Gilderfluke&Co Dumb User Manual

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- Operating Instructions -
- for the -
- Micro MACs Brick System-
June 19, 1999
The Micro MACs Brick System is a modular Animation Control System which consists of any number of Micro MACs Bricks. Since the number of Micro MACs Bricks is unlimited, Animation Control Systems of any size can be assembled.
1"
3"
"
C0
A0
E0
20
60
40 0C
0A
0E
02
06
04
Dumb
Brick
DMX-
512
Board Error
DMX-512
Running
Heartbeat
0080
Address
0008
DMX-
512
in/out
JP2
JP4
0
U13
channel
1
U14
channel
2
U15
channel
3
U16
channel
JP1
DipSwitch
1
JP3
U18 (ch 1) U19 (ch 2)
0.25"
JP6
U24
JP5
U17 (ch 0)
U20 (ch 3)
3.5"
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Micro MACs Brick Animation Control Systems Overview ............................... 1
Inputs and Outputs ........................................................................................................... 2
DMX-512 Input ................................................................................................................. .2
Time Bases ........................................................................................................................ 2
Show Capacity ..................................................................................................................3
Micro MACs Brick Jumper Configuration ................................................... 4
Memory Configuration ..................................................................................................... 4
6264LP Ram ................................................................................................................ 4
62256LP Ram .............................................................................................................. 5
27C64 Eprom .............................................................................................................. 5
27C128 Eprom ............................................................................................................ 6
27C256 Eprom ............................................................................................................ 6
27C512 Eprom ............................................................................................................ 7
27C010, 27C020, 27C040 OR 27C080 Eprom ........................................................... 7
Clock Rate Configuration ................................................................................................. 8
15 Frames per Seconds ............................................................................................... 8
16 Frames per Seconds ............................................................................................... 8
30 Frames per Seconds ............................................................................................... 9
32 Frames per Seconds ............................................................................................... 9
External Clock ............................................................................................................ 10
J8 Power ......................................................................................................................... 11
Internal Power ............................................................................................................ 11
External Power ............................................................................................................ 11
Stop or End of Memory Flag ............................................................................................ 12
1024 (1K) Frames ....................................................................................................... 12
2048 (2K) Frames ....................................................................................................... 13
4096 (4K) Frames ....................................................................................................... 13
8192 (8K) Frames ....................................................................................................... 14
16,384 (16K) Frames .................................................................................................. 14
32,768 (32K) Frames .................................................................................................. 15
65,536 (64K) Frames .................................................................................................. 15
131,072 (128K) Frames .............................................................................................. 16
262,144 (256K) Frames .............................................................................................. 16
524,288 (512K) Frames .............................................................................................. 17
1,048,576 (1024K) Frames ......................................................................................... 17
Using Address or Data Bits ........................................................................................... 18
Double Show Configurations .......................................................................................... 20
Double Show using 62256LP Ram .............................................................................. 20
Double Show using 27C128 Eprom ............................................................................ 21
Double Show using 27C256 Eprom ............................................................................ 21
Double Show using 27C512 Eprom ............................................................................ 22
Double Show using 27C020 Eprom ............................................................................ 22
Dipswitch Configuration ....................................................................... 23
Stop on Green Opening .................................................................................................. 23
Stop at End ...................................................................................................................... 23
Reset at End .................................................................................................................... 23
Reset when Stopped ....................................................................................................... 23
No White J8 Input ........................................................................................................... 23
Run Continuously ........................................................................................................... 23
Disable Outputs when Stopped ....................................................................................... 23
DMX Forever! .................................................................................................................. 23
Connections ........................................................................................ 24
J-8 Input ......................................................................................................................... 24
DMX-512 ......................................................................................................................... 24
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Output Capacity ........................................................................................................ 27
Edge Connector .............................................................................................................. 28
Programming ...................................................................................... 29
Micro Console ..................................................................................... 33
Micro Console Configuration ......................................................................................... 35
Micro Console mode ................................................................................................. 36
Numbering System ..................................................................................................... 37
VT-52 mode ............................................................................................................... 37
DMX Checksums ........................................................................................................ 37
Assignment Range ..................................................................................................... 37
Dumb Bricks ............................................................................................................... 37
Step Forward .............................................................................................................. 37
Step Backward ........................................................................................................... 37
Go To Frame .............................................................................................................. 38
Set Start Frame .......................................................................................................... 38
Set End Frame ........................................................................................................... 38
Save Eprom ............................................................................................................... 38
Verify Eprom .............................................................................................................. 38
Restore Eprom ........................................................................................................... 39
Save Archive .............................................................................................................. 39
Verify Archive ............................................................................................................. 40
Restore Archive .......................................................................................................... 40
Clear Brick ................................................................................................................. 40
Restore Default Config. .............................................................................................. 41
Save Current Config. ................................................................................................. 41
Test Brick .................................................................................................................... 41
Test Playback-Only Brick .............................................................................................. 41
Micro Console Buttons ................................................................................................... 43
Hex/Decimal/Percent .................................................................................................. 43
Alternate/Reverse ....................................................................................................... 43
Analog/External/Digitals .............................................................................................. 43
Assign ........................................................................................................................ 44
Unassign .................................................................................................................... 45
Togglodyte Animation Test Tool .............................................................. 47
Assign ........................................................................................................................ 48
Alt./Rev. ..................................................................................................................... 48
Analog/Digital ............................................................................................................ 49
Setup ......................................................................................................................... 49
Special Encoder Prescaler .......................................................................................... 50
Digital Name ........................................................................................................... 50
Digital Number ......................................................................................................... 50
Analog Number ........................................................................................................ 50
Timer A .................................................................................................................... 50
Timer B .................................................................................................................... 50
Timer C ................................................................................................................... 50
Timer D ................................................................................................................... 50
Backlighting Stay On .................................................................................................51
Battery Stay On ......................................................................................................... 51
Default to Digital/Analog Input ..................................................................................... 51
Default Digital Channel .............................................................................................. 51
Digital Default Momentary/Alternate Action ...................................................................... 51
Default Analog Channel ............................................................................................. 51
Analog Default Normal/Reversed Direction ...................................................................... 51
Default Analog Resolution ........................................................................................... 51
DMX-512 Checksum .................................................................................................. 51
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Write to EEprom/Read from EEprom ............................................................................... 51
Light .......................................................................................................................... 51
Sequencer Record .................................................................................................... 51
Start/Stop Sequencer ................................................................................................. 52
HEXadecimal to Decimal to Percentage .................................................. 53
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- Micro MACs Brick Animation Control Systems Overview -
The Micro MACs Brick Animation Control Systems are the simplest Animation Control Systems offered by Gilderfluke & Company. They are used where ever you need an Animation Control System that will run continuously or when started by an external trigger. Typical applications are in rides and attractions where the vehicle entering the scene trig­gers the animation. At the end of the animation sequence, the Animation Control System will stop and wait for the next vehicle to enter the scene.
Micro MACs Bricks are available as record/playback or playback-only Animation Control Systems. All record/playback Bricks and many playback-only Bricks come in a case along with a power supply. These are complete Animation Control Systems which re­quire only power to run.
Micro MACs Bricks are also available as card cage mounted playback-only cards. These can be plugged into one of the many card cages available from Gilderfluke & Company. They can also be mounted to a panel on screw standoffs and connected using a sixty position edge connector if you donÕt want to use a card cage.
The Micro MACs Bricks can all be located at one or more central locations, or they can be built right into whatever it is they are controlling. This latter method allows you to prewire an entire attraction. The only field wiring needed is a wire to connect the figures to their trig­ger sources (if any). This also allows you to bring along a figureÕs Animation Control System with the figure when it is removed for maintenance. The figure can then be run on your service bench for testing and adjustment.
Standard Micro MACs ÔBricksÕ are commonly referred to as ÔDumb BricksÕ to differentiate them from the ÔSmartÕ Bricks in our Smart Brick Animation Control Systems. If you need to lock to a LaserDisk or Smpte Time Code, or if you need to randomly access many shows, we recommend you use our Smart Brick Animation Control Systems.
Record/Playback Micro MACs Bricks store the animation data in static Ram memory chips. These are protected from power outages and data loss by a nickel-cadmium bat­tery. This battery is always on a trickle charge when the Micro MACs Brick is plugged in, and should hold the data safe for years even when no power is applied. A keyswitch on the front of each record/playback Micro MACs Brick keeps down the possibility of acci­dental or unauthorized tampering with recorded show data.
Playback-only Micro MACs Bricks store their data in Eprom type memory chips. This is about the safest way known to store any type of data. One Eprom is used to store each individual eight bit wide channel. This means that when you have to perform a minor change in one output, you donÕt have to replace all the Eproms in the system.
Playback-only Micro MACs Brick Animation Control Systems are programmed using a record/playback Animation Control system that is used only until the show programming is completed. In the past, one or more Record/Playback Micro MACs Bricks has often been used for programming shows. Once programmed, the data is downloaded to a computer and burnt into the Eproms using a Micro Console. Most shows now use a PC¥MACs Animation Control System for programming. Many simple shows can even be programmed just by ÔdrawingÕ the animation sequence on the screen of any PC. No spe­cial hardware is required.
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- Inputs and Outputs -
Each Micro MACs Brick can control up to four 8 bit channels. These can be used as thirty-two on/off ÔdigitalÕ controls, as four eight bit wide analog channels, or as any combi­nation of the two. If one Micro MACs Brick doesnÕt have enough outputs, you simply add more, stacking them until you have enough outputs to do your job. Analog resolutions greater than eight bits can easily be achieved by combining the outputs from more than a single channel.
Each Micro MACs Brick features four optically isolated inputs and one optically isolated status output. The four inputs are used as follows. The colors correspond to those found in six conductor ÔmodularÕ telephone wire:
A) Green ÔStartÕ Input
B) Red ÔStopÕ Input
C) White ÔResetÕ Input
D) Blue ÔExternal ClockÕ or ÔDouble ShowÕ Input
The Yellow ÔRunning StatusÕ output is active whenever the Brick has been Started. These Inputs and Outputs can be configured to use the same power supply as the rest of the Brick, or an external power supply can be used.
- DMX-512 Input -
The DMX-512 standard was developed by the United States Institute for Theatrical Technology (USITT) for a high speed (250 KBaud asynchronous) serial link. Although it was originally designed for controlling light dimmers, it is now supported by hundreds of sup­pliers throughout the world for controlling all kinds of theatrical equipment.
Playback-only Micro MACs Bricks are available which will receive DMX-512 data direct­ly. This is the high speed serial data that PC¥MACs outputs. This allows data from a PC¥MACs system to be sent directly to a Micro MACs Brick System. Typically Bricks with the DMX-512 capability are used only during programming. They are replaced by other bricks once programming is completed.
Even though the DMX-512 standard calls for 512 channels of data, the DMX transmis­sion from PC¥MACs is limited to 256 eight bit wide channels. You can address DMX ­capable Micro MACs Brick to respond to any address between 0 and 255. Addresses above the 256th are used in PC¥MACs for transmitting a checksum. All Gilderfluke & Company DMX-512 compatible equipment can use this to verify that the data received from PC¥MACs has no transmission errors in it. If you address a light dimmer or other DMX­512 device to addresses 256 or 257, you will see this verification data displayed as a flick­ering pattern.
- Time Bases -
Micro MACs Bricks can run from their own onboard crystal controlled time base at 15, 16, 30, or 32 frames per second1. If different frame rates are required, an external clock can be fed to Micro MACs Bricks. The Micro MACs Bricks will accept external clock rates from zero to approximately 1000 frames per second.
1
Other frame rates are available as special orders.
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- Show Capacity -
The Show length that can be stored on a Micro MACs Brick is only limited by the size of the memory installed and the number of updates per second you are using. With the largest Eproms you have a potential capacity of almost ten hours at 30 FPS. Record/Playback Micro MACs Bricks are available with either 16K (16,384 frames) or 64K (65,536) capacities.
