Error compiling Proffie V3

Hello there, this is my first Proffie build and when verifying the ProffieOS i get this error message.

myconfig.h (7.5 KB)

C:\Users\Aaron\Desktop\ProffieOS\ProffieOS-v7.14\ProffieOS\config\myconfig.h:72:1: error: too many initializers for ‘BladeConfig’

72 | };

  | ^

exit status 1

Hello there :slight_smile:

You’re config is set up for a NPXL V3/V4 connector, so as long as that is correct:

You’ll need to increase the number of blades to 3 in the CONFIG_TOP section. Then make sure you have 3 styles in each preset. Lastly, add #define SHARED_POWER_PINS.

I did I just to make sure I wasn’t wrong so this your config with all of the changes:

// ProffieOS7 Config File
#ifdef CONFIG_TOP
#include "proffieboard_v3_config.h"
#define NUM_BLADES 3
#define NUM_BUTTONS 1
const unsigned int maxLedsPerStrip = 304;
#define EXTRA_COLOR_BUFFER_SPACE 60
#define VOLUME 1750
#define CLASH_THRESHOLD_G 3
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define MOTION_TIMEOUT 60 * 5 * 1000
#define IDLE_OFF_TIME 60 * 5 * 1000
#define DISABLE_BASIC_PARSER_STYLES
#define DISABLE_DIAGNOSTIC_COMMANDS
#define ENABLE_ALL_EDIT_OPTIONS
#define NO_REPEAT_RANDOM
#define COLOR_CHANGE_DIRECT
#define FETT263_LOCKUP_DELAY 200
#define FETT263_BM_CLASH_DETECT 6
#define SHARED_POWER_PINS
#endif

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


#ifdef CONFIG_PRESETS

Preset presets[] = {
{ "thereturn;common",  "thereturn/tracks/track1.wav",
/* copyright Fett263 Rotoscope (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#Rotoscope
OS7.14 v2.52p
Single Style
Base Style: Hyper Responsive Rotoscope (Original Trilogy)

Base Color: BaseColorArg (0)

--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect:
0: mainLockMulti0Shape - Begin: Real Clash - Style: Intensity AudioFlicker - End: Full Blade Absorb
[Color: LockupColorArg]
Lightning Block Effect:
0: mainLBMulti0Shape - Begin: Responsive Impact - Style: Strobing AudioFlicker - End: Full Blade Absorb
[Color: LBColorArg]
Drag Effect:
0: mainDragMulti0Shape - Begin: Wipe In - Style: Intensity Sparking Drag - End: Wipe Out
[Color: DragColorArg]
Melt Effect:
0: mainMeltMulti0Shape - Begin: Wipe In - Style: Intensity Melt - End: Wipe Out
[Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Real Clash V1 [Color: ClashColorArg]
*/
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OR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),
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>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>,Mix<Int<19276>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,RgbArg<BASE_COLOR_ARG,Rgb<0,255,0>>>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<EffectRandomF<EFFECT_BLAST>,Int<100>,Int<400>>,Int<100>,Scale<EffectPosition<EFFECT_BLAST>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,TransitionEffectL<TrConcat<TrInstant,AlphaL<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,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<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,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>>>>,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<14000>,Int<22000>>>,AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,BrownNoiseFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<12000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,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<14000>,Int<22000>>>>,AlphaL<AudioFlicker<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Mix<Int<20000>,Black,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>>,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<14000>,Int<18000>>>>,TrExtend<5000,TrInstant>,TrFade<5000>,EFFECT_LOCKUP_BEGIN>,TrConcat<TrJoin<TrDelay<50>,TrInstant>,Mix<IsLessThan<ClashImpactF<>,Int<26000>>,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,AlphaL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,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,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL,Int<1>>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrExtend<200,TrInstant>,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Scale<BladeAngle<>,Int<10000>,Int<21000>>,Int<10000>>>,TrFade<200>>,TrConcat<TrInstant,RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,Int<1>>,LockupTrL<AlphaL<TransitionEffect<RandomPerLEDFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,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,Int<1>>,LockupTrL<AlphaL<Stripes<2000,4000,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>>,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,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,100>,SmoothStep<Scale<TwistAngle<>,IntArg<MELT_SIZE_ARG,28000>,Int<30000>>,Int<3000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT,Int<1>>,InOutTrL<TrWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),

"lukestyle"},

};

BladeConfig blades[] = {
{ 0, WS281XBladePtr<304, bladePin, Color8::GRBw, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
    SubBladeWithStride(0, 15, 2, WS281XBladePtr<16, blade2Pin, Color8::GRBw, PowerPINS<bladePowerPin2, bladePowerPin3> >()),
    SubBladeWithStride(1, 15, 2, NULL)
  , CONFIGARRAY(presets) },
};

#endif

#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
#endif

 /* Generated with Fett263 Config Helper v3.10d */

The way the configuration generator works, it is set up thinking the user wants their fancy PCB to have individually controllable rings, which looks pretty amazing IMO. That means one blade for each ring, and one for the main blade for a total of 3. Every line of less that lights is a “blade”.

