Crystal chamber won't ignite

The 5V and gnd are connected to that single blue led, near the switches, unfortunately I cant get to the CC to test it. I tried to dissasemble the saber but cant get to it

Charge your battery all the way. You can use your multimeter set to DC voltage to measure it too. It should top off maybe at 4.2 volts after charging. Definately over 3.7.

I tested the fully charged battery its 4.13V, I tried it on another saber and it powers on?

Alright.

I’d request the original config from the manufacturer, as Fett263 suggested. Sometimes it’s as easy as an email or chat. This is the easiest thing you haven’t yet done :slight_smile: according to the posts I’m reading.

Meanwhile, my guess is a short where the positive and negative current are looping. That’s when the multimeter beeps when it shouldn’t.

At this point, if it were me I’d reflow my joints, clean the board thoroughly. Look for kinks in any wires. Ultimately I’d move things to where I want them, but I’ve never bought an assembled saber.

Not much else I can think of, except I’m still wondering how the 5v pad works and if it needs to be accounted for in the blade array if anyone would like to jump in :grinning:

1 Like

Thanks for your assistance Lyle🙂

1 Like

Your blade array is wrong.
You’ve specified two blades, both sharing LED power pins 2 and 3, which is fine, but you’ve told them both to look at data 1, then tried to give each blade a different style, which, I suspect, might be what’s tying your Proffieboard in a knot.

Basically your hilt has been wired for just one blade style, with blade and crystal both sharing the same data line and displaying the same style (budget hilts very rarely wire to different data pads or wire LEDs in series for independent control).

Try this:

#ifdef CONFIG_TOP
#include "proffieboard_v3_config.h"
#define NUM_BLADES 1
#define NUM_BUTTONS 2
#define VOLUME 2500
const unsigned int maxLedsPerStrip = 144;
#define SHARED_POWER_PINS
#define CLASH_THRESHOLD_G 3.0
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_ALL_EDIT_OPTIONS
#define FETT263_EDIT_MODE_MENU
#define MOTION_TIMEOUT 60 * 5 * 1000 // keeps motion chip active for 10 minutes while blade is Off
#define IDLE_OFF_TIME 60 * 5 * 1000
#define COLOR_CHANGE_DIRECT
#define DISABLE_DIAGNOSTIC_COMMANDS
#define DISABLE_BASIC_PARSER_STYLES
#define NO_REPEAT_RANDOM
#define FETT263_THRUST_ON // enables Thrust On Ignition
#define FETT263_THRUST_ON_NO_BM
#define FETT263_SWING_ON // enables Swing On Ignition
#define FETT263_SWING_ON_NO_BM
#define FETT263_SWING_ON_SPEED 350
#define FETT263_TWIST_ON // enables Twist On Ignition
#define FETT263_TWIST_ON_NO_BM
#define FETT263_TWIST_OFF // enables Twist Off Retraction
#define FETT263_SAY_COLOR_LIST
#define FETT263_SAY_COLOR_LIST_CC
#define FETT263_SAY_BATTERY_PERCENT
#define FETT263_MOTION_WAKE_POWER_BUTTON
#define FETT263_QUOTE_PLAYER_START_ON
#define SAVE_STATE
#define FETT263_SPECIAL_ABILITIES
#define FETT263_DISABLE_CHANGE_STYLE
#define FETT263_DISABLE_CHANGE_FONT
#define FETT263_DISABLE_COPY_PRESET
#define FETT263_SAVE_GESTURE_OFF
#endif

#ifdef CONFIG_PROP
#include"../props/saber_fett263_buttons.h"
#endif

#ifdef CONFIG_PRESETS
Preset presets[] = {

{ "Kenobi", "Kenobi/tracks/Kenobi.wav",
/* copyright Fett263 CustomBlade (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#CustomBlade
OS7.14 v3.24p
This Style Contains 2 Unique Combinations
Merge Styles
Default: Hyper Responsive Rotoscope (Prequels) [BaseColorArg]
1: Cal Kestis Survivor Blue [AltColorArg]


