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LED-Wiz USB LED and Output Control Device now available. *Blinky lights*
RandyT:
--- Quote from: NiN^_^NiN on October 11, 2005, 08:55:14 am ---Do u give details or a OCX or something on how to use it with our own software if were using it for a different purpose than mame?
--- End quote ---
No OCX required. If you can write commands to the clipboard, you can dynamically control the lights.
The command protocol is evolving, but there are commands to talk to the outputs individually, in banks and all at once. There are commands for changing the KB emulation outputs on the fly, as well as some other things.
I'll be adding more as time goes on, but most of the functionality is there already.
RandyT
SirPoonga:
I was waiting until you said clipboard, Randy :)
Now that he said it I've known for awhile. I am going to make a controls.dat interface . But I am going to wait until I get one of these. It's a little more complex than the gpwiz49 :)
Last night I modified qbert to paste "KNOCK" to the clipboard :) I also fixed qbert and sent it to the mamedevs. Note, qbert doesn't play the knocker sample. I don't know when that occured, but since I last looked at teh qbert video handler it changed. So hopefully next u will have the knocker sample working again.
seanp:
I ordered mine on the 10th... can't wait to try it out. I'm thinking of installing LED's around the 49-way joysticks and showing what mode is active with the lights. Plus, buttons, attract mode, and just pure bling.
jdjuggler:
I think gl.tter's Light Signal Engine is designed to use the signals that mame already generates on its own. I don't believe he needs to submit anything to mamedev's (unless there are events that are not emulated correctly).
http://r-i-l.net/glMAME/gl.tter%20LSE.htm
Hopefully, he will comment on this thread - but here's a quote from gl.ttter (random quotes):
I'm specifying a very similar file to cheats.dat (but specific to each game), that monitors values in various ways, and fires off a text based light signal when the condition is met. Mame then just forwards these to the currently active light driver, which decides what to do with them. Mame doesn't get any more involved - the rest happens in the light driver.
I have the light signal system fully working and integrated into Mame. I also have the first draft of the 'custom signal' (ie. interactive lighting based on game-specific events) engine fully working.
Turns out the Cheat engine is a great way to find game ram addresses to generate custom signals from - I found the lives and credit counters in about 20 seconds each! Anybody will be able to do this, at least for the easier-to-find values.
JD
JoyMonkey:
I think gl.tters LSE is basically the same as the event system that already exists in AdvanceMAME, but the LSE is tailored to easily output many signals to the parallel port. AdvMAME's event and script system can do this, but it's a round-about sort of way.
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