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arzoo

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  1. Glad you got the manual command resolved. If you're not using any animations, then you can use the Animation Editor to create a single frame animation that just lights your admin buttons and set that as the FE Active and Game Active animation. For mame only, this support link may help. A third option would be to wire the admin buttons to a dedicated LED controller and set that controller for "Cabinet LEDs". And as you mentioned, you could just hard-wire them to a 5v source.
  2. That's fine, just enabled the Debug Log option and run you script, then email me the debug.zip file.
  3. I'll need to see a debug file; turn on the Debug Log option (misc options tab), run your front-end and script, then email me the debug.log and/or debug.zip files and I'll take a look.
  4. Hi, I'm not sure what script you're referring to? But seems like you're looking to control the LEDs by sending commands directly to LEDBlinky, correct? The command you listed looks correct in the syntax so I'm not sure why it's not working. Maybe try with double-quotes around the parameter; LEDBlinky.exe 14 "BUTTON1,R,0|BUTTON1,G,48|BUTTON1,B,0". If that doesn't work, I'll need to see a debug file; turn on the Debug Log option (misc options tab), run your script, then email me the debug.log and/or debug.zip files and I'll take a look.
  5. You should be able to change the name of the game (remove the colon) using the Controls Editor. I'm not sure if TMNT is mame or some other system and I'm currently on vacation so I can't test this and provide exact details right now.
  6. There are two ways to have LEDBlinky identify an emulator/system as MAME; either using the Controls Editor "Emulator Is MAME" option as you mentioned, or by including "mame" anywhere in the emulator name.
  7. If no event identifier is specified, LEDBlinky will attemp to determine the event type by the first parameter; either a rom name or animation name (.lwax). For a rom it will default to GameStart event and for animation it will default to StartAnimation event. All other event types require the event identifier.
  8. The correct format would be without the angle brackets. In your example, LEDBlinky would accept 236470 as the game name and windows as the emulator, and trigger the GameStart event. I'll have to check you log when I'm home and have a few minutes.
  9. The GameStart command can optionally except both ROM and Emulator parameters. The error indicates a manual GameStart command was sent without a ROM parameter specified and without any prior GameSelected command. Hope this helps.
  10. I'll need to see your debug log to help with this; enable the Debug Log option (Misc Options tab), run LB and a game where you've configured a color using P1_JOYSTICK_UP, then email me the debug.zip file and I'll take a look.
  11. The LEDBlinkyInputMap is used by LEDBlinky, not LaunchBox, so I'm not sure exactly what your issue is? Are you getting a specific error message? Can you provide a bit more information?
  12. I'm assuming you're assigning the animation as the "Game Play Animation"? If that's the case and you also have the "Light Game Controls" option enabled, then LEDBlinky will light the active game controls, overriding any LEDs used by the animation. If you only want your animation to light during game play, then uncheck the Light Game Controls option.
  13. The trial version will work with BB and light up the specific buttons for each game.
  14. LEDBlinky can only import from mame.
  15. Sorry, I do not. Maybe someone else in the LB community can help with that?
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