--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect Options: Default (0): Standard Retraction, 1: SparkTip Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Dissipate Up
[Color: Rgb<255,97,0> (Bright Pulse = Shift: 10086, Speed: 200)
]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing Flash - End: Localized Absorb
[Color: AltColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: Rgb<191,255,255>]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Stab Effect: Sparking Stab [Color: StabColorArg]
Blast Effect: Blast Fade (Medium) [Color: AltColorArg]
Clash Effect: Random Clash with Ripple [Color: AltColorArg (Bright Pulse = Shift: 7573, Speed: 241)
]
Battery Level: Blade Location (Green to Red)
Special Ability 1: Toggle Rain Mode Uses trloop00.wav or trloop/000/000.wav (rain sounds looped)
Special Ability 2: Toggle Lightning Mode Uses tr00.wav or or tr/000/000.wav (thunder or lightning strike)
Special Ability 5: Play Sound - Ignite Uses quote19.wav or quote/019/000.wav

*/
StylePtr<Layers<
  Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<24000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-1400>,Int<-100>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,Pulsing<RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,1400>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,Pulsing<RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,1400>>,Mix<Int<7710>,Black,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,Pulsing<RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,1400>>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,Pulsing<RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,1400>>,Mix<Int<19276>,Black,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,Pulsing<RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,1400>>>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,Pulsing<RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,1400>>>,StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,Pulsing<RgbArg<BASE_COLOR_ARG,Blue>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Blue>>,1400>>>,
  
ColorSelect<EffectIncrementF<EFFECT_USER1,Int<2>>,TrFade<100>,AlphaL<White,Int<0>>,AlphaL<RgbArg<ALT_COLOR3_ARG,LemonChiffon>,SparkleF<600,800>>>,
  TransitionEffectL<TrDoEffect<TrInstant,EFFECT_SOUND_LOOP,0>,EFFECT_USER1>,
  
TransitionEffectL<TrDoEffect<TrInstant,EFFECT_SOUND_LOOP,1>,EFFECT_USER2>,

  TransitionEffectL<TrConcat<TrJoin<TrDelayX<WavLen<>>,TrWipeIn<200>>,AlphaL<RandomPerLEDFlickerL<RgbArg<STAB_COLOR_ARG,DarkOrange>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<2000>>>,TrWipe<200>>,EFFECT_STAB>,
  TransitionEffectL<TrConcat<TrInstant,AlphaMixL<Bump<EffectPosition<EFFECT_BLAST>,Int<10000>>,RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,Mix<Int<16384>,Black,RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>>>,TrFade<300>>,EFFECT_BLAST>,
  TransitionEffectL<TrConcat<TrInstant,AlphaL<Pulsing<RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,Mix<Int<7573>,RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,White>,24100>,Bump<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>,Int<6000>>>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>,AlphaL<Remap<CenterDistF<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>,Stripes<1400,-2000,Pulsing<RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,Mix<Int<7573>,RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,White>,24100>,Mix<Int<2096>,Black,Pulsing<RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,Mix<Int<7573>,RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,White>,24100>>>>,Bump<Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>,Int<38000>>>,TrJoin<TrSmoothFade<50>,TrCenterWipeX<Int<100>,Scale<EffectPosition<EFFECT_CLASH>,Int<6000>,Int<26000>>>>>,EFFECT_CLASH>,
  LockupTrL<TransitionEffect<AlphaL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<17000>,Int<25000>>>,AudioFlicker<Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>,Mix<Int<12000>,Black,Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>>>,BrownNoiseFlicker<Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>,Mix<Int<12000>,Black,Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>>,300>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<17000>,Int<25000>>>>,AlphaL<AudioFlicker<Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>,Mix<Int<20000>,Black,Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>>>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<SwingSpeed<100>,Int<17000>,Int<21000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>,AlphaL<Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<20000>,Int<60000>>>>>,TrFade<300>>,TrConcat<TrInstant,AlphaL<Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>,Int<0>>,TrWaveX<Pulsing<Orange,Mix<Int<10086>,Orange,White>,20000>,Int<300>,Int<100>,Int<400>,Int<0>>>,SaberBase::LOCKUP_NORMAL>,
  ResponsiveLightningBlockL<Strobe<RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,AlphaL<RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,Int<8000>>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,AlphaL<RgbArg<ALT_COLOR_ARG,Rgb<180,130,0>>,Bump<Int<18000>,Int<13000>>>,TrFade<400>>>,
  LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<LightCyan>,BrownNoiseFlickerL<LightCyan,Int<300>>,TrExtend<4000,TrInstant>,TrFade<4000>,EFFECT_DRAG_BEGIN>,SmoothStep<Scale<TwistAngle<>,IntArg<DRAG_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrWipeIn<200>,TrWipe<200>,SaberBase::LOCKUP_DRAG>,
  LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,DarkOrange>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,DarkOrange>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,DarkOrange>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,DarkOrange>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,DarkOrange>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,DarkOrange>>>>>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrConcat<TrExtend<4000,TrWipeIn<200>>,AlphaL<HumpFlicker<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,DarkOrange>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,DarkOrange>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,DarkOrange>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,DarkOrange>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,
  InOutTrL<TrWipe<1421>,TrWipeIn<584>>,
  TransitionEffectL<TrConcat<TrJoin<TrDelay<2000>,TrInstant>,AlphaL<Mix<BatteryLevel,Red,Green>,Bump<BatteryLevel,Int<10000>>>,TrFade<300>>,EFFECT_BATTERY_LEVEL>>>(),
"Kenobi"},


