
Musashi 6 DM4/5/C Chip Instructions
Features
• Fully functional in the Dye DM4, DM5, and DMC markers with both
LBI and non-LBI boards
• Based on the Musashi 6 software
• Includes five fire modes: uncapped semi-auto, adjustable semi-auto,
PSP ramping, PSP burst, and NXL full-automatic
• Continuously monitors the trigger switch through the entire firing cycle
• Gangster setting allows 3 different options for every fire mode, giving
15 different “breakout” style modes
• Adjustable ABS programming prevents first shot drop-off
• AMB and CPF algorithms help to eliminate mechanical bounce and
switch bounce
• Power efficient software lengthens battery life
• Programming mode allows changes to debounce, dwell, loader delay,
AMB, ABS dwell, fire mode, fire mode max rate of fire, eye mode,
cycle percentage filter, and ramp start
• All settings are stored in non-volatile memory so they are not lost when
battery is disconnected
• One-touch startup enables the marker to fire instantly
• Automatic 15-minute idle power down saves batteries
• Force shot eye mode allows the marker to be fired when the eyes are
enabled but no object is present in the breech
• Low battery indicator software when used with an LBI board
• Bad Membrane Recognition allows the user to keep playing when the
eye button fails on the membrane pad
• Two eye modes: delayed and forced with force shot
Installation
Removal and installation of the chip on a DM4, DM5, or DMC must be carefully
done to ensure the chip and the electronics are not damaged.
Begin by removing the grips from the right side of the marker. This will expose
the entire circuit board. Unplug the battery. The stock chip is located in a socket
near the bottom of the grip frame. To remove, gently pry under each end with a
small flathead screw driver. Alternate sides until it is far enough out to remove
with your fingers. Insert the new chip, making sure it is aligned properly. A notch
in one end of the chip lines up with a notch in the socket and the white drawing on
the surface of the board. If the marker will not turn on and it is not due to a low
battery, broken membrane or broken battery harness, you may have installed the
chip backwards.
LED Indicator
The multi-color LED that shines out the left side of the grip panels shows which
mode of operation the marker is currently in:
Rapid Blinking Red At startup this indicates an exhausted battery
Rapid Blinking Yellow At startup this indicates a low battery
Rapid Blinking Green At startup this indicates a good battery
Solid Blue Ball in breech, ready to fire
Slow Blinking Blue No ball in breech
Slow Blinking Yellow Eye malfunction; clean eyes or make sure the gun is
being fired with paint and air
Slow Blinking Red Eyes disabled, rate of fire limited to 20 balls per
second in mode 1; otherwise capped at fire
mode max rate of fire for fire modes 2 and higher
Power Operation
Pressing and releasing the power button turns the marker on. The battery level will
show a flickering red, yellow, or green LED. A blue LED in the grip frame will
then indicate that the marker is ready to be fired. To turn off, press and hold the
power button until the LED turns off, then release. Every time the marker is turned
on, the eyes are enabled. The marker can be turned off regardless of the state of the
eyes. See “Battery Indicator” section for additional details.
Startup Sequence:
1. Press power button.
2. LED flickers red, yellow, or green to show the status of the battery if
using an LBI board; otherwise go to step 3.
3. LED lights solid blue or blinking blue, depending on whether
something is in the breech, ready to fire.
Eye Operation & Logic
The eyes are enabled when the marker is first turned on. The eyes can be toggled
by using the eye button. Press and hold the eye button for 1 second and the LED
will change colors to indicate the mode change.
If used, the eye system cycles the marker as fast as possible. During each shot the
eyes watch for the bolt to return, ending the current firing cycle and starting
another as quickly as the pneumatics allow. If the eye system is continually
blocked (e.g. putting your finger in front of the eyes) and is unable to see the bolt
return after every shot, the max rate of fire will be reduced to about 12 balls per
second to prevent further chopping, and the LED will slowly blink yellow to
indicate an eye malfunction. The only way to show the true speed of the M5 chip
is to fire the marker with paint and air. When the eyes are off, the rate of fire is
limited to 20 balls per second unless in fire mode 2-5, in which case the rate of fire
is selected by the user.
