Universal Ultralite Board Instructions
Features
• Fully functional in the Dye DM10, DM9, DM8, DM7, DM6, and Ultralite
frames for the DM5, Proto Matrix Rail, and Proto Matrix 06 or newer.
• Based on the Musashi 7 software
• Full support for RF transmitters with included wiring harness
• New model microcontroller runs at 8 Mhz for no hardware lag and the fastest
code execution
• Enhanced power switching hardware for the solenoid
• Includes 12 fire modes: uncapped semi-auto, capped semi-auto, PSP auto-
response, PSP 50% ramping, PSP 100% ramping, PSP burst, NXL fullautomatic, auto-response, 50% ramping, 100% ramping, 3 round burst, and
full-automatic
• Asynchronously monitors the trigger switch, using an interrupt based scan at
2 million times per second
• Gangster setting allows 3 different options for every fire mode, giving 36
different “breakout” style modes
• Adjustable ABS programming prevents first shot drop-off
• AMB (anti-mechanical bounce) and CPF (cycle percentage filter) algorithms
help to eliminate mechanical bounce and switch bounce
• Power efficient software and hardware 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, CPF, ramp start,
gangster mode, bolt delay, and training mode dwell
• 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
• 4 eye modes: delayed, forced with force shot, test mode with rate of fire
indicator, and reduced dwell training mode with rate of fire indicator
• Low battery indicator hardware and software shows battery level each time
the marker is turned on
Installation
Removal and installation of the board on a marker using an Ultralite frame must be
carefully done to ensure the electronics are not damaged. Begin by removing the grips
from the marker. This will expose the entire circuit board. Remove the eye harness and
solenoid harness. Remove the two mounting screws from the board, and then the board
itself. Make sure the two switch contacts located behind the board remain in place in
the frame. In some cases the contacts will be of different length, and will require
matching up to the board’s switches once installed to make sure they work correctly.
Place the M7 Ultralite board in the grip frame by inserting the top first, making sure the
wiring does not get pinched. Replace the mounting screws. Plug in all the connections.
If the marker does not turn on, it may be due to a low or incorrectly inserted battery.
LED Indicator
The multi-color LEDs that shine out the side of the grip frame show 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 start 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, max rate of fire reduced to 12 bps; clean
eyes or make sure the gun is 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 through 12.
Power Operation
Pressing and releasing the power button turns the marker on. The battery indicator will
show the current power level of your battery with a flickering red, yellow, or green
LED. After, it will show a solid or blinking blue LED (unless changed from the
default). To turn off, press and hold the power button for 1.5 seconds, 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.
Eye Operation and 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 8 balls per second to prevent further chopping,
and the LEDs will blink yellow to indicate the eye malfunction. Firing the marker with
paint and air will utilize the eye system correctly, maximizing the rate of fire. When the
eyes are off, the rate of fire is limited to 25 balls per second unless in fire modes 2
through 12, 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
Battery indicator software and hardware are standard on the M7 Ultralite board. When
the marker is turned on, the LEDs will briefly flicker red, yellow, or green to indicate
the status of your battery. If it flickers red, the battery is exhausted and should be
changed as soon as possible. If it flickers yellow, the battery may last for another case of
paint, but it is close to failing.
Programming
The tournament lock must be disabled in order to change settings on the board. Pushing
the small switch below the eye socket toggles the tournament lock. While the marker is
turned off, push and hold the lock button. The LED will flash red or green to indicate
the status of the lock. Red means the lock is on, while green means the lock is off.
When the lock and the marker are off, pull and hold the trigger, then push the power
button. The marker will boot into programming mode, showing a rainbow sequence
before stopping at 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
Flickering Red Bolt delay
Flickering White Training mode dwell
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 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.
2. Pull the trigger and push the power button to turn on the marker.
3. The LED shows a rainbow sequence then stops on 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 lock 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 M7 Ultralite board features an interrupt based debounce algorithm that
effectively “scans” the trigger over 2 million times per second. It runs this completely
independent of code execution on the microcontroller so your trigger pulls are always
registered. The debounce setting is in increments of 1/2 milliseconds. Users should be
aware that low debounce settings 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 (5 ms).
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 35 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, which is the
fastest. The default is 2 and may be set from 1 to 25.
AMB (Anti-mechanical bounce) – Allows the user to adjust the anti-mechanical
bounce feature. Mechanical bounce occurs due to the kick generated during each shot
and can cause the marker to “run away” on the first few shots. 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 adjustable).
