and Config.pdf under the Audio Animation section on how to do this.

    Haha! YES!  Thanks Arzoo!  Works great! 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 25, 2012, 01:07:52 pm
    Arzoo,
    LED Blinky is fantastic!  I'm really digging it.  Thank you!

    I have a new question...I imported my Intellivision emulator via "unknown games" and I've designated colors for all the buttons I'm using.  I'm running my Intellivision through MESS v145. 

    The Intellivision controllers have a lot of buttons.  9 numbers, a '0', ENTER, CLEAR, and three side buttons.

    MESS has the ability to assign all of these button, but I'm having trouble getting LEDBlinky Controls Editor  to assign them all correctly to active colors.

    If you add up all the buttons on the Intellivision controller that I'm trying to assign colors in the Config app, that's 15 buttons.  I'm able to assign buttons 1-9 in the "Control" drop down of the Editor app like this (P1_Button1, P1_Button2, etc...) and I can do this all the way to 10.  After that, there are no more options.

    I have assigned the Intellivision controller's ENTER button to "UI_Select" and the CLEAR button to my "UI_Clear" button. 

    All of my controls are spoken and lit up except the following:
    I have two of my fire buttons (what would be the left top/bottom fire buttons on an INTV controller) assigned to "Start1" and "Coin1" controls within the editor.  The button light up and they work fine, but they are not spoken.  I would like those controls to speak.  Running short on options for assigning my only remaining button (the Top Right Fire button) I chose to assign that to P1_Select in the editor.  This button doesn't even light up the color I want it to (let alone speak its function).

    I think what I'm looking for is the ability to add more P1 buttons in the Editor app so I can assign more than ten.  Can I do this or am I limited to only what I see in the config drop down? 

    Mame has a "controls.ini" file which (I guess) helps LED Blinky know what to speak.  But the LEDBlinky Controls Editor allows some speaking definitions as well.  I don't have a "controls.ini" file for MESS.  I guess I don't know what constitutes when LEDBlinky speaks a user defined control or not. 

    Could you enlighten me?  Thanks.


    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 25, 2012, 06:41:21 pm
    Arzoo,
    LED Blinky is fantastic!  I'm really digging it.  Thank you!

    I have a new question...I imported my Intellivision emulator via "unknown games" and I've designated colors for all the buttons I'm using.  I'm running my Intellivision through MESS v145. 

    The Intellivision controllers have a lot of buttons.  9 numbers, a '0', ENTER, CLEAR, and three side buttons.

    MESS has the ability to assign all of these button, but I'm having trouble getting LEDBlinky Controls Editor  to assign them all correctly to active colors.

    If you add up all the buttons on the Intellivision controller that I'm trying to assign colors in the Config app, that's 15 buttons.  I'm able to assign buttons 1-9 in the "Control" drop down of the Editor app like this (P1_Button1, P1_Button2, etc...) and I can do this all the way to 10.  After that, there are no more options.

    I have assigned the Intellivision controller's ENTER button to "UI_Select" and the CLEAR button to my "UI_Clear" button. 

    All of my controls are spoken and lit up except the following:
    I have two of my fire buttons (what would be the left top/bottom fire buttons on an INTV controller) assigned to "Start1" and "Coin1" controls within the editor.  The button light up and they work fine, but they are not spoken.  I would like those controls to speak.  Running short on options for assigning my only remaining button (the Top Right Fire button) I chose to assign that to P1_Select in the editor.  This button doesn't even light up the color I want it to (let alone speak its function).

    I think what I'm looking for is the ability to add more P1 buttons in the Editor app so I can assign more than ten.  Can I do this or am I limited to only what I see in the config drop down? 

    Mame has a "controls.ini" file which (I guess) helps LED Blinky know what to speak.  But the LEDBlinky Controls Editor allows some speaking definitions as well.  I don't have a "controls.ini" file for MESS.  I guess I don't know what constitutes when LEDBlinky speaks a user defined control or not. 

    Could you enlighten me?  Thanks.

    evh347 - you can add additional player controls to the controls editor by manually editing the LEDBlinkyControls.xml file (using notepad or any text/xml editor).

    Locate this section:
    Code: [Select]
    <controlDefaults groupName="MAME"
    For each player you'll need to add the additional controls as follows (this example adds P1 buttons 11 and 12, but you can add as many as you wish):
    Code: [Select]
        <control name="P1_BUTTON11" inputCodes="|JOYCODE_1_BUTTON11" allowConfigPlayerNum="1"/>
        <control name="P1_BUTTON12" inputCodes="|JOYCODE_1_BUTTON12" allowConfigPlayerNum="1"/>

    After you've modified the xml file, you should see the additional controls in the drop-down list. The "Name" of the control (as assigned in the controls editor) is what will be spoken. Make sure the correct keycodes are assigned - if not, the button may not light up. Also, the Coin, Start, and other admin buttons are never spoken.

    Let me know how it goes.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: bgmagic on April 25, 2012, 10:25:02 pm
    Is the ledblinky.net site down?  Cant get to it to download.

    Thanks,

    Brett
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: evh347 on April 26, 2012, 12:57:25 am
    evh347 - you can add additional player controls to the controls editor by manually editing the LEDBlinkyControls.xml file (using notepad or any text/xml editor).

    Locate this section:
    Code: [Select]
    <controlDefaults groupName="MAME"
    For each player you'll need to add the additional controls as follows (this example adds P1 buttons 11 and 12, but you can add as many as you wish):
    Code: [Select]
        <control name="P1_BUTTON11" inputCodes="|JOYCODE_1_BUTTON11" allowConfigPlayerNum="1"/>
        <control name="P1_BUTTON12" inputCodes="|JOYCODE_1_BUTTON12" allowConfigPlayerNum="1"/>

    After you've modified the xml file, you should see the additional controls in the drop-down list. The "Name" of the control (as assigned in the controls editor) is what will be spoken. Make sure the correct keycodes are assigned - if not, the button may not light up. Also, the Coin, Start, and other admin buttons are never spoken.

    Let me know how it goes.

    Worked perfectly, thanks again! 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on April 26, 2012, 08:17:09 am
    Is the ledblinky.net site down?  Cant get to it to download.

    Thanks,

    Brett

    Not sure what the problem was but the site is up now.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 22, 2012, 09:59:15 am
    Arzoo,

    I got my cabinet lighting running, and LEDBlinky has been on my mind again lately. I was wondering if any changes or additional features were in LEDBlinky's future. Some things I have been thinking about are:
    LEDBlinky is the main tool that makes my cab what it is, and I thank you for it! If it could do just a little more, it would put the cab over the top. If any of the above is too much work, I understand, LEDBlinky is great as it is already. I can't thank you enough for this contribution, truly amazing! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 22, 2012, 02:28:00 pm
    Arzoo,

    I got my cabinet lighting running, and LEDBlinky has been on my mind again lately. I was wondering if any changes or additional features were in LEDBlinky's future. Some things I have been thinking about are:
    • Being able to define cabinet lighting LEDs as such (Cab1, Cab2, Cab3, and so on) instead of defining them as a control that isn't used.
    Need more info on what you're asking here.
    Quote
    • Have a seperate animation editor for cabinet lighting. (Or can I do this by having 2 animation editors named differently already?)
    From the animation editor, you can create an LED layout for you control panel and another one for you cab LEDs. Both layouts would include all the LEDs, but you could push aside the ones not in use. Or better yet, make copies of your DevicePort-Input.ini, manually edit out the cp controller(s) in one and the cab controller(s) in the other, then point each animation layout to the edited files.
    Quote
    • Mentioned before, but be able to have different cabinet animations for FE, gameplay, and screensaver (I would really like to see different cab lighting based on game selection as well, but that seems like a huge undertaking on many levels).
    Possible in a future upgrade, but you're the only one who's asked for this feature.
    Quote
    • A little flexibility with default control colors. At the least, I would like to have different default colors per player. What would be great, would be to choose different default colors per player per button (or other control).
    This seems like an odd request as the default colors are only used for games not defined in the colors.ini file. I guess you could edit the colors.ini file and make changes like replace all P1_BUTTON1=Red with P1_BUTTON1=White for example.

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Mysterioii on May 22, 2012, 04:03:00 pm
    • Mentioned before, but be able to have different cabinet animations for FE, gameplay, and screensaver (I would really like to see different cab lighting based on game selection as well, but that seems like a huge undertaking on many levels).
    Possible in a future upgrade, but you're the only one who's asked for this feature.

    That actually sounds like a good idea to me too.  Could have the cabinet animations in a bright flashy attract mode when it's in FE/Screensaver mode and have things perhaps dim down and be less distracting (or perhaps react to the audio) during actual gameplay... 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 22, 2012, 04:06:45 pm
    That actually sounds like a good idea to me too.  Could have the cabinet animations in a bright flashy attract mode when it's in FE/Screensaver mode and have things perhaps dim down and be less distracting (or perhaps react to the audio) during actual gameplay... 

    That does make sense  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 22, 2012, 07:50:29 pm
    Arzoo,

    I got my cabinet lighting running, and LEDBlinky has been on my mind again lately. I was wondering if any changes or additional features were in LEDBlinky's future. Some things I have been thinking about are:
    • Being able to define cabinet lighting LEDs as such (Cab1, Cab2, Cab3, and so on) instead of defining them as a control that isn't used.
    Need more info on what you're asking here.
    When defining LEDs in the config menu, you can assign them to P1B1, P2Start, Pause, up to something like P1B83 I think; but there is no option to assign an LED as a cabinet lighting LED (as far as I know), only to controls. Not that it really matters I guess, maybe I'm just nit picking?

    Quote
    Quote
    • Have a seperate animation editor for cabinet lighting. (Or can I do this by having 2 animation editors named differently already?)
    From the animation editor, you can create an LED layout for you control panel and another one for you cab LEDs. Both layouts would include all the LEDs, but you could push aside the ones not in use. Or better yet, make copies of your DevicePort-Input.ini, manually edit out the cp controller(s) in one and the cab controller(s) in the other, then point each animation layout to the edited files.
    I'll have to mess around with it some more.

    Quote
    Quote
    • Mentioned before, but be able to have different cabinet animations for FE, gameplay, and screensaver (I would really like to see different cab lighting based on game selection as well, but that seems like a huge undertaking on many levels).
    Possible in a future upgrade, but you're the only one who's asked for this feature.
    neohusky brought it up back last November (http://forum.arcadecontrols.com/index.php?topic=115894.msg1228968#msg1228968), which is what planted it into my head. I know there's not too many people that have controlled LED cabinet lighting though... :-\

    Quote
    Quote
    • A little flexibility with default control colors. At the least, I would like to have different default colors per player. What would be great, would be to choose different default colors per player per button (or other control).
    This seems like an odd request as the default colors are only used for games not defined in the colors.ini file. I guess you could edit the colors.ini file and make changes like replace all P1_BUTTON1=Red with P1_BUTTON1=White for example.
    No, I like colors.ini just the way it is, LOVE colors.ini. But for games not listed in colors.ini, that use the default colors, it would be nice to have, let's say, P1's controls in red and P2's controls in blue instead of both players' controls being in the same color. Or if someone wanted to, to have the default colors set up like: P1B1 - Red, P1B2 - Yellow, P1B3 - Blue, P2B1 - Red, P2B2 - Yellow, P2B2 - Blue; or some other combination of colors - for games not listed in colors.ini.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 22, 2012, 10:11:59 pm
    Arzoo,

    I got my cabinet lighting running, and LEDBlinky has been on my mind again lately. I was wondering if any changes or additional features were in LEDBlinky's future. Some things I have been thinking about are:
    • Being able to define cabinet lighting LEDs as such (Cab1, Cab2, Cab3, and so on) instead of defining them as a control that isn't used.
    Need more info on what you're asking here.
    When defining LEDs in the config menu, you can assign them to P1B1, P2Start, Pause, up to something like P1B83 I think; but there is no option to assign an LED as a cabinet lighting LED (as far as I know), only to controls. Not that it really matters I guess, maybe I'm just nit picking?

    If I understand correctly, you're referring to the port labels you assign in the GenLEDBlinkyInputMap app. Actually - you can type any value you want (not just select from the list).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 22, 2012, 10:46:59 pm
    Sweet. I thought it was just a drop down menu.

    What are your thoughts on the multiple default colors?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 23, 2012, 09:16:14 am
    No, I like colors.ini just the way it is, LOVE colors.ini. But for games not listed in colors.ini, that use the default colors, it would be nice to have, let's say, P1's controls in red and P2's controls in blue instead of both players' controls being in the same color. Or if someone wanted to, to have the default colors set up like: P1B1 - Red, P1B2 - Yellow, P1B3 - Blue, P2B1 - Red, P2B2 - Yellow, P2B2 - Blue; or some other combination of colors - for games not listed in colors.ini.

    Now that I think about it, you can already do this with the controls editor. For each emulator, you would create a <default> set of controls and assign any colors you want. If a game doesn't have an entry in the colors.ini, blinky will use the defaults you defined in the <default> controls.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 23, 2012, 10:54:16 am
    If I understand correctly, you're referring to the port labels you assign in the GenLEDBlinkyInputMap app. Actually - you can type any value you want (not just select from the list).

    Just did this. Thanks for the help on this!

    No, I like colors.ini just the way it is, LOVE colors.ini. But for games not listed in colors.ini, that use the default colors, it would be nice to have, let's say, P1's controls in red and P2's controls in blue instead of both players' controls being in the same color. Or if someone wanted to, to have the default colors set up like: P1B1 - Red, P1B2 - Yellow, P1B3 - Blue, P2B1 - Red, P2B2 - Yellow, P2B2 - Blue; or some other combination of colors - for games not listed in colors.ini.

    Now that I think about it, you can already do this with the controls editor. For each emulator, you would create a <default> set of controls and assign any colors you want. If a game doesn't have an entry in the colors.ini, blinky will use the defaults you defined in the <default> controls.

    :banghead: Don't know why I thought I couldn't do it before, but now I have my defaults set for different colors for different players. Thanks on this too! For some reason I was trying to set up the defaults in the "common" tab. I love LEDBlinky's "Black" BTW, I use it for all my start buttons that are defined as "White" in colors.ini as well as my default color for start.


    I had a thought about cabinet lighting last night. Would it be possible to treat it similar to control colors? Have LEDBlinky look in colors.ini (or some other file) for which animation to pull up when a game starts. If the game doesn't have a cab animation defined in colors.ini, LEDBlinky would pull up a default animation for gameplay. This way I could create animations for certain games that I wanted them for, but still have a decent animation (default) for games that don't get played as much or games I haven't yet created animations for. I don't know how hard or easy this would be to add to LEDBlinky, but it seems like it could give users (all 2 or 3 of them? :-\) a little more flexibility with cabinet animations if they wished to do all the work for creating the animations and editing colors.ini when appropriate. Thoughts?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 23, 2012, 11:31:59 am
    I had a thought about cabinet lighting last night. Would it be possible to treat it similar to control colors? Have LEDBlinky look in colors.ini (or some other file) for which animation to pull up when a game starts. If the game doesn't have a cab animation defined in colors.ini, LEDBlinky would pull up a default animation for gameplay. This way I could create animations for certain games that I wanted them for, but still have a decent animation (default) for games that don't get played as much or games I haven't yet created animations for. I don't know how hard or easy this would be to add to LEDBlinky, but it seems like it could give users (all 2 or 3 of them? :-\) a little more flexibility with cabinet animations if they wished to do all the work for creating the animations and editing colors.ini when appropriate. Thoughts?

    What I would probably do to implement this feature is to use animation files with the rom name. So for example, if you created an animation called joust.lwax, then it would only load for Joust. If the <rom>.lwax file did not exist, then use the default animation.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 23, 2012, 11:41:54 am
    I had a thought about cabinet lighting last night. Would it be possible to treat it similar to control colors? Have LEDBlinky look in colors.ini (or some other file) for which animation to pull up when a game starts. If the game doesn't have a cab animation defined in colors.ini, LEDBlinky would pull up a default animation for gameplay. This way I could create animations for certain games that I wanted them for, but still have a decent animation (default) for games that don't get played as much or games I haven't yet created animations for. I don't know how hard or easy this would be to add to LEDBlinky, but it seems like it could give users (all 2 or 3 of them? :-\) a little more flexibility with cabinet animations if they wished to do all the work for creating the animations and editing colors.ini when appropriate. Thoughts?

    What I would probably do to implement this feature is to use animation files with the rom name. So for example, if you created an animation called joust.lwax, then it would only load for Joust. If the <rom>.lwax file did not exist, then use the default animation.

    SWEET! ;D
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on May 23, 2012, 02:25:07 pm
    SWEET! ;D

    Adding the additional cab animations (for each individual event) is not really difficult. The majority of the effort would be the configuration app and the documentation. The config app is already crammed with stuff, and I don't want to increase the window size - it's designed to work at very low resolutions. But I have an idea, so I think it's doable. I'm swamped with other work - so no promises on when this feature will be added, but I will get to it.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on May 23, 2012, 05:30:21 pm
    I'm swamped with other work - so no promises on when this feature will be added, but I will get to it.

    No rush on my end. This is great news! Definitely something to look forward to. :notworthy:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: fryster on June 06, 2012, 03:10:30 pm
    First up, thanks for the great software! I have a couple queries:

    My setup: Windows 7 32bit, Hyperspin FE, Jamma connection to jpac, pacled64, ledblinky full version.

    My problem: I've got ledblinky set up with mame, my hyperspin buttons light up and correct buttons light up when starting a game. The problem occurs when I scroll up or down a few games or skip to a specific letter. The buttons all blink white and it takes forever (if at all) for it to catch up. If I start a game with the blinking buttons they stay like this throughout the game. What do I need to do to prevent this? If I scroll up or down one game it blinks all the buttons white, ideally I'd like to prevent this as well or maybe change the colours of them. Many thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 06, 2012, 08:59:22 pm
    First up, thanks for the great software! I have a couple queries:

    My setup: Windows 7 32bit, Hyperspin FE, Jamma connection to jpac, pacled64, ledblinky full version.

    My problem: I've got ledblinky set up with mame, my hyperspin buttons light up and correct buttons light up when starting a game. The problem occurs when I scroll up or down a few games or skip to a specific letter. The buttons all blink white and it takes forever (if at all) for it to catch up. If I start a game with the blinking buttons they stay like this throughout the game. What do I need to do to prevent this? If I scroll up or down one game it blinks all the buttons white, ideally I'd like to prevent this as well or maybe change the colours of them. Many thanks!

