RGB accent LED not matching blade colours

Hey all,
I have a 5mm RGB LED in a crystal chamber. It is not mixing colours the same as the NPXL LED’s/blade colours.
I think I know the reason, and that is that I wired the green and blue legs opposite to the diagram from Fredrik’s site. Red is on power pin4, green is on 5, and blue on 6.
Is there a way to adjust the config to fix this, or would I need to rewire those two pads?

Config below:

#ifdef CONFIG_TOP
#include "proffieboard_v2_config.h"
#define NUM_BLADES 2
#define NUM_BUTTONS 1
#define VOLUME 600
const unsigned int maxLedsPerStrip = 144;
#define CLASH_THRESHOLD_G 3.0
#define ENABLE_AUDIO
#define ENABLE_MOTION
#define ENABLE_WS2811
#define ENABLE_SD
#define SAVE_STATE
#define SHTOK_GESTURE_IGNITION
#endif

#ifdef CONFIG_PROP
#include "../props/saber_sa22c_buttons.h"
#endif

#ifdef CONFIG_PRESETS
Preset presets[] = {

   { "CrimsonMenace", "tracks/CrimsonMenace.wav",
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StylePtr<Layers<AudioFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>> ,InOutTrL<TrInstant,TrFade<300>,Pulsing<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<10,0,0>>,3000>>>>(), "dark"},

   { "TheBoldOne", "tracks/TheBoldOne.wav",
StylePtr<Layers<Stripes<30000,-400,RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,50,200>>,RotateColorsX<Variation,Rgb<50,130,255>>,RotateColorsX<Variation,Rgb<0,20,128>>>,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,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>>,ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,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>>>(),
StylePtr<Layers<Stripes<30000,-400,RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,50,200>>,RotateColorsX<Variation,Rgb<50,130,255>>,RotateColorsX<Variation,Rgb<0,20,128>>> ,BlastL<NavajoWhite>,InOutTrL<TrInstant,TrFade<300>,Pulsing<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,4,10>>,3000>>>>(), "light"},

   { "Duke", "tracks/Duke.wav",
StylePtr<Layers<AudioFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>>,TransitionEffectL<TrConcat<TrInstant,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrSmoothFade<600>>,EFFECT_LOCKUP_END>,ResponsiveLockupL<Strobe<White,BrownNoiseFlicker<White,Blue,300>,50,1>,TrConcat<TrInstant,White,TrFade<400>>,TrFade<100>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Scale<SwingSpeed<100>,Int<10000>,Int<14000>>>,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,TrWipeIn<600>,TrWipe<600>>,ResponsiveBlastL<White,Int<400>,Scale<SwingSpeed<200>,Int<100>,Int<400>>,Int<400>>,ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>>,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<TrWipe<300>,TrWipeIn<500>,Black>>>(),
StylePtr<Layers<AudioFlicker<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<128,0,0>>> ,InOutTrL<TrInstant,TrFade<300>,Pulsing<RotateColorsX<Variation,Red>,RotateColorsX<Variation,Rgb<10,0,0>>,3000>>>>(), "assassin"},

   { "Empress", "tracks/Empress.wav",
StylePtr<InOutHelper<LocalizedClash<Lockup<Blast<AudioFlicker<Red,Rgb<120,0,0>>,DeepSkyBlue,200,100,400>,Pulsing<Gradient<AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>,BrownNoiseFlicker<White,Strobe<SteelBlue,White,50,1>,100>,AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>>,Gradient<AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>,BrownNoiseFlicker<White,Strobe<SteelBlue,White,50,1>,100>,AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>>,3500>,AudioFlicker<Red,White>>,White,80,50>,800,500,Black>>(),
StylePtr<InOutHelper<LocalizedClash<Lockup<Blast<AudioFlicker<Red,Rgb<120,0,0>>,DeepSkyBlue,200,100,400>,Pulsing<Gradient<AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>,BrownNoiseFlicker<White,Strobe<SteelBlue,White,50,1>,100>,AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>>,Gradient<AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>,BrownNoiseFlicker<White,Strobe<SteelBlue,White,50,1>,100>,AudioFlicker<Red,Rgb<120,0,0>>,AudioFlicker<Red,Rgb<120,0,0>>>,3500>,AudioFlicker<Red,White>>,White,80,50>,800,500,Black>>(), "vader"},

