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Install and Configure


LEDBlinky Icon LEDBlinky Installation and Configuration

Installation and Configuration Guide (pdf)
Animation Editor Guide (pdf)

Installation for MaLa, AtomicFE, and GameEx Plug-in
Installation for HyperSpin, LaunchBox, Maximus Arcade, or any Other Front-End
How do I get this thing to work?
Configuring Other Emulators (not MAME)
Running LEDBlinky in Stand-Alone (Command Line) Mode



Installation For MaLa, AtomicFE, And GameEx Plug-in

Download and run the latest LEDBlinky setup program. Install LEDBlinky into the front-end \plugins folder and select the relevant front-end plug-in from the installation wizard Compentents list. Select any optional components if desired. Done!

The LEDBlinky plug-in should not be used in conjunction with any other MaLa, AtomicFE, or GameEx plug-in that controls the supported LED Controllers. If you have installed another LED plug-in, it should be disabled or removed from the \plugins folder. The LEDBlinky plug-in should not be used in conjunction with any native front-end feature that controls the supported LED Controllers. Please disable any MaLa, AtomicFE, or GameEx LED features.



Installation For HyperSpin, LaunchBox, Maximus Arcade, Or Any Other Front-End

Download and run the latest LEDBlinky setup program. Install LEDBlinky into any folder. Select any optional components if desired. Done!



How Do I Get This Thing To Work?

Step 1
Input Map Icon Run the Generate LEDBlinky Input Map application (GenLEDBlinkyInputMap.exe). Before you can use LEDBlinky, you must create your LED Controller Input Map.

The input map defines the relationship between each wired port on your LED controller(s), and the keyboard input code for a button or input codes for other controls (Joysticks, Trackball, etc). It also allows you to assign a Port Label and LED Type to each wired port. The Port Labels serve two purposes, they tie together three ports for RGB LEDs, and they provide an easy reference to the ports from within the other LEDBlinky tools. The LED Type defines LEDs as Single, Red, Green, or Blue.

For example; let's say LED controller ports 1, 2, and 3 are wired to an RGB LED under a button. That button is wired to the keyboard encoder and assigned to the letter "A". We also have an LED under our TrackBall wired to port 4. The input map would have four entries:
screen example

Note: For the Port Labels, you may select from the drop-down list or type any value you wish. The Port Labels are not used in any way when determining which LEDs to illuminate for a game.

Note: The input map is not necessary if LEDBlinky will only be used to set the joystick digital restriction (JDR) mode for Ultrastik 360 or 49-Way joysticks.

Step 2
Configuration Icon Run the LEDBlinky Configuration app (LEDBlinkyConfig.exe). This application allows you to configure the various features of the LEDBlinky plug-in and provides quick access to the other LEDBlinky tools.

Step 2a
From the "FE" menu, select your Front-End software (current options: AtomicFE, GameEx, HyperSpin, LaunchBox, MaLa, Maximus Arcade, or Other).

Step 2b
For MAME emulation, you'll need to provide additional information - On the "MAME Config" tab, set the paths to the required (and optional) MAME files and folders. The colors.ini file is used to set game specific control colors. A version of this file with authentic control panel colors supporting over 1200 ROMs (at last count) has been included with LEDBlinky. An updated version may be available for downloaded from the ArcadeControls forum.

Step 2c
From the "Game Options" tab, you can enable LEDBlinky to blink each button and speak the button "action". You can also configure LEDBlinky to play an LED animation, speak the game name, and speak a custom message, all before the game starts. Other Game options are available.

Step 2d
From the "FE Options" tab, you can configure various "Attract" features when the front-end starts, when switching lists, when the screen saver is active, and when the front-end quits. AtomicFE, GameEx, HyperSpin, LaunchBox, MaLa, or Maximus Arcade specific features are also available.

Note: Features are only available for front-end's that support these events (Start, Screensaver, Quit); see Stand-Alone Mode.

A full description on how to use the Generate LEDBlinky Input Map and Configuration applications is provided in the Installation and Configuration Guide (pdf).



Configuring Other Emulators (not MAME)

This is a manual process. Since there is no way for LEDBlinky to know the control-input mapping (button assignments), or specific controls, or button colors for each emulator or individual game, you must provide the information manually using the LEDBlinky Controls Editor. Controls Editor Icon

LEDBlinky and the Controls Editor provide a number of features to ease the configuration of emulators and games. Each time you play an unknown game (one for which no unique controls are defined), the Emulator and ROM/Game name is stored. From the Controls Editor import menu, you can display the list of unknown games and select which you wish to import. You can then define the controls. Controls for player 1 can be copied to players 2, 3, and 4. If the controls for one game are similar to another, you can copy the entire ROM/Game.

It is not necessary to define the controls for every game - using the Controls Editor you can define a default set of controls for each emulator (or even a default for all emulators).

A full description on how to use the Controls Editor is provided in the Installation and Configuration Guide (pdf).