    Try turning off the "Button Flash" and/or the "Demo Game Controls" options and see if that solves the problem. If you're not using either of these options or the problem persists with them off, you'll need to turn on the Debug Log and Verbose options, run HS and a few games, then email me the debug.zip file so I can look over your configuration.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: fryster on June 09, 2012, 06:32:12 pm
    Thanks azroo, that seems to have done the trick
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on June 12, 2012, 01:40:17 pm
    Quick question for you Arzoo.  Would it be possible to, on the computer going to sleep, send a command to turn off all LEDs.  Then, once awakened, to turn them back to their previous state?  My LED controller is leaving the LEDS on during sleep and, since my cab is in my basement/media area, it's kind of annoying. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 12, 2012, 02:13:34 pm
    Quick question for you Arzoo.  Would it be possible to, on the computer going to sleep, send a command to turn off all LEDs.  Then, once awakened, to turn them back to their previous state?  My LED controller is leaving the LEDS on during sleep and, since my cab is in my basement/media area, it's kind of annoying. 

    You could try creating an animation with a single frame that has all the LEDs off. Then when the computer goes to sleep, run a batch file with the LEDBlinky command to start the "All Off" animation; ...\ledblinky.exe alloff.lwax
    The animation will continue to run (actually doing nothing since it's a single frame) until the next time your front-end sends another command to LEDBlinky (start game, quit game, change emulators, etc) at which time the LEDs should light up again. Only thing you'll have to figure out is how to kick off the batch file on sleep.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Necro on June 13, 2012, 09:42:17 pm
    Autohotkey can do that, so that should work.  I'll try it and see - I think the issue I had with it before was when I did that LedBlinky lost connection or state or something and just blanked until I rebooted/restarted the frontend.  I'll try again! 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on June 16, 2012, 07:20:09 pm
    HEy Arzoo

    Just a quick note:

    Just got some time to pull down the latest v5 LEDBLinky. I'd been having problems on my cab with LEDBlinky crashing when exiting mame. I thought I might have something to do with permissions (Mame and Mala run under a very restricted login with few rights).

    But, turns out, whatever it was, you've already fixed it! v5 works like a champ!

    Awesome!

    Now on to explore all the new bits and give it a go with ControllerRemap (no, haven't forgotten about those mods  :) )
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on June 30, 2012, 04:33:56 pm
    Hey arzoo,

    Finally got my cabinet lighting done. You mentioned earlier about possibly adding a feature that would allow game specific cabinet animations. I was wondering if it would be possible to have game specific audio animations as well? I like the audio animation now, but it would be cool if different colors could be used for different games' audio animations, something that might match the game a little better.

    Another thing I was thinking, would it be possible to give a specified LED a "handicap"? To reduce an LED's brightness by x% compared to the other LEDs around it. Maybe have an option for it in the Input Map Application? The reason I'm asking, is I use 3 RGBs to light my joysticks. Two are off center and one is centered. The centered LED causes a "hot spot" in the lighting, but when the intensity on that LED is reduced by about 50%, the hot spot goes away and the color is uniform across the joystick lighting. I don't know if either of things would be possible, or easy, just some thoughts I had...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on June 30, 2012, 06:27:09 pm
    Hey arzoo,

    Finally got my cabinet lighting done. You mentioned earlier about possibly adding a feature that would allow game specific cabinet animations. I was wondering if it would be possible to have game specific audio animations as well? I like the audio animation now, but it would be cool if different colors could be used for different games' audio animations, something that might match the game a little better.

    Another thing I was thinking, would it be possible to give a specified LED a "handicap"? To reduce an LED's brightness by x% compared to the other LEDs around it. Maybe have an option for it in the Input Map Application? The reason I'm asking, is I use 3 RGBs to light my joysticks. Two are off center and one is centered. The centered LED causes a "hot spot" in the lighting, but when the intensity on that LED is reduced by about 50%, the hot spot goes away and the color is uniform across the joystick lighting. I don't know if either of things would be possible, or easy, just some thoughts I had...

    I've been working on some new animation features and you will be able to specify an audio animation on a game by game basis. But the handicap concept is just too obscure for me to consider - sorry.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on June 30, 2012, 08:56:16 pm
    Still, great news! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on June 30, 2012, 11:43:40 pm
    About the "handicap" idea. Really, you should be able to do that just by adjusting the strength of that one color in your animations.

    Just animate based on the actual look of the LED's versus what LEDBlinky shows in it's simulator.

    Alternately, you could vary the resistance to the one bright led to dim it slightly. You'll often see that in commercial products, the red and green will use one resistance, but blue with use a slightly different value, because the LED's so much brighter.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on July 01, 2012, 10:55:48 am
    About the "handicap" idea. Really, you should be able to do that just by adjusting the strength of that one color in your animations.

    That's what gave me the idea. But the LEDs in question won't be part of any animations (and the 2 offcenter LEDs act as one with this one), they'll be lit with colors.ini. It's not a biggie, and I'm sure I'll be the only one to ever notice the hot spots anyway. I was hoping for a software solution, but if it starts to bother me, I'll implement a hardware solution.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: bigbuffs on August 11, 2012, 10:38:09 pm
    I am having trouble getting the correct buttons to light up in some games and also only some of the Hypersoin FE controls do not light correctly. For some reason it lights all the player 2 buttons and maybe half of the rest of the controls are lit correctly. I am sure I just dont have something set right but I am not sure what that is. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: cmoses on August 18, 2012, 01:08:06 pm
    I am having problems with LED Blinky, my U360 joysticks and Hyperspin.  I can't seem to get the joysticks to work in Hyperspin.  They work fine in the Ultimarc configurator.  They work fine when I go into Mame directly and they work fine if I go into Hyperspin and launch a game with the keyboard.  I just cannot get them to respond in the Hyperspin front end.  I have checked everything I can think of.  I have included the log file from Hyperspin as well as the ErrorLog I get from LEDBlinky.  I am using LEDBlinky 5.0.0.5.  I just launched Hyperspin, tried to move the wheel with my joystick, then exited.  I see the log references a startup program and a exit program.  I do not have anything set for either of these, is this normal?  Any help would be greatly appreciated.

    Hyperspin Log file:
    11:46:00 AM |  HyperSpin Started
    11:46:00 AM |  Going windowed mode
    11:46:00 AM |  LEDBlinky is set to active
    11:46:00 AM |  Found LEDBlinky.exe
    11:46:00 AM |  Running LEDBlinky
    11:46:00 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 1
    11:46:00 AM |  Checking for updates
    11:46:00 AM |  Update Check Complete
    11:46:00 AM |  Startup program unavailable
    11:46:00 AM |  Error intializing joysticks
    11:46:00 AM |  Menu Mode is single
    11:46:00 AM |  Loading MAME.xml
    11:46:00 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 7 "MAME"
    11:46:01 AM |  themes_only is true, checking files
    11:46:01 AM |  MAME.xml successfully loaded
    11:46:02 AM |  MAME wheel loaded successfully
    11:46:04 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "dkong"
    11:46:15 AM |  Exit program unavailable
    11:46:15 AM |  Quiting Hyperspin
    11:46:15 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 2
    11:46:15 AM |  Bye!

    LEDBlinky Error Log:
    [08/18/2012 11:48:01] Timeout waiting for Primary Instance Handle.
    [08/18/2012 11:48:01] Event Dropped [2].


    Clayton
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 18, 2012, 04:59:06 pm
    I am having problems with LED Blinky, my U360 joysticks and Hyperspin.  I can't seem to get the joysticks to work in Hyperspin.  They work fine in the Ultimarc configurator.  They work fine when I go into Mame directly and they work fine if I go into Hyperspin and launch a game with the keyboard.  I just cannot get them to respond in the Hyperspin front end.  I have checked everything I can think of.  I have included the log file from Hyperspin as well as the ErrorLog I get from LEDBlinky.  I am using LEDBlinky 5.0.0.5.  I just launched Hyperspin, tried to move the wheel with my joystick, then exited.  I see the log references a startup program and a exit program.  I do not have anything set for either of these, is this normal?  Any help would be greatly appreciated.

    Hyperspin Log file:
    11:46:00 AM |  HyperSpin Started
    11:46:00 AM |  Going windowed mode
    11:46:00 AM |  LEDBlinky is set to active
    11:46:00 AM |  Found LEDBlinky.exe
    11:46:00 AM |  Running LEDBlinky
    11:46:00 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 1
    11:46:00 AM |  Checking for updates
    11:46:00 AM |  Update Check Complete
    11:46:00 AM |  Startup program unavailable
    11:46:00 AM |  Error intializing joysticks
    11:46:00 AM |  Menu Mode is single
    11:46:00 AM |  Loading MAME.xml
    11:46:00 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 7 "MAME"
    11:46:01 AM |  themes_only is true, checking files
    11:46:01 AM |  MAME.xml successfully loaded
    11:46:02 AM |  MAME wheel loaded successfully
    11:46:04 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 9 "dkong"
    11:46:15 AM |  Exit program unavailable
    11:46:15 AM |  Quiting Hyperspin
    11:46:15 AM |  Command Line is: "C:\HyperSpin\LEDBlinky\LEDBlinky\LEDBlinky.exe" 2
    11:46:15 AM |  Bye!

    LEDBlinky Error Log:
    [08/18/2012 11:48:01] Timeout waiting for Primary Instance Handle.
    [08/18/2012 11:48:01] Event Dropped [2].


    Clayton

    Clayton,
    I'm not sure this is an issue with LEDBlinky. All blinky does is set the u360 maps (4-way, 8-way, analog, etc). If you're not getting any response from the joysticks you may want to post something on the HS forum or contact Ultimarc. But if the issue has something to do with the maps, here's a support link that might help; http://www.ledblinky.net/Support.htm#U360Problem (http://www.ledblinky.net/Support.htm#U360Problem).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: griffindodd on August 21, 2012, 02:20:16 pm
    Hi Arzoo,

    Does LEDBLinky read the meta data from roms that relates to landscape/portrait mode?

    The reason I ask is I saw a setup where a guy was using LEDBlinky to activate a button based on the ROM being launched being landscape or portrait, he then used this activated button to automatically switch the motor controller and rotate the screen.

    I'm building a rotating cab right now with dual PAC64 controllers and was interested in this appraoch.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 21, 2012, 03:46:10 pm
    Hi Arzoo,

    Does LEDBLinky read the meta data from roms that relates to landscape/portrait mode?

    The reason I ask is I saw a setup where a guy was using LEDBlinky to activate a button based on the ROM being launched being landscape or portrait, he then used this activated button to automatically switch the motor controller and rotate the screen.

    I'm building a rotating cab right now with dual PAC64 controllers and was interested in this appraoch.

    No, LEDBlinky doesn't read the landscape/portrait attribute for the ROMs. I'd suggest contacting the person directly to ask how he made it work. If you find out, post the answer back here - I'd be interested to find out how it was done.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: griffindodd on August 21, 2012, 03:55:35 pm
    I left a message on his Youtube post, hopefully he will reply, here it is in action...

    Automatic Screen Rotation with Hyperspin and LEDBlinky (http://www.youtube.com/watch?v=azcdbs73ig4#)

    quote:
    "Arcade Cabinet (not finished yet) with the Hyperspin Frontend and LED Blinky for the Button lighting. The automatic rotation is started by a 7th button in LED Blinky wich will only be lighted up by a vertical game. The LED of this button is attached to a twilligt switch wich determines the direction of the 12V motor."
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 22, 2012, 08:21:34 am
    My guess is he modified the controls.ini or used the controls editor to add a unique button for each vertical game. Very cool!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ultrageek on August 23, 2012, 02:27:56 pm
    Arzoo.... I have a really old LEDWiz. The "new" version of ledblinky was 3.5 when I got the wiz...
    Anyway..Will the newest version of LEDBlinky work with my LEDWiz?

    lee@theultrageek.com
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 23, 2012, 03:11:37 pm
    Arzoo.... I have a really old LEDWiz. The "new" version of ledblinky was 3.5 when I got the wiz...
    Anyway..Will the newest version of LEDBlinky work with my LEDWiz?

    lee@theultrageek.com

    absolutely.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Santoro on August 23, 2012, 07:24:37 pm
    Still, great news! :applaud:

    yup... anxiously awaiting that!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ndiniz on August 24, 2012, 11:36:13 pm
    I know I had already asked arzoo about using Rope Lights with LED Blinky, but what I'd like to do is see if there's a way that I can control the lights so that they do effects based on events that happen during the game. Here's an example: Let's say that either a friend of mine or the computer is playing against me in Street fighter II. Let's also say that either player's health drains. I'd like to have either side of the rope light do a red strobe sequence. Is that possible? If it is, I'll be happy. If not, I'd like to have it as a feature request for the next version of LEDBlinky. I must say that LEDBlinky is already awesome as to what it can already do.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: drventure on August 25, 2012, 08:44:18 am
    I know I had already asked arzoo about using Rope Lights with LED Blinky, but what I'd like to do is see if there's a way that I can control the lights so that they do effects based on events that happen during the game. Here's an example: Let's say that either a friend of mine or the computer is playing against me in Street fighter II. Let's also say that either player's health drains. I'd like to have either side of the rope light do a red strobe sequence.

    Maybe Arzoo will have more to add on this, but I'm doubting it's possible unless the game already has some outputs for such events (like an output for flashing some cabinet lights as a result of an ingame event). Lacking that, you'd actually have to monitor the execution of the rom in the emulator, looking for specific memory address changes and such, which would vary for each rom and for each version of each rom. Not terribly likely.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ndiniz on August 26, 2012, 03:11:19 am
    I thought so. Just thought I'd see if it was possible. I can see how hard it would be to do such a thing. It would have been a cool feature to add. Too bad you can't legally disassemble the code in each game so you can see where the game events are. But still, being able to use Rope lights, and those buttons using LEDBlinky is awesome. When I read the action packed list of features that LEDBlinky is capable of, I decided it'd be worth buying.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 26, 2012, 01:56:05 pm
    I'm stuck, I have an 8 way Joystick1 and a 4 way Joystick1, along with 2 different buttons for P1 Buttons 1-3.  Each of them have their own RGB LED wired into different ports of my PAC LED 64.  How do I set that up in my input config.  It won't let me make two RGB LED setups using the same port label Joystick1, even if I am using two different quick keys.  How do you map this in the input map config.  I can't find any double options for when you have multiple Joystick 1/P1 button setups.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Nephasth on August 26, 2012, 02:15:36 pm
    I'm stuck, I have an 8 way Joystick1 and a 4 way Joystick1, along with 2 different buttons for P1 Buttons 1-3.  Each of them have their own RGB LED wired into different ports of my PAC LED 64.  How do I set that up in my input config.  It won't let me make two RGB LED setups using the same port label Joystick1, even if I am using two different quick keys.  How do you map this in the input map config.  I can't find any double options for when you have multiple Joystick 1/P1 button setups.

    Port label really doesn't matter, and you can name the port label anything you want. What's important is the input associated with that particular port. I have 3 RGB LEDs for each of my joysticks. They're labelled "up", "left", and "right" due to not being able to have the same port label, but all three for each joystick are assigned to "left" so all of them act as one LED for each game. To help you differentiate between the ports, you may want to name them uniquely, like 8Joystick1 and 4Joystick1 or something along those lines.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 26, 2012, 05:33:01 pm
    I'm stuck, I have an 8 way Joystick1 and a 4 way Joystick1, along with 2 different buttons for P1 Buttons 1-3.  Each of them have their own RGB LED wired into different ports of my PAC LED 64.  How do I set that up in my input config.  It won't let me make two RGB LED setups using the same port label Joystick1, even if I am using two different quick keys.  How do you map this in the input map config.  I can't find any double options for when you have multiple Joystick 1/P1 button setups.

    Port label really doesn't matter, and you can name the port label anything you want. What's important is the input associated with that particular port. I have 3 RGB LEDs for each of my joysticks. They're labelled "up", "left", and "right" due to not being able to have the same port label, but all three for each joystick are assigned to "left" so all of them act as one LED for each game. To help you differentiate between the ports, you may want to name them uniquely, like 8Joystick1 and 4Joystick1 or something along those lines.

    NVM, figured it out.  Still can't get LEDblinky to output in MAME though.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 26, 2012, 10:19:28 pm
    Ha ha, lol, I forgot to click the little box that said turn on game control lights.  LOLz

    Got it working now.  Still not sure if it's possible to turn off the 4 way 1 player buttons without going into MAME and doing a whole reconfig of 4 way games to different key codes.

    (http://img7.imageshack.us/img7/9889/ledblinky.jpg)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on August 29, 2012, 04:00:35 pm
    Still not sure if it's possible to turn off the 4 way 1 player buttons without going into MAME and doing a whole reconfig of 4 way games to different key codes.

    That's correct, if the buttons use the same input codes then they will always light up together. It might be possible to change the 4-way button input codes to JOY4WAY and then they will only light when the ROM's primary control is the 4-way joystick.

    Nephasth - thanks for helping out here!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: Trip on August 29, 2012, 04:54:56 pm
    That's correct, if the buttons use the same input codes then they will always light up together. It might be possible to change the 4-way button input codes to JOY4WAY and then they will only light when the ROM's primary control is the 4-way joystick.

    Nephasth - thanks for helping out here!

    Thought about that, but that would turn on all of them instead of just the ones for the game, in the case of pac man, none of them are used.

    Anyway we could get some kinda of logic in a new input code that the joy4way has to be on for player 1 button 1 - button 3 to be lit?  Have like a joy4way player 1 button 1 type deal.  Some kind of AND logic code for the input codes so both player 1 button 1 and joy4way have to be lit.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: techman103us on August 31, 2012, 08:41:45 pm
    Anyone know where I can get LEDBlinky? their site seems to be down. I cannot find the software anywhere.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 02, 2012, 03:34:06 pm
    Anyone know where I can get LEDBlinky? their site seems to be down. I cannot find the software anywhere.

    www.ledblinky.net (http://www.ledblinky.net)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 02, 2012, 03:39:14 pm
    Anyway we could get some kinda of logic in a new input code that the joy4way has to be on for player 1 button 1 - button 3 to be lit?  Have like a joy4way player 1 button 1 type deal.  Some kind of AND logic code for the input codes so both player 1 button 1 and joy4way have to be lit.

    That's an interesting suggestion, but it would not be a trivial modification to the code and apps. I'll consider for a future update.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ttamnedlog on September 10, 2012, 02:50:19 am
    I am having trouble getting the correct buttons to light up in some games and also only some of the Hypersoin FE controls do not light correctly. For some reason it lights all the player 2 buttons and maybe half of the rest of the controls are lit correctly. I am sure I just dont have something set right but I am not sure what that is.

    I'm having issues with specific games myself, but as for HyperSpin, I might have a solution for you if you're using gamepad controllers and/or Joy2Key.