{"Stardust;common", "Stardust/tracks/eternal.wav",

StylePtr<Layers<
  Mix<HoldPeakF<SwingSpeed<250>,Scale<SwingAcceleration<100>,Int<50>,Int<500>>,Scale<SwingAcceleration<>,Int<20000>,Int<10000>>>,RandomFlicker<StripesX<Int<15000>,Scale<HoldPeakF<SwingSpeed<200>,Scale<SwingAcceleration<100>,Int<50>,Int<300>>,Scale<SwingAcceleration<100>,Int<24000>,Int<16000>>>,Int<-3200>,Int<-200>>,Yellow,Yellow,Mix<Int<7710>,Black,Yellow>,Yellow,Mix<Int<19276>,Black,Yellow>>,Yellow>,Yellow>,
  LockupTrL<Layers<
    AlphaL<AudioFlickerL<Blue>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
    AlphaL<DeepSkyBlue,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,Blue,TrFade<4000>>,TrConcat<TrInstant,DeepSkyBlue,TrFade<4000>>,SaberBase::LOCKUP_NORMAL>,
  ResponsiveLightningBlockL<Strobe<Cyan,AudioFlicker<DeepSkyBlue,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  AlphaL<White,Bump<Int<0>,Int<8000>>>,
  ResponsiveStabL<Blue>,
  ResponsiveBlastL<Blue,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  ResponsiveClashL<Cyan,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,
  TransitionEffectL<TrConcat<TrFade<400>,Mix<SwingSpeed<400>,AudioFlickerL<Green>,DeepSkyBlue>,TrDelay<5000>,Mix<SwingSpeed<400>,AudioFlickerL<DeepSkyBlue>,SpringGreen>,TrFade<800>>,EFFECT_FORCE>,
  TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<RotateColorsX<Variation,Cyan>,40>,TrFade<1200>>,EFFECT_IGNITION>,
  LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  LockupTrL<AlphaL<Mix<TwistAngle<>,DeepSkyBlue,Blue>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  InOutTrL<TrWipeSparkTip<White,500>,TrWipeInSparkTip<White,1231>>,
  TransitionEffectL<TrConcat<TrSmoothFade<6000>,AlphaMixL<SparkleF<900>,Yellow,DeepSkyBlue,DeepSkyBlue>,TrFade<1000>>,EFFECT_POSTOFF>,
  TransitionEffectL<TrConcat<TrDelay<5>,AlphaL<HumpFlickerL<Rgb<100,100,150>,30>,Bump<Int<0>,Int<3000>>>,TrFade<250>,AlphaL<HumpFlickerL<Rgb<100,100,150>,30>,Bump<Int<0>,Int<4000>>>,TrFade<250>,AlphaL<HumpFlickerL<Rgb<100,100,150>,30>,Bump<Int<0>,Int<5000>>>,TrBoing<1000,7>>,EFFECT_PREON>,
  TransitionEffectL<TrConcat<TrInstant,TransitionLoopL<TrWaveX<Cyan,Int<500>,Int<10>,Int<1000>,Int<10>>>,TrDelay<350>,TransitionLoopL<TrWaveX<DeepSkyBlue,Int<300>,Int<300>,Int<300>,Int<10>>>,TrDelay<0>,TransitionLoopL<TrWaveX<Rgb<100,100,150>,Int<100>,Int<400>,Int<100>,Int<10>>>,TrDelay<350>,AlphaL<Rgb<100,100,150>,Bump<Int<0>,Int<6000>>>,TrBoing<1000,5>>,EFFECT_PREON>>>(),
"Stardust"},

