Os6 beta with saberblaster prop

Found the question:

Here’s the test config:

// DualProp saber and blaster based on blade detect

#ifdef CONFIG_TOP
#include "proffieboard_v3_config.h"
#define NUM_BLADES 5
#define NUM_BUTTONS 1
#define VOLUME 100
const unsigned int maxLedsPerStrip = 144;
// #define EXTRA_COLOR_BUFFER_SPACE 30               // New define that can speed up processing a bit. Basically, it can calculate the colors for the next blade (or the next frame for the same blade) even though it's not done feeding out the data for the data in the color buffer yet.
#define CLASH_THRESHOLD_G 3.5
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define ENABLE_SERIAL // Bluetooth
// #define ENABLE_SSD1306 //OLED
// #define DISABLE_COLOR_CHANGE
#define SHARED_POWER_PINS
#define SAVE_STATE
    // #define SAVE_VOLUME
    // #define SAVE_PRESET
    // #define SAVE_COLOR_CHANGE
    // #define SAVE_DYNAMIC_DIMMING
// #define KEEP_SAVEFILES_WHEN_PROGRAMMING        // upload overwrites presets.ini/tmp unless this is defined
#define BLADE_DETECT_PIN 10
#define ENABLE_POWER_FOR_ID PowerPINS<bladePowerPin2, bladePowerPin3>
// #define BLADE_ID_CLASS ExternalPullupBladeID<bladeIdentifyPin, 33000>
#define BLADE_ID_CLASS SnapshotBladeID<bladeIdentifyPin> // This will make it use the speed-of-charging-a-capacitor method of blade ID which sometimes works without resistors 
// #define SPEAK_BLADE_ID
// #define ENABLE_I2S_OUT
// #define ENABLE_SPDIF_OUT
// #define LINE_OUT_VOLUME 2000                   // SPDIF out
#define ENABLE_DEVELOPER_COMMANDS
//#define DISABLE_DIAGNOSTIC_COMMANDS
#define IDLE_OFF_TIME 5 * 1 * 1000
#define MOTION_TIMEOUT 60 * 5 * 1000
// #define ORIENTATION ORIENTATION_FETS_TOWARDS_BLADE
// #define ORIENTATION ORIENTATION_USB_TOWARDS_BLADE
// #define ORIENTATION ORIENTATION_TOP_TOWARDS_BLADE
// #define ORIENTATION ORIENTATION_BOTTOM_TOWARDS_BLADE
// #define ORIENTATION ORIENTATION_SDA_TOWARDS_BLADE
// #define ORIENTATION ORIENTATION_SERIAL_TOWARDS_BLADE
// #define ORIENTATION_ROTATION 0,-20,0
//changes the angle required to register twists on curved hilts
//example is for assaj ventress curved hit install
// #define CONFIG_STARTUP_DELAY 15000              // BC now canon
// #define OLED_FLIP_180                             // BC now canon
// #define USE_AUREBESH_FONT
#define FEMALE_TALKIE_VOICE                       // BC now canon
#define VOLUME_MENU_CYCLE                         // BC now canon
#define NO_REPEAT_RANDOM                          // BC now canon

// ------- Gesture stuff -------

//#define BC_SWING_ON
#define BC_STAB_ON
#define BC_THRUST_ON
#define BC_TWIST_ON
#define BC_TWIST_OFF
#define BC_FORCE_PUSH
#define BC_FORCE_PUSH_LENGTH 5
#define ENABLE_AUTO_SWING_BLAST                   // BC Multiblast continues as long as swinging within 1 second. 
#define ENABLE_SPINS 
// #define GESTURE_AUTO_BATTLE_MODE
#define BC_LOCKUP_DELAY 200

// ------- Custom / Experimental stuff ---------
// #define NO_VOLUME_MENU                            // self evident
#define DISABLE_BASIC_PARSER_STYLES               // Standard, Advanced, etc...
#define NO_BLADE_NO_GEST_ONOFF                    // If using blade detect, No Blade = No Gesture ignitions or retractions
#define FILTER_CUTOFF_FREQUENCY 100
#define FILTER_ORDER 8