    I was also having some odd lighting going on with HyperSpin - player 1 controls lit up the way I intended, but player 2 controls lit up differently despite the fact that both controls were set up to operate HyperSpin the same way. I am using Joy2Key to control HyperSpin via keyboard input (so both controllers were set up the same way under the Keyboard tab in HyperSpin controls), but the problem was that I had previously setup the Joystick tab as well before I started using Joy2Key. Under the Joystick control tab, I did *NOT* have my player 1 and player 2 controls set up the same way, and even though I had disabled the use of joystick control in HyperSpin, the way they were setup differently initially was throwing LEDBlinky off.

    I hope all that made sense. To sum up, make sure your HyperSpin controls are set up how you want them in both the keyboard and joystick tabs, regardless of whether or not you actually use the keyboard or joystick.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: ttamnedlog on September 10, 2012, 03:02:00 am
    And hey Arzoo, I just bought LEDBlinky after finally getting tired of the splash screen.  :) Plus I figured I might want to start making some more complex animations.

    Anyway, I'm having some odd problems. Basically LEDBlinky works sometimes and not others. I have it set to do some pretty conventional stuff currently. Light the HyperSpin controls, run an animation when HyperSpin does its attract mode, and light the buttons used by games. I have no button flashing, no demo game controls, no speech. Just three instances where I want my buttons to be lit basically.

    It always works with HyperSpin controls.
    It always runs its animation when HyperSpin attracts.
    But when I start a game (say, Killer Instinct for instance) sometimes it lights up and sometimes it doesn't. If my buttons light up, they will remain lit for the duration of the game. But if I exit and restart HyperSpin and load Killer Instinct a second time, it might not light up at all this time. I can't seem to reproduce it with consistency - it's random.

    Similarly, I just tried setting up a non-MAME emulator for the first time. I setup NES, just with a <default> controls to light 2 buttons. The first time I tried going into HyperSpin and launching a game, it worked. The two buttons were lit. Then I exited and restarted HyperSpin and tried again, and this time the buttons did not light up.

    The errors I get are always the same:

    Timeout waiting for Primary Instance Handle.
    Event Dropped blah blah blah.


    Any ideas? Do I need to send you the debug log?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 10, 2012, 08:46:36 am
    And hey Arzoo, I just bought LEDBlinky after finally getting tired of the splash screen.  :) Plus I figured I might want to start making some more complex animations.

    Anyway, I'm having some odd problems. Basically LEDBlinky works sometimes and not others. I have it set to do some pretty conventional stuff currently. Light the HyperSpin controls, run an animation when HyperSpin does its attract mode, and light the buttons used by games. I have no button flashing, no demo game controls, no speech. Just three instances where I want my buttons to be lit basically.

    It always works with HyperSpin controls.
    It always runs its animation when HyperSpin attracts.
    But when I start a game (say, Killer Instinct for instance) sometimes it lights up and sometimes it doesn't. If my buttons light up, they will remain lit for the duration of the game. But if I exit and restart HyperSpin and load Killer Instinct a second time, it might not light up at all this time. I can't seem to reproduce it with consistency - it's random.

    Similarly, I just tried setting up a non-MAME emulator for the first time. I setup NES, just with a <default> controls to light 2 buttons. The first time I tried going into HyperSpin and launching a game, it worked. The two buttons were lit. Then I exited and restarted HyperSpin and tried again, and this time the buttons did not light up.

    The errors I get are always the same:

    Timeout waiting for Primary Instance Handle.
    Event Dropped blah blah blah.


    Any ideas? Do I need to send you the debug log?

    Depending on the size of your mame.xml (and speed or your pc), LEDBlinky can take 5 to 10 seconds to completely process all the data. This only occurs at startup, but during that time you may receive the “timeout” error. Does the problem only occur when HS and blinky first startup or does it happen randomly all the time? For example, if you run Killer Instinct and the buttons don’t light up, what happens if you exit KI and start it a second time – does it work then?

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: millercentral on September 10, 2012, 08:28:58 pm
    Does LEDBlinky parse/honor the CTRLR setting in a MAME ini\{game}.ini file?

    I'm in the process of refreshing my 3-sided cocktail cabinet, and adding RGB controls. Because of the 3-sided nature of the cab, the nature of "P1" or "P2" or "P3" controls change based on the video orientation of the game that is running. Rather than manually remap practically every ROR or ROL game, I'm considering creating three different CTRLR files and assigning the appropriate one to games via their {game}.ini file (which I can do pretty quickly with ROMLister lists and simple batch files). This way, inputs will always have an appropriate set of defaults regardless of which side of the machine you need to sit at to play, and has other nice benefits such as UI Controls being appropriate for the side you are sitting at, etc.

    I haven't started working with LEDBlinky yet (but will be soon!) but I want to use it to color the game inputs automatically. Reading through the documentation, it appears that LEDBlinky allows you to select a specific CTRLR file in the MAME Config dialog, but won't actually track what MAME will use based on INI settings. Without it, I fear my ctrlr config approach will wreck havok on LEDBlinky's ability to automatically light up my inputs.

    With that in mind, can I make a feature request of LEDBlinky:

    Instead of just asking for the ctrlr file in the UI, follow this logic:
    - look for the %MAMEDIR%\ini\%ROM%.ini file
        - if found, look at the CTRLR parameter (%CTRLR%) and then use %MAMEDIR$%\ctrlr\%CTRLR%.cfg as the ctrlr file
        - if not found, look for %MAMEDIR%\mame.ini file and use the CTRLR parameter from that
            - if no mame.ini file, don't use any CTRLR file for LEDBlinky auto mappings

    While I'm probably in the minority in how I setup my controls, I think a lot of scenarios could benefit from this (modular control panels, cocktails, etc).... thoughts?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: arzoo on September 10, 2012, 10:14:41 pm
    Does LEDBlinky parse/honor the CTRLR setting in a MAME ini\{game}.ini file?

    I'm in the process of refreshing my 3-sided cocktail cabinet, and adding RGB controls. Because of the 3-sided nature of the cab, the nature of "P1" or "P2" or "P3" controls change based on the video orientation of the game that is running. Rather than manually remap practically every ROR or ROL game, I'm considering creating three different CTRLR files and assigning the appropriate one to games via their {game}.ini file (which I can do pretty quickly with ROMLister lists and simple batch files). This way, inputs will always have an appropriate set of defaults regardless of which side of the machine you need to sit at to play, and has other nice benefits such as UI Controls being appropriate for the side you are sitting at, etc.

    I haven't started working with LEDBlinky yet (but will be soon!) but I want to use it to color the game inputs automatically. Reading through the documentation, it appears that LEDBlinky allows you to select a specific CTRLR file in the MAME Config dialog, but won't actually track what MAME will use based on INI settings. Without it, I fear my ctrlr config approach will wreck havok on LEDBlinky's ability to automatically light up my inputs.

    With that in mind, can I make a feature request of LEDBlinky:

    Instead of just asking for the ctrlr file in the UI, follow this logic:
    - look for the %MAMEDIR%\ini\%ROM%.ini file
        - if found, look at the CTRLR parameter (%CTRLR%) and then use %MAMEDIR$%\ctrlr\%CTRLR%.cfg as the ctrlr file
        - if not found, look for %MAMEDIR%\mame.ini file and use the CTRLR parameter from that
            - if no mame.ini file, don't use any CTRLR file for LEDBlinky auto mappings

    While I'm probably in the minority in how I setup my controls, I think a lot of scenarios could benefit from this (modular control panels, cocktails, etc).... thoughts?

    LEDBlinky does not parse any files in the mame ini folder. It does parse the \cfg\<rom>.cfg files but I realize you would prefer to not create a custom cfg file for every rom.

    There may be another option; I recently added a new command line parameter to load a ctrlr file. You would have to modify your FE to make the LEDBlinky call with the correct ctrlr file before it (the FE) starts the game. This might require a script file with logic to read the rom.ini and determine which ctrlr file to pass to LEDBlinky. Not a simple solution, but feasible.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.0
    Post by: millercentral on September 12, 2012, 08:04:19 pm
    Seems like that could work. I'll circle back once I'm to the point of getting all my software configured...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on September 26, 2012, 09:56:12 pm
    Version 5.1 released!

    Code: [Select]
    LEDBlinky v5.1 9/26/2012
    - Added new option to specifiy unique animations on a game-by-game basis. Games which do not have a unique animation specified will continue to use the selected default animation.
    - Added new option to specify Cabinet animations for the following events; FE Start, FE Quit, FE Active, FE Screen Saver, FE List Change, Game Start, Game Play, and Game Pause.
    - Added Randome Montage to FE Active Animation list.
    - Modified FE Screen Saver behavior; when a FE Active animation is selected and a FE Screen Saver animation is not selected, the FE Active animation will stop running when the screen saver is active. Prior to this modfication, the FE Active animation would continue to run while the screen saver was active. You can replicate the original behavior by specifying the same animation for both FE Active and FE Screen Saver.
    - Modified FE List Change animation behavior when "Random" is selected; a random animation will now run each time the FE list is changed. Prior to this modification, a random animation was only selected for the first list change event.
    - Added support for Ultimarc ServoStik; ServoStik(s) will be switched to 4-way mode for 2-way and 4-way games, all other games will switch to 8-way.
    - Increased Primary Instance wait time from 2 seconds to 5 seconds; this should reduce the occurance of timeout errors.
    Animation Editor v5.1
    - Added new option to create device independent (generic) animations that will run on all compatible LED controllers for use with any system regardless of the LED configuration or layout.
    LEDBlinky Troubleshooter v5.1
    - New application to help troubleshoot various LEDBlinky configuration issues.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: drventure on September 26, 2012, 10:53:55 pm
    Nice. I'll have to pull this down and give it a whirl!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on September 26, 2012, 11:03:12 pm
    Loving it! Many thanks arzoo! :applaud:
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Santoro on September 28, 2012, 08:30:10 pm
    woooohooo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: jdjuggler on October 24, 2012, 10:48:15 pm
    I have a Player 1 setup with an 8-way and 6 buttons.  I have a Player 1 4-way with 2 buttons.  These 2 buttons with the 4-way are the same as the P1 8-way buttons 1 and 2.  When I map 8-way P1B1 in the software, I cannot map another P1B1 (for the 4-way).
    So, my question is, how do I get my P1B1 on my 4-way to light up with the "blink controls" feature if I can't map it correctly in the software?
    Thanks,
    JD
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 25, 2012, 08:53:15 am
    I have a Player 1 setup with an 8-way and 6 buttons.  I have a Player 1 4-way with 2 buttons.  These 2 buttons with the 4-way are the same as the P1 8-way buttons 1 and 2.  When I map 8-way P1B1 in the software, I cannot map another P1B1 (for the 4-way).
    So, my question is, how do I get my P1B1 on my 4-way to light up with the "blink controls" feature if I can't map it correctly in the software?
    Thanks,
    JD

    When assigning your device/port input settings, the port label (P1B1 for example) can be set to any value you want. It's the input codes you assign to each port that determine which LEDs light up. So in your example, you could label the 8-way player 1 button 1 "P1B1-8" and the 4-way player 1 button 1 "P1B1-4". As long as they both have the same input code(s) then both buttons will light up and blink for player 1 button 1. Just to clarify, when using the GenLEDBlinkyInputMap tool, the Port Label drop-down is just a list of suggested values - you can type any value you want as a Port Label.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: drventure on October 28, 2012, 02:16:34 pm
    Hi Arzoo

    Had a quick question, and maybe a feature suggestion for another version.

    Is there any way to set Blinky up so that it performs a sound triggered animation (say amplitude trigger of a specified animation), but when there's no sound at all either
    1) fall back to a specific other animation
    or
    2) default to no animation (ie all leds off).

    ?

    If not, could this be something for a future version?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 28, 2012, 05:39:52 pm
    Hi Arzoo

    Had a quick question, and maybe a feature suggestion for another version.

    Is there any way to set Blinky up so that it performs a sound triggered animation (say amplitude trigger of a specified animation), but when there's no sound at all either
    1) fall back to a specific other animation
    or
    2) default to no animation (ie all leds off).

    ?

    If not, could this be something for a future version?

    It would not be a difficult enhancement to turn off all LEDs after a set period of silence. I'll consider for future version!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Trnzaddict on October 28, 2012, 10:10:04 pm
    Hi Arzoo. I have everything working correctly with LED blinky and MAME, but I cannot get my Player 1/2 start buttons to flash when a credit is inserted for the life of me. The option is checked in the config screen.

    Every other thing works flawlessly e,g Controls light, Controls spoken during beginning and pause of MAME, literally everything but this one feature. I'm on 147u1. Any idea what can be wrong?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on October 28, 2012, 11:09:01 pm
    Hi Arzoo. I have everything working correctly with LED blinky and MAME, but I cannot get my Player 1/2 start buttons to flash when a credit is inserted for the life of me. The option is checked in the config screen.

    Every other thing works flawlessly e,g Controls light, Controls spoken during beginning and pause of MAME, literally everything but this one feature. I'm on 147u1. Any idea what can be wrong?

    Only works for games that support that function. Try Galaga.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 29, 2012, 10:20:40 am
    Hi Arzoo. I have everything working correctly with LED blinky and MAME, but I cannot get my Player 1/2 start buttons to flash when a credit is inserted for the life of me. The option is checked in the config screen.

    Every other thing works flawlessly e,g Controls light, Controls spoken during beginning and pause of MAME, literally everything but this one feature. I'm on 147u1. Any idea what can be wrong?

    Only works for games that support that function. Try Galaga.

    Nephasth is correct. Only some of the older classics support this feature. Along with Galaga, I know it works for Asteroids and Digdug (and I'm sure there are others).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: yaksplat on October 29, 2012, 12:02:04 pm
    Nephasth is correct. Only some of the older classics support this feature. Along with Galaga, I know it works for Asteroids and Digdug (and I'm sure there are others).

    This is a feature that i wish worked everywhere.

    Are you able to control the ledout's based on a keypress?

    if(creditAdded) //mapped coindoor
        AddCredit();
    if(creditCount >0)
        FlashInput(x);

    That would be amazing if you could toggle something like that on and off for all games.  But then again, i have no idea what you're dealing with in ledblinky.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 29, 2012, 02:05:28 pm
    Nephasth is correct. Only some of the older classics support this feature. Along with Galaga, I know it works for Asteroids and Digdug (and I'm sure there are others).

    This is a feature that i wish worked everywhere.

    Are you able to control the ledout's based on a keypress?

    if(creditAdded) //mapped coindoor
        AddCredit();
    if(creditCount >0)
        FlashInput(x);

    That would be amazing if you could toggle something like that on and off for all games.  But then again, i have no idea what you're dealing with in ledblinky.

    LEDBlinky doesn't monitor keypress events while an emulator (MAME) is active. So there's really no way to implement the feature - sorry.
    Title: Lights Flash white//
    Post by: iserian on November 03, 2012, 07:53:49 pm
    Arzoo - LedBlinky is flashing all of my button lights white/on -off (I'm running all RGB buttons).  From time to time it will go back to the correct patterns that have been selected but more often than not it fast flashes the buttons white.
    Title: Re: Lights Flash white//
    Post by: arzoo on November 04, 2012, 09:08:52 am
    Arzoo - LedBlinky is flashing all of my button lights white/on -off (I'm running all RGB buttons).  From time to time it will go back to the correct patterns that have been selected but more often than not it fast flashes the buttons white.

    Do you have the Button Flash option enabled (on the FE Options tab)? If so, try turning that off.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 06, 2012, 08:51:08 pm
    Hi, I had a question about setting up LEDBlinky's MAME credit 'flashing'..

    Right now when I coin up a game in mame, it will flash the player 1 or player 2 credit button(s)... however, I noticed on a game like Battlezone, instead of LED0 and LED1 being turned on and off, it's trying to cycle LEDSTART which, from using the mame monitor tool you included with LEDBlinky, tells me that LEDSTART is [unassigned].  Question - where is this supposed to be 'assigned', exactly?  Seems like I just need to mark this someplace, but wasn't quite sure where...I wasn't real clear on where it was getting LED0 and LED1 from either, as it's probably the same place..

    Thanks!
    Pete
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 07, 2012, 10:59:48 am
    Hi, I had a question about setting up LEDBlinky's MAME credit 'flashing'..

    Right now when I coin up a game in mame, it will flash the player 1 or player 2 credit button(s)... however, I noticed on a game like Battlezone, instead of LED0 and LED1 being turned on and off, it's trying to cycle LEDSTART which, from using the mame monitor tool you included with LEDBlinky, tells me that LEDSTART is [unassigned].  Question - where is this supposed to be 'assigned', exactly?  Seems like I just need to mark this someplace, but wasn't quite sure where...I wasn't real clear on where it was getting LED0 and LED1 from either, as it's probably the same place..

    Thanks!
    Pete

    Hi Pete,
    You'll need to edit the MameOutputs.ini file and either add LEDSTART to the [default] section or create a section for Battlezone. You can assign the mame output (LEDSTART) to one or more ports on your LED controller(s) or assign it to a specific control. The MameOutputs.ini file has some documentation and examples in the header.

    Your entry should look something like this:

    [Default]
    LEDSTART=START1

    Let me know if you have any questions.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 08, 2012, 08:38:08 pm
    Thanks! I'll give that a try...
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 08, 2012, 10:23:45 pm
    I got it working, but it didn't seem to like using my port tags... For example, under [default], I needed LED0=PACLED64,1,10,24

    Putting LED0=P1START or LED0=JOYCODE_1_BUTTON1 didn't do anything...unless, now that I'm typing this...you were saying I should put 'LED0=<P1START>'? 

    Pete
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 09, 2012, 08:49:19 am
    I got it working, but it didn't seem to like using my port tags... For example, under [default], I needed LED0=PACLED64,1,10,24

    Putting LED0=P1START or LED0=JOYCODE_1_BUTTON1 didn't do anything...unless, now that I'm typing this...you were saying I should put 'LED0=<P1START>'? 

    Pete

    Not sure why the port label didn't work (you had it correct without the angle brackets) but glad you got it working!

    Edit: my mistake; you can use a control name as defined by mame (not a port label).
    LEDSTART = START1
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: pbarcade on November 09, 2012, 11:56:03 am
    Where are you finding the 'START1' part? ..or shall I say, who resolves START1, and what are they resolving it to? Is START1 a variable for the PACLED64 interface port in ledblinky, or is it a variable in mame for a LEDBlinkey port, etc...

    If I use the mame troubleshooter tool, it's basically saying what mame is looking for...turning on/off LEDSTART....  In the LEDBlinkey input tool, you have two tags, the P1START, which you can set to whatever you want, and the Joycode_1_Button1 (in my example, since my start button is wired up to one of the joypad buttons on the u360 joystick interface from ultimarc). 