To determine if the eyes are working correctly, insert an object into the breech.
Check to see if the LED changes from blinking blue to solid blue and then back to
blinking blue once the object is removed.
Battery Indicator (for the LBI board)
This section does not apply to the non-LBI board. To determine if you have
an LBI board, refer to the pictures at www.tadaotechnologies.com.
Newer boards that ship with the DM4, DM5, and DMC have the correct circuitry
to utilize a battery indicator if the corresponding software exists on the
microcontroller.
The battery indicator software is standard on the Musashi 5 DM4/5/C Chip. When
the marker is turned on, the LED will briefly flicker red, yellow, or green to
indicate the battery level if using an LBI board. If not using an LBI, board the
marker will go straight into the firing mode.
Programming
The tournament lock must be disabled in order to change settings on the chip. The
th
dip switch functions as the tournament lock. To disable the tournament lock,
4
make sure the 4
turned off, pull and hold the trigger and turn the marker on. This will initiate the
programming mode, showing a rainbow sequence, then solid green.
Pulling and releasing the trigger quickly will toggle between the different
programming modes:
Green Debounce
Purple Dwell
Yellow Loader delay
Blue AMB (anti-mechanical bounce)
Red ABS dwell
White Fire mode
Teal Fire mode max rate of fire
Flickering Green Eye mode
Flickering Purple CPF (cycle percentage filter)
Flickering Yellow Ramp start
Flickering Blue Gangster mode
When the LED is lit for the desired setting, press and hold the trigger until the
LED goes out. When you release the trigger, the LED will blink to show the
current setting. For example, if the current setting for debounce is 5, the LED will
blink green 5 times. Once the LED stops blinking, you have 2 seconds to begin
th
dip switch is in the ON or UP position. While the marker is

entering the new setting.
To enter the new setting, pull the trigger the desired number of times. For example,
to set the debounce to 2, you must pull the trigger 2 times. Every time you pull the
trigger the LED will light. After all settings have been changed, turn the marker
off, using the power button.
Programming Example
If you want to set the dwell to 20, you should:
1. Make sure the marker is powered off and the tournament lock is
disabled (4
th
dip switch in the UP/ON position).
2. Pull the trigger and push the power button to turn on the marker.
3. The LED shows a rainbow sequence, then solid green. This is the
debounce mode.
4. Quickly pull and release the trigger 1 time to switch to the dwell mode.
The LED will show purple.
5. Pull and HOLD the trigger until the LED turns off.
6. Release the trigger. The LED will blink out the current setting.
7. When the LED stops blinking, enter the new setting by pulling the
trigger 20 times.
8. Wait until the LED turns back on, indicating programming has been
completed.
9. Turn the marker off.
Program Reset
To reset all settings to factory defaults, hold down the eye button for 10 seconds
while in programming mode. The LED will rapidly cycle through every setting
color to indicate that the process has completed.
Settings
Debounce – The Musashi software features a hybrid debounce scheme that uses
microcontroller cycles to debounce the pull of the trigger and ½ ms time
increments to debounce the release. This results in a very effective debounce
algorithm that does not hinder the user at any setting. At low debounce settings,
however, it may cause the marker to read switch bounce as additional pulls, falsely
generating shots or near full automatic fire. The setting ranges from 1 to 50 and is
defaulted at 10.
Dwell – The amount of time the solenoid is energized each time the marker is
fired. The default is 18 ms. The range is 5 to 30 ms. Too low of a dwell may lead
to inconsistency or drop-off. Too high of a dwell can cause bad air efficiency.
Loader delay – Adds a slight delay after the eye has seen a ball and the bolt is
cycled, causing the gun to fire. If not using force fed loaders, it may be necessary
to increase this setting to prevent chopping. A setting of 1 means no loader delay,
w
hich is the fastest. The default is 2 and may be set from 1 to 50.
AMB – Allows the user to adjust the anti-mechanical bounce feature. Mechanical
bounce occurs with the DM4, DM5, and DMC due to the kick generated during
each shot and can cause the marker to “run away,” firing even after the trigger has
been released. AMB helps stop markers from going full-auto when the trigger is
pulled very slowly. The default is 2 and may be set from 1 to 5 (1 being off). AMB
is only used in fire modes 1 and 2 (semi-automatic unlimited and capped).
