Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Lightguns Arcade1Up Try the site in https mode Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news

  

Author Topic: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2  (Read 546376 times)

0 Members and 1 Guest are viewing this topic.

thatpurplestuff

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 653
  • Last login:Today at 01:43:41 am
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2040 on: January 11, 2024, 01:30:09 pm »
Hey arzoo!

First off, I just want to say thanks again for such a great piece of software.  I'm using it on my Skeeball machine in combination with my custom software and you were a huge help years ago in making that happen.  Obviously LEDBlinky wasn't created for my use case and I'm just piggybacking off of the existing arcade controls functionality, but I've got some quick (and possibly/probably stupid) questions that hopefully you can answer for me haha...

So I currently have an LEDWiz that is hooked up to my score ring LEDs so that the holes light up.  Depending on which type of game type I'm playing, the ring LEDs either get controlled via LWAX animations or by directly controlling the LED ports using the LEDBlinky command line.  This is working nearly perfectly for my needs so far.

What I was hoping to do is incorporate more LEDs in my machine, primarily a long string of LEDs for the ramp and a second string of LEDs for the ball return.  I've got those LEDs installed and working, but I was hoping for some info regarding my options for controlling them via LEDblinky.  Currently I have just added the ramp LEDs and ball return LEDs to the existing layout, so I can control them via LEDBlinky but it is very clunky since most of the time I would want the ramp/ball return/score rings to be running separate animations simultaneously.

Ideally I would want to be able to use LEDblinky to load animations specifically for the rings, and then be able to independently call separate animations for things like the ramp or ball return and not have the ring lights effected by any animations that are called for those LED sections.  Basically I would want each section of LED lights treated independently so calling animations within each section doesn't effect the other sections.  If animations controlling separate sections isn't an option, is it possible to run animations on the rings and then just use the command line to set solid colors on the ramp and ball return without effecting the rings?

Sorry, I feel like I repeated my question a couple of times but I just wanted to make sure that what I'm hoping to achieve is clear.  Thanks in advance for any clarity you could provide!

I think LEDBlinky comes close to doing what you want with the "Cabinet LEDs" functionality; basically LEDBlinky can run a separate animation on a separate LED controller. The intent here was to run an independent animation on cabinet mounted LEDs. Where this may fall short for your needs is currently LEDBlinky can only run animations (on the second LED controller) triggered by standard events; FE Start, FE Active, Game Start, Game Play, etc. And currently there's no command-line options for the second controller (although this is something I might be able to add).

Oh man if command-line options for a second controller is a possibility that would be incredible, that sounds like it would get me exactly where I need to be.  I could use the primary controller for the ring LEDs and then a secondary controller for the ball return, ramp, and anything else.  You have no idea how much I would appreciate it!  I also have no idea how much work it would entail for you, but if there is anything I can do on my end to help facilitate something like that please let me know and I'll do whatever I can to help!

So once again, we find that evil of the past seeps into the present like salad dressing through cheap wax paper, mixing memory and desire.

arzoo

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2089
  • Last login:February 25, 2024, 01:10:07 pm
  • Robots WILL kill you.
    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2041 on: January 12, 2024, 08:34:13 am »
Hey arzoo!

First off, I just want to say thanks again for such a great piece of software.  I'm using it on my Skeeball machine in combination with my custom software and you were a huge help years ago in making that happen.  Obviously LEDBlinky wasn't created for my use case and I'm just piggybacking off of the existing arcade controls functionality, but I've got some quick (and possibly/probably stupid) questions that hopefully you can answer for me haha...

So I currently have an LEDWiz that is hooked up to my score ring LEDs so that the holes light up.  Depending on which type of game type I'm playing, the ring LEDs either get controlled via LWAX animations or by directly controlling the LED ports using the LEDBlinky command line.  This is working nearly perfectly for my needs so far.