    I have it working with LED=PACLED64,1,10,24 and the mame troubleshooter shows PACLED64,1,10,24 instead of unassigned...but i'm trying to figure out how to connect the dots between all these apps...:) Almost need a small flowchart..heh.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 09, 2012, 02:00:27 pm
    Where are you finding the 'START1' part? ..or shall I say, who resolves START1, and what are they resolving it to? Is START1 a variable for the PACLED64 interface port in ledblinky, or is it a variable in mame for a LEDBlinkey port, etc...

    If I use the mame troubleshooter tool, it's basically saying what mame is looking for...turning on/off LEDSTART....  In the LEDBlinkey input tool, you have two tags, the P1START, which you can set to whatever you want, and the Joycode_1_Button1 (in my example, since my start button is wired up to one of the joypad buttons on the u360 joystick interface from ultimarc). 

    I have it working with LED=PACLED64,1,10,24 and the mame troubleshooter shows PACLED64,1,10,24 instead of unassigned...but i'm trying to figure out how to connect the dots between all these apps...:) Almost need a small flowchart..heh.

    Sorry for the confusion. START1 is a mame defined control name. If you open the LEDBlinkyControls.xml file and look in the <controlDefaults groupName="MAME"> section, you'll see a list of the control names. MAME assigns each control to input codes (keyboard codes and joystick codes) based on defaults or values you set from the in-game config menu. LEDBlinky uses the keyboard codes and joystick codes to map the relationship between the mame controls and the ports on the LED controllers.

    When using the LEDBlinky device/port input map application, you assign a port "label" to each port. In your example above, this would be the value "P1START". The port label is only used to tie together three RGB ports into a single LED - it has nothing to do with mame control relationships. That's why you can use any port label values you wish. Only the keyboard codes and/or joystick codes are used when determining which button to light up.

    Back to your example above, "JOYCODE_1_BUTTON1" is the joystick code that you have assigned to your player 1 start button. The mame control name for the player 1 start button is START1 or P1_START. So for the mame output called "LEDSTART" you would use:
    LEDSTART=START1
    or
    LEDSTART=P1_START

    Not sure if this helps or makes everything more confusing  :o
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 11, 2012, 12:15:28 pm
    Here's the basic flowchart:

    http://www.ledblinky.net/Support.htm#LEDBlinkyMAMELogic (http://www.ledblinky.net/Support.htm#LEDBlinkyMAMELogic)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: griffindodd on November 16, 2012, 01:42:55 am
    Hi all,

    Struggling with my first ever LEDBlinky setup and Hyperspin FE.

    So far I have...

    Mapped and saved all my key lights to the correct ports on my PACLED64's (I have 2)
    Didn't map any keystrokes to my buttons in LEDBLinky as I have programmed them to the IPAC already
    Generated my Mame.xml and pointed to it
    Downloaded the controller.ini from controls.arcadecontrols.com and pointed to it.
    In General Settings set to light game keys, no animation during game play.
    In Hyperspin settings set to light keys for demo

    Can't get the gameplay buttons to light up when previewing in Hyperspin or when playing in Mame, they are all just off (or perform an animation if I choose a gameplay animation option).

    What have I missed???

    EDIT - FOund the issue, I didn't have my keystrokes mapped in the mapping config

    Joel
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: jonesjustin on November 17, 2012, 02:18:18 am
    I have been searching for hours and I haven’t found such awesome work.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 17, 2012, 10:30:02 am
    I have been searching for hours and I haven’t found such awesome work.

    Searching for what? And Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Endprodukt on November 25, 2012, 05:35:00 pm
    Two  questions :

    I have a dedicated start button and a dedicated genre button on my hyperspin setup. Now I really don't know which port label should be used to get those working. Exit does light up though.

    Second:

    I want all neo geo games to light up in the 4 buttons (red, yellow, green, blue) but most of them are actually unknown to led blinks (although they are in the colors.ini!?) Controls ini only uses the system name (neogeo) though... any way to set this up? 

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 26, 2012, 08:58:42 am
    Two  questions :

    I have a dedicated start button and a dedicated genre button on my hyperspin setup. Now I really don't know which port label should be used to get those working. Exit does light up though.

    Second:

    I want all neo geo games to light up in the 4 buttons (red, yellow, green, blue) but most of them are actually unknown to led blinks (although they are in the colors.ini!?) Controls ini only uses the system name (neogeo) though... any way to set this up?

    You can set the port label to anything you want (type in your own value or select from the list) – it does not affect which buttons light up. It’s the keyboard codes that determine which buttons light. For dedicated buttons that are not normally used by mame (or other emulators), you’ll need to use the Controls Editor and set them to “Always Active”. This link may help; http://www.ledblinky.net/Support.htm#LightMAMEUI (http://www.ledblinky.net/Support.htm#LightMAMEUI)

    For NEOGEO, I think you’ll need to use the controls editor to import the Unknown Game (neogeo) and set up the default controls and colors.

    The Troubleshooting app may also help determine why a button is not lighting up.

    Post back if you're still having problems/questions or email me the debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on November 26, 2012, 09:14:59 am
    I have a modified controls.ini that I added all the neogeo games (and other games found in colors.ini that were missing from controls.ini) to. If you want, I can post it up later today.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 26, 2012, 10:21:22 am
    I have a modified controls.ini that I added all the neogeo games (and other games found in colors.ini that were missing from controls.ini) to. If you want, I can post it up later today.

    Nephasth - You might want to also post that on the controls.dat forum (http://forum.arcadecontrols.com/index.php/board,45.0.html). Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Endprodukt on November 26, 2012, 10:51:04 am
    I'd love to have that controls.ini! :)

    I got the genre/start game buttons working also! :) so now I only need to get neo geo working.

    Would it be possible to set neo geo up as an emulator in the control editor although it's running through mame?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 26, 2012, 11:54:44 am
    Would it be possible to set neo geo up as an emulator in the control editor although it's running through mame?

    Hmmm, you might be able to create another instance of mame and rename the exe so it didn't have "mame" in the file name. Then Blinky would just see it as another emulator. But with that configuration, none of the mame specific files or features would be used - basically the buttons would just light up as configured in the controls editor (like any other non-mame emulator).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Lunar Looser on November 27, 2012, 07:43:49 am
    I have an old Hellomat Cab with a 21" PC-CRT, an old PC, MaximusArcade with MAME and LEDBlinky.
    Everything works fine, but in one game one button didn´t light correctly:
              Lunar lander
    In MAME the configuration is
    P1 Pedal analog            n/a
    P1 Pedal analog Dec     none
    P1 Pedal analog Inc      key Y
    So when i press the button assigned to "Y" on my control panel (IPac64), the lander fires his rocket and moves up. Great.
    But the button didn´t light. This button lights correct in other games, but not in Lunar Lander.
    I assume it has to do with "P1 Pedal analog". How can i light this LED for a game that uses "P1 Pedal analog"?
    And if i want LEDBlinky to announce this button, what must i do?
    All buttons in all games are announced correctly, like "Turn left", "thrust" or "Fire",
    but i have no idea how to configure the speech in control.ini for P1 pedal analog.   :(
    Any solutions for this two problems?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 27, 2012, 08:51:47 am
    I have an old Hellomat Cab with a 21" PC-CRT, an old PC, MaximusArcade with MAME and LEDBlinky.
    Everything works fine, but in one game one button didn´t light correctly:
              Lunar lander
    In MAME the configuration is
    P1 Pedal analog            n/a
    P1 Pedal analog Dec     none
    P1 Pedal analog Inc      key Y
    So when i press the button assigned to "Y" on my control panel (IPac64), the lander fires his rocket and moves up. Great.
    But the button didn´t light. This button lights correct in other games, but not in Lunar Lander.
    I assume it has to do with "P1 Pedal analog". How can i light this LED for a game that uses "P1 Pedal analog"?
    And if i want LEDBlinky to announce this button, what must i do?
    All buttons in all games are announced correctly, like "Turn left", "thrust" or "Fire",
    but i have no idea how to configure the speech in control.ini for P1 pedal analog.   :(
    Any solutions for this two problems?

    Try using the Troubleshooting app (http://www.ledblinky.net/Support.htm#ItsNotWorking) to determine why the Thrust button is not lighting up. If that doesn't help, email me the debug.zip file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Trnzaddict on November 27, 2012, 09:58:14 am
    Hi Arzoo, I'm having some issues over here. Actually first I have a question. I'm running rgb led's in my X Arcade Tankstick, which when all 3 colors light up together the color of the button is white. When I'm scrolling through games in HyperSpin, the games that don't have any entries in the color.ini files, the buttons light up white. Is there any way I can change that so the left side is default Red and the right side is default blue without importing each game manually to change? Also is there any way I can blink and speak my p1 start and p2 start buttons? Ever since I installed lb it only lit these controls and never spoke them or blinked them.

    The other issue is, ledblinky does not like playchoice 10 games. It will not correctly speak and blink the Channel Enter, Channel Select, or Reset keys. When I add these keys in the controls editor after importing the mame game, it screws everything up. If I just have it display just the B and A for p1 and p2 button's as on the original PC10 cabs, everything is correct. But when I add the extra keys, my player2 A button does not light and for whatever reason it speaks Channel Select and Channel Enter on my p1 side on my A and B buttons, not the keys I have assigned them to. Also when these extra buttons are added in I have my keys assigned to p1 and p2 button 8 in mame on my cp light up white, which should not happen because these are not even an option to use in the Playchoice 10 cfg screens.

    I also tried to use your troubleshooter, and I'm getting a memory access violation error when I boot it up, so I can't even attempt to repair it myself.

    Help?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on November 27, 2012, 10:46:23 am
    Hi Arzoo, I'm having some issues over here. Actually first I have a question. I'm running rgb led's in my X Arcade Tankstick, which when all 3 colors light up together the color of the button is white. When I'm scrolling through games in HyperSpin, the games that don't have any entries in the color.ini files, the buttons light up white. Is there any way I can change that so the left side is default Red and the right side is default blue without importing each game manually to change? Also is there any way I can blink and speak my p1 start and p2 start buttons? Ever since I installed lb it only lit these controls and never spoke them or blinked them.

    The other issue is, ledblinky does not like playchoice 10 games. It will not correctly speak and blink the Channel Enter, Channel Select, or Reset keys. When I add these keys in the controls editor after importing the mame game, it screws everything up. If I just have it display just the B and A for p1 and p2 button's as on the original PC10 cabs, everything is correct. But when I add the extra keys, my player2 A button does not light and for whatever reason it speaks Channel Select and Channel Enter on my p1 side on my A and B buttons, not the keys I have assigned them to. Also when these extra buttons are added in I have my keys assigned to p1 and p2 button 8 in mame on my cp light up white, which should not happen because these are not even an option to use in the Playchoice 10 cfg screens.

    I also tried to use your troubleshooter, and I'm getting a memory access violation error when I boot it up, so I can't even attempt to repair it myself.

    Help?

    When there's no color defined for a control, LEDBlinky uses the Default Active color (white by default). Using the controls editor, you can create a <default> control group for MAME and then set the Default_Active color (on the Common Controls tab). But there is no way to default some buttons to red and others to blue - you would have to import each game separately or add to the colors.ini.

    The Start and Coin buttons are never spoken. This is an option I could possibly add in a future release if there is enough interest.

    If you turn on the Debug Log and Verbose options, run some of the PC10 games, then email me the debug.zip file I'll take a look.

    Not sure why the troubleshooting app is crashing - is the .exe in the LEDBlinky folder? If you want to zip up your entire LEDBlinky folder and email that to me I might be able to figure out what the bug is.
    Title: AW: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Endprodukt on December 01, 2012, 05:25:38 pm
    The coin and start button in mame is only blinking in some games, what could be the reason for that?

    Gesendet von meinem HTC Desire HD A9191 mit Tapatalk 2

    Title: Re: AW: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on December 01, 2012, 05:34:37 pm
    The coin and start button in mame is only blinking in some games, what could be the reason for that?

    Gesendet von meinem HTC Desire HD A9191 mit Tapatalk 2

    That feature is only supported by some of the older classic games. Its basically game dependent.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 17, 2013, 12:04:30 am
    Arzoo,
    I recently updated my computer in my Mame machine.  I went from XP to Win7.  Basically, I just copied over my LED Blinky software.

    The only issue I've had is with the Audio Animation.  Ultimately, I want be able to stick this app in TEST mode again so the lights will coordinate with audio playback. 

    I used to be able to open up the Configure LEDBlinky utility and then the "Audio Animation" tab.

    Now when I do that, I get a popup box that says, "Invalid Audio Device value.  This may occur if you have changed audio hardare.  Please re-select the Audio DEVICE."

    I click OK and then I get an "Error initializing Audio functions.  BASS_RecordInit failed.  Error: BASS_ERROR_DEVICE (23)"

    I click OK on that popup and then try to select from the "Audio Device and Input" dropdown and there is nothing to select.

    So, obviously this has something to do with LEDBlinky looking for my old audio device and not finding it, right?

    What configuration changes do I do to get this working again?  Is it just a Windows thing?

    If all I need to do is reinstall (which I'm close to doing) what files do I have to make sure I don't delete so that I do lose everything I've worked on (my button config)?

    Thanks (as always)!

    EDIT:  I'm running an upgrade of 5.1 LED Blinky
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 17, 2013, 09:52:38 am
    Arzoo,
    I recently updated my computer in my Mame machine.  I went from XP to Win7.  Basically, I just copied over my LED Blinky software.

    The only issue I've had is with the Audio Animation.  Ultimately, I want be able to stick this app in TEST mode again so the lights will coordinate with audio playback. 

    I used to be able to open up the Configure LEDBlinky utility and then the "Audio Animation" tab.

    Now when I do that, I get a popup box that says, "Invalid Audio Device value.  This may occur if you have changed audio hardare.  Please re-select the Audio DEVICE."

    I click OK and then I get an "Error initializing Audio functions.  BASS_RecordInit failed.  Error: BASS_ERROR_DEVICE (23)"

    I click OK on that popup and then try to select from the "Audio Device and Input" dropdown and there is nothing to select.

    So, obviously this has something to do with LEDBlinky looking for my old audio device and not finding it, right?

    What configuration changes do I do to get this working again?  Is it just a Windows thing?

    If all I need to do is reinstall (which I'm close to doing) what files do I have to make sure I don't delete so that I do lose everything I've worked on (my button config)?

    Thanks (as always)!

    EDIT:  I'm running an upgrade of 5.1 LED Blinky

    My guess is this is an issue with Win7 using the motherboard audio drivers - other users have had similar problems. First try this; edit the ledblinky settings.ini file (using notepad or any text editor) and change the AudioDevice value to 0. Then run the config app and see if any audio devices show up in the Audio Device list.

    [AudioAnimation]
    AudioDevice=0

    If that doesn’t work then try this:
    1. Right click the volume icon in the system tray and select “Recording Device”. Or you can open the “Sounds” dialog from the control panel.
    2. On the Sound “Recording” tab, right click on any blank area and select “Show Disabled Devices”. This should then add a device that may be called “Stereo Mix” or “What You Hear”.
    3. Right click the new device and select “Enable”.
    4. Back in the LEDBlinky config, select the device.

    If Win7 will not let you enable the “Stereo Mix” recording device then you could try upgrading your audio drivers or purchase an inexpensive audio card.
    Title: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 17, 2013, 03:47:42 pm
    Thanks for the help Arzoo!  That got me going in the right direction.

    In Windows 7, you have to click START and search "Sound". 
    Select "Sound" under Control Panel.
    Click the "Recording" tab.
    Right click in any space and click on "Show Disabled Device".
    Look for either "Stereo Mix" or "What U Hear".

    For me, only "Stereo Mix" was there. Since this was a new computer, I had not even plugged my microphone in Nd enabled that yet (And why would I have? It's a Mame dedicated computer).

    Right click on "Stereo Mix" and set it to "Default".

    Open up the LED Blinky Config app and go the Animation tab.
    Choose "Stereo Mix" from the Audio Device and Input drop down.
    Choose "Master Volume" from drop down to the right of that.
    Choose "Pulse Animation" from the Audio Animation Mode drop down.
    Play some music and click TEST.

    Thanks Arzoo!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 17, 2013, 05:57:06 pm
    Arzoo,
    One more question that's been irking me until just now...

    I use Hyperspin and in although I have my LED Blinky Config set to "speak" the Hyperspin controls (and all the Hyperspin controls have been configured within HS) by pressing ENTER.

    The problem is, I can only get LED Blinky to speak a few of the main controls such as...

    "Select", "Genre",  "Favorites", "Hyperspin"

    ...I cannot get it to say, "Skip Up Num", "Skip Down Num", "Exit"???

    I know the video I saw on YouTube with the LED Blinky talking relates to Mala as the frontend...but doesn't Hyperspin do the same?

    Also, is the speech configurable (as in) can I tell it what to say instead of "Skip Up Num", maybe "Skip Forward".

    And lastly, when I press ENTER the controls flash as their functions are spoken different colors, but then they all stay lit "white" (even the controls that are not spoken aloud).  Are those colors configurable?

    Thanks again.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 21, 2013, 07:45:10 pm
    Arzoo,
    I opened "Configure LED Blinky" app and I have "Light Hyperspin Controls" option checked.

    I opened the LEDBlinky Controls Editor app and I clicked on the "FE" button to configure the colors of my Hyperspin frontend controls.

    The colors/controls/speech will be verbalized in Hyperspin if I hit the ENTER button, but it skips the "P1_SKIP UP" and "P1_SKIP DOWN".  Why is that? 

    Also, once it has cycled through all the controls/decriptions, the only Hyperspin control that stays configured the color that I chose is "Genre".  Otherwise, all the other controls are lit white only and not the colors I chose.

    How can I fix this?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Patrickbutler on January 24, 2013, 01:55:39 am
    Arzoo,
    I recently updated my computer in my Mame machine.  I went from XP to Win7.  Basically, I just copied over my LED Blinky software.

    The only issue I've had is with the Audio Animation.  Ultimately led (http://www.niceledlights.com) , I want be able to stick this app in TEST mode again so the lights will coordinate with audio playback. 

    I used to be able to open up the Configure LEDBlinky utility and then the "Audio Animation" tab.

    Now when I do that, I get a popup box that says, "Invalid Audio Device value.  This may occur if you have changed audio hardare.  Please re-select the Audio DEVICE."

    I click OK and then I get an "Error initializing Audio functions.  BASS_RecordInit failed.  Error: BASS_ERROR_DEVICE (23)"

    I click OK on that popup and then try to select from the "Audio Device and Input" dropdown and there is nothing to select.

    So, obviously this has something to do with LEDBlinky looking for my old audio device and not finding it, right?

    What configuration changes do I do to get this working again?  Is it just a Windows thing?

    If all I need to do is reinstall (which I'm close to doing) what files do I have to make sure I don't delete so that I do lose everything I've worked on (my button config)?

    Thanks (as always)!