{"KRadience;common", "KRadience/tracks/KRadience.wav",
StylePtr<Layers<
  Stripes<2000,-2500,RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<60,0,0>>,Black>,BrownNoiseFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<30,0,0>>,200>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<80,0,0>>,RotateColorsX<Variation,Rgb<30,0,0>>>>,
  TransitionLoopL<TrConcat<TrWaveX<RandomFlicker<RotateColorsX<Variation,Red>,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<80,0,0>>,Black,300>>,Int<400>,Int<100>,Int<200>,Int<0>>,AlphaL<Red,Int<0>>,TrDelayX<Scale<SlowNoise<Int<1500>>,Int<200>,Int<1200>>>>>,
  TransitionEffectL<TrConcat<TrFade<400>,Mix<SwingSpeed<400>,AudioFlickerL<Rgb<150,0,0>>,Red>,TrDelay<10000>,Mix<SwingSpeed<400>,AudioFlickerL<Rgb<150,0,0>>,Red>,TrFade<800>>,EFFECT_FORCE>,
  AlphaL<Stripes<10000,-2000,HumpFlicker<Rgb<0,0,40>,Rgb<20,30,0>,50>,HumpFlicker<Blue,NavajoWhite,50>,HumpFlicker<Rgb<0,0,80>,Ivory,50>>,SwingSpeed<600>>,
  LockupTrL<Layers<
    AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,
    AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<Mix<SmoothStep<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,Int<1000>>,Stripes<1500,2000,White,Red>,Stripes<1500,-2500,White,Red>>,Int<18000>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,
  ResponsiveLightningBlockL<Strobe<White,AudioFlicker<White,Blue>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>>,
  ResponsiveStabL<Orange>,
  ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,
  ResponsiveBlastWaveL<White,Int<300>,Int<100>,Int<300>,Int<28000>,Int<8000>,EFFECT_CLASH>,
  TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFade<800>>,EFFECT_IGNITION>,
  TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<White,40>,TrFade<1000>>,EFFECT_RETRACTION>,
  LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,
  LockupTrL<AlphaL<Mix<TwistAngle<>,Rgb<255,200,0>,DarkOrange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,
  InOutTrL<TrWipeSparkTip<White,300>,TrWipeInSparkTip<White,1000>>,
  TransitionEffectL<TrConcat<TrInstant,AlphaL<BlinkingL<Blue,Int<300>,Int<500>>,Bump<Int<0>,Int<4000>>>,TrBoing<200,3>,AlphaL<BlinkingL<DodgerBlue,Int<200>,Int<500>>,Bump<Int<0>,Int<4000>>>,TrBoing<100,3>,AlphaL<BlinkingL<DeepSkyBlue,Int<100>,Int<500>>,Bump<Int<0>,Int<10000>>>,TrDelay<100>>,EFFECT_PREON>>>(),
"KRadience"},