#define ENABLE_ALL_EDIT_OPTIONS
    //#define DYNAMIC_BLADE_LENGTH
    //#define DYNAMIC_BLADE_DIMMING
    //#define DYNAMIC_CLASH_THRESHOLD
    //#define SAVE_VOLUME
    //#define SAVE_BLADE_DIMMING
    //#define SAVE_CLASH_THRESHOLD
    //#define SAVE_COLOR_CHANGE

// --------- blaster --------------

#define ENABLE_BLASTER_AUTO
#define BLASTER_SHOTS_UNTIL_EMPTY 15  // (whatever number)
#define BLASTER_JAM_PERCENTAGE 10     // if not defined, random.


#endif

#ifdef CONFIG_PROP
#include "../props/saber_BC_buttons.h"
#undef PROP_TYPE
#include "../props/blaster.h"
#include "../props/dual_prop.h"
#undef PROP_TYPE
#define PROP_TYPE SaberBlasterProp<SaberBCButtons, Blaster>
#endif

#ifdef CONFIG_PRESETS



Preset saber [] = {
  
{ "testfont2a", "testfont2a/tracks/track2.wav",
// main blade  
  StylePtr<Layers<
    AudioFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,0,128>>>,
  // Dim Blade 50% "Power Save" button combo
    EffectSequence<EFFECT_POWERSAVE,
    AlphaL<Black,Int<16384>>,
    AlphaL<Black,Int<0>>>,
  // Clash
    TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<TransitionEffect<BrownNoiseFlicker<Rgb<255,150,0>,Black,50>,Moccasin,TrInstant,TrFade<300>,EFFECT_CLASH>,Bump<Scale<BladeAngle<>,Int<25000>,Int<8000>>,Int<18000>>>,TrFade<600>>,EFFECT_CLASH>,
  // Stab 
    TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeIn<300>,AlphaL<Stripes<5000,1000,DarkOrange,Rgb<80,60,0>,Orange,Rgb<60,30,0>,Black,DarkOrange,Orange>,SmoothStep<Int<20000>,Int<2000>>>,TrJoin<TrSmoothFade<900>,TrWipe<700>>>,EFFECT_STAB>,
  // Blast - white to red for blue and green blades
    TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>>,EFFECT_BLAST>,
    BlastL<Red,850,250,351>,
    AlphaL<TransitionEffectL<TrConcat<TrDelay<300>,Red,TrFade<500>>,EFFECT_BLAST>,BlastF<700,250,100000>>,
    BlastL<White,500,300,100000>,
  // Lockup
    LockupTrL<Layers<       
      AlphaL<Blinking<Tomato,Strobe<Yellow,Black,15,30>,60,500>,                            Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<8000>,Int<18000>>>>,
      AlphaL<BrownNoiseFlicker<Yellow,Black,50>,                                            Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<10000>>>>,
      TrConcat<TrInstant,
      AlphaL<Blinking<White,Strobe<BrownNoiseFlicker<Yellow,Black,500>,Black,15,30>,60,500>,Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Scale<SlowNoise<Int<3000>>,Int<25000>,Int<32000>>>>,TrFade<500>>,TrSmoothFade<900>,SaberBase::LOCKUP_NORMAL>,
    TransitionEffectL<TrConcat<TrInstant,AlphaL<Strobe<GreenYellow,Black,20,30>,            Bump<Scale<BladeAngle<5000,28000>,Scale<BladeAngle<8000,16000>,Int<3000>,Int<44000>>,Int<3000>>,Int<15000>>>,TrFade<600>>,EFFECT_LOCKUP_BEGIN>,
    TransitionEffectL<TrConcat<TrInstant,HumpFlickerL<Strobe<AlphaL<White,Int<20000>>,Black,20,30>,30>,TrSmoothFade<250>>,EFFECT_LOCKUP_BEGIN>,