    EDIT:  I'm running an upgrade of 5.1 LED Blinky


    My guess is this is an issue with Win7 using the motherboard audio drivers - other users have had similar problems. First try this; edit the ledblinky settings.ini file (using notepad or any text editor) and change the AudioDevice value to 0. Then run the config app and see if any audio devices show up in the Audio Device list.

    [AudioAnimation]
    AudioDevice=0

    If that doesn’t work then try this:
    1. Right click the volume icon in the system tray and select “Recording Device”. Or you can open the “Sounds” dialog from the control panel.
    2. On the Sound “Recording” tab, right click on any blank area and select “Show Disabled Devices”. This should then add a device that may be called “Stereo Mix” or “What You Hear”.
    3. Right click the new device and select “Enable”.
    4. Back in the LEDBlinky config, select the device.

    If Win7 will not let you enable the “Stereo Mix” recording device then you could try upgrading your audio drivers or purchase an inexpensive audio card.

    Hello you seems to be an experienced person. I am looking to design led system operated by computer. Can you help me
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 24, 2013, 10:30:40 am
    Arzoo,
    I opened "Configure LED Blinky" app and I have "Light Hyperspin Controls" option checked.

    I opened the LEDBlinky Controls Editor app and I clicked on the "FE" button to configure the colors of my Hyperspin frontend controls.

    The colors/controls/speech will be verbalized in Hyperspin if I hit the ENTER button, but it skips the "P1_SKIP UP" and "P1_SKIP DOWN".  Why is that? 

    Also, once it has cycled through all the controls/decriptions, the only Hyperspin control that stays configured the color that I chose is "Genre".  Otherwise, all the other controls are lit white only and not the colors I chose.

    How can I fix this?

    For the Skip Up and Skip Down buttons to light up (and speak), they need to be assigned to keyboard values in HS and those keycodes must be assigned to LED ports (in the LEDBlinky Device/Port Input map). Do they light up correctly and just not blink/speak when you press Enter? You could try the Troubleshooting app to see if it can identify the problem. If not, email me the debug.ZIP file in the ledblinky folder and I’ll take a look.

    As for the other problem – let me see if I understand correctly: When HS starts, all the FE buttons are lit with the correct color. Then you press Enter to activate the help feature and each FE button is spoken and blinks (the correct color). But after each button stops blinking it remains white?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 24, 2013, 10:37:06 am
    Hello you seems to be an experienced person. I am looking to design led system operated by computer. Can you help me

    If you're looking for advice on building your own hardware, then I don't think I can be of much help. If you're looking for help on using the LEDBlinky software, them I'll need more specific details on your issue(s).
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 28, 2013, 05:38:33 pm
    Arzoo,
    Quote
    For the Skip Up and Skip Down buttons to light up (and speak), they need to be assigned to keyboard values in HS and those keycodes must be assigned to LED ports (in the LEDBlinky Device/Port Input map). Do they light up correctly and just not blink/speak when you press Enter? You could try the Troubleshooting app to see if it can identify the problem. If not, email me the debug.ZIP file in the ledblinky folder and I’ll take a look.[\quote]

    Problem#1 = LED Blinky will not verbalize HS controls for "Skip Up Num" & "Skip Down Num"
    In Hyper HQ under the "controls" tab, there are options "Skip Up" & "Skip Down" and then there are options "Skip Up Num" & "Skip Down Num". 

    I have "Skip Up" & "Skip Down" mapped to my 4-way joystick and I have "Skip Up Num" & "Skip Down Num" mapped to my "0" & "Z" buttons respectively.

    My "0" & "Z" buttons light up when I start HS and they stay lit, but they are colored white only.  These buttons are mapped correctly to their ports and they normally display all RGB colors within all other apps.

    Within the "LED Blinky Controls Editor" app under the "FE" button, all of my controls are mapped to the correct keys and have indiviual colors mapped to each button.  I do see one problem here and that is that if you go to add a control for HS using the editor app, only "P1_SKIPUP" & "P1_SKIPDOWN" (excluding P2 controls for this discussion of course) appear.  There are no "P1_SKIPUPNUM" & "P1_SKIPDOWNNUM" options.  Therefore, I can't select the verbiage for those controls.  According to HyperHQ, there is a difference between what "skipdown" and "skipdownnum" should do, correct?

    Ultimately, I just want all the controls verbalized including "skip up" & "skip down".  The buttons are lit (albeit, only white) but you don't know what they do. 

    Quote
    As for the other problem – let me see if I understand correctly: When HS starts, all the FE buttons are lit with the correct color. Then you press Enter to activate the help feature and each FE button is spoken and blinks (the correct color). But after each button stops blinking it remains white?

    Problem #2 = All FE controls are lit an incorrect color

    When I press "Enter" to activate the help feature within HS to speak the controls, all controls are correctly verbalized (except the "0" & "Z" keys mapped to "Skip Up Num" & "Skip Down Num").

    As each control description is verbalized, the button flashes the correct user defined color, but upon help completion the buttons revert to white.  Only one button ("Genre" mapped to "Q") remains lit in the user defined color.

    All the HyperHQ configured buttons perform the FE functions they were mapped to do correctly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on January 28, 2013, 10:32:27 pm
    Arzoo,
    Quote
    For the Skip Up and Skip Down buttons to light up (and speak), they need to be assigned to keyboard values in HS and those keycodes must be assigned to LED ports (in the LEDBlinky Device/Port Input map). Do they light up correctly and just not blink/speak when you press Enter? You could try the Troubleshooting app to see if it can identify the problem. If not, email me the debug.ZIP file in the ledblinky folder and I’ll take a look.[\quote]

    Problem#1 = LED Blinky will not verbalize HS controls for "Skip Up Num" & "Skip Down Num"
    In Hyper HQ under the "controls" tab, there are options "Skip Up" & "Skip Down" and then there are options "Skip Up Num" & "Skip Down Num". 

    I have "Skip Up" & "Skip Down" mapped to my 4-way joystick and I have "Skip Up Num" & "Skip Down Num" mapped to my "0" & "Z" buttons respectively.

    My "0" & "Z" buttons light up when I start HS and they stay lit, but they are colored white only.  These buttons are mapped correctly to their ports and they normally display all RGB colors within all other apps.

    Within the "LED Blinky Controls Editor" app under the "FE" button, all of my controls are mapped to the correct keys and have indiviual colors mapped to each button.  I do see one problem here and that is that if you go to add a control for HS using the editor app, only "P1_SKIPUP" & "P1_SKIPDOWN" (excluding P2 controls for this discussion of course) appear.  There are no "P1_SKIPUPNUM" & "P1_SKIPDOWNNUM" options.  Therefore, I can't select the verbiage for those controls.  According to HyperHQ, there is a difference between what "skipdown" and "skipdownnum" should do, correct?

    Ultimately, I just want all the controls verbalized including "skip up" & "skip down".  The buttons are lit (albeit, only white) but you don't know what they do. 

    Quote
    As for the other problem – let me see if I understand correctly: When HS starts, all the FE buttons are lit with the correct color. Then you press Enter to activate the help feature and each FE button is spoken and blinks (the correct color). But after each button stops blinking it remains white?

    Problem #2 = All FE controls are lit an incorrect color

    When I press "Enter" to activate the help feature within HS to speak the controls, all controls are correctly verbalized (except the "0" & "Z" keys mapped to "Skip Up Num" & "Skip Down Num").

    As each control description is verbalized, the button flashes the correct user defined color, but upon help completion the buttons revert to white.  Only one button ("Genre" mapped to "Q") remains lit in the user defined color.

    All the HyperHQ configured buttons perform the FE functions they were mapped to do correctly.

    Ok - it took about two hours but I figured out what's going on with your configuration.

    First, the Skip Up Number and Skip Down Number are missing from the list of default HS controls in the LEDBlinkyControls.xml file. Either I missed these when I first created the xml data years ago or they have been added since. Regardless, you'll need to add them manually: edit your LEDBlinkyControls.xml file using notepad (or any text editor) and add the highlighted lines in the attached image. Then when you run the Controls Editor and click the FE button, you should be able to add the missing controls.

    The second problem with the HS controls blinking the correct colors but then going white was the one that really stumped me. Here's the problem - using the Controls Editor, you defined the colors for the HS Player 1 controls, but not the Player 2 controls. Since your HS config uses the same keyboard values for both P1 and P2, and P2 has no colors defined, LEDBlinky is using the default color (white). All you need to do is define the P2 controls and make sure they have the same colors as the P1 controls.
    Title: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on January 29, 2013, 04:31:47 am
    Arzoo,
    Quote
    For the Skip Up and Skip Down buttons to light up (and speak), they need to be assigned to keyboard values in HS and those keycodes must be assigned to LED ports (in the LEDBlinky Device/Port Input map). Do they light up correctly and just not blink/speak when you press Enter? You could try the Troubleshooting app to see if it can identify the problem. If not, email me the debug.ZIP file in the ledblinky folder and I’ll take a look.[\quote]

    Problem#1 = LED Blinky will not verbalize HS controls for "Skip Up Num" & "Skip Down Num"
    In Hyper HQ under the "controls" tab, there are options "Skip Up" & "Skip Down" and then there are options "Skip Up Num" & "Skip Down Num". 

    I have "Skip Up" & "Skip Down" mapped to my 4-way joystick and I have "Skip Up Num" & "Skip Down Num" mapped to my "0" & "Z" buttons respectively.

    My "0" & "Z" buttons light up when I start HS and they stay lit, but they are colored white only.  These buttons are mapped correctly to their ports and they normally display all RGB colors within all other apps.

    Within the "LED Blinky Controls Editor" app under the "FE" button, all of my controls are mapped to the correct keys and have indiviual colors mapped to each button.  I do see one problem here and that is that if you go to add a control for HS using the editor app, only "P1_SKIPUP" & "P1_SKIPDOWN" (excluding P2 controls for this discussion of course) appear.  There are no "P1_SKIPUPNUM" & "P1_SKIPDOWNNUM" options.  Therefore, I can't select the verbiage for those controls.  According to HyperHQ, there is a difference between what "skipdown" and "skipdownnum" should do, correct?

    Ultimately, I just want all the controls verbalized including "skip up" & "skip down".  The buttons are lit (albeit, only white) but you don't know what they do. 

    Quote
    As for the other problem – let me see if I understand correctly: When HS starts, all the FE buttons are lit with the correct color. Then you press Enter to activate the help feature and each FE button is spoken and blinks (the correct color). But after each button stops blinking it remains white?

    Problem #2 = All FE controls are lit an incorrect color

    When I press "Enter" to activate the help feature within HS to speak the controls, all controls are correctly verbalized (except the "0" & "Z" keys mapped to "Skip Up Num" & "Skip Down Num").

    As each control description is verbalized, the button flashes the correct user defined color, but upon help completion the buttons revert to white.  Only one button ("Genre" mapped to "Q") remains lit in the user defined color.

    All the HyperHQ configured buttons perform the FE functions they were mapped to do correctly.

    Ok - it took about two hours but I figured out what's going on with your configuration.

    First, the Skip Up Number and Skip Down Number are missing from the list of default HS controls in the LEDBlinkyControls.xml file. Either I missed these when I first created the xml data years ago or they have been added since. Regardless, you'll need to add them manually: edit your LEDBlinkyControls.xml file using notepad (or any text editor) and add the highlighted lines in the attached image. Then when you run the Controls Editor and click the FE button, you should be able to add the missing controls.

    The second problem with the HS controls blinking the correct colors but then going white was the one that really stumped me. Here's the problem - using the Controls Editor, you defined the colors for the HS Player 1 controls, but not the Player 2 controls. Since your HS config uses the same keyboard values for both P1 and P2, and P2 has no colors defined, LEDBlinky is using the default color (white). All you need to do is define the P2 controls and make sure they have the same colors as the P1 controls.

    Arzoo...you are the man!  Thanks a million!  Looks fantastic!  :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Zeenon on February 21, 2013, 08:26:27 pm
    So I've been playing with LEDBlinky for a few days now and running into a slight problem which I know is lack of knowledge.

    I set P1/P2 Start, Exit, Pause, MouseB1/B2 and trackball in the input map program. RGB LEDs on a PACLED64.

    I basically (for now) want those LEDs to be blue during the game. For some reason P1/P2 is coming up red, how do I make it blue?

    Also if I check the Flash Player Start with Credits it's also flashing red, how do I make it blue? (not sure which one I like so I'll ask both questions at once)

    Z
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: evh347 on February 21, 2013, 08:35:55 pm
    So I've been playing with LEDBlinky for a few days now and running into a slight problem which I know is lack of knowledge.

    I set P1/P2 Start, Exit, Pause, MouseB1/B2 and trackball in the input map program. RGB LEDs on a PACLED64.

    I basically (for now) want those LEDs to be blue during the game. For some reason P1/P2 is coming up red, how do I make it blue?

    Also if I check the Flash Player Start with Credits it's also flashing red, how do I make it blue? (not sure which one I like so I'll ask both questions at once)

    Z

    Check your MAME "colors.ini" and verify the color for the ROM in question?  Otherwise, have you set up a specific color config for the emulator/rom in question?  That has to be done through the "import" feature.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on February 22, 2013, 08:38:06 am
    So I've been playing with LEDBlinky for a few days now and running into a slight problem which I know is lack of knowledge.

    I set P1/P2 Start, Exit, Pause, MouseB1/B2 and trackball in the input map program. RGB LEDs on a PACLED64.

    I basically (for now) want those LEDs to be blue during the game. For some reason P1/P2 is coming up red, how do I make it blue?

    Also if I check the Flash Player Start with Credits it's also flashing red, how do I make it blue? (not sure which one I like so I'll ask both questions at once)

    Z

    Check your MAME "colors.ini" and verify the color for the ROM in question?  Otherwise, have you set up a specific color config for the emulator/rom in question?  That has to be done through the "import" feature.

    evh347's answers are both correct (thanks evh!). 

    The colors.ini file defines the button color for each game. You can edit that file and do a global replace if you wish to make bulk changes (like change the P1_START to blue for every game). Just keep a backup in case you wish to return to the original colors. You can also use the Controls Editor to override the button colors (as defined in the colors.ini). To set the color for all mame games, you would need to create a <default> control group and add the individual buttons for which you wish to set the color. To set the color for individual mame games, you would use the Import function with the rom name and then set the button colors.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 15, 2013, 03:02:57 pm
    Hi all,
    I'm new to ledblinky and also justtrying to finish a cp using pacled64 + ledblinky+ hyperspin
     I'm having a little trouble with hyperspin + ledblinky when i searc hmy game list wheel .
    When a game is at the bottom of list i have to hold joystick down for ages ...pacled64 stop its current animation cycle and  starts to flash on off on all lights constantly as if its now hanging? and then usually i have to taskmanager end the ledblinky as otherwise it would continue to flash even when hyperspin has shutdown?
       Could i have a faulty pacled64?  i can recreate that every time if i dont hold it down and just scroll the wheel one game name at a time it doesn't trigger this 'hang' state?

    thanks ,

    piklz
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on March 15, 2013, 04:14:26 pm
    Hi all,
    I'm new to ledblinky and also justtrying to finish a cp using pacled64 + ledblinky+ hyperspin
     I'm having a little trouble with hyperspin + ledblinky when i searc hmy game list wheel .
    When a game is at the bottom of list i have to hold joystick down for ages ...pacled64 stop its current animation cycle and  starts to flash on off on all lights constantly as if its now hanging? and then usually i have to taskmanager end the ledblinky as otherwise it would continue to flash even when hyperspin has shutdown?
       Could i have a faulty pacled64?  i can recreate that every time if i dont hold it down and just scroll the wheel one game name at a time it doesn't trigger this 'hang' state?

    thanks ,

    piklz

    Try setting Button Flash (FE Options tab) to none and uncheck Demo Game Controls (HS Options tab). Either one of those features might be causing the problem. It's most likely the Demo Game Controls feature. If you really want to use that, make sure the Demo Scroll Delay has a value greater than 0.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 15, 2013, 04:42:56 pm
     :cheers:

    That was quick!Arzoo that did the trick thank you! dont mind having that off for now ; of to read ledblinky pdf, now I have to learn how to map the colours when I play mame games- the controls/buttons  are mapped fine just the colours arent  relating to the actions its speaking flashing at me t use ,brb if i get truly stuck.... :)

    psok i think i remember now how this works colours-wise just done a quick test with 1944 in mame using the editor and once saved it worked had to coloured buttons in the right place so its just a laborious task now to do everything mame game but im stoked either way as a new board is coming and the cp is taking shape really nicely now!!

    ( first started buying components and your software in 2011 lol, its only now that ive managed to get time to make it happen and i forget alot of what i read on these forums) again most are like you so quick and helpful, this forum really is awesome,and so ill be putting my wares on the project announcement section v soon thanks to what ive seen and been inspired by here all you clever /creative lot ..
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 15, 2013, 04:46:11 pm
    ...Still think i have a faulty pacled64 theres always one light switched on regardless if board is connected to pc or not ..eek..... hope Andy or ultramarc can get back to me soon!!
    update: Andy has already got back to me and replacing board ,superb service! cant wait to try nw board

    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 16, 2013, 08:15:24 am
    Tried to setup some colours for a few games and while they appear to work when i use the ledblinky test option in the editor, when im in hyperspin its all wrong, possibly the board is about to fail big time getting worse  each time i run it(lowpower output missing lights etc) . But while i wait for new board Is there a way to batch import all mame games to the colour editor? Or am i missing something?  Cheers, piklz
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on March 16, 2013, 10:58:40 am
    Tried to setup some colours for a few games and while they appear to work when i use the ledblinky test option in the editor, when im in hyperspin its all wrong, possibly the board is about to fail big time getting worse  each time i run it(lowpower output missing lights etc) . But while i wait for new board Is there a way to batch import all mame games to the colour editor? Or am i missing something?  Cheers, piklz

    There's no way to import all the mame games into the controls editor. The colors.ini file defines the button colors for the majority of mame games. If you want to make a mass change (like all Player1 Button 1 to red for example), you can edit the colors.ini with notepad or any text editor.

    But if the colors seem to be randomly wrong, then that might be a hardware issue. Although I don't see why the colors would be correct when using the test mode but wrong from HS. You could try using the Troubleshooting app and see what it finds. Or you can turn on the Debug Log and Verbose options, run HS with the games that are not working as expected, then email me the debug.ZIP file and I'll take a look. If you send me the debug file, make sure to tell me exactly which LEDs are not lighting correctly.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 17, 2013, 10:13:15 am
    Yeah i think i saw mame/ledblinky colours work fine for a few games prior to it crashing[pacled] in between the corrupt lighting then subsequent failure of all lights ;then off! my pacled64 board is randomly working at mo so i wont bother you anymore about this, I'm pretty certain the software side of things is behaving now just gotta wait till new one arrives to completly test all configs out,,I did try your suggested troubleshooting tool [neat idea]but i get a violation error dialog box popping up ?

     ps its sooo cool to see nba jam/streetfighter/[add game here] with the correct colours on correct buttons and then microsoft anna speaking them out its soo damn flashy !its gonna be swweeet!ill post my findings when i get the new hardware ,thanks again :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on March 17, 2013, 11:08:14 am
    I did try your suggested troubleshooting tool [neat idea]but i get a violation error dialog box popping up ?