What I was hoping to do is incorporate more LEDs in my machine, primarily a long string of LEDs for the ramp and a second string of LEDs for the ball return.  I've got those LEDs installed and working, but I was hoping for some info regarding my options for controlling them via LEDblinky.  Currently I have just added the ramp LEDs and ball return LEDs to the existing layout, so I can control them via LEDBlinky but it is very clunky since most of the time I would want the ramp/ball return/score rings to be running separate animations simultaneously.

Ideally I would want to be able to use LEDblinky to load animations specifically for the rings, and then be able to independently call separate animations for things like the ramp or ball return and not have the ring lights effected by any animations that are called for those LED sections.  Basically I would want each section of LED lights treated independently so calling animations within each section doesn't effect the other sections.  If animations controlling separate sections isn't an option, is it possible to run animations on the rings and then just use the command line to set solid colors on the ramp and ball return without effecting the rings?

Sorry, I feel like I repeated my question a couple of times but I just wanted to make sure that what I'm hoping to achieve is clear.  Thanks in advance for any clarity you could provide!

I think LEDBlinky comes close to doing what you want with the "Cabinet LEDs" functionality; basically LEDBlinky can run a separate animation on a separate LED controller. The intent here was to run an independent animation on cabinet mounted LEDs. Where this may fall short for your needs is currently LEDBlinky can only run animations (on the second LED controller) triggered by standard events; FE Start, FE Active, Game Start, Game Play, etc. And currently there's no command-line options for the second controller (although this is something I might be able to add).

Oh man if command-line options for a second controller is a possibility that would be incredible, that sounds like it would get me exactly where I need to be.  I could use the primary controller for the ring LEDs and then a secondary controller for the ball return, ramp, and anything else.  You have no idea how much I would appreciate it!  I also have no idea how much work it would entail for you, but if there is anything I can do on my end to help facilitate something like that please let me know and I'll do whatever I can to help!

I'll add this the the requested enhancement list and see how difficult it would be to implement.
Robots will kill you.



Arcade Addiction

thatpurplestuff

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 653
  • Last login:Today at 01:43:41 am
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2042 on: January 12, 2024, 12:02:46 pm »
I'll add this the the requested enhancement list and see how difficult it would be to implement.

Thank you very much for looking into this, I sincerely appreciate it!

So once again, we find that evil of the past seeps into the present like salad dressing through cheap wax paper, mixing memory and desire.

Bidule200

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 7
  • Last login:February 15, 2024, 03:58:22 pm
  • I want to build my own arcade controls!
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2043 on: January 30, 2024, 01:09:18 pm »
Hi everyone,
I'm trying to configure LEDBlinky with my custom-made arcade controller (BigBox+MAME).

Some multiplayer arcade games donít have dedicated Start Buttons, but instead use a standard gameplay button to join the game.
(For exemple: Blasteroids, Teenage Mutant Ninja Turtles...)
Problem is, LEDBlinky always lights up my default Start buttons, despite not being used in the game (no Start input in MAME).

- The Misc. option "Use Default Start/Coin Voice Actions for all games" is DISABLED.

How do you think I can resolve this issue?

Thank you :)
« Last Edit: January 30, 2024, 01:12:34 pm by Bidule200 »

arzoo

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2089
  • Last login:February 25, 2024, 01:10:07 pm
  • Robots WILL kill you.
    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2044 on: January 30, 2024, 06:48:35 pm »
Hi everyone,
I'm trying to configure LEDBlinky with my custom-made arcade controller (BigBox+MAME).

Some multiplayer arcade games donít have dedicated Start Buttons, but instead use a standard gameplay button to join the game.
(For exemple: Blasteroids, Teenage Mutant Ninja Turtles...)
Problem is, LEDBlinky always lights up my default Start buttons, despite not being used in the game (no Start input in MAME).

- The Misc. option "Use Default Start/Coin Voice Actions for all games" is DISABLED.

How do you think I can resolve this issue?

Thank you :)

I think what you would have to do here is turn of LEDBlinky's option to light the Start and Coin buttons and then use the Controls Editor to light those buttons (and set Always Active) for some Emulators or specifically for each game. I've never actually tried this but in theory it should work.
Robots will kill you.



