Rainbow color and LED go crazy after a few minutes of use

I assembled an Obi-Wan replica with Proffieboard 3.9, a ProffieOS 7.14 WS2812B LED strip, and configuration files from the FET263 website.
The blade is made up of two parallel LED strips of 107 LEDs each and is connected to the Data 1 pin of the proffieboard without any additional resistance (as per the diagram)
The sword seems to work correctly for a while, but then, after some actions that are still unclear to me, the sound continues to work correctly, but the LED strip goes haywire.
The primary color is lost, and the strip turns rainbow-colored, with parts randomly changing color during a clash.
If I turn off the sword, the sounds stop correctly, but the LED strip stays on and maintains its rainbow color.
If I disable the kill switch and then immediately re-enable it, the blade exhibits the same problem described above. If I leave the sword without power for a few minutes, upon rebooting, the blade’s color returns to normal, but after a few seconds, the rainbow blade problem recurs (apparently without performing any action with the sword).
If I leave the kill switch unplugged for 30-40 minutes, when I re-enable it, it seems to work properly for a longer period, but after a while, the problem described above recurs.
As soon as I can, I’ll try to post a video of the problem.
In the meantime, I’ll post the configuration file to see if the problem might be caused by an incorrect configuration.

// ProffieOS7 Config File
#ifdef CONFIG_TOP
#include "proffieboard_v3_config.h"
#define NUM_BLADES 1
#define NUM_BUTTONS 1
const unsigned int maxLedsPerStrip = 107;
#define EXTRA_COLOR_BUFFER_SPACE 60
#define VOLUME 2000
#define CLASH_THRESHOLD_G 3
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define MOTION_TIMEOUT 60 * 15 * 1000
#define IDLE_OFF_TIME 60 * 15 * 1000
#define DISABLE_BASIC_PARSER_STYLES
#define DISABLE_DIAGNOSTIC_COMMANDS
#define ENABLE_ALL_EDIT_OPTIONS
#define SAVE_PRESET
#define NO_REPEAT_RANDOM
#define COLOR_CHANGE_DIRECT
#define FETT263_EDIT_MODE_MENU
#define FETT263_SAY_COLOR_LIST
#define FETT263_SAY_COLOR_LIST_CC
#define FETT263_BC_SAY_BATTERY_VOLTS_PERCENT
#define FETT263_DISABLE_COPY_PRESET
#define FETT263_LOCKUP_DELAY 200
#define FETT263_BM_CLASH_DETECT 6
#define FETT263_TWIST_OFF
#endif

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


#ifdef CONFIG_PRESETS

Preset presets[] = {
{ "ObiWan3;common",  "common/tracks/BattleOFTheHeroes.wav",
StylePtr<ObiWanFet>(""),