Memory
# frames 15 FPS 16 FPS 30 FPS 32 FPS
27C32 4096 4.6 min. 4.3 min. 2.3 min. 2.1 min. 27C64 8192 9.1 min. 8.5 min. 4.6 min. 4.3 min. 27C128 16,384 18.2 min. 17.1 min. 9.1 min. 8.5 min. 27C256 32,768 36.4 min. 34.1 min. 18.2 min. 17.1 min. 27C512 65,536 72.8 min. 68.3 min. 36.4 min. 34.1 min. 27C010 131,072 145.6 min. 136.5 min. 72.8 min. 68.3 min. 27C020 262,144 291.3 min. 273.1 min. 145.6 min. 136.5 min. 27C040 524,288 582.5 min. 546.1 min. 291.3 min. 273.1 min. 27C080 1,048,576 1165.1 min. 1092.3 min. 582.5 min. 546.1 min.
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- Micro MACs Brick Jumper Configuration -
The majority of the configuration for the Micro MACs Bricks is done on an eight position Dipswitch. The exceptions to this are those jumpers which set:
A) size and type of memory used
B) internal/external clock source and frame rate
C) Internal/External power for the J-8 Optoisolated inputs
D) Stop and/or end of memory jumpers needed in some configurations
E) Double show configuration (if used)
In all the following drawings, the jumper pins are shown as circles contained within an outline of the header assembly. Pins that are used for a given configuration are shown as filled-in, while those which remain hollow are not being used. The jumper plugs (used for connecting adjacent pins) or wires (used for connecting pins that are not adjacent) which connect the pins are shown as black lines. Any pin which is shown filled in with black, but which does not have any wire or jumper plug shown on it, must have all wires and/or jumper plugs removed from it in the actual Micro MACs Brick you are configuring.
- Memory Configuration -
The type of memory to be used is set on JP2 and JP4. These jumpers must be set before you install your memory chips and power up the Micro MACs Brick. You shouldnÕt change any of the jumpers on the other headers when this setting is changed.
- 6264LP Ram -
To configure a Record/Playback Micro MACs Brick for use with 6264LP static Ram Chips for a capacity of 16,384 (16K) frames. The RAM chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX-512 Address
JP1
DMX Error
DMX data
Brick Run
DMX heart
JP4
6264LP 6264LP 6264LP 6264LP
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
JP2
DMX-
512
in/out
1
DipSwitch
JP6
U24
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- 62256LP Ram -
To configure a Record/Playback Micro MACs Brick for use with 62256LP static Ram Chips for a capacity of 65,536 (64K). This is the only memory configuration which requires a wire wrapped jumper between two pins. The RAM chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
62256LP 62256LP 62256LP 62256LP
JP2
DMX-
512
in/out
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
- 27C64 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C64 Eprom for a capacity of 8192 (8K) frames. The Eprom chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
JP2
DMX-
512
in/out
JP1
27C64 27C64 27C64 27C64
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
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JP3
JP5
1
DipSwitch
JP6
U24
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- 27C128 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C128 Eprom for a capacity of 16,384 (16K) frames. The Eprom chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
27C128 27C128 27C128 27C128
JP2
DMX-
512
in/out
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
- 27C256 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C256 Eprom for a capacity of 32,768 (32K) frames. The Eprom chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
JP2
DMX-
512
in/out
JP1
27C256 27C256 27C256 27C256
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
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JP3
JP5
1
DipSwitch
JP6
U24
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- 27C512 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C512 Eprom for a capacity of 65,536 (64K) frames The Eprom chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
27C512 27C512 27C512 27C512
JP2
DMX-
512
in/out
channel
1
U14
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
- 27C010, 27C020, 27C040 OR 27C080 Eprom -
To configure a Playback-only Micro MACs Brick for use with:
27C010 Eprom for a capacity of 131,072 (128K) frames 27C020 Eprom for a capacity of 262,144 (256K) frames 27C040 Eprom for a capacity of 524,288 (512K) frames 27C080 Eprom for a capacity of 1,048,576 (1024K) frames
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
27C010 27C020 27C040 27C080
27C010 27C020 27C040 27C080
27C010 27C020 27C040 27C080
JP4
27C010 27C020 27C040 27C080
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
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channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Clock Rate Configuration -
The clock source and frame rate are set on JP1. If the standard frame rates are not to your lik­ing, other frame rates may be available from the Gilderfluke & Company factory. You shouldnÕt change any of the jumpers on the other headers when this setting is changed.
- 15 Frames per Seconds -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
DMX-512 Address
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
- 16 Frames per Seconds -
DMX data
Brick Run
DMX heart
DMX Error
JP4
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
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channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- 30 Frames per Seconds -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
DMX-512 Address
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
- 32 Frames per Seconds -
DMX data
Brick Run
DMX heart
DMX Error
JP4
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
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channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- External Clock -
The internal clock is incompatible with the double show configuration. They both use the Blue Input.
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- J8 Power -
The source of power used for the J8 input/output is set using two jumpers on JP5. External power should be selected whenever possible. You shouldnÕt change any of the jumpers on the other headers when this setting is changed.
- Internal Power -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
DMX-512 Address
channel
Brick Run
DMX heart
channel
3
U16
2
U15
U20 (ch 3)
- External Power -
DMX data
DMX Error
channel
1
U14
JP4
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
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1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Stop or End of Memory Flag -
The Micro MACs Brick has five wire -ORed inputs which can be jumpered to set the ÔStop or End of MemoryÕ flag when all of these pins go to a high state (floating is also considered a ÔhighÕ state). The Dipswitches can be configured to stop and/or reset the Brick when this flag is set. The typical use for this input is to:
A) Set flag to stop or reset at the end of the installed memory
B) Set flag to stop or reset at a certain frame is reached in the show
C) Set flag to stop or reset when a certain combination of up to five data bits are set
To set this flag at the following frame numbers, install the jumpers as shown:
- Stop/Reset at 1024 (1K) Frames -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Stop/Reset at 2048 (2K) Frames -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
DMX-512 Address
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
- Stop/Reset at 4096 (4K) Frames -
DMX data
Brick Run
DMX heart
DMX Error
JP4
JP3
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
13 of 53
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Stop/Reset at 8192 (8K) Frames -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
DMX-512 Address
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
- Stop/Reset at 16,384 (16K) Frames -
DMX data
Brick Run
DMX heart
DMX Error
JP4
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
14 of 53
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Stop/Reset at 32,768 (32K) Frames -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
DMX-512 Address
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
- Stop/Reset at 65,536 (64K) Frames -
DMX data
Brick Run
DMX heart
DMX Error
JP4
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
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1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Stop/Reset at 131,072 (128K) Frames -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
DMX-512 Address
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
- Stop/Reset at 262,144 (256K) Frames -
DMX data
Brick Run
DMX heart
DMX Error
JP4
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
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1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Stop/Reset at 524,288 (512K) Frames -
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP1
- Stop/Reset at 1,048,576 (1024K) Frames -
DMX-512 Address
channel
Brick Run
DMX heart
3
U16
DMX data
DMX Error
channel
2
U15
U20 (ch 3)
channel
1
U14
JP4
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
JP2
1
DipSwitch
JP6
U24
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
17 of 53
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Stop or Reset Using Address or Data Bits -
You can use between one and five bits of any address or data word to set the ÔStop or End of MemoryÕ flag. To do this you will need to wire-wrap a connection from the appropriate data and/or address bits to one or more of the five pins that will set the Stop or End of Memory flag. These pins are shown in black in the following illustration. Any of these pins that are left unconnected assume a ÔhighÕ state.
To stop from one or more data bits:
A) select the data bit(s) you wish to stop from. All thirty-two bits appear on JP3 at the center
of the board. If you use more than one data bit, then the Stop or End of Memory flag will not be set until all of the attached bits go to a high state simultaneously.
B) Wire wrap a connection between each of the selected data bits and one of the five
pins that will set the Stop or End of Memory flag. Only one data bit can be attached to each of these pins.
The stops and resets can also be wired externally to the Brick card. You do this by running the output from the bit that will stop/reset the brick back into the stop or reset inputs to the card. This will work better for applications that use more than one card.
DMX Error
DMX data
Brick Run
DMX-512 Address
JP1
DMX heart
JP4
channel
3
U16
channel 3 channel 2 channel 1 channel 0
0 1234567 01 234 5670123 4567 01234 567
channel
2
U15
channel
1
U14
262,144
1,048,576
channel
0
U13
U18 (ch 1) U19 (ch 2)
65,536
524,288
131,072
JP2
16,384
4096 2048 1024
32,768
JP3
512 256 128
DMX-
512
in/out
8192
64 32 16
8 4 2 1
1
DipSwitch
U20 (ch 3)
U17 (ch 0)
JP6
JP5
U24
If you need to stop the MICRO MACs from the frame counter at some unique address, you must first determine the binary equivalent of that frame number. For example, suppose you want to stop the show at the end of one minute. Convert the running time (one minute) to seconds (60) and multiply that by the frame rate (in this case we will use 16 frames per second). This yields a required show length of 960 frames. To convert this 960 into a binary number, select the largest of the frame counter pins that will fit into 960. In this example it is 512. Subtract this number from the total number of frames.
960
-512 448
The remainder is 448. Since you were able to subtract the number 512, make a note that you will be using the 512 frame counter pin. Repeat the process, starting with the remainder 448. Each time you find which is the largest frame counter pin that you can subtract, make a note that you are using that frame counter pin. Continue to repeat the process until the remainder is zero.
448
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-256 192
-128
64
-64
0
Each frame counter pin you subtracted is then wired to one of the stop pins. Configured in this way, the MICRO MACs will run from the beginning to the 960th frame and then stop. (It will stop on the 960th frame).
If you used a calculator to convert the frame number into binary address then a Ò1Ó indicates a connection and a Ò0Ó does not. The right hand most digit stands for the Ò1Ó address counter pin, the 2nd from the right indicates the Ò2Ó pin, the 3rd indicates the Ò4Ó pin and so on, doubling the number associated with the pin each digit you move toward the left.
This example happens to use four of the five stop inputs. To get to the exact frame number might take more than the five available inputs. In this case, use the five most significant pins you found. If this doesnÕt get you close enough, then you should consider stopping from a show data bit.
When using this (frame counter) method of stopping or resetting a MICRO MACs, the show must start each time at the beginning. This can be assured by configuring the start and reset both on the same (J-8) input.
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- Double Show Configurations -
Several memory types can be configured to divide the memory into two identical ÔbanksÕ. When the Micro MACs Brick is switched, the Brick will instantly find itself at the exact same frame on the other bank.
When using the double show configuration, the Blue Input is used to select between the two banks. This makes double show configurations incompatible with the external clock.
- Double Show using 62256LP Ram -
To configure a Record/Playback Micro MACs Brick for use with 62256LP static Ram Chips for a capacity of two 32,768 (32K) banks. The RAM chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
62256LP 62256LP 62256LP 62256LP
JP2
DMX-
512
in/out
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
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- Double Show using 27C128 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C128 Eprom Chips for a capaci­ty of two 8192 (8K) banks. The Eprom chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
27C128 27C128 27C128 27C128
JP2
DMX-
512
in/out
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
JP6
U24
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
- Double Show using 27C256 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C256 Eprom Chips for a capaci­ty of two 16,384 (16K) banks. The Eprom chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
JP2
DMX-
512
in/out
JP1
27C256 27C256 27C256 27C256
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
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JP3
JP5
1
DipSwitch
JP6
U24
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- Double Show using 27C512 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C512 Eprom Chips for a capaci­ty of two 32,768 (32K) banks. The Eprom chips must be ÔSouthÕ justified, leaving four unused holes at the top of each socket.
DMX Error
DMX data
Brick Run
DMX-512 Address
DMX heart
JP4
27C512 27C512 27C512 27C512
JP2
DMX-
512
in/out
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
JP3
JP5
1
DipSwitch
U24
JP1
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
- Double Show using 27C020 Eprom -
To configure a Playback-only Micro MACs Brick for use with 27C020 Eprom Chips for a capaci­ty of two 131,072 (128K) banks.