Arcade Addiction

Bidule200

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 7
  • Last login:February 15, 2024, 03:58:22 pm
  • I want to build my own arcade controls!
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2045 on: January 31, 2024, 03:48:37 pm »
I think what you would have to do here is turn of LEDBlinky's option to light the Start and Coin buttons and then use the Controls Editor to light those buttons (and set Always Active) for some Emulators or specifically for each game. I've never actually tried this but in theory it should work.

Sorry, no good.
- I have every button customized in the Controls Editor, including Start and Coin for every game (I have custom text since I use a french text-to-speech).
- If I disable "Light Player Start and Coin Buttons", these buttons do not light up at all.
- The "Always active" tickbox is disabled (greyed out) so I can't try this setting.
- Even if I could tick the Always Active box, wouldn't this setup mess up the "blink on mame output" feature of some Start Buttons, like on Asteroids?

arzoo

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2089
  • Last login:February 25, 2024, 01:10:07 pm
  • Robots WILL kill you.
    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2046 on: February 01, 2024, 10:12:48 pm »
I think what you would have to do here is turn of LEDBlinky's option to light the Start and Coin buttons and then use the Controls Editor to light those buttons (and set Always Active) for some Emulators or specifically for each game. I've never actually tried this but in theory it should work.

Sorry, no good.
- I have every button customized in the Controls Editor, including Start and Coin for every game (I have custom text since I use a french text-to-speech).
- If I disable "Light Player Start and Coin Buttons", these buttons do not light up at all.
- The "Always active" tickbox is disabled (greyed out) so I can't try this setting.
- Even if I could tick the Always Active box, wouldn't this setup mess up the "blink on mame output" feature of some Start Buttons, like on Asteroids?

Hmmm I don't see how this can work if you also want to use the mame outputs to blink the start buttons like on Asteroids. Sorry.
Robots will kill you.



Arcade Addiction

Bidule200

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 7
  • Last login:February 15, 2024, 03:58:22 pm
  • I want to build my own arcade controls!
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2047 on: February 03, 2024, 04:57:03 pm »
Alright. I'll mess up with it until I find a satisfying setup ^^

I would suggest to add to LEDBlinky a special "expert" mode where the only logic is given by the LEDBlinkyControls.xml file, so it'll completely override this "start and coin" weird logic where sometime I get veeery strange behaviors.

For exemple, in 4 players games with no Start Buttons (only 4 coins) like TMNT, Gauntlet or Sunset Riders, i managed to get the voice announce the 4 coin buttons ok by tricking the software.
I setup fake START1, START2, START3, START4 buttons in the Controls Editor, with a 0,0,0 color, and a dummy text. If I don't do that, the program WILL speak non-sense and announce ghosts Start Buttons.
Anyway, now it kinda works, but for a mysterious reason, one of the 4 Coin buttons... will not lit. Tried for hours to fix it, but didn't succeed.
« Last Edit: February 03, 2024, 05:03:45 pm by Bidule200 »

arzoo

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2089
  • Last login:February 25, 2024, 01:10:07 pm
  • Robots WILL kill you.
    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2048 on: February 03, 2024, 09:29:48 pm »
Alright. I'll mess up with it until I find a satisfying setup ^^

I would suggest to add to LEDBlinky a special "expert" mode where the only logic is given by the LEDBlinkyControls.xml file, so it'll completely override this "start and coin" weird logic where sometime I get veeery strange behaviors.

For exemple, in 4 players games with no Start Buttons (only 4 coins) like TMNT, Gauntlet or Sunset Riders, i managed to get the voice announce the 4 coin buttons ok by tricking the software.
I setup fake START1, START2, START3, START4 buttons in the Controls Editor, with a 0,0,0 color, and a dummy text. If I don't do that, the program WILL speak non-sense and announce ghosts Start Buttons.
Anyway, now it kinda works, but for a mysterious reason, one of the 4 Coin buttons... will not lit. Tried for hours to fix it, but didn't succeed.

