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Blizzard Lighting Kaptivator (UKBLKAPT.R20)
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; 'Blizzard Lighting Kaptivator', 11 DMX Channels, filename: UKBLKAPT.R20 ; Copyright © Avolites Ltd. 2014 ; ; Date By Description ; 21-12-14 Nic Morris Created ; 21-12-14 Pers Creator Created - Exported from Diamond 4 file. ; 21-12-14 Nic Morris Checked ; ;---------------------------------------------------------------------------- ; The device name, upto 11 characters, no spaces are allowed DEVICE UKBLKAPT mode=11 DMX 11 DMX Channels NAME "Unknown" "Blizzard Lighting Kaptivator" ; ;---------------------------------------------------------------------------- ; The Type of instrument, 1 & M must required for backward compatibility ; The middle number denotes the number of DMX channels used TYPE 1 11 M ; ;---------------------------------------------------------------------------- ; Mirror/Head resolution MIRROR 2 0 0 ; | | | ; | | |_______ maximum tilt movement (in degrees) ; | |____________ maximum pan movement (in degrees) ; |_________________ 1 means moving mirror, 2 means moving head ; ;---------------------------------------------------------------------------- ; Patching Information. (Upto 10 lines allowed) ; Upto 10 lines of 159 chars are allowed including formulae ; Variables used d=dmx number(1..512), h=handle(1..60), n=devicename (11-char) ; Allowed modifiers ; +,-,*,/,(,) basic arithmatic ; % means remainder after divide ; & means logical AND ; | means logical OR ; R means reverse the bits of the current result (operates on a byte) ; ^ means logical Exclusive OR (operates on a byte) ; > means shift to the right ; < shift to the left ; r followed by number means get the value of that parameter ; d DMX address ; n Fixture name, a 0 terminated character string ; h The handle number DEVICEADDRESS "Handle %2d"h "Fixture %11s"n "DMX %03d"d "" "" "Set to 11 DMX" "" "" DAEND ; ;---------------------------------------------------------------------------- ; Specify DMX limits ; ; minimum allowed dmx number MINDMX=1 ; ; maximum allowed dmx number MAXDMX=501 ; ; DMX number must be divisible by this DIVBY=1 ; ;---------------------------------------------------------------------------- ; DMX channel description ; ; Column by column description of each DMX channel ; 1. The channels bank number (1..20) ; 2. The upper faders in the bank (1) or the lower faders in the bank (61) ; 3. Channel type (L=LTP, H=HTP, I=Instant LTP, S=16-bit instant LTP, ; s=16-bit Fadeable LTP ; 4. DMX offset (1..number of DMX channels) ; 5. The output level is proportionally reduced by this level (0..100%) ; 6. The curve number (applicable only to HTP channels), usually set to 1 ; 7. Inverted (I) or Normal (N) ; 8. Attribute type (A=Colour Wheel 1, B=Cyan, C=Magenta, D=Yellow, ; E=Pan, F=Tilt, G=Iris, H=Dimmer, I=Gobo1, J=Gobo2, K=Gobo1 Rotate, ; L=Focus, M=Gobo2 Rotate, N=Colour Wheel 2, O=Shutter, P=Prism, Q=Zoom, ; R=Effect Rotate, S=Frost, T=Red, U=Green, V=Blue, 0=uncategorised) ; 9. Checksum channel (Always 1) ;10. Attribute name, must be enclosed in quotes and upto 