DMX data
Brick Run
DMX heart
DMX-512 Address
DMX Error
JP4
JP2
DMX-
512
in/out
JP6
JP1
27C020 27C020 27C020 27C020
channel
3
U16
channel
2
U15
U20 (ch 3)
channel
1
U14
channel
0
U13
U18 (ch 1) U19 (ch 2)
U17 (ch 0)
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JP3
JP5
1
DipSwitch
JP6
U24
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- Micro MACs Brick Dipswitch Configuration -
Dipswitch #1: Stop on Green Opening: The Green J8 input will always start the Micro MACs Brick.
When this switch is ON, the Micro MACs Brick will stop when on the opening of the Green J8
input. This switch will have no effect if dipswitch #6 (run continuously) is ON. The Dipswitch #2
(Stop at End) and the Red (Stop) J8 input can still be used when this option is selected. Dipswitch #2: Stop at End: The Red J8 input will always stop the Micro MACs Brick. When this
switch is ON, then the Brick will be stopped when the five pins that will set the stop/reset flag all
go high (or floating) at the same time. This is typically used to stop the Brick after the entire
memory has played through once (or from the address and/or data bits). This switch will have
no effect if dipswitch #6 (run continuously) is ON. Dipswitch #3: Reset at End: The White J8 input will always reset the Micro MACs Brick back to the
first frame of the show. When this switch is ON, the Brick will be reset when the five pins that
will set the stop/reset flag all go high (or floating) at the same time. This is typically used where
you want the brick to be started (and ignoring additional start inputs) and play through to the
end (or to where the address and/or data bits set the stop/reset flag). At that point it will reset
back to the first frame of the show. When this switch is ON and Dipswitch #2 (Stop at End) is
OFF, the Brick will loop continuously once it is started. This switch can be used in conjunction
with Dipswitch #4 (Reset when Stopped) if you donÕt want it to loop. Dipswitch #4: Reset when Stopped: The White J8 input will always reset the Micro MACs Brick
back to the first frame of the show. When this switch is ON, then the Brick will be reset whenev-
er it is stopped, no matter what stopped the Brick. This is typically used where you want the
brick to be started and play through to the end (ignoring additional start inputs), stop, and
then wait for the next start input. If any stop command comes in during the play, the brick will
stop and the brick will immediately reset to the first frameÕs data. It will then wait patiently for
the next start input. This switch can be used in conjunction with Dipswitch #3 (Reset at End). Dipswitch #5: No White J8 Input: The White J8 input will always reset the Micro MACs Brick back
to the first frame of the show. Sometimes there is no separate reset J8 input. This switch is
used to interconnect the Green and White J8 inputs. When it is ON, the Green (or White) J8 in-
puts will both start and Reset the Brick. Dipswitch #6: Run Continuously: This switch forces the Micro MACs Brick to run all of the time.
When it is ON, the only way to stop the brick is to unplug it. None of the Start or Stop Inputs will
have any effect. The Reset inputs can be used as desired. Dipswitch #7: Disable Outputs when Stopped: This switch must be left OFF if you want the out-
puts to remain at their programmed levels, even when the Micro MACs Brick is not advancing
frames. This is used if you donÕt care that some outputs might stay on even when the system is
no longer advancing frames. It is almost never used if there are any analog functions at-
tached to a Micro MACs Brick. Disabling the outputs which feed a D/A converter would cause
it to slam to one of its extremes.
This switch is turned ON if you want all of the outputs to be forced OFF when the Micro MACs Brick is not advancing frames. This is often used if there are any loads which might be damaged if they are left ON too long.
Dipswitch #8: DMX Forever!: This switch has no effect unless the DMX-512 option has been in-
stalled on the Micro MACs Brick. When this switch is OFF, the Brick will go back to using its nor­mal onboard memory about 2-1/2 seconds after the DMX-512 data input is lost. When this switch is ON, the DMX-512 microcontroller will always disable the onboard Brick memory. If the DMX-512 data source goes away, the brick will output the last good DMX-512 data it re­ceived.
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- Micro MACs ÔBrickÕ Connections -
J-8 Input: Each Micro MACs Brick features four optically isolated inputs and one optically isolated
status output. The four inputs are used as follows. The colors correspond to those found in six conductor ÔmodularÕ telephone wire:
A) Green ÔStartÕ Input
B) Red ÔStopÕ Input
C) White ÔResetÕ Input
D) Blue ÔExternal ClockÕ or ÔDouble ShowÕ Input
The Yellow ÔRunning StatusÕ output is active whenever the Brick has been Started. It can be used as a remote Ôshow runningÕ status indicator. These Inputs and Outputs can be configured to use the same power supply as the rest of the Brick, or an external power supply can be used.
All the inputs and the one output on the J8 connection are optoisolated. By changing the position of the jumpers on JP5, you can select whether these optoisolators are powered from the same power supply as the Brick, or if they are expecting to get power from outside. If they are running from the same power supply as the Brick, then a simple Ôswitch closureÕ between the desired input and the BLACK common line will trigger an input. The Micro MACÕs power supply is protected by a 170 ma. PTC circuit breaker when using internal power.
The connections and jumper positions for the J8 port are as follows. As with all RJ-11 (6 conductor modular telephone wire) connections in this manual, all wire colors and numbers are referenced with you facing the end of the cable with the connector release upwards:
WHITE #1 (reset)
BLACK #2 (common)
RED #3 (stop)
JP-5
GREEN #4 (start)
YELLOW #5 (status out)
BLUE #6 (clock/dbl show)
LED
2.2K-4.7k
J8 with JP5 set for INTERNAL power
JP-5
BLUE #6 (clock/dbl show)
J8 with JP5 set for
WHITE #1 (reset)
BLACK #2 (common)
RED #3 (stop)
GREEN #4 (start)
YELLOW #5 (status out)
EXTERNAL power
+ 12 to 24 VDC SUPPLY
+
LED
2.2K-4.7k
If the J8 input is configured to run from an external power source, then you must provide a 12 to 24 VDC voltage to the BLACK common line. Inputs are then triggered by attaching them to the ground side of your power supply. This type of Ôswitch to groundÕ output is stan­dard on most control equipment.
DMX-512: Five pin MiniDIN connector. This connection is available only if the DMX-512 option has
been installed. The DMX-capable Micro MACs Brick will stop listening to the onboard memory whenever there is a DMX-512 signal present on this input. If Dipswitch #8 is ON, it will never enable the onboard memory and will always use the most recent DMX-512 data for its out­puts.
The DMX-512 standard was developed by the United States Institute for Theatrical Technology (USITT) for a high speed (250 KBaud) asynchronous serial data link. Although it was originally designed for controlling light dimmers, it is now supported by hundreds of suppliers throughout the world for controlling all kinds of theatrical equipment.
Even though the DMX-512 standard calls for up to 512 channels of data, the DMX trans­mission from PC¥MACs is limited to 256 eight bit wide channels. You can address a DMX­capable Micro MACs Brick to respond to any address between 00 and 255 using the rotary switches on the front. Addresses above the 256th are used in PC¥MACs for transmitting a checksum. The DMX-capable Micro MACs Bricks use this to verify that the data received from PC¥MACs has no transmission errors in it. If you address a light dimmer or other DMX-512 de­vice to addresses 256 or 257, you will see this verification data displayed as a flickering pat-
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tern. Note that at frame rates higher than forty FPS, not all 256 channels can be transmitted through the DMX-512 output.
The DMX-512 standard calls out a 5 pin XLR connector for all cabling. Unfortunately these connectors won't fit on a 1Ó wide card. For this reason we chose a 5 pin MiniDIN connector for this signal. the pinout is as follows:
MiniDIN pin # SIGNAL
2
1 Signal Common (shield) 2 Dimmer Drive compliment (Rx Data -) 3 Dimmer Drive True (Rx Data +) 4 Data In True (Tx Data +) 5 Data In compliment (Tx Data -)
Facing the end of the male end of a cable, the pins are located as shown:
Data In True (Tx Data +)
Dimmer Drive Compliment (Rx Data -)
signal ground
4
23
5
1
Data In Compliment (Tx Data -)
Dimmer Drive True (Rx Data +)
Data from a PC¥MACs should be fed into pins #2 (-RxD) and #3 (+RxD). The shield
should be connected to pin #1.
The DMX-capable Micro MACs Brick retransmits any DMX-512 data it receives. This data is
unaltered from what came in.
J-6 Digital Output Cables: In all animation systems made by Gilderfluke & Company all input and
output cabling is through what we call ÔJ-6Õ standard output cables. These are 40 wire cables which are made up of four identical eight bit wide ÔchannelsÕ. A J-6 cable is often split up into four individual channels. Each Ô1/4 J-6Õ cable is made up of 10 wires, and can be used to control eight individual ÔdigitalÕ (off/on) devices, or one eight bit wide ÔanalogÕ device. Each group of ten wires also includes a common power supply and ground wire.
In all animation systems made by Gilderfluke & Company, all outputs are open collector switches to ground, and all inputs are opto isolators. Flyback diodes are included in the out­puts for driving inductive loads:
fuse
flyback
supply supply
diode
typical output
typical input
To simplify wiring to any MACs animation system, the connectors used on the J-6 cables are what are called Ôinsulation displacement connectorsÕ. These simply snap on to an entire cable, automatically ÔdisplacingÕ the wire insulation and making contact with the wires within. This means that an entire 40 wire cable can be terminated in seconds. All connectors are po­larized, to keep them from being plugged in backwards. Although there are tools made specif­ically for installing these connectors, the tool we find works best is a small bench vise.
2
Don't blame us for these names. These are directly from the USITT.
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Each J-6 cable is arranged in the following order:
wire number color wire function
1 brown circuit ground 2 red channel 0 data bit 7 3 orange channel 0 data bit 6 4 yellow channel 0 data bit 5 5 green channel 0 data bit 4 6 blue channel 0 data bit 3 7 violet channel 0 data bit 2 8 gray channel 0 data bit 1 9 white channel 0 data bit 0
10 black +15 VDC unregulated power supply (fused for 1 amp)
11 brown circuit ground 12 red channel 1 data bit 7 13 orange channel 1 data bit 6 14 yellow channel 1 data bit 5 15 green channel 1 data bit 4 16 blue channel 1 data bit 3 17 violet channel 1 data bit 2 18 gray channel 1 data bit 1 19 white channel 1 data bit 0 20 black +15 VDC unregulated power supply (fused for 1 amp)
21 brown circuit ground 22 red channel 2 data bit 7 23 orange channel 2 data bit 6 24 yellow channel 2 data bit 5 25 green channel 2 data bit 4 26 blue channel 2 data bit 3 27 violet channel 2 data bit 2 28 gray channel 2 data bit 1 29 white channel 2 data bit 0 30 black +15 VDC unregulated power supply (fused for 1 amp)
31 brown circuit ground 32 red channel 3 data bit 7 33 orange channel 3 data bit 6 34 yellow channel 3 data bit 5 35 green channel 3 data bit 4 36 blue channel 3 data bit 3 37 violet channel 3 data bit 2 38 gray channel 3 data bit 1 39 white channel 3 data bit 0 40 black +15 VDC unregulated power supply (fused for 1 amp)
Any eight digital devices or one eight bit analog device can be connected to any 1/4 J-6 cable as shown. The LED between the ground (pin #1 brown) wire and supply (pin #10 black) wire acts as an indicator which is lit if the fuse for that channel is OK:
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-
-
d
d
d
d
-
3
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GILDERFLUKE & CO. ¥ 205 SOUTH FLOWER ST. ¥ BURBANK, CALIF. 91502-2102 ¥ 818/840-9484 ¥ FAX818/840-9485
#1 ground (brown)--
#2 bit 7 (red)--
#3 bit 6 (orange)--
#4 bit 5 (yellow)--
#5 bit 4 (green)--
#6 bit 3 (blue)--
#7 bit 2 (violet)--
#8 bit 1 (grey)-
#9 bit 0 (white)--
#10 supply (black)-
load
load
load
load
loa
loa
loa
loa
2.2 K ohm
LED
#1 ground (brown)--
#2 bit 7 (red)--
#3 bit 6 (orange)--
#4 bit 5 (yellow)--
#5 bit 4 (green)--
1/4 watt resistor
#6 bit 3 (blue)--
#7 bit 2 (violet)--
#8 bit 1 (grey)--
#9 bit 0 (white)--
#10 supply (black)-
eight bit
analog
device
The supply line for each 1/4 J-6 is PTC fused for 1 amp. You should treat each 1/4 J-6 as an individual, and not cross the outputs or supply lines from one channel to the lines from any other channel. Doing this wonÕt cause any damage, but can reduce the protection for the outputs that the fuses normally provide.
