LEDBlinky - Arcade LED Control software and Animation Editor (v4.0)
Downloads, Features, Screen Shots, Demo Videos, Installation and Configuration Information, Support, and all things LEDBlinky can be found on the LEDBlinky.net website.
LEDBlinky - Arcade LED Control software and Animation Editor (v4.0)
Downloads, Features, Screen Shots, Demo Videos, Installation and Configuration Information, Support, and all things LEDBlinky can be found on the LEDBlinky.net website.
LEDBlinky - Arcade LED Control software and Animation Editor (v3.8.1)
Whats new...
LEDBlinky v3.8.1 - Added feature to designate a game or emulator as a 'Jukebox' so that audio animations can be restricted to jukebox applications only. Fixed a few bugs also.
LEDBlinky v3.8.0 - Audio Animations! I've put together a quick demonstration video using my test rig but it looks way better on the actual control panel :). New Game Play animation option which works great with the audio features - any inactive button will blink to the game sound effects or music. New feature added to the Generate Device/Port Map application to light up the selected port - this should make the initial configuration a bit easier. Enhanced Color Transition feature in Animation Editor to build smoother gradients. Plus other minor enhancements and bug fixes.
LEDBLinky v3.7.4 / AE v1.7.1 - LEDBlinky Controls Editor. Support for Maximus Arcade. New Button Flash feature. New Emulator/List Change Animation feature. Combo buttons are now supported. Fixed bug which prevented LEDBlinky from using MAME .cfg files beyond version .124. Plus other minor enhancements and bug fixes.
Downloads, Features, Screen Shots, Demo Videos, Installation and Configuration Information, Support, and all things LEDBlinky can be found on the ArcadeAddiction.net website.
LEDBlinky - Arcade LED Control software and Animation Editor (v3.7.2)
New for Current Release (LEDBLinky v3.7.2 / AE v1.7) - LEDBlinky now supports the Ultimarc U-HID controller. Thanks to Headkaze for the dll support! Added new features to the Animation Editor; Undo/Redo, Fades, and Color Transitions. Plus other minor enhancements and bug fixes - See the Readme.txt file for the complete list.
Prior Release (v3.7.1) - Added new feature to allow stand-alone operation with any FE that cannot be configured to launch LEDBlinky prior to starting a game. This option will also allow stand-alone operation without any FE - just using MAME or MAMEUI.
Prior Release (v3.7) - New feature to speak and blink the front-end controls. This works like a "Help" option for the FE and is activated by a configured button (key). New feature to allow stand-alone operation with MAME for any FE that cannot be configured to launch LEDBlinky prior to starting a game. This option will also allow stand-alone operation without any FE - just using MAME or MAMEUI. Minor update to the Configuration App. Enhanced AtomicFE game controls demo when quickly scrolling through game lists. Plus other bug fixes - See the Readme.txt file for the complete list.
New videos! See next post.
I've provided a new LED Animation SDK for Developers. The LEDAnimate.dll library can be used to run .lwax and .lwa files using LED-Wiz and/or PAC-Drive controllers. Examples provided for Visual Basic and Delphi. The LED Animation SDK is provided as a separate download package.
Here's what LEDBlinky can do:
Here's what the Animation Editor can do:
Speech Capability: LEDBlinky uses the "text to speech" components that come standard with Microsoft Windows. This includes a single voice - Microsoft Sam (sounds a bit like the Berzerk voice). Two additional voices are also freely downloadable from MS - Mike and Mary, but only as a merge module included with the speech SDK. I've compiled the Mike and Mary merge module (Sp5TTIntXP.msm) into an install package which can be downloaded here. After running the installation, you can select the new voices from the LEDBlinky config app.
Please refer to the Install and Config.doc file to get LEDBlinky up and running. Feedback and suggestions are always welcome. There may still be a bug or two :), so let me know.
