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Found 15 results

  1. I have it running correctly on MAME, but when I add "Unknown games" and choose say... Daphne Dragon's Lair and set up one button on the control editor, it only stays on when I am scrolling to the game via LB or BB. When I select the game to play, the control turns off and three random buttons show up lit in white. Anyone know of a guide I can use or any tips? Thanks
  2. I have 2 servosticks with Ledblinky and the joytray program installed. Everything works great, but it always seems to default to 4 way operation while navigating Launchbox/Bigbox. Since most of my games are 8 way, that means each time I load one up, it has to switch them over to 8 way and then back again to 4 way when I exit out and return to Launchbox/Bigbox. Is there a way to have it default to 8 way and only switch when it's a 4 way game being loaded up? Just trying to save the motors from constantly needing to be switched. There don't seem to be any settings in Launchbox, ledblinky, or Joytray that I could find.
  3. Hey guys, I'm hoping you can help me identify which file(s) to edit so my LEDblinky controls work correctly with Launchbox and Singe 2.0. (Mostly trying to run Daphne games) I'm just trying to illuminate my joystick buttons that are active for the selected game. I have it set up and working fine with MAME, but when I add games for Singe 2.0, all 6 buttons stay illuminated. Details: LEDblinky works fine with with MAME The arcade controls work with JoytoKey mapping, but it seems like a bandaid to the real fix and I feel that could be causing issues with LEDblinky When I select a game, the correct controls light up, then when the game starts, all 6 buttons illuminate. (see attached picture) I'm launching directly from the .bat file, not using emulation to launch the games. Should I be using emulation? I didn't use the emulation because I didn't have a .txt file for Dragon's lair 2 and didn't know what I needed to include. My Time Traveler ROM came with the .txt file to use with emulation and that launched fine. DL2 didn't. I couldn't figure out how to configure the Singe controls to work with the joystick panel so I started running JoytoKey. That worked, but now I have a proliferation of files that could be managing control settings. Launchbox default controls Singe 2.0 emulator default controls LEDblinky emulator and game specific controls Daphne game specific controls (for example, Dragon's lair 2 has it's own controls file within the Singe 2 root folder.) JoytoKey button mapping Weird detail I'd like to fix but it's a low priority: When at the Launchbox menu, all 6 player 1 buttons are on, but all 6 player 2 buttons are off. Once a game is selected, the lights match the game files. It's really weird. I'm running the ultimarc pacled64 for my ledblinky So my two goals right now are: How do I only illuminate the buttons used in the Singe/Daphne game being played? Understand which file really manages the controls for each Singe game so I can edit those as necessary. It works with JoytoKey mapping just fine, but I feel like that might be what is messing up LEDblinky.
  4. I was asked how I create game specific color layouts and call outs using Ledblinky and LaunchBox. This is my tips and tricks and there may be other ways to achieve the same or better. Comment and share! Sorry for the crunchy audio and bad audio mix while BigBox is running. For some reason the audio got funky when BigBox is running. Probably because the computer was doing 20 things at once. I also noticed the on screen mame setup stuff is a bit hard to read due to adjusting exposures, etc. The audio explains it pretty well. Hope this helps and GAME ON! LedBlinky Custom Layouts Tutorial *Sorry for the really low audio. I thought the mic was clipping but it was BigBox audio recording issue I had mentioned above.
  5. Version 1.0.3

    55 downloads

    First, I am not a developer, so I am sure this can be improved on. This is a way to get a scrolling marque for aprox $100 Canadian. I did a quick video of it working in attract mode; It uses the following hardware: Elegoo LYSB01H4ZDYCE-ELECTRNCSMEGA 2560 R3 Board ATmega2560 ATMEGA16U2 with USB Cable Compatible and Arduino - $20 BTF-LIGHTING WS2812B RGB 5050SMD Individually Addressable Digital 8x32 256 Pixels 12.5in x 3.1in LED Matrix - $50 Power options for panel, can use 5v from a PC power supply (red wire) or a power brick with 2 amps or more. This is based on just scrolling text, if you start doing graphics or lighting a lot of LEDs, get a real power supply, These were purchased off Amazon.ca. Read on the panel, as again, if you light a lot of LEDs it will draw a lot of power. I provided the code for the Arduino, That I want to give credit to Cyan Infinite, although I did edit the code some. see sketch.serial.text.ino Cyan Infinite | Scrolling text with flexible 32x8 RGB LED Matrix I started with a generic UNO, but it seemed a bit underpowered, so changed to a generic Mega board. Note, later when I built the Python code, I had an issue with 2 odd characters being displayed at the beginning of my scrolling text which I suspect was a communication setting for the com port, but not positive. That is why I used a substring command. I used pin 49 to send the data to the panel, as it was close to a ground. You need a data and a ground, and the pin you use must match the one identified in the code. If you use a UNO, the pin numbers are different range, I had used 6 then for example. You need to set the com port for your board. That can be done in a couple ways, one is Device Manager, Properties, Ports, USB Serial Device, Port Settings, Advanced. My code uses Com 3. You can adjust this, but will need to compile the Python then and not use the supplied exe. The python script will set the options in windows to match the Sketch settings (although I think I may have an error per my Note above) The send_com.py is the source code for send_com.exe. I tried to use the py file, but bigbox didn't like that. I actually started with a basic .bat file, but the popup window was messing things up. I'll paste that at the bottom for enquiring minds. The port settings may not match the sketch though, so if you use it, adjust it. If you want to use different port or port settings, you will need to recompile. Up to you