The current Output Capacity of a each output is as shown in the following chart:
Peak Collector Current as a function
600ma.
500ma.
of Output Duty Cycle
any
400ma.
300ma.
200ma.
Allowable Peak Collector Current @ 70ºC
100ma.
7
8
Number of outputs
conducting
simultaneously
10% 20% 30% 40% 50% 60% 70% 80% 90%
Output Duty Cycle
4
5
100
Since it is unusual to have more than 50% of the outputs on at any one time, you can usually assume the system has a 250 ma output current capacity. If you are going to be turn­ing on lots of heavy loads at the same time, you should derate this to 150 ma.. This is suffi­cient to drive the majority of loads which will be directly connected to the outputs of the ani­mation system. If additional current capacity is needed, or if you need to drive higher voltage loads, you can connect relays as needed to the outputs of the animation system. Coincidentally, boards for doing this are available from Gilderfluke & Company. These in­clude:
DPDT relay board: A set of eight electromechanical relays with double pole/double throw
contacts rated at 5 amps each. Reed relay board: A set of eight small electromechanical relays with normally open con-
tacts rated at 150 ma each. I/O module: A set of eight small solid state relays with normally open contacts rated at 3.5
amps each (AC and DC relays available). Solid State Relay Fanning Strip: For connecting up to eight popular Ôhockey puckÕ style re-
lays to a 1/4 J-6 output cable. These are available with capacities of up to 75 amps
each.
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Edge Connector: All of the connections to and from Playback-only Micro MACs Brick Cards are
available on the 60 position edge connector. You can use an Insulation Displacement Edge (IDE) connector if you arenÕt going to be using one of our card cages:
output wire # Edge pin # color wire function
J8 Black (common) 1 brown Micro MACs J8 Common (black) input
J8 White (Reset) 2 red Micro MACs J8 Reset (white) input
J8 Red (Stop) 3 orange Micro MACs J8 Stop (red) input
Serial Port red #3 4 yellow TxD + out from Smart Brick Brain
J8 Green (Start) 5 green Micro MACs J8 Start (green) input
Serial Port Black #2 6 blue TxD - out from Smart Brick Brain
J8 Yellow (Status Out) 7 violet Micro MACs J8 Status Out (yellow) output
Serial Port Yellow #5 8 gray Rx + in to Smart Brick Brain
J8 Blue (Clock/Dbl. Show) 9 white Micro MACs J8 Clock/Double Show (blue) input
Serial Port green #4 10 black Rx -in to Smart Brick Brain
#1 11 brown J6 out channel 0 Ground #2 12 red J6 out channel 0 bit 7 #3 13 orange J6 out channel 0 bit 6 #4 14 yellow J6 out channel 0 bit 5 #5 15 green J6 out channel 0 bit 4 #6 16 blue J6 out channel 0 bit 3 #7 17 violet J6 out channel 0 bit 2 #8 18 gray J6 out channel 0 bit 1 #9 19 white J6 out channel 0 bit 0
#10 20 black J6 out channel 0 + Supply #11 21 brown J6 out channel 1 Ground
#12 22 red J6 out channel 1 bit 7 #13 23 orange J6 out channel 1 bit 6 #14 24 yellow J6 out channel 1 bit 5 #15 25 green J6 out channel 1 bit 4 #16 26 blue J6 out channel 1 bit 3 #17 27 violet J6 out channel 1 bit 2 #18 28 gray J6 out channel 1 bit 1 #19 29 white J6 out channel 1 bit 0 #20 30 black J6 out channel 1 + Supply
#21 31 brown J6 out channel 2 Ground #22 32 red J6 out channel 2 bit 7 #23 33 orange J6 out channel 2 bit 6 #24 34 yellow J6 out channel 2 bit 5 #25 35 green J6 out channel 2 bit 4 #26 36 blue J6 out channel 2 bit 3 #27 37 violet J6 out channel 2 bit 2 #28 38 gray J6 out channel 2 bit 1 #29 39 white J6 out channel 2 bit 0 #30 40 black J6 out channel 2 + Supply
#31 41 brown J6 out channel 3 Ground #32 42 red J6 out channel 3 bit 7 #33 43 orange J6 out channel 3 bit 6 #34 44 yellow J6 out channel 3 bit 5 #35 45 green J6 out channel 3 bit 4 #36 46 blue J6 out channel 3 bit 3 #37 47 violet J6 out channel 3 bit 2 #38 48 gray J6 out channel 3 bit 1 #39 49 white J6 out channel 3 bit 0 #40 50 black J6 out channel 3 + Supply
black 51 brown power supply ground black 52 red power supply ground black 53 orange power supply ground black 54 yellow power supply ground black 55 green power supply ground
red 56 blue + power supply input red 57 violet + power supply input red 58 gray + power supply input red 59 white + power supply input red 60 black + power supply input
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- Programming -
Every Micro MACs Brick has a capacity which is 32 bits wide. When controlling digital (on/off) func­tions, each of these 32 outputs can be used to turn on and off a single device. At eight bits of resolu­tion, each analog (variable speed and position) function takes over eight of these digital outputs. Any combination of digital and analog functions can be controlled from a single Micro MACs Brick. With eight bit resolution analog functions, the following show all the possible combinations:
A) no analogs and 32 digital functions
B) One analog and 24 digital functions
C) Two analogs and 16 digital functions
D) Three analogs and 8 digital functions
E) Four analogs and no digital functions
Playback-Only Bricks:
All Playback-only Micro MACs Bricks have their data stored in Eproms. Burning data into Eproms is as close to Ôchiseling in stoneÕ as you can get in the world of computers. Short of being hit by lightning, anything which is programmed into one of these playback-only Bricks will last forever (unless you want to change it). The Eproms are programmed outside the bricks and then plugged into them. The program can be generated in one of several ways:
A) The show is initially programmed using standard record-playback bricks. When the program-
ming is completed, the show data is moved to an IBM compatible computer using the IBM Backup Box. It can then be burned into the Eproms using any commercially available Eprom programmer.
B) The show is initially programmed using a full-sized MACs Animation Control System and then
burned into the Eproms using any commercially available Eprom programmer
C) The show is initially programmed from any other source and then burned into the Eproms
using any commercially available Eprom programmer.
Record-Playback Bricks:
The only bricks that can be programmed directly are the record-playback bricks. Shows for these can also be programmed using our full-sized Animation Control System, and then downloaded to the record­playback Micro MACs Bricks.
All Micro MACs Bricks are real-time Animation Control Systems. What this means is that they are nor­mally programmed as the show is going on. You do this by moving the controls (pots, joysticks, buttons, sliders, or whatever) which are connected to the figure through the control system and watching it move as the audio for the show (if any) is played. The bricks will remember exactly whatever you do on the controls and when you did it. Once programmed, this data will stay in the bricks until you want to change it again.
Normally only one or two functions are programmed at a time. On each pass through the show you add the programming for few additional channels while all previously recorded channels play back whatever you have already programmed into them. If you make a mistake on any pass, you can always go back and change the programming for the whole show, or just the area where it needs it. By repeat­ing this process, you eventually have all the movements programmed! It is exactly like building up a multi track recording in an audio studio.
Once programmed, the programming hardware can then be removed from the system.
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This programming hardware can be a standard Micro Console, or a console that has been made for your specific requirements.
Each Micro Console can be used to program one brick at a time. If more than one brick is used in your show, then you can move the console between the bricks as they are programmed, or use more than one console. The Micro Console has individual momentary or alternate action switches for each of the 32 BricksÕ possible outputs, as well as four pots for programming up to 4 eight bit analog functions. A Micro Console is attached to a Micro MACs Brick as shown. Two cables run between the Micro Console and the Micro MACs Brick while a third cable goes to whatever the system is controlling. After program­ming is completed, this third cable is plugged directly into the Micro MACs BrickÕs ÔoutputÕ connector.
rec./play Brick
from out to in
Micro Console
When building a programming console specific to your application, you can make it as simple or as complicated as you desire. Where a standard Micro Console can handle up to four 8 bit wide channels at one time, you can build your console to allow you to program just as many channels at a time as you want.
All that is required for programming a digital function is a simple switch for each brick output/input:
to your show
SPDT (center off) switch
(on)
off
to brick input
play
+15V
from brick output
By adding a pushbutton switch to the connections shown above, you can make an easier to use programming console that has a separate Ôprogramming enableÕ switch and pushbutton for turning on and off the output:
to show
momentary programing switch
SPDT switch
rec.
to brick input
play
+15V
from brick output
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to show
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For building an analog programming console, we recommend you use our Analog to Digital (A/D) Converters. One is used for each analog function on your console. In this case the wires Ôfrom brick out­putÕ, Ôto brick inputÕ, and Ôto showÕ are actually eight wires (plus ground and + supply) that make up a 1/4 J-6 cable:
potentiometer
SPST sw i tch
play bac k record anal og
from bric k out put
A/ D
to bric k input
to s how
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The following shows the entire wiring diagram for a simple digital-only programming console for one eight bit channel. Channel 0 pinouts shown on the 1/4 J-6 connectors. Add 10 to all pin numbers for channel 1, 20 for channel 2, and 30 for channel 3. All switches are Single Pole, Double Throw (SPDT) center off, (optionally momentary one side only). Rear view of actual switches is shown.
+15 VDC from MICRO MACs Output pin #10 (black) +15 VDC to MICRO MACs Input pin #10 (black)
+15 VDC to your show connector pin #10 (black)
to MICRO MACs Input pin #9 (white) to your show connector pin #9 (white)
to MICRO MACs Input pin #8 (grey) to your show connector pin #8 (grey)
to MICRO MACs Input pin #7 (violet) to your show connector pin #7 (violet)
LED (fuse indicator - lit if fuse is OK)
from MICRO MACs Output pin #9 (white)
Programming Switch For
Channel 0, Bit 0
from MICRO MACs Output pin #8 (grey)
Programming Switch For
Channel 0, Bit 1
from MICRO MACs Output pin #7 (violet)
Programming Switch For
Channel 0, Bit 2
2.2 K resistor
playback
off
(on)
playback
off
(on)
playback
off
LED
2.2 K resistor
LED
2.2 K resistor
LED
2.2 K resistor
from MICRO MACs Output pin #6 (blue)
Programming Switch For
Channel 0, Bit 3
from MICRO MACs Output pin #5 (green)
Programming Switch For
Channel 0, Bit 4
from MICRO MACs Output pin #4 (yellow)
Programming Switch For
Channel 0, Bit 5
from MICRO MACs Output pin #3 (orange)
Programming Switch For
Channel 0, Bit 6
(on)
playback
off
(on)
playback
off
(on)
playback
off
(on)
playback
off
LED
2.2 K resistor to MICRO MACs Input pin #6 (blue)
to your show connector pin #6 (blue)
LED
2.2 K resistor to MICRO MACs Input pin #5 (green)
to your show connector pin #5 (green)
LED
2.2 K resistor to MICRO MACs Input pin #4 (yellow)
to your show connector pin #4 (yellow)
LED
2.2 K resistor to MICRO MACs Input pin #3 (orange)
to your show connector pin #3 (orange)
from MICRO MACs Output pin #2 (red)
Programming Switch For
Channel 0, Bit 7
ground from MICRO MACs Output pin #1 (brown)
(on)
playback
off
(on)
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LED
2.2 K resistor to MICRO MACs Input pin #2 (red)
to your show connector pin #2 (red)
ground to your show connector pin #1 (brown) ground to MICRO MACs Input pin #1 (brown)
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- Micro Console -
RS-422
Smart Brick
J-8
serial port
network
output
Channel
Channel
PC¥MACs
console
0
1
J-6 from Micro MACs output J-6 to Micro MACs input J-6 output to show
76543210
Analog^ External^ Digitals^
76543210
Analog^ External^ Digitals^
12-24 VDC
power
Record
Hex./
Decimal/
Percent
Alternate/
Reverse
Analog/ External/ Digitals
Channel
2
Channel
3
Analog^ External^ Digitals^
Analog^ External^ Digitals^
1/4 J-6/A external input
76543210
76543210
Micro Programming Console ¥ Gilderfluke & Company, Glendale, California
Assign
Un-Assign
The Micro Console works with both PC¥MACs and record/playback Brick Animation Control Systems. Up to four eight bit channels can be programmed at one time with the Micro Console. Each channel can be set to be used for eight digital inputs, the front panel eight bit resolution analog pots, or the ex­ternal 0-10 VDC eight bit resolution analog inputs. A LED display shows the assignments and data on each channel.
