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arzoo

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Everything posted by arzoo

  1. The next version of LEDBlinky will light up the BigBox joystick buttons.
  2. Currently LEDBlinky only lights up BigBox buttons that are mapped to the keyboard <KeyboardXXXX>n</KeyboardXXXX>. It does not light up buttons mapped to game controllers <ControllerXXXX>n</ControllerXXXX> values. This will be added in the next release. As for the number (n) in the <KeyboardXXXX>n</KeyboardXXXX> node, it's a .net System.Windows.Input.Key value and LEDBlinky converts that to an ASCII value.
  3. I'm always willing to work with the hardware manufacturers if they want to contact me.
  4. The LEDBlinkyInputMap.xml file is unique to each users control panel configuration (hardware, wired ports, input codes, etc.) - so sharing the file is really of little help. LEDBlinky uses data in the BigBoxSettings.xml to determine the input code for each BigBox control. When the input code in the BigBox settings xml matches the input code in the LEDBlinkyInputMap xml, then that control will light up. Hope this makes sense.
  5. Jesse, Try using the LEDBlinky troubleshooting app - it may be able to identify why you're controls are lighting up white. If that doesn't help, email me the debug.ZIP file and I'll look it over. As for modifying Launchbox/Bigbox speech commands, from the Controls Editor click the the "FE" button. That will allow you to alter what LEDBlinky speaks for each control.
  6. I'm guessing you have the Demo Scroll Delay (LEDBlinky config, Launchbox tab) set to zero (0). If you increase that value, LEDBlinky will not demo the controls for a game until the scrolling stops (for the specified delay). That should stop the lag/catch-up.
  7. LEDBlinky has an extensive debug log (enabled from the Misc Options tab). Search the log for "Event Received". Specifically you want the events with "9" as the first parameter in the message. 9 is the GameSelected command and LaunchBox will pass the rom/game and emulator. For example: Received Event - Queue:[1] Msg:[9~avsp~MAME].
  8. LaunchBox need to include 'mame' somewhere in the name of the emulator (the value passed to LEDBlinky). If it's not possible to alter the LaunchBox configuration then this might have to be an enhancement added (to LauchBox) - a way to designate an emulator as MAME.
  9. Please turn on the LEDBlinky Debug Log option (Misc Options tab), Run LaunchBox and a game or two, then email me the debug.ZIP file and I'll take a look.
  10. The LEDBlinky site has information on how to get up and running; http://ledblinky.net/Install.htm. The site also has information on how to configure non-mame emulators using the LEDBlinky Controls Editor. I'll also mention that a user over on the byoac forums has created an app that will pre-load the LEDBlinky Controls Editor with 160 platforms; RocketBlinky
  11. No, LEDBlinky does not use any plugin for LaunchBox.
  12. I may have the beta ready tonight, if not then later this week. @Jason Carr - I have your email . @kmoney and @jking3, msg me or send me an email so I have your address. Thanks all!
  13. Full support for LaunchBox will be included in the next LEDBlinky release. This will allow for additional options such as running animations for LaunchBox events (start, stop, list change, attract mode, game play, etc.), lighting the LaunchBox controls, and lighting the selected game controls for a few seconds while scrolling through the lists. I'm hoping to have the release ready in a week or so. I may need a couple people to do a some beta testing, if anyone is interested please let me know - thanks. Also, just for clarification, the LEDBlinky/LaunchBox integration does not require any plugin.
  14. Honestly, it's not necessary to have a cab with LEDs to test LEDBlinky - any supported LED controller (Ultimarc, GGG, Howler) can be purchased along with a few LEDs to be wired up. It's also possible that the LEDBlinky commands can be added to RL and myself or someone else with an LED'd control panel can do the testing (this is how we handled it with HS). Just a thought.
  15. Bacto said Hi Arzoo, That's good to see you working on that :) Sorry for any confusion but I'm not working on anything - I just offered my help if the LaunchBox developer wished to add LEDBlinky integration.
  16. Hey all, I'm the dev for LEDBlinky. Just want to clarify one thing - LEDBlinky needs the name of the ROM or game passed as a parameter for the "game start" command. For example; ledblinky.exe {romname} . It also helps if LEDBlinky is sent a "game quit" command when the game is quit and control returns back to LaunchBox. I'm more than happy to work with the LaunchBox dev(s) to help with integrated LEDBlinky support. Contact me via email if you wish. Cheers!
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