ABS dwell – Amount of dwell time added for an ABS (anti-bolt stick) shot. The range
is from 1 to 10 additional milliseconds of dwell. The default is 1, which is disabled.
ABS programming helps to eliminate first shot drop-off. First shot drop-off occurs when
the lube and o-rings settle or “stick” inside the marker after it has been sitting. The next
shot fired will be lower in velocity because the bolt has to break free. ABS will slightly
increase the dwell to compensate if the marker is left sitting for 15 seconds.
Fire mode – Included are 12 different fire modes (default is 1):
1. Semi-automatic, unlimited rate of fire
2. Semi-automatic, adjustable rate of fire
3. PSP auto-response
4. PSP 50% ramping, adjustable ramp start
5. PSP 100% ramping, adjustable ramp start
6. PSP burst
7. NXL full-automatic
8. Auto-response
9. 50% ramping
10. 100% ramping
11. 3 round burst
12. Full-automatic
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 an adjustable rate of fire. It limits the maximum balls
per second that can be fired. The cap is set by the max rate of fire setting.
Setting 3 is the PSP auto-response fire mode that works as follows:
• The first 3 shots of a string are semi-automatic
• After the 4th shot the marker will fire on the pull and release in auto-
response mode
• If the user stops firing for more than 1 second, the 3-shot semi-automatic
count starts over
Setting 4 is the PSP 50% ramping fire mode that works as follows:
• The first 3 shots of a string are semi-automatic
• After the 4th shot the marker will ramp, adding 1 additional shot for every 2
pulled by the user, as long as the user pulls the trigger faster than the ramp
start setting
• If the user stops firing for more than 1 second, the 3-shot semi-automatic
Setting 5 is the PSP 100% ramping fire mode that works as follows:
count starts over
• The first 3 shots of a string are semi-automatic
• After the 4th shot the marker will ramp up to the loader’s maximum speed or
the maximum rate of fire, as long as the user pulls the trigger faster than the
ramp start setting
• If the user stops firing for more than 1 second, the 3-shot semi-automatic
count starts over
Setting 6 is the PSP burst fire mode that works as follows:
• The first 3 shots of a string are semi-automatic
• After the 4th shot the marker will burst fire 3 shots per pull
• If the user stops firing for more than 1 second, the 3-shot semi-automatic
count starts over
Setting 7 is the NXL full-automatic fire mode. It functions similarly to the PSP fire
modes except, after the 3rd semi-automatic shot, the user may pull and hold the trigger
for the marker to fire in full-automatic.
Setting 8 is the normal auto-response fire mode. The marker will fire on each pull and
release of the trigger, generating 2 shots per full pull cycle.
Setting 9 is the normal 50% ramping fire mode. The marker will fire in semi-automatic
unless the user pulls the trigger faster than the ramp start setting. Once the ramp start
setting has been achieved, the marker will 50% ramp, adding 1 additional shot for every
2 trigger pulls.
Setting 10 is the normal 100% ramping fire mode. The marker will fire in semiautomatic unless the user pulls the trigger faster than the ramp start setting. Once the
ramp start setting has been achieved, the marker will ramp up to the maximum feed rate
of the loader or the maximum rate of fire setting, whichever is lower.
Setting 11 is the normal 3 round burst fire mode. The marker will burst fire 3 times for
every pull and release of the trigger.
Setting 12 is the normal full-automatic fire mode. As long as the trigger is depressed the
marker will 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 2, which is roughly
10.5 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 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 – Four eye modes are available:
1. Delayed – If the eye system does not detect a ball in the breech for 1/2 second, the
marker automatically fires. This is useful for sound activated loaders because it
ensures 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 1/2 second, thereby initiating a force shot.
3. Test – This mode is specifically for seeing how fast the user can fire the marker, or
how fast the pneumatics can actually cycle. The eyes work to prevent firing if
they are blocked. This mode is only for dry firing. The LED is used to show the
fastest achieved rate of fire:
Red less than 10 bps
Yellow between 10 and 15 bps
Green between 15 and 20 bps
Blue between 20 and 25 bps
White 25 bps or greater
As long as the user continues to fire, the fastest achieved rate of fire will continue
to be displayed on the LED. If the user stops firing for 1 second, the LED will
cycle back through the rate of fire colors.
4. Training – This mode works just like the test eye mode, but features an adjustable