"preset0"
},

{ "ObiWan4;common",  "common/tracks/Obi4.wav",
StylePtr<ObiWanFet>(""),

"preset1"
},

{ "ObiWan2;common",  "common/tracks/AnakinVSObi.wav",
StylePtr<ObiWanFet>(""),

"preset2"
},

{ "Ahsoka;common",  "common/tracks/AhsokaCloneWarsBG.wav",
StylePtr<Layers<  StyleFire<Stripes<2500,-5000,BrownNoiseFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Black,20>,RotateColorsX<Variation,Rgb<4,4,6>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<115,115,170>>,70>,RotateColorsX<Variation,Rgb<50,50,75>>>,RotateColorsX<Variation,Rgb<31,31,47>>,0,5,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>,FireConfig<2,3000,0>>,  TransitionEffectL<TrConcat<TrFade<400>,RotateColorsX<Variation,Rgb<175,175,225>>,TrDelay<1000>,RotateColorsX<Variation,Rgb<175,175,225>>,TrFade<800>>,EFFECT_FORCE>,  AlphaL<Stripes<1000,-2000,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Black>,White,RotateColorsX<Variation,Rgb<100,100,150>>,White>,SwingSpeed<600>>,  LockupTrL<Layers<    AlphaL<AudioFlickerL<Red>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<10000>,Int<30000>>,Int<10000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,    AlphaL<Red,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<10000>,Int<30000>>,Int<10000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,AlphaL<Mix<SmoothStep<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<10000>,Int<30000>>,Int<10000>>,Int<1000>>,Stripes<1500,2000,White,Rgb<100,100,150>>,Stripes<1500,-2500,White,Rgb<100,100,150>>>,Int<18000>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,  ResponsiveLightningBlockL<Strobe<Red,AudioFlicker<Red,Black>,50,1>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<Red,Int<16000>>,30>,TrSmoothFade<600>>>,  AlphaL<White,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,  MultiTransitionEffectL<TrConcat<TrDelay<300>,RandomPerLEDFlickerL<Red>,TrDelay<1000>,RandomPerLEDFlickerL<Red>,TrFade<500>>,EFFECT_STAB>,  AlphaL<Mix<IsLessThan<BladeAngle<>,Int<26000>>,MultiTransitionEffectL<TrConcat<TrWipeIn<200>,BrownNoiseFlickerL<White,Int<200>>,TrWipeIn<200>>,EFFECT_STAB>,MultiTransitionEffectL<TrConcat<TrWipe<200>,BrownNoiseFlickerL<White,Int<200>>,TrWipe<200>>,EFFECT_STAB>>,Int<32768>>,  ResponsiveBlastWaveL<Red,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>>,  ResponsiveBlastWaveL<Red,Int<300>,Int<100>,Int<300>,Scale<BladeAngle<0,16000>,Int<10000>,Int<30000>>,Int<10000>,EFFECT_CLASH>,  AlphaL<Black,SmoothStep<Scale<SlowNoise<Int<2400>>,Int<22000>,Int<40000>>,Int<22000>>>,  LockupTrL<AlphaL<BrownNoiseFlickerL<Red,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,  LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,  InOutTrL<TrWipe<300>,TrWipeIn<500>>,  TransitionEffectL<TrConcat<TrInstant,AlphaL<BrownNoiseFlickerL<RotateColorsX<Variation,Rgb<100,100,150>>,Int<30>>,SmoothStep<Scale<SlowNoise<Int<2000>>,Int<1000>,Int<4000>>,Int<-4000>>>,TrDelay<2000>>,EFFECT_RETRACTION>,  TransitionEffectL<TrConcat<TrInstant,AlphaL<Mix<Trigger<EFFECT_PREON,Int<3000>,Int<2000>,Int<1000>>,BrownNoiseFlicker<Black,RotateColorsX<Variation,Rgb<100,100,150>>,100>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<100,100,150>>,Rgb<50,50,50>>,BrownNoiseFlicker<Mix<NoisySoundLevel,RotateColorsX<Variation,Rgb<100,100,150>>,RotateColorsX<Int<4000>,RotateColorsX<Variation,Rgb<100,100,150>>>>,White,50>>,SmoothStep<Scale<NoisySoundLevel,Int<-10000>,Int<36000>>,Int<-4000>>>,TrDelay<6000>>,EFFECT_PREON>>>(),

"preset3"
},

{ "Anakin;common",  "common/tracks/BattleOFTheHeroes.wav",
StylePtr<InOutHelper<OnSpark<Blast<LocalizedClash<Lockup<AudioFlicker<Blue,DodgerBlue>,Pulsing<Gradient<AudioFlicker<Blue,DodgerBlue>,AudioFlicker<Blue,DodgerBlue>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Blue,DodgerBlue>,AudioFlicker<Blue,DodgerBlue>>,Gradient<AudioFlicker<Blue,DodgerBlue>,AudioFlicker<Blue,DodgerBlue>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Blue,DodgerBlue>,AudioFlicker<Blue,DodgerBlue>,AudioFlicker<Blue,DodgerBlue>>,3500>,Gradient<AudioFlicker<Blue,DodgerBlue>,AudioFlicker<Blue,DodgerBlue>,HumpFlicker<Pink,OrangeRed,50>>>,Pink>,Pink>,Pink,400>,200,500>>(),

