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Buddabing's LED controller
Buddabing:
--- Quote from: CJK on June 10, 2005, 06:52:52 pm ---
--- Quote from: Buddabing on June 10, 2005, 06:17:21 pm ---
--- Quote from: Santoro on June 10, 2005, 06:14:15 pm ---yep, unknown codec.
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CJK:
Right, thanks!
-- Chris
Gamecab:
--- Quote from: Buddabing on June 10, 2005, 05:57:37 pm ---Hello,
I have not been idle. While the prototype PCBs are being produced, I've been working on two applications, an animation compiler and an animation simulator. The simulator is a cross between my CPMaker and MAME Movie Maker. You'll be able to see your animations before you actually get your buttons lit.
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Yup.... I'm just waiting for the boards as well... Its like watching paint dry. Although I'm pretty sure they should arrive this coming week, then the fun will really begin.
Franco:
Whoop, whoop!
Sooo can't wait for the boards. Im gonna have to sell a kidney but it will be worth it! :)
Damn, cant watch the vid at work, ill have to wait until I get home.
SirPoonga:
--- Quote from: gl.tter on June 01, 2005, 12:42:47 pm ---
--- Quote from: Tiger-Heli on June 01, 2005, 11:58:19 am ---Also, gl.tter, you should brush up on the threads on Johnny 5 and CPmaker, which use this file to display what buttons on a CP are used by a game.
I think the light engine would have to use a similar approach to do what Popcorrin (and I) would like.
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Here's the approach I've taken:
MAME sends which controls (MAME input codes) are enabled by a particular game to the light driver. The driver can then choose to light up all the controls used by game.
For this to work, the driver has to supply some mechanism to map lights to controls (usually a text file). So for example, you edit the file and say 'light 1' is under hardware button X (ie. MAME input code XXX). That information is then enough to light up the controls used in a game.
That's the basic mapping support I would expect most light drivers to implement. However, drivers could go much further, and for example could let you associate 3 light outputs with an RGB LED. They could then allow you to set colours in various ways, either using a global scheme, or even schemes for each game.
So I think the best places to set colours is in the driver control->light configuration file.
BTW, I'm working on a driver that does all this and much more.
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Which is the worst way it can be done, hence why controls.dat exists. You load dotron and it will "light" your tball. You load some games it will light 4 buttons instead of 3 like it is suppose to. Driver developers took some shortcuts and made some hacks that get represented when you ask mame for control info.
So, the more ideal solution is to have a FE, when a game is highlighted or selected, read controls.dat and send LSE the right signals. Of if the game isn't in controls.dat then grab info form mame since something is usually better than nothing for this.
But the basic idea oyu are trying to get across is still the same :)
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