Running LEDBlinky In Stand-Alone (Command Line) Mode

Any front-end that supports the ability to launch an external application and pass parameters (e.g. Rom name) can use LEDBlinky. The LEDBlinky stand-alone program file is LEDBlinky.exe.

If your FE cannot launch an external application prior to starting a game, you can still use LEDBlinky with MAME. From the LEDBlinky configuration app, check the "Use MAME to Trigger the Game Start/Stop Events" option on the "MAME Config" tab. Then launch LEDBlinky with the FE Start parameter (see below) prior to starting your FE. You can even use this option without any FE - just using MAME or any variant that supports MAME output messages.

You should only enable the LEDBlinky features for events that your front-end supports. For example, if your front-end can launch LEDBlinky.exe when the front-end first starts, then you can use the "FE Startup Animation" and other Startup options. If your front-end can launch LEDBlinky.exe when it starts and stops a screensaver, then you can use the LEDBlinky screensaver options.

The LEDBlinky application can be launched multiple times (once for each event parameter) but only one instance will remain in system memory.

LEDBlinky command line syntax:

Front-End Start
  LEDBlinky.exe 1

Front-End Stop
  LEDBlinky.exe 2

Game Start
  LEDBlinky.exe <rom>
  LEDBlinky.exe <rom> <emulator>
Note: Use double quotes around parameters if the parameter values may include spaces.
Note: If you start a game without specifying the emulator, the last selected emulator will be used, or MAME is the default./span>

Game Stop
  LEDBlinky.exe 4

Screensaver Start
  LEDBlinky.exe 5

Screensaver Stop
  LEDBlinky.exe 6

List Change
  LEDBlinky.exe 8
  LEDBlinky.exe 8 <emulator>
Note: Use double quotes around parameters if the parameter values may include spaces.
Note: If you don't specify the emulator, the last selected emulator will be used, or MAME is the default.

Animation Start
  LEDBlinky.exe <animation>.lwax <option> <option>
  LEDBlinky.exe random.lwax
  LEDBlinky.exe audio.lwax <animation>.lwax
Note: <option> parameter can be SingleLoop (or S) or NoClear (or N). 'SingleLoop' runs the animation from beginning to end one time. 'NoClear' keeps any LEDs in their current state prior to running the animation (does not turn off all LEDs).
Note: For Audio Animations, the second parameter specifies the animation file used for the first frame.
Note: Animation files must reside in the \LEDBlinky\lwa folder.

Animation Stop
  LEDBlinky.exe 11 <option>
Note: <option> parameter can be NoClear (or N). 'NoClear' keeps any LEDs in their current state after stopping the animation (LEDs remain in last frame state).

Load MAME Controller File
  LEDBlinky.exe 12 <controller file>
Note: If the filename is specified without the full path, the controller file must reside in the MAME cfg folder.
Note: LEDBlinky will only load values from the controller file that match the MAME defined XML schema (the same as any MAME cfg file).
Note: Input mappings defined in the default.cfg or .cfg files will take precedence over any mappings defined in the controller file.

Reset Ultrastik 360 (U360)
  LEDBlinky.exe 13
  LEDBlinky.exe 13 <map name>
Note: The Map Name refers to the .um files in the /jdr folder. Typical values: analog, joy2way, joy4way, joy8way, joydiag, vjoy2way. Default is joy8way.
Note: If no U360 joysticks are connected when LEDBlinky first starts, this command can be used to rescan/reinitialize the U360 joystick.

Set Port(s)
  LEDBlinky.exe 14 <port>,<intensity>
  LEDBlinky.exe 14 <port label>,<R/G/B/S>,<intensity>
  LEDBlinky.exe 14 <controller type>,<controller id>,<port>,<intensity>
Note: Intensity values are 0 – 48 (max). If an LED Controller supports a greater range of values (0 – 255 for example), the 0 – 48 value will be proportionally adjusted.
Note: The Controller Type can be specified as the LED Controller Name or 2 character abbreviation. Use the LEDBlinky Configuration Help Menu for a list of supported LED Controller names and abbreviations. Example: LEDWiz or LW, PACLED64 or PL, IPACUltimateIO or IP, PACDrive or PD, Howler or HO. Note: If only the Port and Intensity is specified, the value will be set on all connected LED Controllers.
Note: When specifying more than one command, use the bar (|) symbol to separate each command.
Note: See the Install and Config.pdf for examples.

Set Game (Light game controls)
  LEDBlinky.exe 15
  LEDBlinky.exe 15 <rom>
  LEDBlinky.exe 15 <rom> <emulator>
Note: Set Game is the same as Game Start but only lights the controls (no other Game Start options are run).
Note: Use double quotes around parameters if the parameter values may include spaces.
Note: If you don't specify the rom, the last game started will be used. If you don't specify the emulator, the last selected emulator will be used, or MAME is the default.