The thirty-two digital inputs are arranged as four eight bit channels. You can assign any one bit of any channel, or all eight bits. The green LEDs above each digital button light to show which are active for programming. Any digital functions that arenÕt assigned will simply be played back even while you are recording a show.
The four eight bit analog input can come from the pots on the front of the console or the external 0­10 VDC inputs. The external analog inputs are protected from slightly higher voltages than 10 volts, but this can cause instability on the other analog inputs. See the section of this manual that covers the Analog Output Card for details on the pinouts for the 1/4 J6/A Analog Input Port.
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When the Micro Console is used with a record/playback Micro MACs System two forty conductor rib­bon cables need to be run between the Micro Console and the Brick to be programmed. The forty con­ductor cable that normally runs to the show from the Brick is then plugged into the Micro Console. The Micro Console will draw all the power it needs from the brick.
rec./play Brick
from out to in
Micro Console
to your show
If you are backing up or testing a record/playback Smart Brick you will need to plug a six conductor RJ-11 modular telephone cable between the ÔSmart Brick NetworkÕ output of the Micro Console and the Brick. If you are backing up or testing a record/playback Dumb Brick you will need to configure the Brick for external clock on the Blue input and start and reset on the Green input. You will then need to plug a six conductor RJ-11 modular telephone cable between the ÔJ8 outputÕ output of the Micro Console and the ÔJ8 inputÕ on the Dumb Brick.
While in ÔJ6Õ mode the Micro Console will transmit DMX-512 data through the ÔPC¥MACs consoleÕ connector. All 256 channels of data are transmitted, with the option of a sixteen bit checksum in the 257th and 258th bytes. The pinout for this connection is as follows (facing the end of the RJ-11 cable with the latch upwards):
DMX-512 Out (FM 5 pin XLR) pin # COLOR SIGNAL NAME:
n/c (left) 1) WHITE: signal ground n/c 2) BLACK: - serial data in n/c 3) RED: + serial data in
2 4) GREEN: - serial data out 3 5) YELLOW: + serial data out 1 (right) 6) BLUE: signal ground
When working with a PC¥MACs system the Micro Console only needs a six conductor RJ-11 tele­phone connector and a small 9 to 24 VDC wall wart power supply. The RJ-11 cable needs to be run be­tween the ÔPC¥MACs consoleÕ connector on the Micro Console and the ÔSerial ConsoleÕ connector on the PC¥MACs Smpte card. This cable must be Ôstraight throughÕ. Most commercially available cables have their conductors flipped as they pass through the cable.
As assignments are made on the programming console, PC¥MACs will display the names you have given to the movements on the screen of your PC. To save time when starting to work on a new show, you have the option of creating outputs as they are first assigned on the console. Once console assign­ments have been made, you can save the current console setup, name it, and recall again it at any later time.
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Micro Console Configuration:
The basic configuration of the Micro Console is done through its RS-422 Serial port. To do this, you need to connect the system to any computer (Mac or PC), or even a dumb terminal. Once set these adjustments will rarely need to be changed. They are stored permanently in a EEprom so that the con­sole will return to the same settings each time it is turned on. Several commands for backing up and testing record/playback Micro MACs Bricks are also available through the serial port.
To communicate with the Micro Console through the serial port, you can use just about any com­puter or terminal that has a serial port on it. Some newer computer designs, like the Apple Macintosh, come with serial ports that are directly compatible with the RS-422/RS-485 signal levels the Micro Console wants to see. These signal levels are close enough to be used with the RS-232 signal levels found on most older computers (like all IBM PCs and compatibles). They can be attached with only a simple adapter cable, so long as the wire isn't too long. To gain the full advantage of the RS-422/RS-485 signal levels (multidrop networking, distances of up to a mile) you will need to use a signal level adapter.
If you are using a computer as a terminal you will need to run a modem or terminal emulation pro­gram. ÔTERMINALÕ that comes with Windows will work just fine. Z-Term for Macintoshes is a shareware pro­gram available for free or a nominal fee, as is BitCom for DOS. These will send everything you type on the keyboard out the serial port on your computer while printing on the screen anything that comes in from the audio system through the serial port.
A modem program will usually have the advantage over a terminal emulation program in that it will allow you to save data to your computer's disk drives and restore it later. Unless VT-52 MODE is turned ON, the Micro Console uses no screen control codes or <ESC>ape sequences, so it should work on any machine with a 80 column by 24 line display. Machines with other display formats will work, but may not look so neat on the screen.
When configuring your modem program, you should set it for 9600 baud, 8 data bits, one stop bit, and no parity. You should set your program not to insert an extra LineFeed (LF) character after each Carriage Return (CR) it receives, or else the menus will print Ôdouble spacedÕ. If you are going to be up­loading and downloading configuration strings to the system, you will also need to tell the modem pro­gram to use what is called ÔACK/NAKÕ or ÔXon/XoffÕ handshaking. Otherwise it will over run the Micro ConsolesÕ incoming data buffer.
If you have hooked up the Micro Consoles to your computer and it still doesnÕt seem to respond to the keyboard, the first thing to check is that you are attached to the right serial port. The easiest way to do this is to disconnect the Micro Console and short between the Tx data out and Rx data in pins on the serial port connector on the back of your computer. On all IBMs and compatibles this means sticking a paper clip or similar ÔtoolÕ between pins 2 and 3 on the ÔCom.Õ connector. While still running the modem program, anything you type should appear on the screen while this paper clip is in place, while nothing will appear when you remove it. If your computer passes this test, then you are using the right serial port and the problem is most likely the baud rate setting or in your wiring to the Micro Consoles. If you get characters on the screen even with the paper clip removed from the serial port, it means you probably need to set the ÔechoÕ mode to ÔnoneÕ or Ôfull duplexÕ. Then you should repeat this test.
The serial data signals from the Micro Consoles are brought out on the six position RJ-11 (modular telephone style) connector labeled 'RS-422 Serial Port'. Facing the end of the cable with the release latch upwards, its pin out is as follows:
pin # COLOR SIGNAL NAME:
(left) 1 WHITE signal ground
2 BLACK - serial data OUT from Micro Console 3 RED + serial data OUT from Micro Console 4 GREEN - serial data IN to Micro Console 5 YELLOW + serial data IN to Micro Console
(right) 6 BLUE signal ground
PC and Compatible Connection: To cross wire the RS-422/RS-485 signals from the Micro Console to the RS-232 serial port of an IBM compatible, cross connect the signals as follows:
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DB-25 DE-9 SIGNAL SIGNAL FROM/TO AUDIO SYSTEM
2 3 DATA OUT - serial data IN to Micro Console (GREEN) 3 2 DATA IN - serial data OUT from Micro Console (BLACK) 7 5 Ground signal ground (BLUE or WHITE)
Apple Macintosh computers have true RS-422 serial ports built in. To connect to the Micro Console, the pin out is as follows for a Macintosh mini-DIN-8:
to + serial data in to card (#5 yellow)
to - serial data in to card (#4 green)
signal ground (#1 blue or #6 white)
678
345
12
from + serial data out from card (#3 red)
from - serial data out from card (#2 black)
The Micro Console expects to see the serial data in the following format:
ONE START BIT EIGHT DATA BITS ONE BIT
Unlike most of the products made by Gilderfluke & Company, the Micro Console is NOT designed to operate on a multidrop serial network. For this reason it assumes it it is the only device using the serial port. There is no configuration ÔcommandÕ needed to bring up the menu. Just press the <space bar> or <ESC>ape key. This will bring up the following menu:
-Gilderfluke & Company - Micro Console - version 1.00 - copyright 1987-1996 DCM-
a) Micro Console mode- J6 b) numbering system- percentage c) VT-52 mode- yes d) DMX checksums- yes e) assignment range- 0-63 f) dumb bricks- no g) step forward h) step backwards i) go to frame- .,...,..0 j) set start frame- .,...,..0 k) set end frame- .,.16,383
1) save Eprom
2) verify Eprom
3) restore Eprom
4) save archive
5) verify archive
6) restore archive
7) clear brick r) restore default configuration s) save current configuration t) test brick
brick frame= .,...,..0 enter command-
a) Micro Console mode: This command is used to select which of two modes
the Micro Console is operating in. These are ÔPC¥MACsÕ or ÔJ6Õ mode for working with record/playback Bricks.
If you need to switch between these two modes without using the serial port you can press and hold the ÔunassignÕ button and then the ÔassignÕ button.
You can tell if you are in PC¥MACs mode without using the serial port. If it is the display will say Ôno con to PCÕ when not connected to a PC¥MACs Smpte card for a few seconds.
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Many of the following ÔbrickÕ commands are disabled when operating in PC¥MACs mode.
b) Numbering System: This command is used to select which numbering system
will be used by the Micro Console. The numbering system can also be selected using the ÔHex/decimal/percentÕ but­ton on the front of the Micro Console. The numbering sys­tems are:
HEXadecimal: Values are shown as Ô00hÕ to ÔFFhÕ Decimal: Values are displayed as Ô0Õ to Ô255Õ Percent: Values are displayed as Ô0Õ to Ô100Õ
c) VT-52 mode: When this toggle is enabled, the Micro Console will use
special escape sequences to clear the current line (<ESC>ape 'l'), or position the cursor (<ESC>ape 'Y' ROW COLUMN). When disabled, the Micro Console has to redraw the entire screen to change any value, so it can save a good deal of screen redraw time if you have a compatible display. Virtually all terminal programs will support VT-52 ter­minal emulation.
d) DMX Checksums: When this toggle is enabled, the Micro Console will insert a
sixteen bit checksum into the DMX-512 data it transmits when it is operating in J6 mode. This checksum is used by other Gilderfluke & Co. equipment to verify that no errors were found in the transmitted data before it is used to up­date their outputs. It should always be used if the Micro Console is being used to control any Gilderfluke & Co. Animation equipment.
e) Assignment Range: When assigning channels on the Micro Console you use
the analog input knobs on the front of the Micro Console. These are eight bit resolution inputs, which can make them a little hard to select any one channel accurately. This command allows you to ÔlowerÕ the resolution of these in­puts when making channel assignments. This is done by limiting your selection range. You will need to set this ad­justment to a point where you can still access all of the channels you need to assign.
f) Dumb Bricks: This toggle is used to tell the Micro Console that it has
Dumb Bricks attached to it. When ON, the Micro Console will insert some extra delays when accessing the bricks, and knows that it canÕt jump immediately to any brick frame as it can when controlling Smart Bricks. This command is un­available if ÔJ6 modeÕ is not selected.
g) Step Forward: This command tells any Smart or Dumb Bricks to step for-
ward by one frame. The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavailable if ÔJ6 modeÕ is not selected.
h) Step Backward: This command tells any Smart Bricks to step backward by
one frame. The Smart Bricks must be connected to the Micro Console by the Smart Brick Network for this com­mand to work. This command is unavailable if ÔJ6 modeÕ is not selected or the ÔDumb BricksÕ toggle is ON.
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i) Go To Frame: This command tells any Smart or Dumb Bricks to go to the
frame selected. Smart Bricks will jump immediately to this frame. Dumb Bricks will need to first reset and then fast for­ward to the selected frame. The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavailable if ÔJ6 modeÕ is not selected.
j) Set Start Frame: This command sets the first frame that will be stored, re-
stored, verified or tested when using these commands. This command is unavailable if ÔJ6 modeÕ is not selected.
k) Set End Frame: This command sets the last frame that will be stored, re-
stored, verified or tested. If you are using a 16K Smart Brick, the last frame is at 16,383 frames. You should use 65,535 as a maximum for 64K Smart Bricks.