    TransitionEffectL<TrConcat<TrInstant,GreenYellow,TrDelay<25>>,EFFECT_LOCKUP_BEGIN>,
    TransitionEffectL<TrConcat<TrInstant,Strobe<GreenYellow,Black,20,30>,TrFade<200>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<300>>>,EFFECT_LOCKUP_END>,
  // Non-Responsive Drag
    LockupTrL<AlphaL<AudioFlicker<BrownNoiseFlicker<Strobe<Black,OrangeRed,20,25>,Yellow,200>,White>,SmoothStep<Int<30000>,Int<2000>>>,TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrFade<150>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_DRAG>,
  // Lightning Block Non-Responsive    
    LockupTrL<AlphaL<RandomFlicker<Strobe<White,Rgb<60,0,255>,50,10>,BrownNoiseFlicker<Rgb<60,0,255>,Black,500>>,LayerFunctions<
    Bump<Scale<SlowNoise<Int<2000>>,Int<3000>,Int<16000>>,Scale<BrownNoiseF<Int<10>>,Int<14000>,Int<8000>>>,
    Bump<Scale<SlowNoise<Int<2300>>,Int<26000>,Int<8000>>,Scale<NoisySoundLevel,Int<5000>,Int<10000>>>,
    Bump<Scale<SlowNoise<Int<2300>>,Int<20000>,Int<30000>>,Scale<IsLessThan<SlowNoise<Int<1500>>,Int<8000>>,Scale<NoisySoundLevel,Int<5000>,Int<0>>,Int<0>>>>>,
    //Begin Lightning Transition
    TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb<60,0,255>,Black,500>,TrFade<100>>,
    //End Lightning Transition    
    TrConcat<TrInstant,GreenYellow,TrDelay<25>,BrownNoiseFlicker<Rgb<60,0,255>,Black,500>,TrFade<150>,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrJoinR<TrWipe<200>,TrWipeIn<200>,TrFade<400>> >,SaberBase::LOCKUP_LIGHTNING_BLOCK>,       
  // Melt    
    LockupTrL<
    AlphaL<Mix<TwistAngle<>,Yellow,RandomPerLEDFlicker<Orange,OrangeRed>,BrownNoiseFlicker<Rgb16<20095,128,128>,Rgb16<35103,8175,298>,150>,StyleFire<Rgb16<20393,93,93>,Red,0,4,FireConfig<0,2000,5>,FireConfig<3000,0,0>,FireConfig<0,4000,0>>>,
    // Melt Shape
    SmoothStep<Scale<TwistAngle<>,Int<24000>,Int<29000>>,Int<2000>>>,
    //Melt Begin and End transitions
    TrConcat<TrInstant,GreenYellow,TrDelay<25>,AlphaL<Black,Int<0>>,TrWipeIn<600>>,TrColorCycle<1500,-2000,100>,SaberBase::LOCKUP_MELT>,  // Great melt colors as you twist, gets dripping red hot/fire and bright yellow.
  // Ignition / Retraction
    InOutTrL<TrWipeSparkTip<White,250>,TrWipeInX<WavLen<EFFECT_RETRACTION>>>,
  // On-Demand Battery Level
    AlphaL<TransitionEffectL<TrConcat<TrSmoothFade<500>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<Scale<BatteryLevel,Int<0>,Int<35000>>,Int<-1>>>,TrDelay<1000>,AlphaL<Mix<BatteryLevel,Red,Green>,SmoothStep<Scale<BatteryLevel,Int<0>,Int<35000>>,Int<-1>>>,TrSmoothFade<1000>>,EFFECT_FORCE>,Ifon<Int<0>,Int<32768>>>
  >>(),
// muzzle
  StylePtr<Black>(),
// barrel
  StylePtr<Black>(),
  "testdualprop\nblade in"},


{ "TeensySF;common", "",
// main blade
  StylePtr<Red>(),
// barrel
  StylePtr<Green>(),
// muzzle
  StylePtr<Yellow>(),
  "TeensySF\nbladein"},

};  

//-----------------------------------------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------