LEDBlinky v3.7.2 Full Install (including Animation Editor)
LEDBlinky v3.7.2 Upgrade (from v3.7 or v3.7.1)
LEDBlinky v3.7 Upgrade (from v3.6)
A note for upgrades: Unzip all the files into the plugins folder and overwrite any existing files. None of your profiles will be affected, but you must run the LEDBlinky Configuration app one time - it will automatically add all new settings.
LEDBlinky Animation Editor v1.7
LED Animation SDK for Developers v1.1
Here are some screen shots...
Here are some videos of LEDBlinky in action using version 3.7. Sorry about the poor video quality - my digital camera just can't handle the low lighting conditions all that well.
This first video demo's a bunch of LEDBlinky front-end and emulator features.
LEDBlinky Demo
The animation in this second video was created using the LEDBlinky Animation Editor. I use it for the Attract Mode (screensaver).
Long Animation
These are older videos using version 2.0:
Asteroids using three game start speech features - Name, Controls, and Custom Text.
Speak and blink the controls for Asteroids
My cp uses two (actually, three now) LED-Wiz Controllers and the wiring is rather bizarre. For reasons I won't go into here (mostly stupidity :)) I wired all the RGB blue leads to LED-Wiz ID1 and all the RGB green and red leads to LED-Wiz ID2. The animation file I created uses the same buttons and colors as NBA Jam and demonstrates the ability to address each LED-Wiz individually while keeping both in sync.
Attract Mode Animation
Single player game that uses TEN buttons, and the track ball!
Speak and blink the controls for Bradley Trainer
LEDBlinky - Arcade LED Control software and Animation Editor (v3.7)
New for Current Release (v3.7) - New feature to speak and blink the front-end controls. This works like a "Help" option for the FE and is activated by a configured button (key). Minor update to the Configuration App. Enhanced AtomicFE game controls demo when quickly scrolling through game lists. Plus other bug fixes - See the Readme.txt file for the complete list.
New videos! See next post.
I've provided a new LED Animation SDK for Developers. The LEDAnimate.dll library can be used to run .lwax and .lwa files using LED-Wiz and/or PAC-Drive controllers. Examples provided for Visual Basic and Delphi. The LED Animation SDK is provided as a separate download package.
Prior Release (v3.6) - New feature to light LEDs based on the primary control (8-Way Joystick, 4-Way Joystick, Spinner, etc). New feature to speak the primary control(s). New feature to set the GP-Wiz49 or UltraStik 360 digital restriction based on the currently selected game's primary control (with emulator and game specific overrides). New feature to play animations in a "Random Montage" mode. Plus other enhancements and bug fixes - See the Readme.txt file for the complete list.
Prior Release (v3.5) - New Stand-Alone Mode for use with any front-end software. Added native support for AtomicFE and GameEx via plugin - all options are available. Additional features and bug-fixes for LEDBlinky and the Animation Editor.
Prior Release (v3.0) - Full support for the Ultimarc PAC-Drive USB Output Controller. Speak and blink game controls and/or play a LED animation when Pausing MAME. Flash start buttons when credits are available. Support for all MAME Outputs. Plus more - See the Readme.txt file for a full list of features. This is also the official release of the LEDBlinky Animation Editor.
Here's what LEDBlinky can do:
- Supports both the LED-Wiz and PAC-Drive USB output controllers. You can use multiple LED-Wiz’s, multiple PAC-Drives, or a combination of both.
- Supports MaLa, AtomicFE, and GameEx integration via plug-in OR stand-alone operation for any arcade Front-End (FE) software.
- Light active and/or inactive controls for MaLa, AtomicFE, and GameEx front end (user interface).
- Light active and/or inactive controls for MAME emulation.
- Light active and/or inactive controls for other emulators.
- Remapping controls (MAME, MaLa, AtomicFE, GameEx) will automatically remap the associated LEDs.
- With RGB LEDs, you can specify colors for individual controls or using a pre-defined colors.ini file, match the original game control panel button colors. Colors or intensities can also be customized on a game-by-game basis.
- Blink and speak the front-end controls by pressing a designated button.