    Do me a favor and email me your debug.log file - that will help me fix the troubleshooting app crash. Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 17, 2013, 11:50:05 am
    just sent you email with my debug file ,cheers mrPiklz
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: mrPiklz on March 19, 2013, 10:08:25 pm
    replacement pacled64 board arrived today!colours looking great now just have  to add the games which havent got specific colours .. :)

    update since playing with the new pacled64 board and ledblinkys audio section, i've not been building arcade lol// the sampling rate is really rather decent (for an onboard soundcard) really cant wait to pause mame and see the background music having matching pulsating lights!played with  some trigger thresholds+ some dance tracks and it works so well!! Arzoo this is brill!
    Title: In-game specific color changes
    Post by: hoffy84 on June 10, 2013, 12:18:21 pm
    Hi Arzoo,

    Here is what I am trying to accomplish: While playing Golden Tee Classic with 4 players, I want the controls to light up the same as the color of the active player. So when player 1 (Blue) is playing the [face left], [face right], and [trackball] are all blue. Then when player 2 is up, everything changes to yellow, player 3: everything changed to red, player 4: everything changes to purple.

    I have tried going into the Controls Editor, but cannot seem to pull this off. I know that I need to have the [aletrnating} box checked, since 4 players are sharing the same controls, but then it will only let me set colors for player 1 only.

    My guess is that this may not be possible, bc LEDBlinky would somehow need to know which player is up to be able to change to its respective color.

    Just wondering if you know how to accomplish this, or if there are any other folks you know who are a little more versed, and know of some kind of trick to pull this off.

    Thanks! - Hoffy 
    Title: Re: In-game specific color changes
    Post by: arzoo on June 10, 2013, 02:43:09 pm
    Hi Arzoo,

    Here is what I am trying to accomplish: While playing Golden Tee Classic with 4 players, I want the controls to light up the same as the color of the active player. So when player 1 (Blue) is playing the [face left], [face right], and [trackball] are all blue. Then when player 2 is up, everything changes to yellow, player 3: everything changed to red, player 4: everything changes to purple.

    I have tried going into the Controls Editor, but cannot seem to pull this off. I know that I need to have the [aletrnating} box checked, since 4 players are sharing the same controls, but then it will only let me set colors for player 1 only.

    My guess is that this may not be possible, bc LEDBlinky would somehow need to know which player is up to be able to change to its respective color.

    Just wondering if you know how to accomplish this, or if there are any other folks you know who are a little more versed, and know of some kind of trick to pull this off.

    Thanks! - Hoffy

    You are correct, the only way that would be possible would be if mame were providing an output message indicating which player is up. I don't play GT so I'm not sure if it has any output messages, but my guess is not. In the LEDBlinky folder there should be a MAMEOutputTest app which you can run to see all the output messages while running each game. All I can suggest is give it a try.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 11:46:08 am
    I installed this last night to use with HS and Mame. Having a few issues. I sat up all the buttons in the config file but for whatever reason when I run games in Mame, the buttons work right but light wrong. What should I be looking for?

    Also most all the options in Configure LED Blinky to Test are grey out when selecting options from the drop down boxes, is this a limitation of the trail mode?

    Here are somethings I don't know if it matters or not.

    Using U360s for player 1 and 2 but I am not using the button controls from the U360s. In other words the button harness are not even hooked up to my control panel.

    Using Xpadder to assign key movements to U360s.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 18, 2013, 01:10:10 pm
    I installed this last night to use with HS and Mame. Having a few issues. I sat up all the buttons in the config file but for whatever reason when I run games in Mame, the buttons work right but light wrong. What should I be looking for?

    Also most all the options in Configure LED Blinky to Test are grey out when selecting options from the drop down boxes, is this a limitation of the trail mode?
    Hi,
    There's no limitations in the trial version. If all the 'Test' buttons are disabled (gray), then is sounds like the app is not detecting any LED controller (LEDWiz, PacLED64, etc.). Are you getting any error messages? Try using the SimpleLEDTest.exe app to see if you're LEDs are wired correctly. If the buttons are lighting up with the test app, then try the LEDBlinkyTroubleshooting.exe app and see if that can identify the problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 01:36:43 pm
    I installed this last night to use with HS and Mame. Having a few issues. I sat up all the buttons in the config file but for whatever reason when I run games in Mame, the buttons work right but light wrong. What should I be looking for?

    Also most all the options in Configure LED Blinky to Test are grey out when selecting options from the drop down boxes, is this a limitation of the trail mode?
    Hi,
    There's no limitations in the trial version. If all the 'Test' buttons are disabled (gray), then is sounds like the app is not detecting any LED controller (LEDWiz, PacLED64, etc.). Are you getting any error messages? Try using the SimpleLEDTest.exe app to see if you're LEDs are wired correctly. If the buttons are lighting up with the test app, then try the LEDBlinkyTroubleshooting.exe app and see if that can identify the problem.

    I will give it a shot when I get home from work today.

    I was able to program all the LEDs correctly when configuring the app. and I am pretty sure SimpleLEDTest.exe worked correctly too.

    I will reply back in a little to confirm when in front of my machine.

    Thanks for the reply..

    ps. Controller File
    Controller files are usually supplied by Control Panel vendors (xArcade, SlikStik, etc.). They provide the default input controls for their layout. If you use a controller file when running MAME, set the path to that file.

    Is this something I need to provide when using a I-Pac?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 18, 2013, 06:16:55 pm
    I installed this last night to use with HS and Mame. Having a few issues. I sat up all the buttons in the config file but for whatever reason when I run games in Mame, the buttons work right but light wrong. What should I be looking for?

    Also most all the options in Configure LED Blinky to Test are grey out when selecting options from the drop down boxes, is this a limitation of the trail mode?
    Hi,
    There's no limitations in the trial version. If all the 'Test' buttons are disabled (gray), then is sounds like the app is not detecting any LED controller (LEDWiz, PacLED64, etc.). Are you getting any error messages? Try using the SimpleLEDTest.exe app to see if you're LEDs are wired correctly. If the buttons are lighting up with the test app, then try the LEDBlinkyTroubleshooting.exe app and see if that can identify the problem.

    I will give it a shot when I get home from work today.

    I was able to program all the LEDs correctly when configuring the app. and I am pretty sure SimpleLEDTest.exe worked correctly too.

    I will reply back in a little to confirm when in front of my machine.

    Thanks for the reply..

    ps. Controller File
    Controller files are usually supplied by Control Panel vendors (xArcade, SlikStik, etc.). They provide the default input controls for their layout. If you use a controller file when running MAME, set the path to that file.

    Is this something I need to provide when using a I-Pac?

    No need for controller file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 07:46:09 pm
    Trouble shooting app is showing...

    Mame is configured player 1 button 1 as the following...

    Keycode L Control
    Joycode 1 Button 1
    Mousecode 1 Button 1

    When really Player 1 Button 1 is "a" and only "a".

    What gets me is the controlls always function correctly but don't display correctly.  :dizzy:

    Maybe my mame.ini is the problem??
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 18, 2013, 07:56:09 pm
    Trouble shooting app is showing...

    Mame is configured player 1 button 1 as the following...

    Keycode L Control
    Joycode 1 Button 1
    Mousecode 1 Button 1

    When really Player 1 Button 1 is "a" and only "a".

    What gets me is the controlls always function correctly but don't display correctly.  :dizzy:

    Maybe my mame.ini is the problem??

    Not likely the mame.ini is causing the problem. Is it possible you have mame installed in more than one location or you're pointing LEDBlinky to the wrong folder for the mame cfg files (should be /cfg)? If you email me the debug.ZIP file I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Nephasth on June 18, 2013, 07:57:37 pm
    .
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 18, 2013, 08:25:34 pm
    Trouble shooting app is showing...

    Mame is configured player 1 button 1 as the following...

    Keycode L Control
    Joycode 1 Button 1
    Mousecode 1 Button 1

    When really Player 1 Button 1 is "a" and only "a".

    What gets me is the controlls always function correctly but don't display correctly.  :dizzy:

    Maybe my mame.ini is the problem??

    Not likely the mame.ini is causing the problem. Is it possible you have mame installed in more than one location or you're pointing LEDBlinky to the wrong folder for the mame cfg files (should be /cfg)? If you email me the debug.ZIP file I'll take a look.

    Mame is installed in one location only. I even just reinstalled it, same problem it seems.

    Email sent with debug.zip

    Hope you can help and thanks.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 19, 2013, 03:21:41 pm
    Pretty sure I solved my problem, reinstalled Mame and reconfigured.

    Question... Can CPWizard be ran with LED Blinky?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on June 19, 2013, 03:39:11 pm
    Pretty sure I solved my problem, reinstalled Mame and reconfigured.

    Question... Can CPWizard be ran with LED Blinky?

    LEDBlinky and CPWizard should work fine together.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Visitor Q on June 19, 2013, 04:21:07 pm
    Pretty sure I solved my problem, reinstalled Mame and reconfigured.

    Question... Can CPWizard be ran with LED Blinky?

    LEDBlinky and CPWizard should work fine together.

    I'll give it a shot and report back soon. :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 01, 2013, 02:24:18 am
    I'm struggling to get led blinky working with mame, I have it playing different animations on start/exit of hyperspin just fine. I'm sure I have all settings correct but can't get mame to speak/flash the controls for each game.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 01, 2013, 10:39:44 am
    I'm struggling to get led blinky working with mame, I have it playing different animations on start/exit of hyperspin just fine. I'm sure I have all settings correct but can't get mame to speak/flash the controls for each game.

    Make sure you have the "Speak & Blink Controls On Game Start" option checked (on the Game Options tab). If you already have that checked, you can try the LEDBlinkyTroubleshooter app to see if it can identify the problem.
    Title: Re: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 01, 2013, 02:06:33 pm
    I'm struggling to get led blinky working with mame, I have it playing different animations on start/exit of hyperspin just fine. I'm sure I have all settings correct but can't get mame to speak/flash the controls for each game.

    Make sure you have the "Speak & Blink Controls On Game Start" option checked (on the Game Options tab). If you already have that checked, you can try the LEDBlinkyTroubleshooter app to see if it can identify the problem.

    Those are checked, no idea what is wrong. I've tried renaming mame64.exe to mame.exe.
    Title: Re: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 01, 2013, 02:47:39 pm
    I'm struggling to get led blinky working with mame, I have it playing different animations on start/exit of hyperspin just fine. I'm sure I have all settings correct but can't get mame to speak/flash the controls for each game.

    Make sure you have the "Speak & Blink Controls On Game Start" option checked (on the Game Options tab). If you already have that checked, you can try the LEDBlinkyTroubleshooter app to see if it can identify the problem.

    Those are checked, no idea what is wrong. I've tried renaming mame64.exe to mame.exe.


    Turn on the Debug Log and Verbose options (Misc Options tab), run HS and a mame game or two, then email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 01, 2013, 02:56:50 pm
    Got it working just now, finally. I was testing it with wwf wrestlefest only, that doesn't work for some reason. I'll take a look at the control file. Thanks for your advice.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 17, 2013, 01:12:51 am
    I have a couple of questions I'm hoping you guys can help me with.

    1. Is there any way of increasing the volume, I have it turned all the way up in the gui but it's still very quiet.

    2. Why does it lag when running hyperspin. If I run hyperspin, skip the intro video, jump into mame, then quit back to hyperspin, 30 seconds later it'll announce the mame game title/controls. I take it ledblinky can't be interrupted and has to complete whatever task it's doing before going to the next task?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 17, 2013, 11:04:57 am
    Hi,
    I'm not sure what you are referring to about the volume - LEDBlinky does not control the audio volume.

    As for the lag with HS - does this only happen when you first start HS or is it all the time? When LEDBlinky first starts up and loads mame, there can be a short delay (5 - 10 seconds) while it loads all the data files into memory. If you have a very large mame.xml file, this can increase the delay (although 30 seconds seems excessive). After the initial load, there should be no delay. If you are seeing otherwise, turn on the debug.log and verbose options, run HS, then email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on July 17, 2013, 11:33:34 am
    The volume is under the misc tab in ledblinky config "Speech volume", I have it set to the maximum 100 but its still very quiet compared to all other audio. Re the lag, I'm still using the trial version, at the start where it pronounces "Led Blinky" by the time this has finished I'm already into mame, then I have to wait for my HS animation to finish (runs about 4 times, don't know why) before it acknowledges a mame game has even loaded. I thought that running mame would force the HS animation or any other animation to stop  :dunno
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on July 17, 2013, 11:59:05 am
    Not sure what's going on with the volume - this may have something to do with your audio drivers or maybe something to do with the Microsoft TTS voices?

    The LED animations are not interrupted, each event is queued and then run when the prior event completes. It's best to keep the startup animations short (most of the generic animation included with LEDBlinky should only run for a few seconds). The startup animations only run one time, there's no looping.

    Try a couple things; first disable LEDBlinky in the HS config and see if HS runs smoothly without LEDBlinky. Next run LEDBlinky in command line mode (without HS) and see if it runs without lag. Use this command to start LEDBlinky for a specific mame game:
    LEDBlinky.exe <rom>

    You can also send me the debug.ZIP and I'll see if anything stands out as a problem.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: ivwshane on August 13, 2013, 10:00:42 pm
    Is there an update to the colors.ini? Who is maintaining that file?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on August 14, 2013, 09:00:52 am
    Is there an update to the colors.ini? Who is maintaining that file?

    There's a forum board dedicated to that data but I'm not sure if there's been any activity lately.
    http://forum.arcadecontrols.com/index.php/board,45.0.html (http://forum.arcadecontrols.com/index.php/board,45.0.html)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: zanna5910 on September 08, 2013, 02:38:37 am
    I'm having issues with LEDBlinky not toggling my servo-stiks back to 4 way on game exit.  I'm running hyperspin, and when I open an 8-way game, it switches the servos to 8 way properly.  When i quit the game, it doesn't toggle back to 4 Way, so when I then open a 4 way game, it doesn't toggle to 4 way for the game.  Hope this makes sense.  Is anyone else experiencing this or know how to correct?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on September 08, 2013, 06:38:30 pm
    I'm having issues with LEDBlinky not toggling my servo-stiks back to 4 way on game exit.  I'm running hyperspin, and when I open an 8-way game, it switches the servos to 8 way properly.  When i quit the game, it doesn't toggle back to 4 Way, so when I then open a 4 way game, it doesn't toggle to 4 way for the game.  Hope this makes sense.  Is anyone else experiencing this or know how to correct?

    Can you turn on the Debug.log and Verbose options, run HS and some games which cause the problem, then email me the debug.ZIP file and I'll take a look. arzoo
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: zanna5910 on September 10, 2013, 10:14:08 am
    I'm having issues with LEDBlinky not toggling my servo-stiks back to 4 way on game exit.  I'm running hyperspin, and when I open an 8-way game, it switches the servos to 8 way properly.  When i quit the game, it doesn't toggle back to 4 Way, so when I then open a 4 way game, it doesn't toggle to 4 way for the game.  Hope this makes sense.  Is anyone else experiencing this or know how to correct?

    In case anyone else is having this issue, it seems HyperLaunch 3.0 loses focus and sends rogue FEGameQuit command immediately following the GameStart command.   

    There is a workaround posted here: http://www.hyperspin-fe.com/forum/showthread.php?26629-LEDBlinky-reverting-to-FE-controls-when-launching-emulator (http://www.hyperspin-fe.com/forum/showthread.php?26629-LEDBlinky-reverting-to-FE-controls-when-launching-emulator)

    First, read the thread, and then here are some more details to the overall steps to complete in more detail:

    1. Download the LEDBlinky Filter supplied by that thread, extract to your computer, and update the INI to link to your real LEDBlinky.exe file
    2. Go to HyperHQ, change your LEDBlinky Link to the new folder with the filter from the Tools menu
     a. (Optional) Add the 3rd variable as suggested by another user in thread to LEDBlinky.ahk script in the Filter folder
    3. Go to Hyperlaunch/lib/user functions.ahk and add the exit script supplied in that thread.  Change the LEDBlinky path to the path of your Filter LEDBlinky.exe supplied in #1.


    Hope this helps!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: flyingfischer5 on September 16, 2013, 09:46:50 pm
    Hello all,

    Is there anyway I can get LED Blinky to start when I use Spotify? That is what I use for my jukebox on my arcade and it would be sweet to have all my buttons dance to the music.

    Thanks,
    Craig
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on September 16, 2013, 10:42:49 pm
    Hello all,

    Is there anyway I can get LED Blinky to start when I use Spotify? That is what I use for my jukebox on my arcade and it would be sweet to have all my buttons dance to the music.