Preset blaster[] = {

{ "testfont2a", "testfont2a/tracks/track1.wav",
// Main BLade
//  StylePtr<Black>(),
// barrel
  StylePtr<Layers<
    Black,
    TransitionEffectL<TrConcat<TrWipe<100>,White,TrWipe<100>,Red,TrWipe<200>>,EFFECT_FIRE>,
    TransitionEffectL<TrConcat<TrWipe<100>,DeepSkyBlue,TrWipe<100>,Blinking<Black,Blue,100,500>,TrWipe<200>>,EFFECT_STUN>,
    LockupTrL<Layers<
      TransitionLoopL<TrConcat<TrWipe<50>,Red,TrWipe<150>>>,
      TransitionLoopL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<25000>>>,TrFade<200>>>,
      TransitionLoopL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<25000>>>,TrFade<200>>>>,TrConcat<TrInstant,Rgb<255,100,100>,TrFade<200>>,TrJoin<TrConcat<TrInstant,AlphaL<Rgb<50,0,0>,Bump<Int<32768>,Int<60000>>>,TrFade<400>>,TrWipeX<Int<400>>,TrWaveX<Rgb<50,0,0>,Int<1800>,Int<40>,Int<400>,Int<5000>>>,SaberBase::LOCKUP_AUTOFIRE>
  >>(),
// muzzle
  StylePtr<Layers<
    Black,
    TransitionEffectL<TrConcat<TrDelay<100>,White,TrFade<200>,Red,TrFade<300>>,EFFECT_FIRE>,
    TransitionEffectL<TrConcat<TrDelay<100>,DeepSkyBlue,TrFade<200>,Blinking<Black,Blue,100,500>,TrFade<300>>,EFFECT_STUN>,
    LockupTrL<Layers<
      TransitionLoopL<TrConcat<TrInstant,White,TrFade<50>,Red,TrFade<150>>>>,TrInstant,TrConcat<TrInstant,Rgb<50,0,0>,TrFade<400>>,SaberBase::LOCKUP_AUTOFIRE>
  >>(),
  "testfont2a\nbladeout"},


};

BladeConfig blades[] = {
{ 123,    // BCA 123,  1" Ciel_Tan_A 132           D1_data_line = proffie_D1---> NPXL ctrpin---> bladePCB 330ohm--->Main blade strips
  WS281XBladePtr<132, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),                                   // Main Blade
  WS281XBladePtr<5, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),                                    // HiltPCB
  WS281XBladePtr<10, blade3Pin, Color8::GRB, PowerPINS<bladePowerPin5> >(),                                                   // Switches
  SimpleBladePtr<AccentsLED, NoLED, NoLED, NoLED, bladePowerPin1, -1, -1, -1>(),                                              // Pommel
  SimpleBladePtr<CH3LED, NoLED, NoLED, NoLED, bladePowerPin6, -1, -1, -1>(),                                                  // Bluetooth                                                                     // barrel
CONFIGARRAY(saber),
"SaberSave"}, 

{ NO_BLADE,                                      // D1_data_line = proffie_D1---> NPXL ctrpin---> bladePCB 330ohm--->Main blade strips
  // WS281XBladePtr<132, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),                                   // Main Blade
  WS281XBladePtr<5, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),                                    // HiltPCB
  WS281XBladePtr<10, blade3Pin, Color8::GRB, PowerPINS<bladePowerPin5> >(),                                                   // Switches 
  SimpleBladePtr<AccentsLED, NoLED, NoLED, NoLED, bladePowerPin1, -1, -1, -1>(),                                              // Pommel
  SimpleBladePtr<CH3LED, NoLED, NoLED, NoLED, bladePowerPin6, -1, -1, -1>(),                                                  // Bluetooth                                                                     // barrel
CONFIGARRAY(blaster),
"BlasterSave"}

};
#endif

#ifdef CONFIG_BUTTONS
Button PowerButton(BUTTON_POWER, powerButtonPin, "pow");
Button AuxButton(BUTTON_AUX, auxPin, "aux");
// Button FireButton(BUTTON_FIRE, powerButtonPin, "fire");
// Button ModeButton(BUTTON_MODE_SELECT, auxPin, "modeselect");
#endif