- Blink and speak controls when pausing a game and/or play a LED animation (selected, random, or random montage). This is a MAME only feature.
- Flash start buttons when credits are available - this is a MAME only game dependent feature.
- Light Start and Coin buttons based on active players for the current game.
- Full support for other MAME Outputs - light LEDs based on any output. Outputs can be linked to controls (P1_Button1, P2_Button2, etc.) or directly linked to a Device/Port.
- When starting a MAME game, LEDBlinky can play a LED animation (selected or random), speak the game name, speak each button “action” while blinking the button in its correct color, and speak a custom message. When speaking the game name or custom message, LEDs can blink in sync with the speech.
- When starting or quiting the front-end, LEDBlinky can play a LED animation (selected or random), and speak a custom message. When speaking the custom message, LEDs can blink in sync with the speech. An LED animation can also play whenever the front-end user interface is active.
- When the front-end Screen Saver is active, LEDBlinky can play a continuous LED animation (selected or random), and play random custom messages at predefined intervals. Berzerk mode is also available for the random messages.
- Other speech features are available – Choose from multiple voices (downloadable) and set the voice rate and volume.
- Run a second (independent) LED animation for cabinet lights. This animation can run when the front-end is active, when the screensaver is active, during game play, or any combination of the three. This feature requires an additional LED-Wiz or Pac-Drive for the non-control panel LEDs.
- From the front-end user interface, game controls can be lit as you scroll through the game lists.
- Designate LEDs as “Always Active” for use with coin, start, or administration controls.
- Cocktail Mode lights all player controls for multi-player alternating games.
- Use the LED-Wiz built-in blinking effects.
- Define LED intensities or colors on a game-by-game basis.
- Set the GP-Wiz49 (for 49-Way joysticks) or Ultimarc UltraStik 360 joystick digital restriction based on the currently selected game’s primary control.
- Support for pre-defined controller files (X-Arcade, SlikStik, etc).
- No Microsoft COM control dependencies.
- Use the LEDBlinky Animation Editor to create your own animations.
Here's what the Animation Editor can do:
- Quickly create and edit LED animations for the LED-Wiz and/or PAC-Drive.
- Generates optimized LWAX files supported by the LEDBlinky Arcade LED Control software.
- Other LED applications (such as the MaLa LEDWiz plugin and GameEx LEDWiz plugin) also support the LWAX format.
- Loads both LWAX and RandyT's original LWA animation formats.
- Virtual control panel designer.
- Supports both single type and RGB type LEDs.
- WYSIWYG interface. Both the virtual control panel and actual control panel will show the LED intensity/color.
- Real-time animation testing.
Speech Capability: LEDBlinky uses the "text to speech" components that come standard with Microsoft Windows. This includes a single voice - Microsoft Sam (sounds a bit like the Berzerk voice). Two additional voices are also freely downloadable from MS - Mike and Mary, but only as a merge module included with the speech SDK. I've compiled the Mike and Mary merge module (Sp5TTIntXP.msm) into an install package which can be downloaded here. After running the installation, you can select the new voices from the LEDBlinky config app.
Please refer to the Install and Config.doc file to get LEDBlinky up and running. Feedback and suggestions are always welcome. There may still be a bug or two :), so let me know.
LEDBlinky v3.7 Full Install (including Animation Editor)
LEDBlinky v3.7 Upgrade (from v3.6)
LEDBlinky v3.6 Upgrade (from v3.5)
A note for upgrades: Unzip all the files into the plugins folder and overwrite any existing files. None of your profiles will be affected, but you must run the LEDBlinky Configuration app one time - it will automatically add all new settings.
LEDBlinky Animation Editor v1.6
LED Animation SDK for Developers v1.0
Here are some screen shots...
Here are some videos of the LEDBlinky in action. These are the same videos from version 2.0, so they don't demonstrate any of the 3.6 features, but they still show most of the fun stuff.
I'll try and get the videos updated eventually.