ABS dwell – Amount of dwell time added for an ABS shot. The range is from 1 to
15 additional milliseconds of dwell. The default is 5. ABS can be disabled by
setting the 1
of ABS see the “Additional Features” section.
Fire mode – Included are five different fire modes (default is 1):
Setting 1 is normal semi-automatic with an unlimited rate of fire while the eyes are
enabled. When the eyes are turned off, the max rate of fire is set to 20 balls per
second.
Setting 2 is semi-automatic with a capped rate of fire. It limits the maximum balls
per second that can be fired. The cap is set by the Max ROF setting.
st
dip switch to the down/off position. For a more detailed explanation
1. Semi-automatic, unlimited rate of fire
2. Semi-automatic, adjustable rate of fire
3. PSP ramping, adjustable rate of fire
4. PSP burst, adjustable rate of fire
5. NXL full-automatic, adjustable rate of fire
Setting 3 is the first PSP fire mode that works as follows:
• The first 3 shots of a string are semi-automatic.
• After the 4
th
shot the marker will add shots as long as the user fires
faster than the ramp start setting. For example, if the ramp start setting
is 5, the user must pull 5 times per second or faster for the software to
add additional shots.
• If the trigger is released, the marker will stop firing immediately.
• If the trigger is not pulled again within 1 second of release, the 3-shot
semi-automatic count starts over.
Setting 4 is the second PSP fire mode that works as follows:
• The first 3 shots of a string are semi-automatic.
• After the 4
th
shot the marker will fire 2 or more shots per pull as long as
the user continually pulls and releases the trigger.
• If the trigger is released, the marker will stop firing immediately.
• If the trigger is not pulled again within 1 second of release, the 3-shot
semi-automatic count starts over.
In normal operation, continually pulling the trigger faster than 5 to 6 pulls per
second will effectively give the user full-automatic at the max rate of fire. If the
user stops shooting then resumes within 1 second, the marker will return to the
max rate of fire. If the user stops shooting for more than 1 second, the next 3 shots
will be semi-automatic. On the 4
th
shot it will resume a faster fire rate.
PSP ramping and PSP burst differ in that PSP ramping requires the user to
maintain the ramp start rate of fire for software assistance, whereas the PSP burst
mode will fire at least 2 shots per pull, regardless of rate of fire. Some players
prefer multiple shots every time they pull the trigger after the initial 3 semiautomatic shots, while others like to shoot 1 ball at a time until they achieve a
certain rate of fire.
Setting 5 is the NXL full-automatic fire mode. It functions similarly to the PSP
fire modes except, after the 3
rd
semi-automatic shot, the user may pull and hold the
trigger for the marker to fire in full-automatic.
Fire mode max rate of fire – The max rate of fire setting applies to the 2nd –
12th fire modes. The max rate of fire is adjustable from 10 to 25 balls per second,
and has an unlimited setting for maxing out the loader system. The default is 7,
which is roughly 13 balls per second. Oscillator inconsistencies from chip to chip
make it impossible to time perfectly, so the only true way to check rate of fire is to
use a Pact Timer or ballistic chronograph. The red radar chronographs commonly
found at fields are NOT reliable.
Setting BPS Setting BPS
1 10.0 12 15.5
2 10.5 13 16.0
3 11.0 14 17.0
4 11.5 15 18.0
5 12.0 16 19.0
6 12.5 17 20.0
7 (default) 13.0 18 21.0
8 13.5 19 22.0
9 14.0 20 23.0
10 14.5 21 24.0
11 15.0 22 Unlimited eyes on, 25.0 bps eyes off
Eye mode – Two eye modes are available:
1. Delayed – The marker fires ½ second after every trigger pull regardless
of a ball in the breech. This is useful for sound activated loaders
because it insures that a shot is fired, even without paint, so the loader
will continue to feed.
2. Forced with force shot – The marker only fires if paint is seen in the
breech or the user pulls and holds the trigger for ½ second, thus
initiating a force shot.