"preset4"
},

{ "CalKestis;common",  "common/tracks/Order66.wav",
StylePtr<Layers<Stripes<16000,-1000,RotateColorsX<Variation,Blue>,Pulsing<RotateColorsX<Variation,Rgb<0,0,90>>,RotateColorsX<Variation,Blue>,800>,RotateColorsX<Variation,Blue>>,TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,Blue>,RotateColorsX<Variation,Rgb<0,0,160>>>,TrDelay<30000>,RotateColorsX<Variation,Blue>,TrFade<800>>,EFFECT_FORCE>,AlphaL<StrobeL<Black,Int<20>,Int<1>>,Scale<IsLessThan<SwingSpeed<600>,Int<13600>>,Scale<SwingSpeed<600>,Int<-19300>,Int<32768>>,Int<0>>>,LockupTrL<Layers<AlphaL<AudioFlickerL<White>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<10000>,Int<30000>>,Int<10000>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AlphaL<White,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Int<10000>,Int<30000>>,Int<10000>>,Int<10000>>>>,TrConcat<TrInstant,White,TrFade<400>>,TrConcat<TrInstant,White,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<Red,TrWipeIn<600>,TrWipe<600>>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,SimpleClashL<White>,LockupTrL<AlphaL<BrownNoiseFlickerL<White,Int<300>>,SmoothStep<Int<30000>,Int<5000>>>,TrWipeIn<400>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Mix<TwistAngle<>,Red,Orange>,SmoothStep<Int<28000>,Int<5000>>>,TrWipeIn<600>,TrFade<300>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipe<300>,TrWipeIn<500>,Black>>>(),

"preset5"
},

{ "CodeFulcrumAhsoka;common",  "common/tracks/CodeFulcrumAhsoka1.wav",
/* copyright Fett263 Simple (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#Simple
OS7.14 v3.23p
Single Style
Style Option
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]
*/
StylePtr<Layers<RgbArg<BASE_COLOR_ARG,Rgb<255,255,255>>,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<255,255,255>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>>,Mix<Sin<Int<50>>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>>>,Mix<Int<4096>,Black,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>>>>,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<255,255,255>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>>,RotateColorsX<Int<3000>,Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,255,255>>>>>,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<BendTimePowX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),

"preset6"
},

{ "Ezra;common",  "common/tracks/Rainbow.wav",
StylePtr<InOutHelper<OnSpark<Blast<LocalizedClash<Lockup<Layers<Green,AlphaL<Green,Int<16000>>>,Pulsing<Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,3500>,Gradient<AudioFlicker<Cyan,DeepSkyBlue>,AudioFlicker<Cyan,DeepSkyBlue>,HumpFlicker<Pink,OrangeRed,50>>>,Pink>,Pink>,Pink,400>,500,500>>(),

"preset7"
},

{ "Luke;common",  "common/tracks/Luke.wav",
StylePtr<InOutHelper<OnSpark<Blast<LocalizedClash<Lockup<AudioFlicker<Green,Rgb16<0,38402,0>>,Pulsing<Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,3500>,Gradient<AudioFlicker<Cyan,DeepSkyBlue>,AudioFlicker<Cyan,DeepSkyBlue>,HumpFlicker<Pink,OrangeRed,50>>>,Pink>,Pink>,Pink,400>,200,500>>(),

"preset8"
},

{ "QuiGone;common",  "common/tracks/track.wav",
StylePtr<InOutHelper<OnSpark<Blast<LocalizedClash<Lockup<AudioFlicker<Green,Rgb16<0,38402,0>>,Pulsing<Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,3500>,Gradient<AudioFlicker<Cyan,DeepSkyBlue>,AudioFlicker<Cyan,DeepSkyBlue>,HumpFlicker<Pink,OrangeRed,50>>>,Pink>,Pink>,Pink,400>,200,500>>(),