};
BladeConfig blades[] = {
 { 0, WS281XBladePtr<129, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
CONFIGARRAY(presets) },
};
#endif

#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
Button AuxButton(BUTTON_AUX, auxPin, "aux");
#endif

Thank you so much Sabersense, ill try it when I get home. I bought this saber from Aliexpress a few years ago, Do you know a good source that sells proffie sabers? Or should I make my own.
:slightly_smiling_face:

I forgot to mention, the 5 volt pad basically goes live when the sound playing, so budget manufacturers sometimes use it to drive a switch LED (as in this case) as it makes it light up without needing any code, and means only three wires need to go to the switch. (Fewer wires means less assembly means assembly line workers can bang out a few more units each day than they otherwise could). Basically ground is already present for the switch, so manufacturers simply bridge switch ground to LED ground, then when the saber lights up, the sound starts, 5 volt pad goes live and the switch LED lights up.

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How can I resist such an opportunity to shamelessly plug my own website! LOL!

In all seriousness though, and speaking for the UK as that’s where I’m based, Padawan Outpost are great for budget sabers. But if you want something more high-end, somewhere like the Saber Armoury (aka KR Sabers) sell high-end install kits in various tiers and price ranges. For people who don’t have the time, inclination or requisite skills to build them, they can get KR to send them direct to an installer like myself, or Ryan at Blackstar Sabers.

KR’s hilt kit range can be found here:

(Fredrik,
Not sure if I’ve accidentally trampled on some forum rules here, but if I have, obviously just delete it and please accept my apologies).
:slight_smile:

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Haha indeed! I will take a look, thanks sabersence

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Hi Sabersence I dont quite understand the coding there’s only 1 blade defined and no code for the crystal chamber. Is it possible to wire data2 to the chassis connection shared with data1? Or does data2 have to be separate wire leading to the emitter?
The CC was working before I flashed a new OS7 config to the saber.

I found this from NoSloppy, but I can’t quite make sence of it:

Thanks for your help

Correct.In your photo, the only data pad that has been connected to your Proffieboard is Data 1. That means only 1 set of instructions can be sent. You can split it and send it to many different ‘blades’ (including crystal chambers etc.) but it’s still only one set of instructions being sent which means all ‘blades’ can only ever display the same thing.

Most of the big mass produced companies are pretty unimaginative when it comes to wiring their hilts up. In your case, you will either have two wires that meet at that data 1 pad - in which case one will go to the main blade and the other will go to the crystal chamber - or else there will be one wire at the data pad and it will split somewhere else in the hilt so that main blade and crystal chamber both get the same data.

If you have two wires at the pad, then yes, you can unpick it, wire one of them to data 2, alter the config with two blade styles and that will give you separate control of the crystal chamber. If the split is further down the hilt, it gets trickier and might need a partial tear down to reconfigure it, depending on the hilt layout.

And yes, what NoSloppy is saying is basically the same thing - if you want two blades to do two different things, they both need their own data line, otherwise the same set of instructions will go to all blades.

Imagine a Formula 1 race in which all the drivers are listening to the same radio channel. That means when the pit crew tells Lewis Hamilton to come in for tyres, all the other drivers hear it - they all get the same instruction. If you want each driver to hear a unique set of instructions, they all have to have a separate radio channel of their own.

That clarifies things, I’ll go for the second option.
Thanks for explaining it.

Hi again,
I’ve rewired the saber so the main blade comes off data 1 to the emmiter, and a separate data4 line to the Crystal chamber. Both are sharing power pins 2 and 3.
What sort of resistor should I use for the CC?
Thanks

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Something between 150 and 470 ohms is recommended.
Wattage is basically irrelevant, any wattage will work.

Thanks profezzorn🙂