The first video shows Asteroids starting. I'm using three game start speech features - name, controls, and custom text.
Speak and blink the controls for Asteroids.
This next video shows NBA Jam starting. It's a four player game, but my cp only lights up the buttons for players 1 and 2.
Speak and blink the controls for NBA Jam.
Here's the screensaver attract mode. My cp uses two LED-Wiz Controllers and the wiring is rather bizarre. For reasons I won't go into here (mostly stupidity :)) I wired all the RGB blue leads to LED-Wiz ID1 and all the RGB green and red leads to LED-Wiz ID2. The animation file I created uses the same buttons and colors as NBA Jam and demonstrates the ability to address each LED-Wiz individually while keeping both in sync.
Attract Mode video.
Here's a single player game that uses TEN buttons, and the track ball!
Speak and blink the controls for Bradley Trainer.
Here's the first animation I created with the editor. It took about 5 minutes to finish!
BlueStrobe
LEDBlinky - Arcade LED Control software and Animation Editor (v3.6)
New for Current Release (v3.6) - New feature to light LEDs based on the primary control (8-Way Joystick, 4-Way Joystick, Spinner, etc). New feature to speak the primary control(s). New feature to set the GP-Wiz49 or UltraStik 360 digital restriction based on the currently selected game's primary control (with emulator and game specific overrides). New feature to play animations in a "Random Montage" mode. Plus other enhancements and bug fixes - See the Readme.txt file for the complete list.
Prior Release (v3.5) - New Stand-Alone Mode for use with any front-end software. Added native support for AtomicFE and GameEx via plugin - all options are available. Additional features and bug-fixes for LEDBlinky and the Animation Editor.
Prior Release (v3.0) - Full support for the Ultimarc PAC-Drive USB Output Controller. Speak and blink game controls and/or play a LED animation when Pausing MAME. Flash start buttons when credits are available. Support for all MAME Outputs. Plus more - See the Readme.txt file for a full list of features. This is also the official release of the LEDBlinky Animation Editor.
Here's what LEDBlinky can do:
- Supports both the LED-Wiz and PAC-Drive USB output controllers. You can use multiple LED-Wiz’s, multiple PAC-Drives, or a combination of both.
- Supports MaLa, AtomicFE, and GameEx integration via plug-in OR stand-alone operation for any arcade Front-End (FE) software.
- Light active and/or inactive controls for MaLa, AtomicFE, and GameEx front end (user interface).
- Light active and/or inactive controls for MAME emulation.
- Light active and/or inactive controls for other emulators.
- Remapping controls (MAME, MaLa, AtomicFE, GameEx) will automatically remap the associated LEDs.
- With RGB LEDs, you can specify colors for individual controls or using a pre-defined colors.ini file, match the original game control panel button colors. Colors or intensities can also be customized on a game-by-game basis.
- Blink and speak controls when pausing a game and/or play a LED animation (selected, random, or random montage). This is a MAME only feature.
- Flash start buttons when credits are available - this is a MAME only game dependent feature.
- Light Start and Coin buttons based on active players for the current game.
- Full support for other MAME Outputs - light LEDs based on any output. Outputs can be linked to controls (P1_Button1, P2_Button2, etc.) or directly linked to a Device/Port.
- When starting a MAME game, LEDBlinky can play a LED animation (selected or random), speak the game name, speak each button “action” while blinking the button in its correct color, and speak a custom message. When speaking the game name or custom message, LEDs can blink in sync with the speech.
- When starting or quiting the front-end, LEDBlinky can play a LED animation (selected or random), and speak a custom message. When speaking the custom message, LEDs can blink in sync with the speech. An LED animation can also play whenever the front-end user interface is active.
- When the front-end Screen Saver is active, LEDBlinky can play a continuous LED animation (selected or random), and play random custom messages at predefined intervals. Berzerk mode is also available for the random messages.
- Other speech features are available – Choose from multiple voices (downloadable) and set the voice rate and volume.
