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LaserAnimation Blitz Stage V3 (LRBSV3.R20)
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; 'LaserAnimation Accurate Blitz Stage V3 ', 26 DMX Channels, filename: LRBSV3.R20 ; ; Date By Description ; 24-10-07 Pers Creator Created - Exported from Diamond 4 file. ; 24-10-07 Ion Balan Checked ; ;---------------------------------------------------------------------------- ; The device name, upto 11 characters, no spaces are allowed DEVICE LR_BltzStv3 mode=26 DMX, 16bit 26 DMX Channels NAME "LaserAnimation" "Accurate Blitz Stage V3 " ; ;---------------------------------------------------------------------------- ; The Type of instrument, 1 & M must required for backward compatibility ; The middle number denotes the number of DMX channels used TYPE 1 26 M ; ;---------------------------------------------------------------------------- ; Mirror/Head resolution MIRROR 2 360 270 ; | | | ; | | |_______ 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 26 DMX, 16bit" "" "" DAEND ; ;---------------------------------------------------------------------------- ; Specify DMX limits ; ; minimum allowed dmx number MINDMX=1 ; ; maximum allowed dmx number MAXDMX=486 ; ; 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..12) ; 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 recdced 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=Color Wheel1, 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=Color Wheel2, 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 3 61 s 1 100 1N E 1 "Pan" 128 0 0 0 0 L 2 100 1N E 1 "Pan Low" 128 0 0 3 1 s 3 100 1N F 1 "Tilt" 128 0 0 0 0 L 4 100 1N F 1 "Tilt Low" 128 0 0 9 1 I 5 100 1N P 1 "Prism1" 0 0 0 9 61 L 6 100 1N R 1 "Prism Rot1" 128 0 0 19 1 I 7 100 1N 0 1 "Prism2" 0 0 0 19 61 L 8 100 1N 0 1 "Prism Rot2" 31 0 0 5 61 L 9 100 1N L 1 "Focus" 128 0 0 1 1 H 10 100 1N H 1 "Dimmer" 0 0 0 2 61 L 11 100 1N O 1 "Shutter" 0 0 0 6 61 L 12 100 1N 0 1 "Obj Bank" 0 0 0 6 1 I 13 100 1N 0 1 "Obj Slot" 0 0 0 7 1 L 14 100 1N 0 1 "Effect" 0 0 0 8 1 L 15 100 1N 0 1 "Speed" 192 0 0 8 61 L 16 100 1N 0 1 "Obj Size" 255 0 0 5 1 L 17 100 1N Q 1 "Zoom" 255 0 0 10 61 L 18 100 1N 0 1 "Index" 128 0 0 10 1 L 19 100 1N 0 1 "Mask" 63 0 0 2 1 L 20 100 1N 0 1 "Aspect Ratio" 128 0 0 13 1 s 21 100 1N 0 1 "Offest X" 128 0 0 0 0 L 22 100 1N 0 1 "Offest X Low" 128 0 0 13 61 s 23 100 1N 0 1 "Offest Y" 128 0 0 0 0 L 24 100 1N 0 1 "Offest Y Low" 128 0 0 4 1 L 25 100 1N 0 1 "Sparkle" 0 0 0 7 61 L 26 100 1N 0 1 "Generic" 0 0 0 END ; ;---------------------------------------------------------------------------- TEXT LaserAnimation Accurate Blitz Stage V3 26 DMX, 16bit 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 5 ;Prism1 0 63 "Open" 64 95 "Prism 1" 96 127 "Prism 2" 128 159 "Prism 3" 160 191 "Prism1Rt" 192 223 "Prism2Rt" 224 255 "Prism3Rt" REND RANGE 7 ;Prism2 0 63 "Open" 64 95 "Prism 1" 96 127 "Prism 2" 128 159 "Prism 3" 160 191 "Prsm1Rot" 192 223 "Prsm2Rot" 224 255 "Prsm3Rot" REND RANGE 10 ;Dimmer 0 185 "%3d%%"0+(((c-a)*100)/(b-a)) 186 255 "Safe" REND RANGE 12 ;Obj Bank 0 7 "Bank1" 8 15 "Bank 2" 16 23 "Bank 3" 24 31 "Bank 4" 32 39 "Bank 5" 40 47 "Bank 6" 48 55 "Bank 7" 56 127 "Bank 8" 128 191 "Animat" 192 215 "Text" 216 231 "Special" 232 247 "Beam" 248 255 "Test pic" REND RANGE 13 ;Obj Slot 0 7 "000" 8 15 "001" 16 23 "002" 24 31 "003" 32 39 "004" 40 47 "005" 48 55 "006" 56 63 "007" 64 71 "008" 72 79 "008" 80 87 "010" 88 95 "011" 96 103 "012" 104 111 "013" 112 119 "014" 120 127 "015" 128 135 "016" 136 143 "017" 144 151 "018" 152 159 "019" 160 167 "020" 168 175 "021" 176 183 "022" 184 191 "023" 192 199 "024" 200 207 "025" 208 215 "026" 216 223 "027" 224 231 "028" 232 239 "029" 240 247 "030" 248 255 "031" REND RANGE 14 ;Effect 0 7 "Effect 1" 8 15 "Effect 2" 16 23 "Effect 3" 24 31 "Effect 4" 32 39 "Effect 5" 40 47 "Effect 6" 48 55 "Effect 7" 56 63 "Effect 8" 64 71 "Effect 9" 72 79 "Effect 10" 80 87 "Effect 11" 88 95 "Effect 12" 96 103 "Effect 13" 104 111 "Effect 14" 112 119 "Effect 15" 120 127 "Effect 16" 128 135 "Effect 17" 136 143 "Effect 18" 144 151 "Effect 19" 152 159 "Effect 20" 160 167 "Effect 21" 168 175 "Effect 22" 176 183 "Effect 23" 184 191 "Effect 24" 192 199 "Effect 25" 200 207 "Effect 26" 208 215 "Effect 27" 216 223 "Effect 28" 224 231 "Effect 29" 232 239 "Effect 30" 240 247 "Effect 31" 248 255 "Effect 32" REND RANGE 15 ;Speed 0 127 "Backwa %3d%%"100-(((c-a)*100)/(b-a)) 128 128 "Safe" 129 255 "Forwar %3d%%"100-(((c-a)*100)/(b-a)) REND RANGE 18 ;Mask 0 63 "Iris" 64 127 "Squeae" 128 191 "Horiz" 192 255 "Verti" REND RANGE 20 ;Aspect Ratio 0 127 "Y-Size %3d%%"0+(((c-a)*100)/(b-a)) 128 255 "X-size %3d%%"0+(((c-a)*100)/(b-a)) REND RANGE 25 ;Sparkle 0 7 "Safe" 8 127 "Static" 128 255 "Random" REND