"preset9"
},

{ "Yoda;common",  "common/tracks/Yoda.wav",
StylePtr<InOutHelper<OnSpark<Blast<LocalizedClash<Lockup<Layers<Green,AlphaL<Green,Int<16000>>>,Pulsing<Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,Gradient<AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,HumpFlicker<OrangeRed,Pink,50>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>,AudioFlicker<Green,Rgb16<0,38402,0>>>,3500>,Gradient<AudioFlicker<Cyan,DeepSkyBlue>,AudioFlicker<Cyan,DeepSkyBlue>,HumpFlicker<Pink,OrangeRed,50>>>,Pink>,Pink>,Pink,400>,500,500>>(),

"preset10"
},

{ "Battle;common",  "Battle/tracks/01MainTitle.wav",
StylePtr<ObiWanFet>(""),

"preset11"
},

};

BladeConfig blades[] = {
 { 0, WS281XBladePtr<107, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(), CONFIGARRAY(presets) },
};
#endif

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

/*--------------------------------- ObiWanFet---------------------------------*/
using ObiWanFet = 
/* copyright Fett263 Simple (Primary Blade) OS7 Style
https://www.fett263.com/fett263-proffieOS7-style-library.html#Simple
OS7.14 v3.01p
Single Style
Style Option
Base Color: BaseColorArg (0)

--Effects Included--

Effect Reaction: Slow Ripple, BaseColorArg, Type: Centered, Direction: Normal, Duration: 3000, Consecutive Effects to Max: 3
Effect Reactions: Clash, BlastIgnition Effect: SparkTip Ignition [Color: IgnitionColorArg]
Retraction Effect: SparkTip 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]
Stab Effect: AudioFlicker Stab [Color: StabColorArg]
Blast Effect: Blast Wave (Random) [Color: BlastColorArg]
Clash Effect: Random Clash with Wave [Color: ClashColorArg]
Battery Level: % Blade (Green to Red)
Display Volume: % Blade [Color: AltColor3Arg]
Power Save: 25% Increment
*/
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;
/*
 add to preset as StylePtr<ObiWanFet>()
*/

#endif



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

I’ve seen this happen due to battery voltage issues. Are you fully charged? Is the battery rated to the currents you are pulling? Is it a protected battery? If so, what is the current limit?

The battery Is Sony vc6 30a, Is not protected and i fully charged.
Is it possible that the kill switch is not working properly?
I’m using a kcd11 10*8mm rocker switch.

I would try to bypass the kill switch with a soldered jumper to rule it out as a potential cause.

The fact it works for a while, then stops, makes it sound like a power problem.

What gauge wire are you using for your battery connections? Is the battery soldered in, or is it connected with spring contacts? Some pictures would be helpful.

Do you have another hilt you can test that blade in, and if so does the problem follow the blade?

I have a test blade I cobbled together out of strip offcuts that does this. I’ve always attributed it to the strips getting warm with use. Wrapped in foam and packed tightly into a tube, these isn’t much scope for cooling and air flow, and my guess is that if there’s even the slightest compromise or “iffyness” to any of the LEDs then it can tip the blade over into this kind of behaviour.

Normally, I would say that this makes it very likely that it’s a wiring problem.
However, if the problem was with the data wiring, then shutting the blade off should kill the power.
Maybe you have a style where the power stays on?
If the problem is with the power, I would expect only a few LEDs to stay on…

A video would be very helpful in figuring out what might be going on here.

This is the link to my Google Drive with the video of the problem.
What do you think is the best way to resolve this?

Maybe the problem:


Data cable pressed beetween alluminum and plastic case.