   { "KRossguardv3", "tracks/TFA_Duel.wav",
StylePtr<Layers<StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>,300>, RotateColorsX<Variation,Rgb<80,0,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TransitionEffectL<TrConcat<TrInstant,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrSmoothFade<600>>,EFFECT_LOCKUP_END>,LockupTrL<BrownNoiseFlickerL<White,Int<50>>,TrConcat<TrInstant,White,TrFade<200>>,TrFade<300>,SaberBase::LOCKUP_NORMAL>,LockupTrL<AlphaL<White,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>>>>>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>,SaberBase::LOCKUP_LIGHTNING_BLOCK>,ResponsiveStabL<Orange,TrWipeIn<600>,TrWipe<600>>,BlastL<White>,LocalizedClashL<White>,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<TrWipe<300>,TrWipeIn<500>,Black>>>(),
StylePtr<Layers<StyleFire<BrownNoiseFlicker<RotateColorsX<Variation,Red>,RandomPerLEDFlicker<RotateColorsX<Variation,Rgb<25,0,0>>,RotateColorsX<Variation,Rgb<60,0,0>>>,300>, RotateColorsX<Variation,Rgb<80,0,0>>,0,6,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>,FireConfig<10,1000,2>>,TransitionEffectL<TrConcat<TrInstant,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrSmoothFade<600>>,EFFECT_LOCKUP_END>,LockupTrL<BrownNoiseFlickerL<White,Int<50>>,TrConcat<TrInstant,White,TrFade<200>>,TrFade<300>,SaberBase::LOCKUP_NORMAL>,LockupTrL<AlphaL<White,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>>>>>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>,SaberBase::LOCKUP_LIGHTNING_BLOCK>,ResponsiveStabL<Orange,TrWipeIn<600>,TrWipe<600>>,BlastL<White>,LocalizedClashL<White>,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<TrWipe<300>,TrWipeIn<500>,Black>>>(), "unstable"},

   { "GeneralPrincess", "tracks/Royalty.wav",
StylePtr<Layers<AudioFlicker<RotateColorsX<Variation,DodgerBlue>,RotateColorsX<Variation,Rgb<0,0,128>>>,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,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>>,ResponsiveClashL<White,TrInstant,TrFade<400>,Scale<BladeAngle<0,16000>,Int<4000>,Int<26000>>,Int<6000>,Int<20000>>,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>>>(),
StylePtr<Layers<AudioFlicker<RotateColorsX<Variation,DeepSkyBlue>,RotateColorsX<Variation,Rgb<0,0,128>>> ,BlastL<White>,InOutTrL<TrInstant,TrFade<300>,Pulsing<RotateColorsX<Variation,DodgerBlue>,RotateColorsX<Variation,Rgb<0,4,10>>,3000>>>>(), "princess"},