where you put the send_com.exe, but note that windows antivirus deems it a security risk when you try running it, it will block it and remove the file, so you will need to exclude it, I found it easiest to create a subfolder and exclude the subfolder from scanning. SEE V 1.02 or newer, recommend use of the ZIP version and not the single file exe to avoid this issue. If you are concerned I am providing malicious code, read the .py file and compile it yourself. Not going to try to tutorial that, I'm a novice at best and there is lots of info on the web. For some reason windows antivirus does this with all py files compiled as a single file exe, at least ones compiled using pyinstaller. See the screenshot for the LaunchBox LEDBlinky settings. Browse to where you put the send_com.exe file, your path will not likely be same as mine. So there are a couple things I don't like about my solution. LaunchBox and BigBox don't seem to be coded exactly the same for what to send to LEDBlinky for parameters. I didn't test LaunchBox really. Think it is close though. It does not send the Platform name (MAME, Playstation, etc...) when scrolling the Platform wheel, or I couldn't figure it out. If you navigate to a Platform (like MAME) in BigBox, it will show the game followed by platform, If you move the Game wheel, it will update to the game. If you select the game, it will update to the game. BUT if you navigate up a level, I could not find any content sent. That would be ok going from Game Details to Game Wheel, but not so going from Game Wheel to Platforms. And this all uses the same level code of 8 (the first passed parameter). I would like to code around that sometime, but have a bunch of learning to do... Feel free to update this if you like. If you find it useful, excellent send_com.zip
  6. Inexpensive scrolling marquee View File First, I am not a developer, so I am sure this can be improved on. This is a way to get a scrolling marque for aprox $100 Canadian. I did a quick video of it working in attract mode; It uses the following hardware: Elegoo LYSB01H4ZDYCE-ELECTRNCSMEGA 2560 R3 Board ATmega2560 ATMEGA16U2 with USB Cable Compatible and Arduino - $20 BTF-LIGHTING WS2812B RGB 5050SMD Individually Addressable Digital 8x32 256 Pixels 12.5in x 3.1in LED Matrix - $50 Power options for panel, can use 5v from a PC power supply (red wire) or a power brick with 2 amps or more. This is based on just scrolling text, if you start doing graphics or lighting a lot of LEDs, get a real power supply, These were purchased off Amazon.ca. Read on the panel, as again, if you light a lot of LEDs it will draw a lot of power. I provided the code for the Arduino, That I want to give credit to Cyan Infinite, although I did edit the code some. see sketch.serial.text.ino Cyan Infinite | Scrolling text with flexible 32x8 RGB LED Matrix I started with a generic UNO, but it seemed a bit underpowered, so changed to a generic Mega board. Note, later when I built the Python code, I had an issue with 2 odd characters being displayed at the beginning of my scrolling text which I suspect was a communication setting for the com port, but not positive. That is why I used a substring command. I used pin 49 to send the data to the panel, as it was close to a ground. You need a data and a ground, and the pin you use must match the one identified in the code. If you use a UNO, the pin numbers are different range, I had used 6 then for example. You need to set the com port for your board. That can be done in a couple ways, one is Device Manager, Properties, Ports, USB Serial Device, Port Settings, Advanced. My code uses Com 3. You can adjust this, but will need to compile the Python then and not use the supplied exe. The python script will set the options in windows to match the Sketch settings (although I think I may have an error per my Note above) The send_com.py is the source code for send_com.exe. I tried to use the py file, but bigbox didn't like that. I actually started with a basic .bat file, but the popup window was messing things up. I'll paste that at the bottom for enquiring minds. The port settings may not match the sketch though, so if you use it, adjust it. If you want to use different port or port settings, you will need to recompile. Up to you where you put the send_com.exe, but note that windows antivirus deems it a security risk when you try running it, it will block it and remove the file, so you will need to exclude it, I found it easiest to create a subfolder and exclude the subfolder from scanning. SEE V 1.02 or newer, recommend use of the ZIP version and not the single file exe to avoid this issue. If you are concerned I am providing malicious code, read the .py file and compile it yourself. Not going to try to tutorial that, I'm a novice at best and there is lots of info on the web. For some reason windows antivirus does this with all py files compiled as a single file exe, at least ones compiled using pyinstaller. See the screenshot for the LaunchBox LEDBlinky settings. Browse to where you put the send_com.exe file, your path will not likely be same as mine. So there are a couple things I don't like about my solution. LaunchBox and BigBox don't seem to be coded exactly the same for what to send to LEDBlinky for parameters. I didn't test LaunchBox really. Think it is close though. It does not send the Platform name (MAME, Playstation, etc...) when scrolling the Platform wheel, or I couldn't figure it out. If you navigate to a Platform (like MAME) in BigBox, it will show the game followed by platform, If you move the Game wheel, it will update to the game. If you select the game, it will update to the game. BUT if you navigate up a level, I could not find any content sent. That would be ok going from Game Details to Game Wheel, but not so going from Game Wheel to Platforms. And this all uses the same level code of 8 (the first passed parameter). I would like to code around that sometime, but have a bunch of learning to do... Feel free to update this if you like. If you find it useful, excellent Submitter mobarton Submitted 06/02/2021 Category Third-party Apps and Plugins  
  7. I know LEDBlinky works directly with some sofware or has a standalone version that may be able to tie in somehow. Is there LED Blinky support, now or planned? Is there support for RGB LED control in some other way.