You can try the LEDBlinkyTroubleshooter app to see if it can help identify the issue with the 4th coin button. If not, email me the debug.log and I'll take a look.
Robots will kill you.



Arcade Addiction

Bidule200

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 7
  • Last login:February 15, 2024, 03:58:22 pm
  • I want to build my own arcade controls!
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2049 on: February 04, 2024, 05:30:47 am »
Oh, I didn't notice this troubleshooting utility! It's very well made, i'll investigate further with it! Thank you :)

EDIT
------------------
I got it working by opening the game .cfg file and adding fake START1, START2, START3, and START4 input and setting them to NONE.
Then I had to set the .cfg file to READ-ONLY since MAME will try to rewrite it when it launches.

It's kind of a ghetto fix... but at last it's working ^^
« Last Edit: February 04, 2024, 05:48:52 am by Bidule200 »

Bidule200

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 7
  • Last login:February 15, 2024, 03:58:22 pm
  • I want to build my own arcade controls!
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2050 on: February 08, 2024, 08:14:06 am »
I noticed a bug, don't know if it's an easy fix for you or a real hassle:

I managed to get additional Microsoft voices for the TTS feature, the default one being really low quality.
It works perfectly. Problem is, when I restart the Win10 PC, the default voice is back. But only vocally. The new voice is still correctly selected in LEDBlinky Settings.
To get the new voice back to speak, I have to setup the old voice, and select again the new voice. And then it works. Until I restart :D

EDIT
The bug seem to only happen in LEDBlinky Config app. In my front end, the correct voice is still there.
« Last Edit: February 08, 2024, 08:22:31 am by Bidule200 »

arzoo

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2089
  • Last login:February 25, 2024, 01:10:07 pm
  • Robots WILL kill you.
    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2051 on: February 08, 2024, 05:34:52 pm »
I noticed a bug, don't know if it's an easy fix for you or a real hassle:

I managed to get additional Microsoft voices for the TTS feature, the default one being really low quality.
It works perfectly. Problem is, when I restart the Win10 PC, the default voice is back. But only vocally. The new voice is still correctly selected in LEDBlinky Settings.
To get the new voice back to speak, I have to setup the old voice, and select again the new voice. And then it works. Until I restart :D

EDIT
The bug seem to only happen in LEDBlinky Config app. In my front end, the correct voice is still there.

So you're good then?
Robots will kill you.



Arcade Addiction

Bidule200

  • Trade Count: (0)
  • Jr. Member
  • **
  • Offline Offline
  • Posts: 7
  • Last login:February 15, 2024, 03:58:22 pm
  • I want to build my own arcade controls!
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2052 on: February 10, 2024, 08:55:48 am »
Yeah, just wanted to report it as it could potentially help to resolve bigger issues. But since it only happens in the Config app, it's not bothering.

midd

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 41
  • Last login:Yesterday at 08:55:09 pm
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2053 on: February 25, 2024, 12:20:21 pm »
I updated to 8.2.1 and now my buttons only flash orange and green regardless of the pattern I select. When I launch the inputmap.exe, my buttons are still assigned to all three colors.  So I can select blue for any of the buttons and they light blue. 

arzoo

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2089
  • Last login:February 25, 2024, 01:10:07 pm
  • Robots WILL kill you.
    • LEDBlinky
Re: LEDBlinky - Arcade LED Control software and Animation Editor - v8.2
« Reply #2054 on: February 25, 2024, 01:10:07 pm »
I updated to 8.2.1 and now my buttons only flash orange and green regardless of the pattern I select. When I launch the inputmap.exe, my buttons are still assigned to all three colors.  So I can select blue for any of the buttons and they light blue.

If you turn on the Debug Log option (Misc Options tab), run your FE and a few games, then email me the debug.zip and/or debug.log file I'll take a look.
Robots will kill you.



Arcade Addiction