- Run a second (independent) LED animation for cabinet lights. This animation can run when the front-end is active, when the screensaver is active, during game play, or any combination of the three. This feature requires an additional LED-Wiz or Pac-Drive for the non-control panel LEDs.
- From the front-end user interface, game controls can be lit as you scroll through the game lists.
- Designate LEDs as “Always Active” for use with coin, start, or administration controls.
- Cocktail Mode lights all player controls for multi-player alternating games.
- Use the LED-Wiz built-in blinking effects.
- Define LED intensities or colors on a game-by-game basis.
- Set the GP-Wiz49 (for 49-Way joysticks) or Ultimarc UltraStik 360 joystick digital restriction based on the currently selected game’s primary control.
- Support for pre-defined controller files (X-Arcade, SlikStik, etc).
- No Microsoft COM control dependencies.
- Use the LEDBlinky Animation Editor to create your own animations.
Here's what the Animation Editor can do:
- Quickly create and edit LED animations for the LED-Wiz and/or PAC-Drive.
- Generates optimized LWAX files supported by the LEDBlinky Arcade LED Control software.
- Other LED applications (such as the MaLa LEDWiz plugin and GameEx LEDWiz plugin) also support the LWAX format.
- Loads both LWAX and RandyT's original LWA animation formats.
- Virtual control panel designer.
- Supports both single type and RGB type LEDs.
- WYSIWYG interface. Both the virtual control panel and actual control panel will show the LED intensity/color.
- Real-time animation testing.
Speech Capability: LEDBlinky uses the "text to speech" components that come standard with Microsoft Windows. This includes a single voice - Microsoft Sam (sounds a bit like the Berzerk voice). Two additional voices are also freely downloadable from MS - Mike and Mary, but only as a merge module included with the speech SDK. I've compiled the Mike and Mary merge module (Sp5TTIntXP.msm) into an install package which can be downloaded here. After running the installation, you can select the new voices from the LEDBlinky config app.
Please refer to the Install and Config.doc file to get LEDBlinky up and running. Feedback and suggestions are always welcome. There may still be a bug or two :), so let me know.
LEDBlinky v3.6 Full Install (including Animation Editor)
LEDBlinky v3.6 Upgrade (from v3.5)
A note for upgrades: Unzip all the files into the plugins folder and overwrite any existing files. None of your profiles will be affected, but you must run the LEDBlinky Configuration app one time - it will automatically add all new settings..
LEDBlinky Animation Editor v1.6
Here are some screen shots...
I've updated LEDBlinky to version 2.5.1. This minor release includes the Animation Editor and updates for the new LWAX animation format.
If you're installing the plugin for the first time, download the complete package using the link at the start of this thread. If you just want to upgrade from 2.5.0.x to 2.5.1, use this link:
Here are some videos of the LEDBlinky in action. These are the same videos from version 2.0, so they don't demonstrate any of the 2.5 features, but they still show most of the fun stuff. ![]()
The first video shows Asteroids starting. I'm using three game start speech features - name, controls, and custom text.
Speak and blink the controls for Asteroids.
This next video shows NBA Jam starting. It's a four player game, but my cp only lights up the buttons for players 1 and 2.
Speak and blink the controls for NBA Jam.
Here's the screensaver attract mode. My cp uses two LED-Wiz Controllers and the wiring is rather bizarre. For reasons I won't go into here (mostly stupidity :)) I wired all the RGB blue leads to LED-Wiz ID1 and all the RGB green and red leads to LED-Wiz ID2. The animation file I created uses the same buttons and colors as NBA Jam and demonstrates the ability to address each LED-Wiz individually while keeping both in sync.
Attract Mode video.
Here's a single player game that uses TEN buttons, and the track ball!
Speak and blink the controls for Bradley Trainer.
And lastly, here's a video of the Cabinet Lighting feature. Since my cp doesn't have any cab LEDs, I used the left side buttons wired to LED-Wiz2 for the cabinet animation.