   { "FinalSteps", "tracks/FinalSteps.wav",
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   { "YoungSolo", "tracks/General.wav",
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   { "Ascension", "tracks/JFO2.wav",
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   { "Traveler", "tracks/Darkness.wav",
StylePtr<Layers<Stripes<16000,-1000,RotateColorsX<Variation,DarkOrange>,Pulsing<RotateColorsX<Variation,Rgb<90,24,0>>,RotateColorsX<Variation,DarkOrange>,800>,RotateColorsX<Variation,DarkOrange>>,TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<160,43,0>>>,TrDelay<30000>,RotateColorsX<Variation,DarkOrange>,TrFade<800>>,EFFECT_FORCE>,TransitionEffectL<TrConcat<TrInstant,BrownNoiseFlickerL<AlphaL<White,Int<16000>>,Int<50>>,TrSmoothFade<600>>,EFFECT_LOCKUP_END>,LockupTrL<BrownNoiseFlickerL<White,Int<50>>,TrConcat<TrInstant,White,TrFade<200>>,TrFade<300>,SaberBase::LOCKUP_NORMAL>,LockupTrL<AlphaL<White,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>>>>>,TrConcat<TrInstant,AlphaL<White,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<White,Int<16000>>,30>,TrSmoothFade<600>>,SaberBase::LOCKUP_LIGHTNING_BLOCK>,ResponsiveStabL<Red,TrWipeIn<600>,TrWipe<600>>,BlastL<White>,LocalizedClashL<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>>>(),
StylePtr<Layers<Stripes<16000,-1000,RotateColorsX<Variation,DarkOrange>,Pulsing<RotateColorsX<Variation,Rgb<90,24,0>>,RotateColorsX<Variation,DarkOrange>,800>,RotateColorsX<Variation,DarkOrange>>,TransitionEffectL<TrConcat<TrFade<600>,RandomFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<160,43,0>>>,TrDelay<30000>,RotateColorsX<Variation,DarkOrange>,TrFade<800>>,EFFECT_FORCE>,InOutTrL<TrInstant,TrFade<300>,Mix<IsLessThan<SlowNoise<Int<3000>>,Int<10000>>,RandomFlicker<RotateColorsX<Variation,DarkOrange>,RotateColorsX<Variation,Rgb<90,24,0>>>,Black>>>>(), "fallen"},

  { "TheBoldOne", "tracks/jfo.wav",
    &style_charging,
    StyleNormalPtr<BLACK, BLACK, 300, 800>(), "Battery\nLevel"}
};
BladeConfig blades[] = {
 { 0, WS281XBladePtr<144, bladePin, Color8::GRB, PowerPINS<bladePowerPin2, bladePowerPin3> >(),
    SimpleBladePtr<CH1LED, CH2LED, CH3LED, NoLED, bladePowerPin4, bladePowerPin5, bladePowerPin6, -1>()
  , CONFIGARRAY(presets) },
};
#endif

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

Thanks

Your config file looks like it’s configured for 4=red, 5=green, 6=blue already.
If the order still isn’t correct, you can switch it around here:

    SimpleBladePtr<CH1LED, CH2LED, CH3LED, NoLED, bladePowerPin4, bladePowerPin5, bladePowerPin6, -1>()

There should be no need to re-wire anything.

Thanks Fredrik.
I’ve already tried changing the power pin numbers but to no avail.
Can you tell me what the CH*LED numbers affect in relation to the power pins?

CH1LED just means “channel 1”, which is red, CH2LED is green, CH3LED is blue.

argument 1 to SimpleBladePtr pulls out a color and argument 5 specifies which pin to send it to.
(Same thing for argument 2-6 and 3-7)

So is the problem that the colors are just wrong, or is the problem that they are slightly off?

Okay that makes sense.
The colours are correct for the most part. There seems to be issues on flame effects and audio flickers, and I’m guessing due to the way I’ve wired it that those certain colours are mixing incorrectly.
I’ll play around with the CH*LED order and post back here shortly.
Thanks

It might be the relative strength of the LEDs, or it might be that the fundamental colors (primaries) are different. If the wiring was wrong, then some of the red/green/blue colors would turn into completely different colors. It might be fixable by adjusting the resistors or by tweaking the color values in ProffieOS, but it’s not particularly easy.

Some people have stopped using RGB leds and use neopixels for crystal chambers to make sure that the colors match 100%.

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I’ve come to the conclusion that the red leg has died on me, so I’m going to swap out for a neopixel accent.
Still learned some valuable programming tips, so thanks :pray:t3:

I removed the RGB led and installed a single neopixel. All works perfectly now. Seems to have been a bad LED.

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