Now a question, my kill switch wiring Is the wiring diagram on the proffieboard V3 on website.
For my kill switch Is Better to use the V2 kill switch wiring diagram?

That might make sense, because the behavior in the video definitely points to a problem with the data path. (either short, or disconnect)

Either will work. V3 diagram is recommended since it puts less current through the kill switch.

But the V3 diagram interrupt board+ and strip led + with kill switch. So when the kill switch Is closed all the current of the circuit passes through the switch.
So I Need a switch more big than kcd11 10*8mm rocker switch?

I think, it is the opposite ?

The V3 diagram has everything going through the kill switch (current for main blade and current for Proffieboard)
The V2 diagram has only the current going to the Proffieboard passing through the kill switch. The current for the main blade by-passes the kill switch.

Or I am either reading the diagrams wrong or looking at the wrong pages:
V2: Proffieboard V2
V3: Proffieboard V3
I selected the kill switch in both diagrams

My apologies, I was confusing it with the charge port configuration.
You guys are right; the V3 configuration puts all the current through the kill switch.

The V2 configuration puts less current though the kill switch, which is generally better, but there has been some configurations where this causes leak currents that can keep draining the battery when the kill switch is off. Generally this can be avoided by making sure that the + for accent LEDs goes through the kill switch.

1 Like

I fixed the Green cable issue but the problem Is not solved. Rainbow color apear after some minute from turn on the saber.
Is possibile the problem Is in config file?
I Will try to change custom config file with standard from proffieboard website.
I not understand the Number of leds parameter in fet263 configurator or Number of leds in Blade configuration.
Or I can try to change the kill switch configuration from V3 diagram to V2 diagram.
Or maybe board or strip lad are defective.
I’m not sure about what is Better to do.

I don’t think so.
The way your blade stays on when you turn the saber off is exactly what happens when there is a problem with the data line somewhere.

Can I try to change all data wire or change the data PIN and add a resistor.

That may help, but it might not, since we don’t know where the problem occurs.

I do wonder though; does anything get warm or hot in your saber? The fact that everything goes back to normal if you leave it for a while might indicate that something is overheating?

During assembly, I left the sword on for several minutes at each assembly step. I didn’t notice any overheating or strange behavior.
The other evening, after the rainbow blade problem recurred, I left the sword on and idle for over 40 minutes and didn’t notice any overheating. The blade problem occurred as soon as I moved the sword.
For now, I’ve left the kill switch wired according to the V3 scheme. If the blade stays on after I turn it off, if I change the kill switch wiring, I risk having no way to turn it off.
This morning I disassembled the sword again, replaced the data1 wire with a new one, and tried to route the data1 wire as best as possible, trying to avoid overlapping or pinching.
I don’t have any connectors at the base of the blade; I connected the wires in parallel directly to the two LED strips, but I had installed a wiring harness to save space.
This morning I also disassembled the blade and soldered six separate wires, one for each pin of the two LED strips, then connected them in parallel to the wires coming from the board.
This wiring harness takes up more space but feels more solid on the blade.
Testing the sword after assembly doesn’t seem to cause any problems, so far.
Now I’ll fully charge the battery and do some tests.

I finished building my saber today and I have the exact same issue as you, the leds go rainbow and even stay on after I turn the saber off, have you found the solution? I read that you changed all the data line and it didnt worked, so I really hope that the issue is on the code

I forgot to say that if I leave the saber off for about 10 minutes it starts working normally again could it be something with the memory filling up or something overflowing on the code?

After a few minutes of prolonged use, my sword started having the problem again.
I’m also starting to believe it’s a problem with the board or the LED strip.
Or a problem with the styles; I may have created a style that’s too complex, causing problems with the board.
Where did you buy the board?
What software version did you use?
I bought the board from Aksaber on AliExpress; I can only find it there right now, but I’ve had problems with this seller. I’ve had a proffieboard replaced twice because it arrived damaged. This one may also have some issues, even if they’re not immediately obvious.