Cabinet Lighting video.
MaLa Plugin - LEDBlinky (v2.5.1)
What's new for 2.5.1 - New LEDBlinky Tool: Animation Editor. LEDBlinky has been updated to use the new LWAX animation format (original LWA format is still supported).
What's new for 2.5 - LED animations can now be played when MaLa starts, before a game starts, and when Mala quits. The screen saver now has a random text feature with Berzerk mode. LEDs can now blink in sync with the speech features. The configuration app has been revamped (again). Cocktail mode lights all player controls for alternating games. I've enhanced the other emulator features and fixed a bunch of bugs!
Here's what it can do:
- Light active and/or inactive controls for MaLa front end (user interface).
- Light active and/or inactive controls for MAME emulation.
- Light active and/or inactive controls for other emulators.
- Remapping controls (MaLa or MAME) will automatically remap the associated LEDs.
- With RGB LEDs, you can specify colors for individual controls or using a pre-defined colors.ini file, match the original game control panel button colors.
- When starting a game, LEDBlinky can play a LED animation (selected or random), speak the game name, speak each button “action” while blinking the button in its correct color, and speak a custom message. When speaking the game name or custom message, LEDs can blink in sync with the speech.
- When starting or quitting MaLa, LEDBlinky can play a LED animation (selected or random), and speak a custom message. When speaking the custom message, LEDs can blink in sync with the speech.
- When the Screen Saver is active, LEDBlinky can play a continuous LED animation (selected or random), and play random custom messages at predefined intervals. Berzerk mode is also available for the random messages.
- Other speech features are available – Choose from multiple voices (downloadable) and set the voice rate and volume.
- Run a second (independent) LED animation for cabinet lights. This animation can run when MaLa is active, when the screensaver is active, during game play, or any combination of the three. This feature requires an additional LED-Wiz for the non-control panel LEDs.
- From the MaLa UI, game controls can be lit as you scroll through the game lists.
- Designate LEDs as "Always Active" for use with coin, start, or administration controls.
- Cocktail Mode lights all player controls for multi-player alternating games.
- Define LED intensities or colors on a game-by-game basis.
- Use the LED-Wiz built-in blinking effects.
- Create your own LED animations using the included Animation Editor. LEDBlinky supports standard LWAX and LWA animation files.
- Support for pre-defined controller files (X-Arcade, SlikStik, etc).
Updating from versions prior to 2.5.0: Just overwrite any existing files. Using the new configuration app, you'll need to reset your file paths and Blinky options. Your input map and color profiles will not be affected by the update.
Speech Capability: LEDBlinky uses the "text to speech" components that come standard with Microsoft Windows. This includes a single voice - Microsoft Sam (sounds a bit like the Berzerk voice). Two additional voices are also freely downloadable from MS - Mike and Mary, but only as a merge module included with the speech SDK. I've compiled the Mike and Mary merge module (Sp5TTIntXP.msm) into an install package which can be downloaded here. After running the installation, you can select the new voices from the LEDBlinky config app.
Please refer to the Install and Config.doc file to get LEDBlinky up and running. Feedback and suggestions are always welcome. There may still be a bug or two :), so let me know.
Here are screen shots of the config apps...
Here are some videos of the LEDBlinky in action.
The first video shows Asteroids starting. I'm using all three game start speech features - name, controls, and custom text.
Speak and blink the controls for Asteroids.
This next video shows NBA Jam starting. It's a four player game, but my cp only lights up the buttons for players 1 and 2.
Speak and blink the controls for NBA Jam.
Here's the screensaver attract mode. My cp uses two LED-Wiz Controllers and the wiring is rather bizarre. For reasons I won't go into here (mostly stupidity :)) I wired all the RGB blue leads to LED-Wiz ID1 and all the RGB green and red leads to LED-Wiz ID2. The animation file I created uses the same buttons and colors as NBA Jam and demonstrates the ability to address each LED-Wiz individually while keeping both in sync.
Attract Mode video.