  8. Hello, I am hoping someone can tell me what is going on here with LEDBlinky. I have LEDBlinky set up with MAME/LB. But for unknown reasons LEDBlinky will not speak or light the correct controls or flash the coin and start buttons(when coined up). I have LEDBlinky configured correctly as far as I can tell. I can see my startup animation, my exit animation, and my single frame for active animation. It just will not light the controls during the game or speak the controls. It will light the controls briefly when speaking the game name. What it does do though, is keep the front end buttons lit like the FE is active. I have also tried messing with the Game Start Delay timer on the Game Options tab but that doesn't fix the issue. NOTE: The same exact thing happens in Bigbox as well. It appears to me that maybe LB is telling LEDBlinky to stop the game early? MAME version: 0.223 Launchbox 11.3 (happens in 11.2 as well) I have two short videos at the end showing what is happening. Here is the MAME output, I thought it would show the LED's turning on or off but it doesn't. Start MAME or MAME32. Run any game(s) to display Outputs. 00001 MAME Start 00002 Ouptut(0): GALAGA 00003 Ouptut(12345): ORIENTATION(\\.\DISPLAY1) 00004 00001 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned] 00005 MAME Stop 00006 MAME Start 00007 Ouptut(0): GALAGA 00008 Ouptut(12345): ORIENTATION(\\.\DISPLAY1) 00009 00002 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned] 00010 MAME Stop 00011 MAME Start 00012 Ouptut(0): GALAGA 00013 Ouptut(12345): ORIENTATION(\\.\DISPLAY1) 00014 00003 ORIENTATION(\\.\DISPLAY1) off(0) [unassigned] 00015 MAME Stop Game options:Launchbox: MAME: FE Options: Video 1 - didn't even speak the game name, but I think I hit a button to cancel it. Video 2 shows the game name being said and the controls briefly lighting up correctly before going back to the FE animation. @arzoo
  9. So far i’ve placed 4x 8bitdo Sfc30pro-controllers and 4x Xbone controllers on 3D-printed wall mounts using 3m-tape. I use these when playing om my bigbox-running high end pc desktop. I’ve long thought about mounting ps1-controllers, N64, Sega, NES-controllers, Joysticks as well, and i’ve been wondering would it technically be possible to use Ledblinky to «highlight» the controllers depending on what game is selected in bigbox? (Ps1-games would light up my ps1-controllers) Or does ledblinky require further wiring to buttons rather than just being rgb-lights?
  10. When I start cuphead from Bigbox the controls light up and go through the whole description of the controls but as soon as that is done it switches to my "FE Active Animation" . It never stays to the proper controls.
  11. Hi, I'm having trouble figuring out how to do something with the LED buttons in my arcade cabinet. What I am wanting to do is have games set up to where when you press a button it changes color. Say I'm playing Mario Bros and Mario's jump button is set to red, but when you hit the jump button it turns blue so long as the button is being pressed. Anyone know how I can do this if it is even possible with LEDblinky?
  12. Hi everybody! I would like to know if it is possible to start the ledblinky startup animation to start at the beggining of the intro video? Best regards R
  13. Hi. Earlier this year i built a bartop arcade: ( And for my next project i want to build an pedestal arcade with 4 players. 10 buttons each. All buttons and sticks light-controlled via ledblinky. Does anyone have experience with this kind of setup? I've only seen projects consisting of uneven number of buttons for all the players, and/or having connected not as many buttons as what i'm planning. Is it posible to get 4 encoders for handling the rgb-lighting for each player, or would that be problematic? Does ledblinky handle only one encoder? I want to use separate encoders for each player's input (due to previous experiences such as giving up making Steam tackle xin-mo controllers and such)
  14. I cannot seem to make ledblinky work under bigbox, i do not see an option, how do you turn it on on bigbox (I saw the option on launchbox, but not in bigbox)
  15. Its not a big problem or issue that i have with LEDBlinky so much as something i noticed its doing in BigBox when i speed scroll down through games.I noticed that when i stop scrolling down through games, after about 40 or 50 games lets say, ledblinky will i guess try to catch up? what i mean is that i will get the last 10 or so game controls, flash until it catches up to the game i stop on. I guess what i am asking is, is it ledblinky that is causing a lag or is the lag coming from bigbox?
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