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arzoo

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Posts posted by arzoo

  1. 2 hours ago, C-Beats said:

    Unless the command line has several exceptions what you're posting would never work. You're not sending the event identifier at all in that example that tells LEDBlinky what event you're trying to process. A game select call would look something like:
    ledblinky 9 "236470" "windows"
    The 9 tells LEDBlinky that you're trying to select a game, the first parm is the name of the game on the list, the second is the name of the list.

    Feel free to correct anything I'm saying that is incorrect Arzoo.

    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.

  2. 13 hours ago, COMMANDERDAILY said:

    Can you verify I have the syntax correct for parameters?  Is it LEDBlinky.exe 236470 windows or LEDBlinky.exe <236470> <windows> ?  Arzoo I sent a debug file.  Sure seems like blinks isn’t getting rom emu parameters.  As always thanks so much for the assist.

    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.

  3. 11 minutes ago, C-Beats said:

    Not entirely sure how to read that output line to be able to debug it. The log is a bit confusing though since Game Start doesn't have any parameters. You Game Select the game and then just send Game Start and it starts the last game selected. Unfortunately I'm not versed well enough in LEDBlinky to really give much help at this point. Maybe @arzoo would be able to point us in the right direction.

    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.

  4. 10 minutes ago, flanx said:

    I'm not sure if this is the place to post this or if I need to make a new topic. I'm having an issue getting LEDBlinky to light my joysticks custom colors for certain games using overrides. I've looked all over and I have not found a solution. I can get the joysticks to change to custom colors if I assign the color to the JOY8WAY under the Common tab. But if I try to assign it to, for example, P1_JOYSTICK_UP under Player 1 tab, it never changes to that color. Any help would be greatly appreciated.

    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.

  5. On 5/20/2023 at 1:41 PM, InvisibleLlama said:

    Having an issue. Launchbox can't find \LEDBlinkyInputMap.xml. Despite it being in the file and doing the mapping

    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?

  6. 24 minutes ago, burntomaro said:

    Having an issue with my custom animation. It's just a simple fade in and out with player 1 red and player 2 blue. It works fine for a second and then my player 1 coin, player 1 button 6 and player 2 button 5 turn white and stay lit white. all the other buttons continue to fade properly. any idea what could be causing this? Works fine with LEDblinky config testing and animation editor but as soon as i launch LB/BB it starts this problem.

    THanks

    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.

  7. 43 minutes ago, Codiox said:

    Hello, I want to use my single color led buttons in bigbox so when i launch a game it will only light up the buttons the game actual uses.

    I got the following hardware:

    - ipac2

    - pac drive

    The wizard in the trial version of ledblinky already worked with my led buttons, at least i can make them blink :)

     

    Now my question:

    Do i need to buy a license for ledblinky to use it in bigbox so when I start a game (running in retroarch / FBNeo core) only the buttons the game uses are lit up?

    or will the trial version be sufficient?

    thank you!

     

    The trial version will work with BB and light up the specific buttons for each game.

    • Like 1
  8. Glad you got the audio mostly figured out. I'm pretty sure there are other voice packs offered for Windows TTS, but I don't think they are free for download. Sorry, it's not possible to reorder the spoken controls.

  9. 2 hours ago, vaderag said:

    Hey @arzoo hope you're well!
    I'm trying for the first time to get my control audio working with Mame and I have something very odd

    If I leave it as default (kicks in at zero seconds) then i get one control (maybe two) announced and then it freezes when the game fully loads (usually leaving one of the buttons in a flashing state)
    Then, when I exit the game it finishes off the announcement...

    Do you know why this might be?

    FWIW, I am also unable to get the pause version working - it seems like it wants to work, but it gives static instead of anything useful!

    I've never heard of anything like that. Sounds like the emulator is taking control of the audio on your system somehow? Does this only happen with mame?

  10. 6 hours ago, Heisanevilgenius said:

    I find it strange that no one else is talking about this issue. Am I the only one who has it?