Here's a single player game that uses TEN buttons, and the track ball!
Speak and blink the controls for Bradley Trainer.
And lastly, here's a video of the Cabinet Lighting feature. Since my cp doesn't have any cab LEDs, I used the left side buttons wired to LED-Wiz2 for the cabinet animation.
Cabinet Lighting video.
LEDBlinky (v2.0)
What's new for 2.0 - LEDBlinky is now speech enabled! The configuration app has been revamped. I've also added the ability to run a second (independent) animation file for cabinet lighting.
Here's what it can do:
- Light active and/or inactive controls for MaLa front end (user interface).
- Light active and/or inactive controls for MAME emulation.
- Light active and/or inactive controls for other emulators. - Remapping controls (MaLa or MAME) will automatically remap the associated LEDs.
- With RGB LEDs, you can specify colors for individual controls or using a pre-defined colors.ini file, match the original game control panel button colors.
- From the MaLa UI, game controls can be lit as you scroll through the game lists.
- Designate LEDs as "Always Active" for use with coin, start, or administration controls.
- Use the LED-Wiz built-in blinking effects.
- LED Attract Mode. LEDBlinky supports standard LWA files. A single or random file can be played when the MaLa screensaver is active.
- Support for pre-defined controller files (X-Arcade, SlikStik, etc).
- <New for v2.0> When starting a MAME game, LEDBlinky can speak the game name and then speak each button "action" while blinking the button in its correct color.
- <New for v2.0> Other speech features include - Custom voice message when MaLa starts, when a game starts, and when MaLa quits. Choose from multiple voices (downloadable) and set the voice rate and volume.
- <New for v2.0> Run a second (independent) LED animation for cabinet lights. This animation can run when MaLa is active, when the screensaver is active, during game play, or any combination of the three.
LED Animation files: All standard LWZ commands are supported with the addition of one new command: LWZ-REP:n. The REP command can be used to define repeating groups of commands. The LWA parser also supports sending commands to individual LED-Wiz devices - with this you can create sequential or parallel patterns across multiple devices. Eventually I hope to include an animation editor with the LEDBlinky, but for now the files must be created using the GGG LumAura app or manually. Headkaze has also graciously provided a set of pre-defined animations!
Speech Capability: LEDBlinky uses the "text to speech" components that come standard with Microsoft Windows. This includes a single voice - Microsoft Sam (sounds a bit like the Berzerk voice). Two additional voices are also freely downloadable from MS - Mike and Mary, but only as a merge module included with the speech SDK. I've compiled the Mike and Mary merge module (Sp5TTIntXP.msm) into an install package which can be downloaded here. After running the installation, you can select the new voices from the LEDBlinky config app.
Please refer to the Install and Config.doc file to get LEDBlinky up and running. Feedback and suggestions are always welcome. There may be a bug or two :), so let me know.
Here are screen shots of the config apps...
ZitatAlles anzeigenOriginal von loadman
Dude
Love this tool
Very minor thing....
For your next release could you please put a integer value in the Sampleeventdata for mala tree rather than blank.
I have modified mine but this may catch someone out as it will make the app crash (or stop anyway)
Thanks
eg:
[TreeData]
Name=
NodeCount=0
Menu=0
No problem.
Version 1.0.1 is now available.
If you're already using the LEDBlinky, then just unzip the new version into the plugins folder and overwrite any existing files. You'll need to rerun the config app to re-select the plugin options and file paths, but you won't need to rebuild the input map or any profiles.
Here's some pics of my panel with the buttons lit. The pictures don't do the Electric Ice buttons justice.
The 1st picture shows the buttons lit for MaLa. I chose color pairs for different functions (next list/previous list, next emulator/previous emulator, volume up/volume down). The game start button blinks red - very cool!
The 2nd picture shows the buttons lit for NBA Jam using the standard P1/P2 control mapping. It's hard to tell from the pic, but using controls.ini (thanks to Headkaze), each player has a red, white, and blue button.