Dumb Bricks write data into their memory as they are stepping into a frame. For this reason the only way to write to frame zero of a Dumb Brick is to go to the very last frame in the brick and then step forward just one more frame. You can do this manually, or if you set the End Frame to 16,384 for 16K Dumb Bricks and 65,536 for 64K Dumb Bricks it will happen automatically.
This command is unavailable if ÔJ6 modeÕ is not select­ed.
1) Save Eprom: This command is used to save the contents of one eight bit channel of the attached Brick to your computer as a text file.
It first asks which of the four possible channels you would like to save, then tells you to prepare your computer to receive a ÔtextÕ file. When prompted, the Micro Console will start sending out data starting at the Start Frame, and continuing to the End Frame.
When the download is complete, you will need to tell your computer to close the file that was being saved, and then hit an <ESC>ape to redraw the screen.
The format of these Eprom files is standard Intel ÔHEXÕ. This can be sent directly to any commercially available Eprom burner. Intel HEX only supports files of up to 65,536 in size. If you are downloading a larger file than this your Eprom burner may have some trouble with it. If this is the case, you can save the Eprom into a number of files of less than 65,536 each.
The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavail­able if ÔJ6 modeÕ is not selected. Your computer must be configured for ÔACK/NAKÕ or ÔXon/XoffÕ handshaking to use this command.
2) Verify Eprom: This command is used to compare the contents of one eight bit channel of the attached Brick a file that was previ-
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ously saved to your computer using the Save Eprom com- mand. It first asks which of the four possible channels you would like to verify, then tells you to send a file for compar­ison. The Micro Console will start comparing the data start­ing at the Start Frame, and continuing to the End Frame.
If there is an error the Micro Console will tell you the frame at which it occurred. The Green LEDs will show the data that was expected and the Red LEDs will show you what the Brick had in it. You will need to stop the file down­load BEFORE you hit the <ESC>ape key to clear the Micro Console.
If the comparison is successful you will need to hit an <ESC>ape to redraw the screen.
The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavail­able if ÔJ6 modeÕ is not selected. Your computer must be configured for ÔACK/NAKÕ or ÔXon/XoffÕ handshaking to use this command.
3) Restore Eprom: This command is used to receive a file from your computer and store it in one eight bit channel of the attached Brick. Normally this file was previously saved using the Save Eprom command. The Micro Console first asks which of the four possible channels you would like to restore, then tells you to send the file to put in this channel. The Micro Console will start saving the data in the Brick starting at the Start Frame, and continuing to the End Frame.
If there is an error the Micro Console will tell you the frame at which it occurred. You will need to stop the file download BEFORE you hit the <ESC>ape key to clear the Micro Console.
The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavail­able if ÔJ6 modeÕ is not selected. Your computer must be configured for ÔACK/NAKÕ or ÔXon/XoffÕ handshaking to use this command.
4) Save Archive: This command is used to save the contents of all four eight bit channels of the attached Brick to your computer as a text file.
It first asks you to prepare your computer to receive a ÔtextÕ file. When prompted, the Micro Console will start send­ing out data starting at the Start Frame, and continuing to the End Frame.
When the download is complete, you will need to tell your computer to close the file that was being saved, and then hit an <ESC>ape to redraw the screen.
The format of these archive files is similar to Intel ÔHEXÕ. The big difference is that it contains four channels worth of
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data. It will not work directly with any commercially avail­able Eprom burners.
The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavail­able if ÔJ6 modeÕ is not selected. Your computer must be configured for ÔACK/NAKÕ or ÔXon/XoffÕ handshaking to use this command.
5) Verify Archive: This command is used to compare the contents of all four eight bit channels of the attached Brick a file that was pre­viously saved to your computer using the Save Archive command. It prompts you to send a file for comparison. The Micro Console will start comparing the data starting at the Start Frame, and continuing to the End Frame.
If there is an error the Micro Console will tell you the frame at which it occurred. The Green LEDs will show the data that was expected and the Red LEDs will show you what the Brick had in it. You will need to stop the file down­load BEFORE you hit the <ESC>ape key to clear the Micro Console.
If the comparison is successful you will need to hit an <ESC>ape to redraw the screen.
The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavail­able if ÔJ6 modeÕ is not selected. Your computer must be configured for ÔACK/NAKÕ or ÔXon/XoffÕ handshaking to use this command.
6) Restore Archive: This command is used to receive a file from your computer and store it in all four eight bit channels of the attached Brick. Normally this file was previously saved using the Save Archive command. The Micro Console prompts you to send the file to put in the Brick. The Micro Console will start saving this data starting at the Start Frame, and continuing to the End Frame.
If there is an error the Micro Console will tell you the frame at which it occurred. You will need to stop the file download BEFORE you hit the <ESC>ape key to clear the Micro Console.
The Bricks must be connected to the Micro Console by the Smart Brick Network (for Smart Bricks) or J8 (for Dumb Bricks) for this command to work. The Dumb Brick must also be configured to accept start and reset on its Green Input and External Clock on the Blue. This command is unavail­able if ÔJ6 modeÕ is not selected. Your computer must be configured for ÔACK/NAKÕ or ÔXon/XoffÕ handshaking to use this command.
7) Clear Brick: This command is used to erase the all or part of the memo­ry of the attached Brick. It will start clearing the memory at
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the Start Frame, and continue to the End Frame.
r) Restore Default Config.: This command is used to reload the default EEprom set-
tings for the Micro Console. These settings are not perma­nently saved until you use the Save Current Configuration command.
s) Save Current Config.: This command is used to write all of the current settings
on the Micro Console to the nonvolatile EEprom. All set­tings, including the assignments on the front of the Micro Console will be saved. Every time the Micro Console is turned on it will return to these settings. You can change these power-on defaults just by using this command again.
t) Test Brick: This command is used to test the operation of an attached
record/playback Brick. Testing will start at the Start Frame, and continue to the End Frame. Data in the Brick between these two points will be erased.
This command prompts you for the number of times you would like it to perform each test. It then tests the in­puts and outputs of the attached Brick. If it passes this test then it does first a Ôwalking onesÕ test, two Ôchecker boardÕ tests, and ends by clearing the BrickÕs memory.
If there is an error the Micro Console will tell you the frame at which it occurred. The Green LEDs will show the data that was expected and the Red LEDs will show you what the Brick had in it.
^t) Test Playback-Only Brick: This command is used to test the operation of an
attached Playback-only Brick. Testing will start at the Start Frame, and continue to the End Frame. The Brick to be tested must have a set of four Eproms installed that have the data for the Ôwalking onesÕ test in them.
This command prompts you for the number of times you would like it to perform each test. If there is an error the Micro Console will tell you the frame at which it oc­curred. The Green LEDs will show the data that was expect­ed and the Red LEDs will show you what the Brick had in it.
To make an Eprom set that has the Ôwalking onesÕ test data in it you will need a record/playback Brick of the same size as the Playback-only Brick you are testing. We typically used a 64K file burned into four 27C512s. To generate the Eprom files:
1) Set the Brick Start Frame and Brick End Frame to cover the size Brick you are generating Eproms for.
2) Start testing the attached record/playback Brick. After the Micro Console writes the Ôwalking onesÕ test data, but before it writes the first Ôchecker­boardÕ test data, turn off the ÔRecordÕ keyswitch on the Brick. The Micro Console will continue test­ing the Brick and confirm that the Ôwalking onesÕ data is OK. It will then attempt to write the first checkerboard test data. It wonÕt be able to write this test data because the ÔRecordÕ keyswitch is turned off. The verification will fail as soon as it starts checking the ÔcheckerboardÕ data. DonÕt
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worry, you want this to happen.
3) Use the ÔSave EpromÕ command above four times to save each of the four channels in the Record/Playback Brick.
4) Burn these four Eprom Files into Eproms.
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Micro Console Buttons:
The Micro Console has four Blue ÔChannelÕ buttons which represent the four eight bit channels you can use. Once any of the inputs has been assigned, it can temporarily be Ôpunched outÕ (put into a playback mode, even if programming a show) or Ôpunched inÕ (put back into active mode). You just momentarily press the blue ÔChannelÕ key for any of the assigned inputs to punch it out. The green LED that shows that the input was assigned will then start to flash. To punch it back in, you press the blue Channel button again. If you punch any analog in or out while PC¥MACs is recording a show and the AUTO INBETWEEN function has been turned ÔONÕ, PC¥MACs will automatically remove any jump that might have been created at the punch points.
The thirty-two white buttons are for programming digital functions. When they are active for programming, the Green LEDs on each button show that the individu­al button is active for programming. The Red LEDs show any data that has previously been programmed.
The five gray buttons are the command buttons. These are used as follows:
Hex/Decimal/Percent: This button is used to select which numbering system
will be used by the Micro Console. The numbering system can also be se­lected using the ÔHex/decimal/percentÕ command on the menu accessed through the serial port. The numbering systems are:
HEXadecimal: Values are shown as Ô00hÕ to ÔFFhÕ Decimal: Values are displayed as Ô0Õ to Ô255Õ Percent: Values are displayed as Ô0Õ to Ô100Õ
Alternate/Reverse.: This button is used to reverse any of the analog inputs
or make any of the digital inputs into 'alternate' action (push ÔONÕ/push ÔOFFÕ) inputs.
Note that when you make any digital input port into alternate action, all eight bits in that port will be affected. If you are working with as PC¥MACs System, you can use some bits on the same channel as mo­mentary inputs by assigning the same output to another digital input channel. This port can then be used as your momentary inputs.
To use the ALT./REV. command key:
1) Momentarily press the Alternate/Reverse button. The yellow LED on
this button will light to show that we are in Alternate/Reverse mode.
2) Choose which of the previously assigned channels you would like to
reverse (for analogs) or make into 'alternate' action (for digital in-
puts). Momentarily press the blue ÔchannelÕ button for that input
port. The yellow LED on it will light to show that it is now Reversed or
in Alternate Action mode. The yellow LED on the Alternate/Reverse
will turn ÔOFFÕ.
If you need to remove the Alternate/Reverse mode from any of the programming consoleÕs inputs, just repeat the above two steps.
If you have pressed the Alternate/Reverse button and decide that you donÕt really want to Alternate/Reverse anything, it can be canceled by momentarily pressing the blue button for any unassigned channel. If no other buttons are pushed, this button will cancel itself after five sec­onds.
Analog/External/Digitals: This is the button you use to select which mode
each of the four Micro Console channels will be operating in. The decimal points on the LED displays show the current mode. To use this command:
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1) Press this button. The adjacent yellow LED will light to show that it has
been pressed.
2) Press the blue ÔChannelÕ button for the input you wish to change.
The Decimal point LED for that channel will then shift to the next po-
sition to show the new mode.
3) Repeat steps #1 and #2 until the channel is in the mode you would
like it to be in.
If you have pressed the Analog/External/Digitals button and decide that you donÕt really want to change anything, it can be canceled by mo­mentarily pressing the blue button for any unassigned channel. If no other buttons are pushed, this button will cancel itself after five seconds.
Assign: This is the button you use when you want to assign any of the input
channels on the Micro Console to one of the outputs attached to the sys­tem. In all the animation systems Gilderfluke & Company builds, a green LED on the input indicates that the input has been assigned and is active for programming. A flashing green LED indicates that the input has been assigned, but has been temporarily Ôpunched-outÕ (taken out of record mode). To assign any Micro Console input to any output:
1) Press and release the ASSIGN button. Its yellow LED will light and the
LED displays will change to show the four currently assigned channel
numbers. This shows that the console is now in assign mode.
2) Now you choose which channel you would like to assign. Press and
hold the blue button that represents the Micro Console channel you
would like to assign. The green LED on the button will light.
If operating in PC¥MACs mode, a window will appear on the screen of your PC that shows the name you have given the output which this input is assigned. If the input wasnÕt previously assigned, then the most recently assigned or unassigned output will be dis­played.
3) If programming record/playback Bricks, the Micro Console Channels are hardwired to the appropriate Brick channels so you can skip this step.