    Thanks,
    Craig

    Sure - LEDBlinky supports command line options (see the install/config pdf). You can create a batch or script file.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: TopJimmyCooks on October 15, 2013, 11:42:43 pm
    I'm trying to figure out a problem with getting a servo stik to switch with LEDblinky under hyperspin.  In the LED config app, HS is selected as the emulator and the JDR option for servo stik is checked.

    under hyperspin I have led blinky's path set up under hyperspin HQ/tools tab.

    appreciate any ideas - Thanks

    Code: [Select]
    [10/15/2013 16:54:24]
    [10/15/2013 16:54:24] LEDBlinky v5.1.0.1
    [10/15/2013 16:54:24] Event: FEStart
    [10/15/2013 16:54:24] Settings.ini ******************** BEGIN
    [10/15/2013 16:54:24] [GameOptions]
    [10/15/2013 16:54:24] LightGameControls=0
    [10/15/2013 16:54:24] GamePlayLWAFile=
    [10/15/2013 16:54:24] GamePlayAniJukeboxOnly=0
    [10/15/2013 16:54:24] GamePauseLWAFile=
    [10/15/2013 16:54:24] GamePauseSpeakControls=0
    [10/15/2013 16:54:24] UseMameOutputs=0
    [10/15/2013 16:54:24] LightPlayerStartCoin=0
    [10/15/2013 16:54:24] GameStartLWAFile=
    [10/15/2013 16:54:25] GameStartSpeakControls=0
    [10/15/2013 16:54:25] GameStartSpeakPrimaryControls=0
    [10/15/2013 16:54:25] GameStartSpeakName=0
    [10/15/2013 16:54:25] GameStartStrobeName=0
    [10/15/2013 16:54:25] GameStartSpeakText=
    [10/15/2013 16:54:25] GameStartStrobeText=0
    [10/15/2013 16:54:25] AbortSpeechAnyKey=0
    [10/15/2013 16:54:25] SpeakControlsPrefix=
    [10/15/2013 16:54:25] SpeakPrimaryControlsPrefix=Primary Control
    [10/15/2013 16:54:25] [FEOptions]
    [10/15/2013 16:54:25] FE=hyperspin
    [10/15/2013 16:54:25] LightFEControls=0
    [10/15/2013 16:54:25] DemoGameControls=0
    [10/15/2013 16:54:25] DemoScrollDelay=0
    [10/15/2013 16:54:25] DemoDuration=5
    [10/15/2013 16:54:25] FELWAFile=
    [10/15/2013 16:54:25] FEScreenSaverLWAFile=
    [10/15/2013 16:54:25] FEScreenSaverRandomText=0
    [10/15/2013 16:54:25] FEScreenSaverRandomTextDelay=60
    [10/15/2013 16:54:25] FEScreenSaverRandomTextBerzerkMode=0
    [10/15/2013 16:54:25] FEStartLWAFile=
    [10/15/2013 16:54:25] FEStartSpeakText=
    [10/15/2013 16:54:25] FEStartStrobeText=0
    [10/15/2013 16:54:25] FEQuitLWAFile=
    [10/15/2013 16:54:25] FEQuitSpeakText=
    [10/15/2013 16:54:25] FEQuitStrobeText=0
    [10/15/2013 16:54:25] FESpeakControlsKey=0
    [10/15/2013 16:54:25] FEListSelectedLWAFile=
    [10/15/2013 16:54:25] FEButtonFlash=0
    [10/15/2013 16:54:25] FEButtonFlashSpeed=50
    [10/15/2013 16:54:25] FESettingsFile=C:\HyperSpin\Settings\settings.ini
    [10/15/2013 16:54:25] [MAMEConfig]
    [10/15/2013 16:54:25] Colors_ini=
    [10/15/2013 16:54:25] Mame_cfg_folder=C:\MAME 0.149\cfg
    [10/15/2013 16:54:25] MameControllerFile=
    [10/15/2013 16:54:25] UseMameDefaultForOtherEmulators=1
    [10/15/2013 16:54:25] MameOutputBufferSize=
    [10/15/2013 16:54:25] MameControlsFile=C:\MAME 0.149\controls.ini
    [10/15/2013 16:54:25] MameXmlFile=C:\MAME 0.149\mame.xml
    [10/15/2013 16:54:25] UseMameToTriggerGameStart=0
    [10/15/2013 16:54:25] [RandomText]
    [10/15/2013 16:54:25] Text0=Get The Intruder
    [10/15/2013 16:54:25] Text1=Intruder Alert!
    [10/15/2013 16:54:25] Text2=I detect coin in pocket.
    [10/15/2013 16:54:25] [Speech]
    [10/15/2013 16:54:25] SpeechRate=0
    [10/15/2013 16:54:25] SpeechVolume=100
    [10/15/2013 16:54:25] Voice=Microsoft Anna - English (United States)
    [10/15/2013 16:54:25] [AudioAnimation]
    [10/15/2013 16:54:25] AudioDevice=-1
    [10/15/2013 16:54:25] AudioInput=-1
    [10/15/2013 16:54:25] SampleRate=30
    [10/15/2013 16:54:25] AmplitudeMultiplier=0
    [10/15/2013 16:54:25] AutoAmpMultTargetAvgLow=8
    [10/15/2013 16:54:25] AutoAmpMultTargetAvgHigh=14
    [10/15/2013 16:54:25] AutoAmpMultUpdateRate=2000
    [10/15/2013 16:54:25] AAMode=1
    [10/15/2013 16:54:25] AAGamePlayLWAFile=
    [10/15/2013 16:54:25] AAGamePauseLWAFile=
    [10/15/2013 16:54:25] AAFEActiveLWAFile=
    [10/15/2013 16:54:25] AAFEScreenSaverLWAFile=
    [10/15/2013 16:54:25] AACabAttractLWAFile=
    [10/15/2013 16:54:25] TriggerMode=2
    [10/15/2013 16:54:25] TriggerThreshold=25
    [10/15/2013 16:54:25] TriggerFrequency=1
    [10/15/2013 16:54:25] TriggerDeadZone=5
    [10/15/2013 16:54:25] ControlFrequencyList=
    [10/15/2013 16:54:25] ControlThresholdList=
    [10/15/2013 16:54:25] LockTriggerFrequency=0
    [10/15/2013 16:54:25] LockTriggerThreshold=1
    [10/15/2013 16:54:25] Decay=4
    [10/15/2013 16:54:25] SpectrumMode=1
    [10/15/2013 16:54:25] SpectrumColor1=clBlue
    [10/15/2013 16:54:25] SpectrumColor2=clFuchsia
    [10/15/2013 16:54:25] SpectrumColor3=clFuchsia
    [10/15/2013 16:54:25] SpectrumColor4=clRed
    [10/15/2013 16:54:25] SpectrumSingleAmpRange=1
    [10/15/2013 16:54:25] [CabLEDs]
    [10/15/2013 16:54:25] CabLEDsMode=0
    [10/15/2013 16:54:25] CabLEDDevices=
    [10/15/2013 16:54:25] CabFEStartLWAFile=
    [10/15/2013 16:54:25] CabFEQuitLWAFile=
    [10/15/2013 16:54:25] CabFEActiveLWAFile=
    [10/15/2013 16:54:25] CabFEScreenSaverLWAFile=
    [10/15/2013 16:54:25] CabGameStartLWAFile=
    [10/15/2013 16:54:25] CabGamePlayLWAFile=
    [10/15/2013 16:54:25] CabGamePauseLWAFile=
    [10/15/2013 16:54:25] CabFEListSelectedLWAFile=
    [10/15/2013 16:54:25] [JDR]
    [10/15/2013 16:54:25] UseGPWiz49=0
    [10/15/2013 16:54:25] UseUltraStik=0
    [10/15/2013 16:54:25] UltraStikRestrictorType=0
    [10/15/2013 16:54:25] UseServoStik=1
    [10/15/2013 16:54:25] [OtherSettings]
    [10/15/2013 16:54:25] MaxPlayers=4
    [10/15/2013 16:54:25] CocktailMode=0
    [10/15/2013 16:54:25] RandomAniExcludeSelected=0
    [10/15/2013 16:54:25] PreloadAudioLib=0
    [10/15/2013 16:54:25] GameStartDelayTimeout=20
    [10/15/2013 16:54:25] LogFile=Debug.log
    [10/15/2013 16:54:25] Verbose=1
    [10/15/2013 16:54:25] DisplayErrorsOnExit=0
    [10/15/2013 16:54:25] ZipDebugFiles=1
    [10/15/2013 16:54:25] DeviceListOverride=
    [10/15/2013 16:54:25] JDROverride=0
    [10/15/2013 16:54:25] NoLEDs=0
    [10/15/2013 16:54:25] SaveUnknownGames=1
    [10/15/2013 16:54:25] Settings.ini ******************** END
    [10/15/2013 16:54:25] No LED Devices Detected
    [10/15/2013 16:54:49] Received Event - Queue:[1] Msg:[8].
    [10/15/2013 16:55:19] Received Event - Queue:[1] Msg:[2].
    [10/15/2013 16:55:19] Event: FEQuit
    [10/15/2013 16:56:17]
    [10/15/2013 16:56:17] LEDBlinky v5.1.0.1
    [10/15/2013 16:56:17] Event: FEStart
    [10/15/2013 16:56:17] Settings.ini ******************** BEGIN
    [10/15/2013 16:56:17] [GameOptions]
    [10/15/2013 16:56:17] LightGameControls=0
    [10/15/2013 16:56:17] GamePlayLWAFile=
    [10/15/2013 16:56:17] GamePlayAniJukeboxOnly=0
    [10/15/2013 16:56:17] GamePauseLWAFile=
    [10/15/2013 16:56:17] GamePauseSpeakControls=0
    [10/15/2013 16:56:17] UseMameOutputs=0
    [10/15/2013 16:56:17] LightPlayerStartCoin=0
    [10/15/2013 16:56:17] GameStartLWAFile=
    [10/15/2013 16:56:17] GameStartSpeakControls=0
    [10/15/2013 16:56:17] GameStartSpeakPrimaryControls=0
    [10/15/2013 16:56:17] GameStartSpeakName=0
    [10/15/2013 16:56:17] GameStartStrobeName=0
    [10/15/2013 16:56:17] GameStartSpeakText=
    [10/15/2013 16:56:17] GameStartStrobeText=0
    [10/15/2013 16:56:17] AbortSpeechAnyKey=0
    [10/15/2013 16:56:17] SpeakControlsPrefix=
    [10/15/2013 16:56:17] SpeakPrimaryControlsPrefix=Primary Control
    [10/15/2013 16:56:17] [FEOptions]
    [10/15/2013 16:56:17] FE=hyperspin
    [10/15/2013 16:56:17] LightFEControls=0
    [10/15/2013 16:56:17] DemoGameControls=0
    [10/15/2013 16:56:17] DemoScrollDelay=0
    [10/15/2013 16:56:17] DemoDuration=5
    [10/15/2013 16:56:17] FELWAFile=
    [10/15/2013 16:56:17] FEScreenSaverLWAFile=
    [10/15/2013 16:56:17] FEScreenSaverRandomText=0
    [10/15/2013 16:56:17] FEScreenSaverRandomTextDelay=60
    [10/15/2013 16:56:17] FEScreenSaverRandomTextBerzerkMode=0
    [10/15/2013 16:56:17] FEStartLWAFile=
    [10/15/2013 16:56:17] FEStartSpeakText=
    [10/15/2013 16:56:17] FEStartStrobeText=0
    [10/15/2013 16:56:17] FEQuitLWAFile=
    [10/15/2013 16:56:17] FEQuitSpeakText=
    [10/15/2013 16:56:17] FEQuitStrobeText=0
    [10/15/2013 16:56:17] FESpeakControlsKey=0
    [10/15/2013 16:56:17] FEListSelectedLWAFile=
    [10/15/2013 16:56:17] FEButtonFlash=0
    [10/15/2013 16:56:17] FEButtonFlashSpeed=50
    [10/15/2013 16:56:17] FESettingsFile=C:\HyperSpin\Settings\settings.ini
    [10/15/2013 16:56:17] [MAMEConfig]
    [10/15/2013 16:56:17] Colors_ini=
    [10/15/2013 16:56:17] Mame_cfg_folder=C:\MAME 0.149\cfg
    [10/15/2013 16:56:17] MameControllerFile=
    [10/15/2013 16:56:17] UseMameDefaultForOtherEmulators=1
    [10/15/2013 16:56:17] MameOutputBufferSize=
    [10/15/2013 16:56:17] MameControlsFile=C:\MAME 0.149\controls.ini
    [10/15/2013 16:56:17] MameXmlFile=C:\MAME 0.149\mame.xml
    [10/15/2013 16:56:17] UseMameToTriggerGameStart=0
    [10/15/2013 16:56:17] [RandomText]
    [10/15/2013 16:56:17] Text0=Get The Intruder
    [10/15/2013 16:56:17] Text1=Intruder Alert!
    [10/15/2013 16:56:17] Text2=I detect coin in pocket.
    [10/15/2013 16:56:17] [Speech]
    [10/15/2013 16:56:17] SpeechRate=0
    [10/15/2013 16:56:17] SpeechVolume=100
    [10/15/2013 16:56:17] Voice=Microsoft Anna - English (United States)
    [10/15/2013 16:56:17] [AudioAnimation]
    [10/15/2013 16:56:17] AudioDevice=-1
    [10/15/2013 16:56:17] AudioInput=-1
    [10/15/2013 16:56:17] SampleRate=30
    [10/15/2013 16:56:17] AmplitudeMultiplier=0
    [10/15/2013 16:56:17] AutoAmpMultTargetAvgLow=8
    [10/15/2013 16:56:17] AutoAmpMultTargetAvgHigh=14
    [10/15/2013 16:56:17] AutoAmpMultUpdateRate=2000
    [10/15/2013 16:56:17] AAMode=1
    [10/15/2013 16:56:17] AAGamePlayLWAFile=
    [10/15/2013 16:56:17] AAGamePauseLWAFile=
    [10/15/2013 16:56:17] AAFEActiveLWAFile=
    [10/15/2013 16:56:17] AAFEScreenSaverLWAFile=
    [10/15/2013 16:56:17] AACabAttractLWAFile=
    [10/15/2013 16:56:17] TriggerMode=2
    [10/15/2013 16:56:17] TriggerThreshold=25
    [10/15/2013 16:56:17] TriggerFrequency=1
    [10/15/2013 16:56:17] TriggerDeadZone=5
    [10/15/2013 16:56:17] ControlFrequencyList=
    [10/15/2013 16:56:17] ControlThresholdList=
    [10/15/2013 16:56:17] LockTriggerFrequency=0
    [10/15/2013 16:56:17] LockTriggerThreshold=1
    [10/15/2013 16:56:17] Decay=4
    [10/15/2013 16:56:17] SpectrumMode=1
    [10/15/2013 16:56:17] SpectrumColor1=clBlue
    [10/15/2013 16:56:17] SpectrumColor2=clFuchsia
    [10/15/2013 16:56:17] SpectrumColor3=clFuchsia
    [10/15/2013 16:56:17] SpectrumColor4=clRed
    [10/15/2013 16:56:17] SpectrumSingleAmpRange=1
    [10/15/2013 16:56:17] [CabLEDs]
    [10/15/2013 16:56:17] CabLEDsMode=0
    [10/15/2013 16:56:17] CabLEDDevices=
    [10/15/2013 16:56:17] CabFEStartLWAFile=
    [10/15/2013 16:56:17] CabFEQuitLWAFile=
    [10/15/2013 16:56:17] CabFEActiveLWAFile=
    [10/15/2013 16:56:17] CabFEScreenSaverLWAFile=
    [10/15/2013 16:56:17] CabGameStartLWAFile=
    [10/15/2013 16:56:17] CabGamePlayLWAFile=
    [10/15/2013 16:56:17] CabGamePauseLWAFile=
    [10/15/2013 16:56:17] CabFEListSelectedLWAFile=
    [10/15/2013 16:56:17] [JDR]
    [10/15/2013 16:56:17] UseGPWiz49=0
    [10/15/2013 16:56:17] UseUltraStik=0
    [10/15/2013 16:56:17] UltraStikRestrictorType=0
    [10/15/2013 16:56:17] UseServoStik=1
    [10/15/2013 16:56:17] [OtherSettings]
    [10/15/2013 16:56:17] MaxPlayers=4
    [10/15/2013 16:56:17] CocktailMode=0
    [10/15/2013 16:56:17] RandomAniExcludeSelected=0
    [10/15/2013 16:56:17] PreloadAudioLib=0
    [10/15/2013 16:56:17] GameStartDelayTimeout=20
    [10/15/2013 16:56:17] LogFile=Debug.log
    [10/15/2013 16:56:17] Verbose=1
    [10/15/2013 16:56:17] DisplayErrorsOnExit=0
    [10/15/2013 16:56:17] ZipDebugFiles=1
    [10/15/2013 16:56:17] DeviceListOverride=
    [10/15/2013 16:56:17] JDROverride=0
    [10/15/2013 16:56:17] NoLEDs=0
    [10/15/2013 16:56:17] SaveUnknownGames=1
    [10/15/2013 16:56:17] Settings.ini ******************** END
    [10/15/2013 16:56:17] No LED Devices Detected
    [10/15/2013 16:56:23] Received Event - Queue:[1] Msg:[8].
    [10/15/2013 16:56:25] Received Event - Queue:[1] Msg:[7~MAME].
    [10/15/2013 16:56:27] Received Event - Queue:[1] Msg:[9~bublbobl].
    [10/15/2013 16:56:28] Received Event - Queue:[1] Msg:[9~brutforc].
    [10/15/2013 16:56:29] Received Event - Queue:[1] Msg:[9~bubl2000].
    [10/15/2013 16:56:30] Received Event - Queue:[1] Msg:[9~bublbobl].
    [10/15/2013 16:56:33] Received Event - Queue:[1] Msg:[3~bublbobl~MAME].
    [10/15/2013 16:58:17] Received Event - Queue:[1] Msg:[4].
    [10/15/2013 16:58:19] Received Event - Queue:[1] Msg:[9~bubblem].
    [10/15/2013 16:58:21] Received Event - Queue:[1] Msg:[9~bubl2000].
    [10/15/2013 16:58:22] Received Event - Queue:[1] Msg:[9~brix].
    [10/15/2013 16:58:24] Received Event - Queue:[1] Msg:[9~breakrev].
    [10/15/2013 16:58:25] Received Event - Queue:[1] Msg:[9~brkthru].
    [10/15/2013 16:58:29] Received Event - Queue:[1] Msg:[9~bouldash].
    [10/15/2013 16:58:32] Received Event - Queue:[1] Msg:[9~bosco].
    [10/15/2013 16:58:32] Received Event - Queue:[1] Msg:[9~boothill].
    [10/15/2013 16:58:42] Received Event - Queue:[1] Msg:[9~boogwing].
    [10/15/2013 16:58:43] Received Event - Queue:[1] Msg:[9~bonzeadv].
    [10/15/2013 16:58:44] Received Event - Queue:[1] Msg:[9~bjtwin].
    [10/15/2013 16:58:46] Received Event - Queue:[1] Msg:[9~bldyror2].
    [10/15/2013 16:58:48] Received Event - Queue:[1] Msg:[9~blazstar].
    [10/15/2013 16:58:48] Received Event - Queue:[1] Msg:[9~blazer].
    [10/15/2013 16:59:04] Received Event - Queue:[1] Msg:[9~blazeon].
    [10/15/2013 16:59:05] Received Event - Queue:[1] Msg:[9~blstroid].
    [10/15/2013 16:59:10] Received Event - Queue:[1] Msg:[9~blaster].
    [10/15/2013 16:59:11] Received Event - Queue:[1] Msg:[9~blandia].
    [10/15/2013 16:59:11] Received Event - Queue:[1] Msg:[9~bladestl].
    [10/15/2013 16:59:12] Received Event - Queue:[1] Msg:[9~bwidow].
    [10/15/2013 16:59:13] Received Event - Queue:[1] Msg:[9~blktiger].
    [10/15/2013 16:59:15] Received Event - Queue:[1] Msg:[9~bionicc].
    [10/15/2013 16:59:16] Received Event - Queue:[1] Msg:[9~biomtoy].
    [10/15/2013 16:59:17] Received Event - Queue:[1] Msg:[9~bbbxing].
    [10/15/2013 16:59:19] Received Event - Queue:[1] Msg:[9~bbusters].
    [10/15/2013 16:59:22] Received Event - Queue:[1] Msg:[9~bgaregga].
    [10/15/2013 16:59:28] Received Event - Queue:[1] Msg:[3~bgaregga~MAME].
    [10/15/2013 17:01:03] Received Event - Queue:[1] Msg:[4].
    [10/15/2013 17:01:04] Received Event - Queue:[1] Msg:[9~flipshot].
    [10/15/2013 17:01:06] Received Event - Queue:[1] Msg:[4].
    [10/15/2013 17:01:06] Received Event - Queue:[1] Msg:[8].
    [10/15/2013 17:01:09] Received Event - Queue:[1] Msg:[2].
    [10/15/2013 17:01:09] Event: FEQuit
    [10/15/2013 17:01:37]
    [10/15/2013 17:01:37] LEDBlinky v5.1.0.1
    [10/15/2013 17:01:45] Received Event - Queue:[1] Msg:[1].
    [10/15/2013 17:01:45] Event: FEStart
    [10/15/2013 17:01:45] Settings.ini ******************** BEGIN
    [10/15/2013 17:01:45] [GameOptions]
    [10/15/2013 17:01:45] LightGameControls=0
    [10/15/2013 17:01:45] GamePlayLWAFile=
    [10/15/2013 17:01:45] GamePlayAniJukeboxOnly=0
    [10/15/2013 17:01:45] GamePauseLWAFile=
    [10/15/2013 17:01:45] GamePauseSpeakControls=0
    [10/15/2013 17:01:45] UseMameOutputs=0
    [10/15/2013 17:01:45] LightPlayerStartCoin=0
    [10/15/2013 17:01:45] GameStartLWAFile=
    [10/15/2013 17:01:45] GameStartSpeakControls=0
    [10/15/2013 17:01:45] GameStartSpeakPrimaryControls=0
    [10/15/2013 17:01:45] GameStartSpeakName=0
    [10/15/2013 17:01:45] GameStartStrobeName=0
    [10/15/2013 17:01:45] GameStartSpeakText=
    [10/15/2013 17:01:45] GameStartStrobeText=0
    [10/15/2013 17:01:45] AbortSpeechAnyKey=0
    [10/15/2013 17:01:45] SpeakControlsPrefix=
    [10/15/2013 17:01:45] SpeakPrimaryControlsPrefix=Primary Control
    [10/15/2013 17:01:45] [FEOptions]
    [10/15/2013 17:01:45] FE=hyperspin
    [10/15/2013 17:01:45] LightFEControls=0
    [10/15/2013 17:01:45] DemoGameControls=0
    [10/15/2013 17:01:45] DemoScrollDelay=0
    [10/15/2013 17:01:45] DemoDuration=5
    [10/15/2013 17:01:45] FELWAFile=
    [10/15/2013 17:01:45] FEScreenSaverLWAFile=
    [10/15/2013 17:01:45] FEScreenSaverRandomText=0
    [10/15/2013 17:01:45] FEScreenSaverRandomTextDelay=60
    [10/15/2013 17:01:45] FEScreenSaverRandomTextBerzerkMode=0
    [10/15/2013 17:01:45] FEStartLWAFile=
    [10/15/2013 17:01:45] FEStartSpeakText=
    [10/15/2013 17:01:45] FEStartStrobeText=0
    [10/15/2013 17:01:45] FEQuitLWAFile=
    [10/15/2013 17:01:45] FEQuitSpeakText=
    [10/15/2013 17:01:45] FEQuitStrobeText=0
    [10/15/2013 17:01:45] FESpeakControlsKey=0
    [10/15/2013 17:01:45] FEListSelectedLWAFile=
    [10/15/2013 17:01:45] FEButtonFlash=0
    [10/15/2013 17:01:45] FEButtonFlashSpeed=50
    [10/15/2013 17:01:45] FESettingsFile=C:\HyperSpin\Settings\settings.ini
    [10/15/2013 17:01:45] [MAMEConfig]
    [10/15/2013 17:01:45] Colors_ini=
    [10/15/2013 17:01:45] Mame_cfg_folder=C:\MAME 0.149\cfg
    [10/15/2013 17:01:45] MameControllerFile=
    [10/15/2013 17:01:45] UseMameDefaultForOtherEmulators=1
    [10/15/2013 17:01:45] MameOutputBufferSize=
    [10/15/2013 17:01:45] MameControlsFile=C:\MAME 0.149\controls.ini
    [10/15/2013 17:01:45] MameXmlFile=C:\MAME 0.149\mame.xml
    [10/15/2013 17:01:45] UseMameToTriggerGameStart=0
    [10/15/2013 17:01:45] [RandomText]
    [10/15/2013 17:01:45] Text0=Get The Intruder
    [10/15/2013 17:01:45] Text1=Intruder Alert!
    [10/15/2013 17:01:45] Text2=I detect coin in pocket.
    [10/15/2013 17:01:45] [Speech]
    [10/15/2013 17:01:45] SpeechRate=0
    [10/15/2013 17:01:45] SpeechVolume=100
    [10/15/2013 17:01:45] Voice=Microsoft Anna - English (United States)
    [10/15/2013 17:01:45] [AudioAnimation]
    [10/15/2013 17:01:45] AudioDevice=-1
    [10/15/2013 17:01:45] AudioInput=-1
    [10/15/2013 17:01:46] SampleRate=30
    [10/15/2013 17:01:46] AmplitudeMultiplier=0
    [10/15/2013 17:01:46] AutoAmpMultTargetAvgLow=8
    [10/15/2013 17:01:46] AutoAmpMultTargetAvgHigh=14
    [10/15/2013 17:01:46] AutoAmpMultUpdateRate=2000
    [10/15/2013 17:01:46] AAMode=1
    [10/15/2013 17:01:46] AAGamePlayLWAFile=
    [10/15/2013 17:01:46] AAGamePauseLWAFile=
    [10/15/2013 17:01:46] AAFEActiveLWAFile=
    [10/15/2013 17:01:46] AAFEScreenSaverLWAFile=
    [10/15/2013 17:01:46] AACabAttractLWAFile=
    [10/15/2013 17:01:46] TriggerMode=2
    [10/15/2013 17:01:46] TriggerThreshold=25
    [10/15/2013 17:01:46] TriggerFrequency=1
    [10/15/2013 17:01:46] TriggerDeadZone=5
    [10/15/2013 17:01:46] ControlFrequencyList=
    [10/15/2013 17:01:46] ControlThresholdList=
    [10/15/2013 17:01:46] LockTriggerFrequency=0
    [10/15/2013 17:01:46] LockTriggerThreshold=1
    [10/15/2013 17:01:46] Decay=4
    [10/15/2013 17:01:46] SpectrumMode=1
    [10/15/2013 17:01:46] SpectrumColor1=clBlue
    [10/15/2013 17:01:46] SpectrumColor2=clFuchsia
    [10/15/2013 17:01:46] SpectrumColor3=clFuchsia
    [10/15/2013 17:01:46] SpectrumColor4=clRed
    [10/15/2013 17:01:46] SpectrumSingleAmpRange=1
    [10/15/2013 17:01:46] [CabLEDs]
    [10/15/2013 17:01:46] CabLEDsMode=0
    [10/15/2013 17:01:46] CabLEDDevices=
    [10/15/2013 17:01:46] CabFEStartLWAFile=
    [10/15/2013 17:01:46] CabFEQuitLWAFile=
    [10/15/2013 17:01:46] CabFEActiveLWAFile=
    [10/15/2013 17:01:46] CabFEScreenSaverLWAFile=
    [10/15/2013 17:01:46] CabGameStartLWAFile=
    [10/15/2013 17:01:46] CabGamePlayLWAFile=
    [10/15/2013 17:01:46] CabGamePauseLWAFile=
    [10/15/2013 17:01:46] CabFEListSelectedLWAFile=
    [10/15/2013 17:01:46] [JDR]
    [10/15/2013 17:01:46] UseGPWiz49=0
    [10/15/2013 17:01:46] UseUltraStik=0
    [10/15/2013 17:01:46] UltraStikRestrictorType=0
    [10/15/2013 17:01:46] UseServoStik=1
    [10/15/2013 17:01:46] [OtherSettings]
    [10/15/2013 17:01:46] MaxPlayers=4
    [10/15/2013 17:01:46] CocktailMode=0
    [10/15/2013 17:01:46] RandomAniExcludeSelected=0
    [10/15/2013 17:01:46] PreloadAudioLib=0
    [10/15/2013 17:01:46] GameStartDelayTimeout=20
    [10/15/2013 17:01:46] LogFile=Debug.log
    [10/15/2013 17:01:46] Verbose=1
    [10/15/2013 17:01:46] DisplayErrorsOnExit=0
    [10/15/2013 17:01:46] ZipDebugFiles=1
    [10/15/2013 17:01:46] DeviceListOverride=
    [10/15/2013 17:01:46] JDROverride=0
    [10/15/2013 17:01:46] NoLEDs=0
    [10/15/2013 17:01:46] SaveUnknownGames=1
    [10/15/2013 17:01:46] Settings.ini ******************** END
    [10/15/2013 17:01:46] No LED Devices Detected
    [10/15/2013 17:01:47] Received Event - Queue:[1] Msg:[8].
    [10/15/2013 17:01:49] Received Event - Queue:[1] Msg:[7~MAME].
    [10/15/2013 17:01:51] Received Event - Queue:[1] Msg:[9~flipshot].
    [10/15/2013 17:01:53] Received Event - Queue:[1] Msg:[9~bgaregga].
    [10/15/2013 17:01:54] Received Event - Queue:[1] Msg:[3~bgaregga~MAME].
    [10/15/2013 17:03:21] Received Event - Queue:[1] Msg:[4].
    [10/15/2013 17:03:23] Received Event - Queue:[1] Msg:[4].
    [10/15/2013 17:03:23] Received Event - Queue:[1] Msg:[8].
    [10/15/2013 17:03:27] Received Event - Queue:[1] Msg:[7~MAME].
    [10/15/2013 17:03:28] Received Event - Queue:[1] Msg:[9~bgaregga].
    [10/15/2013 17:03:42] Received Event - Queue:[1] Msg:[9~nam1975].
    [10/15/2013 17:03:44] Received Event - Queue:[1] Msg:[9~mrdrillr].
    [10/15/2013 17:03:44] Received Event - Queue:[1] Msg:[9~mspacman].
    [10/15/2013 17:03:45] Received Event - Queue:[1] Msg:[3~mspacman~MAME].
    [10/15/2013 17:04:01] Received Event - Queue:[1] Msg:[4].
    [10/15/2013 17:04:03] Received Event - Queue:[1] Msg:[4].
    [10/15/2013 17:04:03] Received Event - Queue:[1] Msg:[8].
    [10/15/2013 17:04:06] Received Event - Queue:[1] Msg:[2].
    [10/15/2013 17:04:06] Event: FEQuit
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 16, 2013, 08:26:27 am
    I'm trying to figure out a problem with getting a servo stik to switch with LEDblinky under hyperspin.  In the LED config app, HS is selected as the emulator and the JDR option for servo stik is checked.