The 3rd picture shows the buttons lit for Asteroids (white buttons). In this case I remapped the controls to more realistically match the original game. I also used the "Always Active" option to light the admin buttons (volcano's in the upper left).
MaLa Plugin - LEDBlinky (v1.0.1)!
Here's what it can do:
- Light active and/or inactive controls for MaLa front end (user interface).
- Light active and/or inactive controls for MAME emulation.
- Light active and/or inactive controls for other emulators.
- Remapping controls (MaLa or MAME) will automatically remap the associated LEDs.
- With RGB LEDs, you can specify colors for individual controls or using a pre-defined colors.ini file, match the original game control panel button colors.
- From the MaLa UI, game controls can be lit as you scroll through the game lists.
- Designate LEDs as "Always Active" for use with coin, start, or administration controls.
- Use the LED-Wiz built-in blinking effects.
- Attract Mode animation when screen saver is active (this is a future enhancement).
- <New for v1.0.1> LED Attract Mode. LEDBlinky supports standard LWA files. A single or random file can be played when the MaLa screensaver is active.
- <New for v1.0.1> Support for pre-defined controller files (X-Arcade, SlikStik, etc).
But we already have a MaLa plug-in for the LED-Wiz! This is true - and the LEDWiz plug-in by Loadman and Edge is excellent! The primary difference is how the LED-Wiz hardware is linked to the game controls. The LEDBlinky plug-in maps the hardware by input codes (KEYCODE_A, KEYCODE_LSHIFT, MOUSECODE_1_ANALOG_X, etc.) This allows it to light the LEDs regardless of how you map or remap controls from within MaLa or MAME. It works more like PowerMame or Johnny5.
Loadman and I have discussed the possibility of combining the two plug-ins, but we feel there's enough functional differentiation to keep them separate.
So, if you are already using the LEDWiz plug-in and/or don't often remap your game controls, then I'd stick with it! But if you want your LEDs to dynamically reflect control remapping, then try the LEDBlinky plug-in.
Please refer to the Install and Config.doc file to get it up and running. Feedback and suggestions are always welcome. There may be a bug or two :), so let me know.
Version 1.0.1 is a minor update that adds some additional functionality, improves performance, and fixes some bugs. I've also removed the Microsoft COM dependencies - Thanks to MikeQ for the DLL and Headkaze for the SDK!
The plug-in can now run LED animation files (.LWA). All standard LWZ commands are supported with the addition of one new command: LWZ-REP:n. The REP command can be used to define repeating groups of commands. The LWA parser also supports sending commands to individual LED-Wiz devices - with this you can create sequential or parallel patterns across multiple devices. Eventually I hope to include an animation editor with the LEDBlinky, but for now the files must be created using the GGG LumAura app or manually.
I've added some screen shots of the config apps...
Problem solved! I deleted and recreated my config (cfg) folder and now it works. I have no idea what the problem was.
ZitatOriginal von Konrad
http://mame32qa.classicgaming.gamespy.com
BTW: I also use MAME32 in my cabinet and don't have this problem. Seems as if your settings are not correct.
konrad,
Thanks for posting the link to mame32 (.111). I'm not sure what settings could be wrong - but I'll check them again.
Hi All,
I've got a strange problem with MaLa and Mame32 (.111) - If I start a game from the mame32 ui, and make input changes (remap controls), the <game>.cfg file is updated in the cfg folder. If I do the same when the game is launched from MaLa, the cfg file is not updated? I've checked the Mame Config / Folders options in MaLa and the "Game Configurations" folder is set to "cfg". I've also tried setting the value to the fully specified path, but it still does not work.
Has anyone else noticed this problem or have any suggestions?
Thanks!
For anyone who has already downloaded MaLaStub.zip - there was a mistake in the readme.txt usage section. The stub program only detects .mpugin and .dll files in the 'Plugins' folder (not the same folder as MaLaStub.exe). I've updated the readme.txt. The executable has not changed. Sorry about that.