EDITED for clarity

Thanks for the assist man. The saber is rather simple with the neopixel v3 connector supplying power to the neopixel blade, so would that mean I should config for just 2 blades then?

1 Like

Your connector is set up as 2 blades, so you need 2 styles for it, plus your main blade style makes 3.

If you want to just have the connector be treated as a single blade, that’s fine too.
You would change your NUM_BLADES to 2, then the BladeConfig to be just

BladeConfig blades[] = {
{ 0, WS281XBladePtr<304, bladePin, Color8::GRBw, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
    WS281XBladePtr<16, blade2Pin, Color8::GRBw, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
CONFIGARRAY(presets) },
};

then you can just use styles that are built to work with that, like these.


/////Running outer ring dot + inner pulsing ring:
StylePtr<Gradient<Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Rgb<100,100,100>,15,50,Rgb<100,100,100>,15,50,1>>>(),


/////Running outer ring dot battery level indicator + inner pulsing ring:
StylePtr<Gradient<Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>,Pulsing<Black,Red,5000>,ColorCycle<Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,Mix<BatteryLevel,Red,Orange,Yellow,Green>,15,50,1>>>(),


/////Windmill outer ring dots + inner pulsing ring:
StylePtr<Gradient<Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Rgb<100,100,100>,Black,Black>>>(),


/////Windmill outer ring dots battery level indicator + inner pulsing ring:
StylePtr<Gradient<Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>,Pulsing<Black,Red,5000>,Stripes<10,-700,Mix<BatteryLevel,Red,Orange,Yellow,Green>,Black,Black>>>(),


/////Pulsing in-out #1:
StylePtr<Gradient<TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>>>(),


/////Pulsing in-out #2:
StylePtr<Gradient<TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>>>(),


/////Pulsing out-in #1:
StylePtr<Gradient<TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>,TransitionLoop<Black,TrConcat<TrDelay<100>,Black,TrConcat<TrFade<600>,Red,TrFade<2000>>,Black,TrDelay<50>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<250>,Red,TrFade<500>>,Black,TrDelay<2000>>>>>(),


/////Pulsing out-in #2:
StylePtr<Gradient<TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>,TransitionLoop<Black,TrConcat<TrDelay<300>,Black,TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<200>>>,TransitionLoop<Black,TrConcat<TrConcat<TrFade<500>,Red,TrFade<1000>>,Black,TrDelay<500>>>>>(),


/////Random pulsing in-out #1:
StylePtr<Gradient<Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>>>(),


/////Random pulsing in-out #2:
StylePtr<Gradient<Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>,Pulsing<Red,Black,800>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,1000>,Pulsing<Red,Black,800>>>(),


/////Cross-pulsing:
StylePtr<Gradient<Pulsing<Red,Black,800>,Pulsing<Black,Red,800>,Pulsing<Black,Red,800>,Pulsing<Red,Black,800>,Pulsing<Red,Black,800>,Pulsing<Black,Red,800>,Pulsing<Black,Red,800>,Pulsing<Red,Black,800>,Pulsing<Red,Black,800>,Pulsing<Black,Red,800>,Pulsing<Black,Red,800>,Pulsing<Red,Black,800>,Pulsing<Red,Black,800>,Pulsing<Black,Red,800>,Pulsing<Black,Red,800>,Pulsing<Red,Black,800>>>(),



Holy workaround Batman! Copy paste …gonna try these. Appreciate the subtle drop :slight_smile:

1 Like

Thanks for all the generosity and patience . I have one other question. Now with the new config as 3 blades I found the blade color is not green as intended when using fett263’s blade style creator. Its almost like rainbow or possibly another type of error.

Looks like what happens when you use GRBw, but your pixels are actually just GRB.

Ah that must be it then. I did have rgbw selected in the config builder. Thanks man

The strips for the blade are the adafruit 332. I believe they’re the type civilized sabers uses for their duel star omega…though i could be wrong. Looking at the data sheet i was suprised to see they are indeed only RGB.

I prefer RGB over RGBW strips. The “W” only helps with white colors, and my preferred blade colors are not white. In some RGBW strips, the white material also gets activated by the blue LEDs, making the blue colors less deep.