I think this would be cool. Since eli's ramp kit has the triggers for all the mode starts maybe there is a way to piggyback off that.. it runs on a teensy running a programmable sketch or total lightshow if you have that installed, similar idea.
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I think this would be cool. Since eli's ramp kit has the triggers for all the mode starts maybe there is a way to piggyback off that.. it runs on a teensy running a programmable sketch or total lightshow if you have that installed, similar idea.
When you get the mode detection working it would excellent if you could follow the ladder priority for the videos on the small LCD.
Currently the music and (eli's) ramp light change to the highest mode running on the ladder. This works when stacking too.
RECOGNIZER>LIGHT CYCLE>DISC>QUORRA>ZUSE>CLU>GEM
Notice Flynn and TRON inserts don't have their own music change (though we added ramp lighting for FLYNN).
So for example you start zuse, the game plays the zuse music segment then you start quorra, ramp lights change to green, music changes to quorra sample and your video could change to the quorra segment. If however you start CLU when you have ZUSE running, the music doesn't change, ramp lights stay white for ZUSE and your video segment would continue to be ZUSE.
Also there is ladder priority in Sea of Simulation, so there is an opportunity to follow this same logic or add different video segments for the insert running since there is only one running at a time in SOS.
Bump for an update! Any progress on the mode sensing?
Quoted from flynnsbit:Small update today, still waiting on some code integration and hardware for the different options for pulling mode state from the game. I have a path forward on 2 of the 3 and hope to have a demo with real integration this week.
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