12 characters allowed ;11. The ON value of this channel (0..255) ;12. The Highlight level of this channel ;13. The Lowlight level of this channel ; DMX 11 1 L 1 100 1N 0 1 "Mode" 224 0 0 6 1 L 2 100 1N 0 1 "Pattern Sel" 0 0 0 4 1 L 3 100 1N A 1 "Colour" 0 0 0 3 61 L 4 100 1N E 1 "X Move" 64 0 0 3 1 L 5 100 1N F 1 "Y Move" 64 0 0 2 61 L 6 100 1N 0 1 "X Dim" 150 0 0 2 1 L 7 100 1N 0 1 "Y Dim" 150 0 0 7 1 L 8 100 1N 0 1 "Rotation" 0 0 0 5 1 L 9 100 1N Q 1 "Zoom" 0 0 0 8 1 L 10 100 1N 0 1 "Drawing" 32 0 0 8 61 L 11 100 1N 0 1 "Rolling" 0 0 0 END ; ;---------------------------------------------------------------------------- TEXT Blizzard Lighting Kaptivator 11 DMX INPUT fixture DMX No. Press a Fixture Select or Swop button to make the patch. END ATTR Function Obsolete END ;---------------------------------------------------------------------------- ; Preset Palette Tables ;---------------------------------------------------------------------------- ; Macros ;---------------------------------------------------------------------------- ; Range Tables ; Column by column description... ; 1. Low DMX value (inclusive) ; 2. High DMX value (inclusive) ; 3. Displayed text (max 11 chars) ; Variables used a=low val, b=high val, c=DMX val RANGE 1 ;Mode 0 63 "Laser Off" 64 95 "Sound Beam" 96 127 "Sound Singl" 128 159 "Auto Beam" 160 191 "Auto Single" 192 255 "DMX" REND RANGE 2 ;Pattern Sel 0 239 "Patt %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 240 255 "Anim %3d%%"(c-a)*100/(b-a) REND RANGE 3 ;Colour 0 1 "Laser Off" 2 69 "Macro 1" 70 79 "Macro 2" 80 89 "Macro 3" 90 99 "Macro 4" 100 109 "Macro 5" 110 119 "Macro 6" 120 129 "Macro 7" 130 139 "Macro 8" 140 179 "Macro 9" 180 219 "Macro 10" 220 255 "Macro 11" REND RANGE 4 ;X Move 0 127 "Indx %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 128 160 "Left %3d%%"(c-a)*100/(b-a) 161 192 "Right %3d%%"(c-a)*100/(b-a) 193 224 "L/R %3d%%"(c-a)*100/(b-a) 225 239 "Jump %3d%%"(c-a)*100/(b-a) 240 247 "Prism %3d%%"(c-a)*100/(b-a) 248 255 "Obliq %3d%%"(c-a)*100/(b-a) REND RANGE 5 ;Y Move 0 127 "Indx %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 128 160 "Up %3d%%"(c-a)*100/(b-a) 161 192 "Down %3d%%"(c-a)*100/(b-a) 193 224 "Up/Dn %3d%%"(c-a)*100/(b-a) 225 239 "Sq 1 %3d%%"(c-a)*100/(b-a) 240 247 "Sq 2 %3d%%"(c-a)*100/(b-a) 248 255 "Obliq %3d%%"(c-a)*100/(b-a) REND RANGE 6 ;X Dim 0 150 "Man %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 151 255 "Auto %3d%%"(c-a)*100/(b-a) REND RANGE 7 ;Y Dim 0 150 "Man %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 151 255 "Auto %3d%%"(c-a)*100/(b-a) REND RANGE 8 ;Rotation 0 180 "Indx %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 181 224 "Sp CW %3d%%"(c-a)*100/(b-a) 225 255 "Sp CCW %3d%%"(c-a)*100/(b-a) REND RANGE 9 ;Zoom 0 159 "Man %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 160 191 "Auto + %3d%%"(c-a)*100/(b-a) 192 223 "Auto - %3d%%"(c-a)*100/(b-a) 224 255 "Auto+- %3d%%"(c-a)*100/(b-a) REND RANGE 10 ;Drawing 0 64 "Manual" 65 255 "Auto" REND RANGE 11 ;Rolling 0 128 "Y %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) 129 255 "X %3d.%d%%"(c-a)*100/(b-a),10*((c-a)*100%(b-a))/(b-a) REND