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arzoo

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Everything posted by arzoo

  1. There's a bug in the LEDBlinky GameEx plugin causing this issue. I'll get a patch ready asap.
  2. Thanks everyone for the help with this!
  3. Do you mind downloading the latest update from the LEDBlinky site and giving that a try when you have time? Testing on my end indicates the 64-bit plugin is working but I'd like an additional confirmation. Thanks!
  4. Got it working! I'll post the new files to the plugins repository soon. Thanks everyone for the help.
  5. Thanks for the feed back. Need to do some additional testing.
  6. Hey all, I've created new 64 bit versions of the LEDBlinky GameEx and PinballX plugins and I'm looking for a couple users to give them a test. Email me back if you're currently using LEDBlinky with GameEx or PinballX (32 bit) and are willing to install the 64 bit version and do a quick test. Thanks, arzoo
  7. LEDBlinky does not currently work with GameEx Arcade Edition 64bit version. It may work with the 32bit version which should be an option when installing GameEx AE.
  8. @Tom Speirs I believe this issue has been resolved - the LEDBlinky GameEx plugin was being used rather than the PinballX plugin.
  9. @Tom Speirs, here's what seems to be happening; The PinballX plugin for LEDBlinky uses the Windows user32.dll SendMessage function to communicate with LEDBlinky. The LEDBlinky log indicates that LEDBlinky is receiving messages from the plugin but the data payload (lParam) is missing. So basically LEDBlinky is receiving blank commands. If this were new code I would say there’s a bug, but the PinballX plugin has been in use since January 2015 and nobody else has reported this issue. I’m stumped!
  10. Glad you got it working!
  11. You can use the FE Active animation to continually run.
  12. After re-reading this now I'm confused. 8trek - seems like you manually quit GameEx? When GameEx fires up LEDBlinky the running animation will stop - this is by design. Is this not the behavior you want? In our prior communications you said after GameEx started, LEDBlinky would stop functioning? But the logs indicate that GameEx is quiting - are you manually exiting the FE? Seems like we're going in circles here.
  13. Here's what I see happening from the two logs; 8trek's system boots and runs a script to manually start LEDBlinky (LED animation). Some time later GameEx start and initializes LEDBlinky. GameEx initialization completes and then immediately quits. LEDBlinky quits (as expected). The question I've asked 8trek is why does GameEx start up and then immediately quit?
  14. arzoo

    LEDBlinky

    Version 7.0.4

    395 downloads

    Please see the LEDBlinky web site for the latest features, updates, support, and to purchase the software (remove Trial Version limitations). Here's what LEDBlinky can do: Supports the following LED Controllers; LED-Wiz and LED-Wiz+GP (Groovy Game Gear) iPAC Ultimate I/O, Pac-LED64, Pac-Drive and U-HID USB (Ultimarc) Howler You can use multiple combinations of any of these LED Controllers. [*]Supports MaLa, AtomicFE, GameEx and PinballX integration via plug-in OR stand-alone operation for HyperSpin, Maximus Arcade, or any arcade Front-End (FE) software. [*]Light active and/or inactive controls for MaLa, AtomicFE, GameEx, PinballX, HyperSpin, or Maximus Arcade user interface. [*]Light active and/or inactive controls for MAME emulation. [*]Light active and/or inactive controls for other emulators. [*]Easily configure control attributes (color, intensity, spoken action, input codes, etc.) on a game by game basis, or define defaults for each emulator. [*]Remapping controls (MaLa, AtomicFE, GameEx, PinballX, HyperSpin, Maximus Arcade 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. Colors or intensities can also be customized on a game-by-game basis. [*]Use audio output (music or game sounds) to blink, fade, or animate LEDs - great for use with Jukebox software. [*]Blink and speak front-end UI controls by pressing a pre-defined "Help" button. [*]Blink and speak controls when pausing a game and/or play a LED animation (selected, random, random montage, or specific to each game) or use audio output (music) to animate the LEDs. 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 player count 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 LED Controller/Port. [*]Extensive audio animation options let you completely customize how the LEDs blink to music or game sounds. [*]When starting a game, LEDBlinky can play a LED animation (selected, random, or specific to each game), speak the game name, speak each button "action" while blinking the button in its correct color, speak the primary controls, and speak a custom message. When speaking the game name or custom message, LEDs can blink in sync with the speech. [*]While playing a game, LEDBlinky can play a continuous LED animation (selected, random, random montage, or specific to each game) or use audio output (game sounds) to animate the LEDs. The LED animation will only effect unused controls. [*]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 UI is active (including audio animations). [*]When changing game lists or emulator lists, LEDBlinky can play a LED animation (selected or random). [*]When the Front-End and/or Screen Saver is active, LEDBlinky can play a continuous LED animation (selected, random, or random montage) or use audio output (music) to animate the LEDs. Random custom messages can be played at predefined intervals. Berzerk mode is also available for the random messages. [*]When the Front-End is active, flash all or active buttons when any is pressed. [*]Other speech features are available - Choose from multiple voices (downloadable) and set the voice rate and volume. [*]Run (independent) LED animations for cabinet lights. These animations can run for all standard LEDBlinky events; FE Start, FE Quit, FE Active, FE Screensaver, Game Start, Game Pause, and Game Quit. Animations can also be specified for individual games. This feature requires an additional LED Controller for the non-control panel LEDs. [*]From the front-end user interface, game controls can be lit as you scroll through the game lists. This feature is currently only supported by MaLa, AtomicFE, GameEx, PinballX, HyperSpin and Maximus Arcade. [*]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. [*]Set the GP-Wiz49 (for 49-Way joysticks) or Ultimarc UltraStik 360 joystick digital restriction based on the currently selected game's primary control. [*]Switch the Ultimarc ServoStik's restrictor plate between 4-way and 8-way 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 supported LED Controllers (see above). Generates optimized LWAX files supported by LEDBlinky. Other LED applications (such as the MaLa LEDWiz plugin and GameEx LEDWiz plugin) also support the LWAX format. Loads both LWAX and 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. Advanced Fade and Color Transition Effects.
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