    under hyperspin I have led blinky's path set up under hyperspin HQ/tools tab.

    appreciate any ideas - Thanks

    Make sure you've checked "No LEDs Mode" (Misc Options tab). That should do the trick.
    http://www.ledblinky.net/Support.htm#NoLEDs (http://www.ledblinky.net/Support.htm#NoLEDs)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: TopJimmyCooks on October 16, 2013, 09:18:41 am
    Worked.  Thank you very much. 

    Poking around in it I never realized how much led programming and control was available.  I'm inspired to look at button lcd's again. 
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 20, 2013, 12:24:28 am
    I'm using the latest version of Hyperspin. 

    I have the option to "strobe LED's with Speech" selected in the "game options" and "FE Options" tabs (all LEDs) but it's not working. It worked at some point in the past but not now.

    Also

    Everytime I use the arrow keys to change a game all my LEDs blink. This means if I scroll through  games quickly the LED's can't keep up and it continues to blink even after I stop scrolling. Is it possible to turn this functionality off? I can't seem to find the correct option but I'm feeling a lil epileptic.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 20, 2013, 12:18:54 pm
    I'm using the latest version of Hyperspin. 

    I have the option to "strobe LED's with Speech" selected in the "game options" and "FE Options" tabs (all LEDs) but it's not working. It worked at some point in the past but not now.

    Also

    Everytime I use the arrow keys to change a game all my LEDs blink. This means if I scroll through  games quickly the LED's can't keep up and it continues to blink even after I stop scrolling. Is it possible to turn this functionality off? I can't seem to find the correct option but I'm feeling a lil epileptic.

    On the FE Options tab, uncheck the Button Flash option. That will solve the scroll strobe issue. It may also resolve the flash with speech not working. Let me know if otherwise.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 20, 2013, 01:44:03 pm
    I'm using the latest version of Hyperspin. 

    I have the option to "strobe LED's with Speech" selected in the "game options" and "FE Options" tabs (all LEDs) but it's not working. It worked at some point in the past but not now.

    Also

    Everytime I use the arrow keys to change a game all my LEDs blink. This means if I scroll through  games quickly the LED's can't keep up and it continues to blink even after I stop scrolling. Is it possible to turn this functionality off? I can't seem to find the correct option but I'm feeling a lil epileptic.

    On the FE Options tab, uncheck the Button Flash option. That will solve the scroll strobe issue. It may also resolve the flash with speech not working. Let me know if otherwise.

    AH, that took care of the blinking.  Still have the problem with buttons not strobing with voice.  I can post my settings if it would help.  I enabled debugging in the config program but it dosen't show in the troubleshooting app.  I do see there is now a debug zip file.  I can post that if it would help but I see it also contains my registration info.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on October 20, 2013, 01:58:23 pm
    AH, that took care of the blinking.  Still have the problem with buttons not strobing with voice.  I can post my settings if it would help.  I enabled debugging in the config program but it dosen't show in the troubleshooting app.  I do see there is now a debug zip file.  I can post that if it would help but I see it also contains my registration info.

    email me he debug.zip and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 20, 2013, 02:22:01 pm
    AH, that took care of the blinking.  Still have the problem with buttons not strobing with voice.  I can post my settings if it would help.  I enabled debugging in the config program but it dosen't show in the troubleshooting app.  I do see there is now a debug zip file.  I can post that if it would help but I see it also contains my registration info.

    email me he debug.zip and I'll take a look.

    E-mail sent.  Thanks!
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: fatsgt on October 27, 2013, 09:19:46 pm
    Arzoo helped me track down my issue.  Turns out there was issues with the TTS voice I was using.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: Connorsdad on November 11, 2013, 05:22:59 pm
    It seems If I setup a default set of controls for an emulator I cant get the rom name (on a per rom basis) "Name (Voice)"  to be spoken. Am I doing something wrong or is this not possible ?

    So far I can either have it read out the default controls or the name of the rom but not both.

    FIXED:

    I wasn't setting up the "voice" under the "common" tab for the default controls, my bad  ::)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: DJMattB241 on December 17, 2013, 07:29:28 pm
    Hey guys,

    I've been wrestling with LEDBlinky off and on (har har) for a couple days and am completely stuck. I've read through the documentation, but feel like I'm missing something obvious.

    LEDBlinky works great, does the animation for launching Hyperspin, lights up the controls that work with Hyperspin, but does not light up the controls for any emulators. I know you have to set this up in LEDBlinky Controls Editor, but I did that, and it all seems fine to the best of my knowledge.

    Here's the NES one I've built. I haven't messed with the <default> or MAME emulators on that list, and imported the NES emulator using the Import function.

    When setting up the individual buttons, they all light up as they should, but nothing happens when I launch the emulator through Hyperspin!

    Any guidance would be fantastic! Thanks! :)

    (http://i.imgur.com/7lQfw7u.png)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: arzoo on December 17, 2013, 11:33:26 pm
    Hey guys,

    I've been wrestling with LEDBlinky off and on (har har) for a couple days and am completely stuck. I've read through the documentation, but feel like I'm missing something obvious.

    LEDBlinky works great, does the animation for launching Hyperspin, lights up the controls that work with Hyperspin, but does not light up the controls for any emulators. I know you have to set this up in LEDBlinky Controls Editor, but I did that, and it all seems fine to the best of my knowledge.

    Here's the NES one I've built. I haven't messed with the <default> or MAME emulators on that list, and imported the NES emulator using the Import function.

    When setting up the individual buttons, they all light up as they should, but nothing happens when I launch the emulator through Hyperspin!

    Any guidance would be fantastic! Thanks! :)

    Please turn on the Debug Log and Verbose options (Config - Misc Options tab), run HS and one or two NES games, then email me the debug.ZIP file and I'll take a look.
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: DJMattB241 on December 19, 2013, 08:55:10 pm
    Done and done. Thanks!!  :notworthy:

    EDIT: To modify my last post, MAME games are working with LEDBlinky. Not all of them, but I get that. As soon as I sort out why NES, etc aren't working, I can go through and map lights for the games that aren't in the list I got from your site. Woo! :)
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1
    Post by: DJMattB241 on December 22, 2013, 06:02:39 pm
    The help was fantastic, THANK YOU! I've got the correct LEDs lit for all systems (I still want to go through and check all the MAME games, but I know how to fix them if they're not working right, now. :D )

    I'm having a new issue though.

    It seems about half the time, the first game I launch in a given emulator (I've had this happen with Nestopia and Fusion so far), the FE control lights don't turn off, the animation doesn't play, and the emulator's controls never light up. It basically just stays on Hyperspin's control scheme.

    I turned off verbose logging and such, and when I exit, I get some variation on these lines of errors from LEDBlinky:
    Code: [Select]
    [12/22/2013 17:56:47] Timeout waiting for Primary Instance Handle.
    [12/22/2013 17:56:47] Event Dropped [7~Nintendo Entertainment System].
    [12/22/2013 17:56:49] Timeout waiting for Primary Instance Handle.
    [12/22/2013 17:56:49] Event Dropped [9~1942 (Japan, USA)].
    [12/22/2013 17:56:49] Timeout waiting for Primary Instance Handle.
    [12/22/2013 17:56:49] Event Dropped [9~Addams Family, The (USA)].
    [12/22/2013 17:56:50] Timeout waiting for Primary Instance Handle.
    [12/22/2013 17:56:50] Event Dropped [9~After Burner (USA) (Unl)].
    [12/22/2013 17:56:52] Timeout waiting for Primary Instance Handle.
    [12/22/2013 17:56:52] Event Dropped [3~After Burner (USA) (Unl)~Nintendo Entertainment System].

    If I back out of the emulator, back to Hyperspin, and then launch the game again, it lights the controls correctly. It's like the system isn't passing the info to LEDBlinky fast enough?
    Title: Re: LEDBlinky - Arcade LED Control software and Animation Editor - v5.1