    If you turn on the Debug Log option (Misc options tab), run a few games that don't light correctly, then email me the debug.zip and/or debug.log files and I'll take a look.

  11. 11 hours ago, Heisanevilgenius said:

    I feel like this is related to the "FE System Lists Names" entry in the LEDBlinky Config program but if so, I have no idea what to set it to so it works properly.

    FE System Lists Names would be used for a list in LB that only contains emulators/systems (not games/roms).

  12. 23 hours ago, RedHoodRobin64 said:

    Im not sure if its cause i updated to windows 11, but only in big box, launch box works fine, does led blinky geeks out. So in big box, il highlight a game ive colored and the controls light up for all players. I press start and it blinks the controls, but as soon as thats done, they all shut off, then turn back on for 5 sec like as if im highlighting the game again then they just stay off. Its almost like bigbox just completely loses focus or something. Im just stumped because there is no isues what so ever in launchbox. If someone could give me some pointers that would be great

    LEDBlinky runs fine on Windows 11. Based on what you're describing, it sounds like BB is sending LEDBlinky multiple GameStart and Game Quit commands (not sure why but that would have something to do with your LB/BB configuration). LEDBlinky does have an option that might help; using the Controls Editor, double click the emulator and select the "Ignore GameQuit Commands" option. You could give that a try.

  13. 16 hours ago, Cludo said:

    I have a modular panel with either 2 U360 or 2 FS360. The 2 u360 have ID 1 and 2, and the 2 FS360 have ID3 and 4. I don't know why Ledblinky detects 3 ultrastiks as only 2 are plugged in at a time.

    I have tried to upgrade the firmware even if they are recently bought but I have this message :"Unable to send data : ultrastik2_5.ufw" with UUpload.

    I have tried the UltrastickTest app, it shows "Map upload successful" and detects 3 joysticks (why?) but only the first is correctly mapped.

    It worked OK with Rocketlauncher before.

    Thanks for your help!

    Maybe one of the joysticks is just malfunctioning? If you can't upload the latest firmware, I would suggest contacting Ultimarc for support.

  14. Based on the log it looks like LEDBlinky is detecting 3 Ultrastiks, is this correct? Each U360 needs a unique ID. You may also want to make sure each U360 has the latest firmware. Also, try the UltrastickTest app and see if that correctly maps the sticks.

  15. Wow, there's so much unrelated info flying around in this thread, not even sure where to start ?

    @Golfboy01 The log you posted above is not the same as the one you provided me via email a few days ago. In the log above, you're using LEDBlinky without any LED controllers, but you don't have the "No LEDs Mode" option enabled, so LEDBlinky is basically doing nothing. Try again with "No LEDs Mode" checked and email me back a new debug log if the ServoStiks are still not switching based on the selected game.

    @kmoney I'm not sure what's going on with your U360s and LB/BB, but in some cases there is a problem with LEDBlinky reading the U360 data. I have a fix in the works, but for now you can manually edit the LEDBlinky settings.ini file (use any text editor) and set DetectJoysticks=0 under the [OtherSettings] section.

    @C-Beats Thanks for trying to help with this. In the log that @Golfboy01 posted I do see one instance where LB sent the GameSelected (9) command with "gryzor" as the game parameter. There's just not enough data here to come to any conclusions.

  16. On 4/6/2021 at 4:42 PM, Headrush69 said:

    You should turn on debugging in LEDBlinky and post the what it is receiving from LB.

    Without any more information, best guess is platform name doesn't match what LEDBlinky is expecting and/or characters in the game title are causing it not to be parsed right or passed to LEDBlinky correctly.

    I don't see this as having anything to do with the platform name. This seems to be a global issue with LB/BB sending the correct commands to LEDBlinky. Here's my response on a similar thread;

    To provide some additional information on this issue, what seems to be happening is that LB/BB is not sending LEDBlinky the "GameSelected" command when a game is selected from a LB/BB list. The GameSelected command includes the Game/ROM name as a parameter. So then, when LB/BB sends LEDBlinky the GameStart command, LEDBlinky doesn't know which game is running and hence the error; "No ROM specified for Game Start event. Missing Parameters?"