If operating with a PC¥MACs system or using the DMX-512 out­put from the Micro Console, you will need to tell the Micro Console which output channel this input channel needs to be sent to. To se­lect another output channel, use the pot for that channel. If you are working with a PC¥MACs system, as you rotate the knob, the win­dow on the screen of the PC will change to show the output chan­nels as they pass.
4) If you are assigning a digital port, then you can now decide which of the eight bits within that port will be active for programming. You do this by pressing the individual white buttons that represent the in­dividual bits on that port. As you do so, the GREEN LEDs on each key will toggle ÔONÕ and ÔOFFÕ. A GREEN LED that is left ÔONÕ when you complete the assignment will be active for programming. All others will be left in Playback mode and any data already recorded on them wonÕt be altered.
If attached to a PC¥MACs System and MANUAL Mode is ÔONÕ,
these pushes will also be sent out the outputs as you make them.
5) To complete the assignment process, just release the BLUE button for the input you are assigning. You have been holding it all this
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time, havenÕt you? The yellow LED on the ASSIGN button will turn ÔOFFÕ.
If attached to a PC¥MACs System and the ÔQuick ChannelsÕ op­tion under the ÔPreferencesÕ pulldown is ÔONÕ, if the output channel you have selected has never before been used, it will be used to create a new eight bit analog or digital channel.
If you have pressed the ASSIGN button and decide that you donÕt real-
ly want to assign anything, it can be canceled by pressing either ALT./REV. or Unassign and then the blue ÔassignmentÕ button for any unassigned channel. If no other buttons are pushed, this button will cancel itself after five seconds.
Unassign: As you would probably expect, this button is used to clear an as-
signment you have previously made to any of the input ports on the con­sole. To use it:
1) Momentarily press the Unassign button. Its yellow LED will light and the LED displays will change to show the assigned channel numbers. This shows that the console is now in Unassign mode.
2) Choose which of the previously assigned inputs you would like to clear. Momentarily press that inputÕs blue button. Both the LEDs on the selected inputÕs blue button and the yellow LED on the Unassign button will go out.
If you have pressed the Unassign button and decide that you donÕt
really want to Unassign anything, it can be canceled by momentarily pressing the blue ÔassignmentÕ button for any unassigned input. If no other buttons are pushed, this button will cancel itself after five seconds.
Once you have the Micro Console assigned as you like it, you can take a Ôsnap­shotÕ of the current configuration, name it, and save it for later retrieval. To do this, select the ÔSave Console PresetÕ command from the RealTime pulldown menu in PC¥MACs. This will ask you for a name for this new preset (or you can use a name from the list of ÔstandardÕ names you have previously entered). To retrieve any con­sole preset that you have saved, you can select it from the ÔCurrent ConsoleÕ popup on the main screen or from the ÔLoad Console PresetÕ command under the ÔRealTimeÕ pulldown menu. Either of these will instantly load the console with your previously saved console preset.
The Micro Console is attached to PC¥MACs through the Console Serial Port on the Smpte Card. This link runs at 250 KBaud using RS-422 drivers and receivers. For most short wire lengths, standard RJ-11 modular telephone wire can be used. If the distance is great, then a shielded twisted pair cable may be needed. Please refer to the section of this manual covering the Smpte Card for details on this connection.
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This page was purposely left blank.
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- Togglodyte Animation Test Tool -
con alt 76543210 Upper Mouth Open
Console/ DMX-512
7
3
Assign
Setup
9-24 VDC
Digital Inputs
(from Brick Output)
6
2
Controls
Alternate/
Reversed
Sequencer
Light
Stop at End
1/4 J-6 In
5
1
Analog/
Digital
Record/
1/4 J-6 Out
(to Brick Input)
4
0
Punch
in/out
Setup:
select next
Sequencer
Start/Stop
Setup:
select last
Togglodyte Animation Test Tool
Gilderfluke & Company ¥ Glendale, California
The Togglodyte is a small handheld unit which is typically used by service personnel to manipulate and move the animated figures that are attached to the Animation Control System. It can also be used as a simple programming console for generating animation data in real time.
The Togglodyte has a two line LCD display and sixteen keys on its front. It can run from an external power supply or its onboard battery.
The Togglodyte can attach to a PC¥MACs system:
1) To the Serial Programming Console Connection on the Smpte Card. In this mode, the Togglodyte acts as a handheld single channel programming console. Any eight bit digital port
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or single analog port can be selected on the Togglodyte. Data can then be sent to the select­ed port just as if a full-sized PC¥MACs Programming Console were attached to it. Save Console Preset and Load Console Preset commands from PC¥MACs will treat the digital side of the Togglodyte as ÔDigital AÕ, and the analog side as ÔEncoder BÕ.
2) The Togglodyte has an eight bit wide 1/4 J6 input and output. This allows it to be attached right to the outputs of a PC¥MACs Digital Output Card (or the output of any of our other ani­mation control systems) at the controlled device. Data coming from the animation system can be monitored, or modified. The selected eight bit port can be used as eight individual digital outputs or one eight bit wide analog port.
3) The Togglodyte can work with DMX-512 in two different modes. a) It can act as a source of DMX-512 data, transmitting a stream to any DMX-compatible
device. The data in the selected eight bit digital channel or analog channel (any resolu­tion) is included in the transmitted data stream.
b) It can receive a stream of DMX-512 compatible data and insert the selected eight bit
digital channel or analog channel (any resolution) in the retransmitted data stream.
The command keys on the Togglodyte are used as follows:
Assign: This is the button you use when you want to assign the input channel on the Togglodyte
to one of the outputs attached to the system. If the Togglodyte is in Setup mode, or is current­ly running or recording a sequence, this command will be unavailable. It is used as follows:
1) Momentarily press the ASSIGN button. The word ÔassignÕ will appear in the upper line of
the LCD display to show that the Togglodyte is now in assign mode. The current assign­ment of the analog or digital input will be shown on the lower line of the display. The name of the selected channel will appear on the screen of the PC.
2) To select another output channel, use the analog input to select it. As you rotate the
analog, the window on the screen of the PC will change to show the output channels as they pass.
3) If you are assigning a digital port, then you can now decide which of the eight bits with-
in that port will be active for programming. You do this by pressing the individual buttons that represent the individual bits on that port. As you do so, the bit numbers of each bit will toggle ÔONÕ and ÔOFFÕ on the upper line of the display (If MANUAL Mode is ÔONÕ, these pushes will also be sent out the outputs as you make them). A bit number which is left ÔONÕ when you complete the assignment will be active for programming. All others will be left in Playback mode and any data already recorded on them wonÕt be altered.
4) To complete the assignment process, just press the ASSIGN button again. If the output
channel you have selected has never before been used, it will be used to create a new eight bit analog or digital channel if the ÔQuick ChannelsÕ option under the ÔPreferencesÕ pulldown is turned ÔONÕ.
When you complete the assignment of any channel of a Togglodyte operating in Console mode, PC¥MACs will send the name(s) for the selected channels it. These will then be shown on the lower line of the display (digital functions wonÕt be shown until the individual bits be­come active). If you have assigned an analog function, PC¥MACs will also send the Togglodyte the resolution for the selected channel. Until this arrives, an Ôerr:Õ will be displayed on the lower line of the LCD display. The number represents the current value for the internal resolution byte. If you assign an analog to a invalid or nonexistent channel or a set of digitals, then PC¥MACs will never send a resolution byte to the Togglodyte, and the analog input will remain in the ÔerrÕ mode.
If you have pressed the ASSIGN button and decide that you donÕt really want to assign anything, it can be canceled by pressing ASSIGN again.
Alt./Rev.: This button is used to reverse the direction of the analog input, or make the digital in-
puts into 'alternate' action (push ÔONÕ/push ÔOFFÕ). Note that when you make the digital input port into alternate action, all eight bits in that port will be affected. To use the ALT./REV. com-
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mand key:
1) Momentarily press the ALT./REV. button. The word ÔaltÕ will appear in the upper line of the
display if the Togglodyte is in analog mode, or ÔrevÕ if in digital mode.
If you need to remove the alternate/reverse mode from any of the programming con- soleÕs inputs, just repeat the above step.
Analog/Digital: The Togglodyte can be used in either digital input or analog input modes. This but-
ton is used to toggle between these two modes. To use this command:
1) Momentarily press the Analog/Digital button. The display will change to reflect the new
condition of the Togglodyte.
Punch in/Punch out: Once any of the inputs has been assigned, it can temporarily be
Ôpunched outÕ (put into a playback mode, even if PC¥MACs is programming a show) or Ôpunched inÕ (put back into active mode). When it is punched out, data will be fed through the Togglodyte from the programming console input (when operating in Console Mode), the 1/4 J6 input (when operating in J6 mode), or the incoming DMX-512 data stream (when oper- ating in DMX-512 mode) to the outputs. In this way you can monitor the programmed data which is being sent to a figure. To use this command:
1) You just momentarily press the Punch in/Punch out to punch it in or out. The word ÔPoutÕ
will appear on the display to show that a channel has been punched out (a digital func-
tion will have itÕs assigned bit numbers changed to ÔxÕs as well).
If you punch the analog in or out while PC¥MACs is recording a show and the AUTO INBE­TWEEN function has been turned ÔONÕ, PC¥MACs will automatically remove any jump that might have been created at the punch points.
Setup: This button is used to adjust various settings used in the Togglodyte. This command is not
available if the Togglodyte is already in ASSIGN mode, or if it is running the Sequencer. To use this command:
1) Press the Setup button. The currently setting to be adjusted will be shown on the the
LCD display.
2) To select any other setting, rotate the analog input knob. The settings will scroll by as
you do.
3) To actually adjust the settings, the Setup: select next and Setup: select last buttons are
used 3.
4) To exit the Setup mode, just press the Setup button again.
The settings that can be adjusted through the Setup mode are:
1) Operating Mode:
a) Programming Console: For use with a PC¥MACs system. The
Togglodyte acts as a single channel programming console. For the specifications of the 1/4 J6 cabling, see the other sections of this manual.
b) 1/4 J6: For use with smaller animation systems or connection right
at the digital outputs from a PC¥MACs system. The digital 1/4 J6 output from the animation system is attached to the ÔinputÕ on the Togglodyte (optionally), and the figure is attached to the 1/4 J6 output from the Togglodyte (optionally). DMX-512 is transmitted by the Togglodyte on each frame when operating in this mode. The wire between the Togglodyte and the PC¥MACs system (specifically
3
These same buttons are used for Punch in/Punch out and Sequencer Start when
the Togglodyte is not in the Setup Mode.
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the Smpte Card) is a standard straight-through RJ-11 telephone style connector.
c) DMX-512: For use when receiving a DMX-512 data stream moni-
toring and/or modifying it, and then retransmitting it. This requires a special DMX-512 cable for connections to the Togglodyte. This is wired as follows:
DMX-512 In (Male 5 pin XLR) DMX-512 Out (FM 5 pin XLR) pin # COLOR SIGNAL NAME:
1 n/c (left) 1) WHITE: signal ground 2 n/c 2) BLACK: - serial data in
3 n/c 3) RED: + serial data in n/c 2 4) GREEN: - serial data out n/c 3 5) YELLOW: + serial data out n/c 1 (right) 6) BLUE: signal ground
2) Sequencer mode:
a) Record/Play Sequencer: Allows a single eight bit channel to be
recorded and played back repeatedly. b) Two Phase Timer: Pulses all of the digital bits together. c) Four Phase Timer: Pulses odd and even numbered bits alternate-
ly.
3) Numbering System: Allows you to select what type of numbering system will be used on the Togglodyte.
a) HEXadecimal (0-F) b) Decimal (0-9) c) Percentage (0-100%)
4) Normal Encoder Prescaler: This allows you to set the divider used on the analog input when manipulating any analog function. A larger divisor low­ers the sensitivity of the analog input. Ten different rates between /1 to /100 are available.
5) Special Encoder Prescaler: This allows you to set the divider used on the analog input when in Assign or Setup modes. A larger divisor lowers the sensitivity of the analog input. Ten different rates between /1 to /100 are available.
6) Frame Rate: This is the update speed used when operating in J6 mode (both of the other modes get their frame rate from the system to which they are attached). Ten different frame rates are available from 20 to 200 Frames Per Second.
