arzoo
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« on: November 26, 2007, 10:06:54 PM » |
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LEDBlinky - Arcade LED Control software and Animation Editor ( v4.0) Downloads, Features, Screen Shots, Demo Videos, Installation and Configuration Information, Support, and all things LEDBlinky can be found on the LEDBlinky.net website.
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« Last Edit: May 01, 2010, 09:40:50 PM by arzoo »
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arzoo
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« Reply #1 on: November 26, 2007, 10:07:34 PM » |
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Nothing to see here - move along.
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« Last Edit: February 14, 2010, 05:42:03 PM by arzoo »
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headkaze
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« Reply #2 on: November 27, 2007, 01:10:24 AM » |
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Fantastic to see this released Arzoo, great work! People will love this 
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loadman
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« Reply #3 on: November 27, 2007, 01:37:06 AM » |
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DaveMMR
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« Reply #4 on: November 27, 2007, 06:47:06 AM » |
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Awesome - can't wait to try it out! Thanks!
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polaris
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veni vidi congai
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« Reply #5 on: November 27, 2007, 04:21:54 PM » |
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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  mucho respect
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CM
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« Reply #6 on: November 27, 2007, 05:48:16 PM » |
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 I will try this out tonight! My dual PacDrive setup may finally work!
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loadman
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« Reply #7 on: November 27, 2007, 06:04:04 PM » |
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 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 :-)
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CM
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« Reply #8 on: November 27, 2007, 07:51:58 PM » |
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 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 
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headkaze
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« Reply #9 on: November 28, 2007, 12:13:06 AM » |
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 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.
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kegger
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« Reply #10 on: January 18, 2008, 10:50:13 PM » |
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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. Thanks Keg
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headkaze
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« Reply #11 on: January 19, 2008, 12:22:21 AM » |
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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.
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rdenis
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« Reply #12 on: January 20, 2008, 01:49:34 AM » |
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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?
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kegger
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« Reply #13 on: January 20, 2008, 08:41:36 AM » |
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I also have the same behavior for blink on credits flashes quick a couple of times then stay lit then back to quick flash 
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arzoo
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« Reply #14 on: January 20, 2008, 10:30:50 AM » |
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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.
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arzoo
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« Reply #15 on: January 20, 2008, 10:49:59 AM » |
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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. 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
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arzoo
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« Reply #16 on: January 20, 2008, 10:56:08 AM » |
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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.
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kegger
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« Reply #17 on: January 20, 2008, 12:02:03 PM » |
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Here is the log Great Job on the plugin It's Very Cool  And Thank You for having a look, I'm using Mame122 so I will adjust the ini for Asteroids Keg
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arzoo
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« Reply #18 on: January 20, 2008, 01:42:25 PM » |
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Here is the log Great Job on the plugin It's Very Cool  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
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« Reply #19 on: January 20, 2008, 03:31:05 PM » |
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Arzoo, That fixed it  Sorry for the error's on my part and Thanks again for the help. Keg
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rdenis
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« Reply #20 on: January 21, 2008, 01:12:00 AM » |
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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!! 
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rdenis
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« Reply #21 on: January 21, 2008, 02:59:56 AM » |
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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. 
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rdenis
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« Reply #22 on: January 21, 2008, 03:59:32 AM » |
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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.
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arzoo
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« Reply #23 on: January 21, 2008, 10:06:10 AM » |
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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. 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.
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rdenis
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« Reply #24 on: January 21, 2008, 11:34:03 AM » |
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Thanks Arzoo - this is an awesome app!!! 
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iano
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« Reply #25 on: January 21, 2008, 09:55:20 PM » |
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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
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headkaze
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« Reply #26 on: January 21, 2008, 10:16:13 PM » |
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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 
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arzoo
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« Reply #27 on: January 22, 2008, 09:21:04 AM » |
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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
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headkaze
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« Reply #28 on: January 22, 2008, 09:36:04 AM » |
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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?
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arzoo
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« Reply #29 on: January 22, 2008, 09:55:02 AM » |
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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,
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headkaze
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« Reply #30 on: January 22, 2008, 10:26:31 AM » |
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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. 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 
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« Reply #31 on: January 22, 2008, 10:33:06 AM » |
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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?
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headkaze
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« Reply #32 on: January 22, 2008, 10:56:40 AM » |
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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 
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iano
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« Reply #33 on: January 22, 2008, 10:31:34 PM » |
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Big thank you Guys ! Everything seems to be working great now ! 
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headkaze
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« Reply #34 on: January 23, 2008, 05:08:59 AM » |
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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!
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« Last Edit: January 23, 2008, 05:13:05 AM by headkaze »
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arzoo
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« Reply #35 on: January 23, 2008, 09:08:43 AM » |
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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. 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. 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. 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. 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. 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!
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milhouse
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« Reply #36 on: February 11, 2008, 10:16:29 AM » |
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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.
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arzoo
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« Reply #37 on: February 11, 2008, 10:23:58 AM » |
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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.
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« Reply #38 on: February 11, 2008, 11:01:59 AM » |
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Version 3.5 released - see 1st post for details and download links.
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« Last Edit: February 11, 2008, 11:03:58 AM by arzoo »
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youki
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« Reply #39 on: February 11, 2008, 11:03:15 AM » |
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Great job!! Just one point , in the documentation i think you have forgotten to update your index table. 
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