    Maybe there's a version of LB/BB that has a bug with the LEDBlinky commands? Or maybe there's some combination of LB/BB configuration that for some reason doesn't trigger the correct code when a game is selected? As the LEDBlinky dev, I can only see what's happening on the LEDBlinky side. As for the LB/BB code, I'm just guessing.

  17. To provide some additional information on this issue, what seems to be happening is that LB/BB is not sending LEDBlinky the "GameSelected" command when a game is selected from a LB/BB list. The GameSelected command includes the Game/ROM name as a parameter. So then, when LB/BB sends LEDBlinky the GameStart command, LEDBlinky doesn't know which game is running and hence the error; "No ROM specified for Game Start event. Missing Parameters?"

    Maybe there's a version of LB/BB that has a bug with the LEDBlinky commands? Or maybe there's some combination of LB/BB configuration that for some reason doesn't trigger the correct code when a game is selected? As the LEDBlinky dev, I can only see what's happening on the LEDBlinky side. As for the LB/BB code, I'm just guessing.

  18. 3 hours ago, deezdrama said:

    So in LEDblinky there is a "FE list change" animation you can set.

    I made a quick custom animation and was assuming/hoping it would be triggered by scrolling through different systems in bigbox but last time I tried to set it it only worked if I picked a game and was in the game info screen and then backed out...then it would trigger.

     

    At the bottom of the LEDblinky config utility theres also a spot called "FE system lists names" ...

    I think this is for adding the names of categories and systems as they are named in launchbox/bigbox to help trigger the "fe list change" animation.

     

    Has anyone figured this out of have details to share as I can only somewhat get it working... thanks!

    The "FE System Lists Names" are used to identify which lists/wheels contain lists of emulators/systems rather than lists of games, and it's primary used for Pixelcade integration. This should have nothing to do with running an FE List Change animation. I'm wondering if there's a bug in the LB/BB code?

  19. 8 hours ago, Hifihedgehog said:

    Digging into this now, I set up my controllers in Big Box but how do I set up the light to button mappings? I have a new RGB setup (PACLED64) and LEDBlinky needs to know which RGB LED trio goes with which controller and button. How do I set up the buttons in BigBox to know which XInput button goes with which LEDs? I have two virtual XInput controllers created via XOutput since I am having to combine two standalone analog joystick (Ultimarc Ultrastik 360) with a button encoder (Xin-Mo Co XM-10) to get two functional controllers across my repertoire of games. Maybe @arzoo can point me in the right direction? (I am full paid licenses to both LEDBlinky and Launchbox.)

    Hey, the virtual XInput controllers may make this a bit tricky because LEDBlinky uses the mame .cfg files to determine how the inputs map to the buttons and I'm guessing the virtual controller alters the mapping. I guess let's start by emailing me a debug.log so I can see what's going on.

    • Like 1
  20. LEDBlinky only responds to commands it receives (it doesn't monitor any processes). What's most likely happening is LB/BB is sending the GameQuit command to LEDBlinky when the launcher app is no longer in memory. LEDBlinky has a feature that can help with this issue; Using the Controls Editor, edit the Daphne emulator and check the "Ignore GameQuit Commands" option. What this means is when you quit a Daphne game, the lit controls will not immediately revert back to your FE layout (because LEDBlinky doesn't know the game has ended), so it's not a perfect solution. But as soon as you do something else on the FE (scroll for example), the FE buttons should light up correctly. The only other option is considerably more complex and involves turning off LEDBlinky support in LB/BB and then creating your own batch/script files to send the LEDBlinky commands. I can't really provide details on this solution, but I believe others have done this.

    arzoo

    Screenshot 2020-11-06 182755.png

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