Okay, I tried that. I still saw nothing in either the behavior or the multimeter reading.
Here’s the config file (verified it’s correct):
#ifdef CONFIG_TOP
// #include "proffieboard_v2_config.h"
#include "proffieboard_v2_config.h"
#define NUM_BLADES 2
#define NUM_BUTTONS 2
#define VOLUME 1400
const unsigned int maxLedsPerStrip = 144;
#define CLASH_THRESHOLD_G 1.0
#define ENABLE_AUDIO
#define ENABLE_WS2811
#define ENABLE_SD
#define DELAYED_OFF
#define ENABLE_BLASTER_AUTO
#define BLASTER_SHOTS_UNTIL_EMPTY 30
#define BLASTER_JAM_PERCENTAGE 3
#endif
#ifdef CONFIG_PROP
#include "../props/blaster.h"
#endif
#ifdef CONFIG_PRESETS
Preset presets[] = {
// Custom Wipe to tip blast
{ "A180", "tracks/medley1.wav",
// 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>>>(),
// 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<100>>>,
TransitionLoopL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<25000>>>,TrFade<150>>>,
TransitionLoopL<TrConcat<TrInstant,AlphaL<White,Bump<Int<0>,Int<25000>>>,TrFade<150>>>>,TrConcat<TrInstant,Rgb<255,100,100>,TrFade<150>>,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>>>(),
},
{ "DL44", "tracks/medley1.wav",
// muzzle
StylePtr<Layers<
Black,
TransitionEffectL<TrConcat<TrDelay<100>,Red,TrFade<200>,Black,TrFade<300>>,EFFECT_FIRE>,
TransitionEffectL<TrConcat<TrDelay<100>,White,TrFade<200>,Blinking<Black,Red,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>>>(),
// barrel
StylePtr<Layers<
Black,
TransitionEffectL<TrConcat<TrWipe<100>,Red,TrWipe<100>,Black,TrWipe<200>>,EFFECT_FIRE>,
TransitionEffectL<TrConcat<TrWipe<100>,White,TrWipe<100>,Blinking<Black,Red,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>>>(),
},
{ "Westar", "tracks/medley1.wav",
// muzzle
StylePtr<Layers<
Black,
TransitionEffectL<TrConcat<TrDelay<100>,DarkOrange,TrFade<200>,Black,TrFade<300>>,EFFECT_FIRE>,
TransitionEffectL<TrConcat<TrDelay<100>,Green,TrFade<200>,Blinking<Black,Yellow,100,500>,TrFade<300>>,EFFECT_STUN>,
LockupTrL<Layers<
TransitionLoopL<TrConcat<TrInstant,DeepSkyBlue,TrFade<50>,DarkOrange,TrFade<150>>>>,TrInstant,TrConcat<TrInstant,Rgb<50,0,0>,TrFade<400>>,SaberBase::LOCKUP_AUTOFIRE>>>(),
// barrel
StylePtr<Layers<
Black,
TransitionEffectL<TrConcat<TrWipe<100>,DarkOrange,TrWipe<100>,Black,TrWipe<200>>,EFFECT_FIRE>,
TransitionEffectL<TrConcat<TrWipe<100>,Green,TrWipe<100>,Blinking<Black,Yellow,100,500>,TrWipe<200>>,EFFECT_STUN>,
LockupTrL<Layers<
TransitionLoopL<TrConcat<TrWipe<50>,DarkOrange,TrWipe<150>>>,
TransitionLoopL<TrConcat<TrInstant,AlphaL<DeepSkyBlue,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<50,25,0>,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>>>(),
},};
BladeConfig blades[] = {
{ 0, WS281XBladePtr<1, blade2Pin, Color8::GRB, PowerPINS<bladePowerPin4, bladePowerPin5> >(),
WS281XBladePtr<13, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >()
, CONFIGARRAY(presets) },
};
#endif
#ifdef CONFIG_BUTTONS
Button FireButton(BUTTON_FIRE, powerButtonPin, "fire");
Button ModeButton(BUTTON_MODE_SELECT, auxPin, "modeselect");
#endif
At this point, I’m frankly pretty happy I got the muzzle light to work, and I’m considering just leaving it as-is if I can’t get it solved to the original plan. Thank you for your advice.