7) Digital Name: This allows you to enable or disable the display of the names of digital functions when operating in the PC¥MACs programming Console mode. You can select whether: 1) none, 2) all the names within an eight bit channel, or 3) only names of those bits which have been se­lected will be displayed on the Togglodyte.
8) Digital Number: This allows you to toggle on and off whether the nu­meric value for a digital port will be displayed.
9) Analog Number: This allows you to toggle on and off whether the nu­meric value for a analog port will be displayed. Values of analogs beyond eight bits can not be displayed in decimal mode, and will default to Hex numeric values.
10) Timer A:
11) Timer B:
12) Timer C:
13) Timer D: These allow you to modify the times used for the sequencer in
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timer mode. The range of entry is from 0 to 9.9 seconds for each of these.
14) Backlighting Stay On: This allows you to set the amount of time the back­lighting will stay on when the Togglodyte is being operated from batteries. The range of entry is from 0 to 9900 seconds, with 100 seconds resolution. If you want the backlighting to stay on forever once it is turned on, just set it to 0000.
14) Battery Stay On: This allows you to set the amount of time the Togglodyte will stay on when it is being operated from batteries. The range of entry is from 0 to 9900 seconds, with 100 seconds resolution. If you want the Togglodyte to stay on forever once it is turned on, just set it to
0000.
15) Default to Digital/Analog Input: This allows you to select which mode the Togglodyte will be in each time it is turned on.
16) Default Digital Channel: This allows you to set the channel number which will be used for the digital channel each time the Togglodyte is turned on.
17) Digital Default Momentary/Alternate Action: This allows you to set the input mode for the digitals each time the Togglodyte is turned on.
18) Default Analog Channel: This allows you to set the channel number which will be used for the analog channel each time the Togglodyte is turned on.
19) Analog Default Normal/Reversed Direction: This allows you to set the di­rection used by the analog input each time the Togglodyte is turned on.
20) Default Analog Resolution: This allows you to set the analog resolution which will be used each time the Togglodyte is turned on.
21) DMX-512 Checksum: This allows you to set whether the checksum used to verify the quality of DMX-512 data will be used by the Togglodyte on transmission, reception or both. This sixteen bit checksum is transmitted or received in the 257th and 258th time slots of the DMX-512 data stream. This is a extension to the DMX-512 standard which is unique to Gilderfluke & Company equipment.
22) Write to EEprom/Read from EEprom: Pressing the Setup: select next but- ton will write the current settings to the TogglodyteÕs EEprom. These settings will then be loaded into the Togglodyte each time it is turned on. Pressing the Setup: select last button will read the saved settings from EEprom if you ever need to get them back after screwing something up really badly.
If you ever need to reload the default settings from the Eprom into the Togglodyte, press and hold both the Assign and Setup buttons when you turn the Togglodyte on. This will load the defaults into the Togglodyte, but not write it the the EEprom (it also puts the Togglodyte into Setup mode). To save it permanently, you must select the Write to EEprom/Read from Eprom setting and press the Setup: select next button.
If the Togglodyte is running from batteries, it will normally shut off after the delay set by the Battery Stay On time. If you want to have the Togglodyte turn off immediately (well, almost immediately), press the Setup button to enter this mode, and then press the Assign button. The Togglodyte will turn off in about 5 seconds.
Light: Whenever the Togglodyte is running from an external power source, the LCD displayÕs
backlighting is always turned ÔONÕ. When running from the TogglodyteÕs internal battery, it must be turned ÔONÕ manually. This button is used to do this. The light will turn ÔOFFÕ by itself after the time delay set under the Setup command. Time delays from 0 to 9900 seconds are available.
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Sequencer Record: When the TogglodyteÕs sequencer Record/Playback mode has been se-
lected under the Setup command, this button is used to prepare the Togglodyte for recording a sequence. When it is pressed, the word ÔrecÕ will appear on the LCD display to show that the Togglodyte is ready to record. This will cancel itself out after approximately 5 seconds if no other button is pressed. When the Start/Stop Sequencer button is pressed, the ÔrecÕ on the dis- play will change to a ÔRECÕ and any movements on the TogglodyteÕs analog or digital inputs (depending on the analog/digital mode) will be recorded. Recording is terminated by pressing the Sequencer Start button again, or when the Togglodyte runs out of memory (the recording capacity is approximately 6000 frames).
Start/Stop Sequencer: The TogglodyteÕs sequencer is used to send signals to the outputs of the
animation system without having to manually operate the Togglodyte. This allows you to pulse a digital, or send a programmed sequence to an analog function while you set down the Togglodyte to work on the figure. This button starts the sequencer running the first time it is pressed, and stops it the second time. While the sequencer is running, entry into the Assign or Setup modes is disabled. There are two modes of operation for the sequencer:
a) Record/playback: This allows you to record a sequence on any single eight bit channel
(analog or digital) and play it back. The source of the recorded data can be your button presses and knob twisting on the Togglodyte, or it can record the data coming in from a preprogrammed sequence from the programming console input (when operating in Console Mode), the 1/4 J6 input (when operating in J6 mode), or the incoming DMX- 512 data stream (when operating in DMX-512 mode). This allows you to record a short piece of a particularly troublesome show for playback and testing. When you write the configuration to the TogglodyteÕs EEprom, the first 500 or so bytes of any recorded se­quence will be saved permanently. This sequence will be available the next time the Togglodyte is turned on.
b) Timer: This mode is typically used to test digital functions. It has two modes of opera-
tion:
1) Two Phase Mode: All the digitals that are assigned will be turned on for the time period set by Timer A (all timers are adjustable from 0 to 9.9 sec- onds through the Setup mode). it then turns all of the digitals off for the period set by Timer B and repeats. This allows any of the digitals to be cy- cled on and off together.
2) Four Phase Mode: Digitals 0, 2, 4 and 6 will be turned on for the time pe­riod set by Timer A if they are currently assigned. The Togglodyte then turns all of the digitals off for the period set by Timer B. Digitals 1, 3, 5 and 7 will be turned on for the time period set by Timer C if they are currently assigned. All of the digitals are then turned off again for the period set by Timer D and the whole sequence repeats. This allows pairs digital outputs to be cycled on and off alternately. All timers are adjustable from 0 to 9.9 seconds through the Setup mode.
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- HEXadecimal to Decimal to Percentage -
The following chart shows decimal, HEXadecimal, and a few percentage equivalents to aid you
when you need to convert between numbering bases:
decimal HEX ASCII % decimal HEX ASCII % decimal HEX ASCII % decimal HEX ASCII %
0 0 0 0 null 0 6 4 4 0 @ 25 % 1 2 8 8 0 (null) 50% 1 92 C 0 (@) 75%
1 0 1 soh/^A 6 5 4 1 A 129 81 (soh) 193 C1 (A) 2 02 stx/^B 6 6 4 2 B 1 30 82 (stx) 194 C2 (B) 3 0 3 etx/^C 6 7 4 3 C 1 31 8 3 (etx/) 195 C3 (C) 4 0 4 eot/^D 68 4 4 D 1 32 84 (eot) 1 96 C4 (D) 5 0 5 eng/^E 6 9 4 5 E 1 33 85 (eng) 197 C5 (E) 6 0 6 ack/^F 70 4 6 F 1 34 86 (ack) 198 C 6 (F) 7 07 bell/^G 7 1 4 7 G 1 35 87 (bell) 1 99 C 7 (G) 8 0 8 bs/^H 7 2 4 8 H 136 8 8 (bs) 200 C8 (H)
9 0 9 ht/^I 73 4 9 I 1 37 8 9 (ht) 2 01 C9 (I) 1 0 0 A lf/^J 7 4 4A J 1 38 8A (lf) 202 CA (J) 1 1 0B vt/^K 75 4B K 1 39 8B (vt) 2 03 CB (K) 1 2 0C ff/^L 7 6 4C L 1 40 8C (ff) 204 CC (L) 13 0D cr/^M 7 7 4D M 1 41 8D (cr) 2 05 CD (M) 1 4 0E so/^N 78 4E N 1 42 8E (so) 206 CE (N) 1 5 0 F si/^O 79 4F O 14 3 8F (si) 2 07 CF (O)
1 6 1 0 dle/^P 80 5 0 P 144 9 0 (dls) 20 8 D0 (P) 17 1 1 dc1/^Q 8 1 5 1 Q 1 45 9 1 (dc1) 20 9 D1 (Q) 18 1 2 dc2/^R 8 2 52 R 146 9 2 (dc2) 210 D2 (R) 19 13 dc3/^S 8 3 5 3 S 147 93 (dc3) 211 D3 (S) 20 14 dc4/^T 84 54 T 148 9 4 (dc4) 2 12 D4 (T) 2 1 1 5 nak/^U 85 5 5 U 149 95 (nak) 2 13 D 5 (U) 2 2 1 6 syn/^V 8 6 5 6 V 150 96 (syn) 2 14 D6 (V) 23 1 7 etb/^W 87 5 7 W 151 9 7 (etb) 2 15 D7 (W) 24 1 8 can/^X 8 8 58 X 152 9 8 (can) 2 16 D8 (X) 2 5 1 9 em/^Y 8 9 5 9 Y 1 53 99 (em) 2 17 D9 (Y) 2 6 1 A sub/^Z 9 0 5A Z 1 54 9A (sub) 2 18 DA (Z) 27 1B ESC 91 5B [ 155 9B (ESC) 21 9 DB ([) 28 1C FS 9 2 5C \ 15 6 9C (FS) 2 20 DC (\) 2 9 1D GS 9 3 5D ] 1 57 9D (GS) 2 21 DD (]) 3 0 1E RS 9 4 5E ^ 1 58 9E (RS) 2 22 DE (^) 3 1 1F VS 9 5 5 F 159 9F (VS) 2 23 DF ( )
32 2 0 SP 12.5% 9 6 60 ` 37.5% 160 A0 (SP) 62.5% 224 E0 (`) 87.5% 33 21 ! 97 61a 161A1(!) 225E1(a) 34 22 Ò 98 62b 162A2(Ò) 226E2(b) 35 23 # 99 63 c 163 A3 (#) 227 E3 (c) 36 24 $ 100 64 d 164 A4 ($) 228 E4 (d) 37 25 % 101 65 e 165 A5 (%) 229 E5 (e) 38 26 & 102 66 f 166 A6 (&) 230 E6 (f) 39 27 Ô 103 67 g 167 A7 (Ô) 231 E7 (g) 40 28 ( 104 68 h 168 A8 (() 232 E8 (h) 41 29 ) 105 69 i 169 A9 ()) 233 E9 (i) 42 2A * 106 6A j 170 AA (*) 234 EA (j) 43 2B + 107 6B k 171 AB (+) 235 EB (k) 44 2C Ô 108 6C l 172 AC (Ô) 236 EC (l) 45 2D - 10 9 6D m 1 73 AD (-) 237 ED (m) 46 2E ¥ 110 6E n 174 AE (¥) 238 EE (n) 47 2F / 111 6F o 175 AF (/) 239 EF (o)
48 30 0 112 70 p 176 B0 (0) 240 F0 (p) 49 31 1 113 71 q 177 B1 (1) 241 F1 (q) 50 32 2 114 72 r 178 B2 (2) 242 F2 (r) 51 33 3 115 73 s 179 B3 (3) 243 F3 (s) 52 34 4 116 74 t 180 B4 (4) 244 F4 (t) 53 35 5 117 75 u 181 B5 (5) 245 F5 (u) 54 36 6 118 76 v 182 B6 (6) 246 F6 (v) 55 37 7 119 77 w 183 B7 (7) 247 F7 (w) 56 38 8 120 78 x 184 B8 (8) 248 F8 (x) 57 39 9 121 79 y 185 B9 (9) 249 F9 (y) 58 3A : 122 7A z 186 BA (:) 250 FA (z) 59 3B ; 123 7B 187 BB (;) 251 FB ( ) 60 3C < 124 7C 188 BC (<) 252 FC ( ) 61 3D = 125 7D | 1 89 BD (=) 25 3 FD (|) 62 3E > 126 7E ~ 190 BE (>) 254 FE (~) 6 3 3 F ? 1 2 7 7F del 1 91 B F (/) 2 5 5 F F (del) 100%
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