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user manual made by KR-sabers and Dmitry Shtok
lockup_percent#
– the percentage of the blade that lights up during the lockup effect. A higher value lights up more of the blade.
lockup_percentN = 0
–
lights up a random amount of the blade each time.
This setting is ignored when
flicker_type# = fire
lockup_centre#
– the centre of the block of pixels that light up during the lockup effect, as a percentage of the blade length. A higher number centres the
effect further from the hilt.
lockup_centreN = 75
and
lockup_percentN = 50
would light up the half of the blade furthest from the hilt.
lockup_centreN = 0
centres the effect in a random place each time.
This setting is ignored when
flicker_type# = fire
blaster_type#
– is the type of blaster deflection effect. It can be:
static
– for a static color with a duration defined by
blaster_duration#
flash
– for an intermittent flashing effect with a duration defined by
blaster_duration#
and frequency defined by
blaster_frequency#
This setting is ignored when
flicker_type# = fire
blaster_duration#
– this is the duration in milliseconds of the blaster deflection effect. A higher number produces a longer effect.
blaster_frequency#
– this is the frequency in Hz of the blaster deflection effect. Can be maximum 25. A higher number produces a faster flashing.
This setting is ignored when
flicker_type# = fire
blaster_percent#
– the percentage of the blade that lights up during the blaster deflection effect. A higher value lights up more of the blade.
blaster_percent# = 0
lights up a random amount of the blade each time.
This setting is ignored when
flicker_type# = fire
blaster_centre#
– the centre of the block of pixels that light up during the blaster deflection effect, as a percentage of the blade length.
A higher number centres the effect further from the hilt.
blaster_centreN = 75
and
blaster_percentN = 50
would light up the half of the blade
furthest from the hilt.
blaster_centreN = 0
centres the effect in a random place each time.
This setting is ignored when
flicker_type# = fire
blaster_delay#
– the time in milliseconds between the blaster sound effect starting and the deflection sound effect and blaster deflection
blade effect starting. A higher number produces a longer delay.
Sound files
The sound files must be copied to the root directory of the micro-SD card. Each kind of sound must follow this naming convention:
●
Boot sounds must be named
boot.wav
or
boot#.wav
(where
#
is a number) if there are multiple boot files.
●
Clash sounds must be named
clash#.wav
(where
#
is a number) to define multiple clash sounds.
●
Swing sounds for monophonic or polyphonic fonts must be named
swing#.wav
(where
#
is a number) to define multiple swing sounds.
●
Swing sounds for smoothswing fonts must be named
swingh#.wav
and
swingl#.wav
(where
#
is a number).
●
The sound file for the ignition must be named
on.wav
. If
on_count
is set to a value greater than 1, then the files must be named
on
#
.wav
,
wher
#
e is a number between 1 and
on_count
. All files in the specified range must be present in the SD card.
●
The sound file for the retraction must be named
off.wav
. If
off_count
is set to a value greater than 1, then the files must be named
off
#
.wav
,
wher
#
e is a number between 1 and
off_count
. All files in the specified range must be present in the SD card.
●
The sound file for the hum must be named
hum.wav
●
The sound file played when changing flicker colors (blade color profiles) must be named
color.wav
●
The sound file played when entering mute mode must be named
mute.wav
●
The sound file played when exiting mute mode must be named
unmute.wav
●
The sound file played for accent swings must be named
aswing#.wav
●
The sound file played for blasters shots must be named
blast#.wav
●
The sound file played for blaster deflection must be named
deflc#.wav
●
The sound file played for lockup must be named
lockup#.wav
●
The sound file played for after lockup sound must be named
endlock#.wav
●
The sound file played when
changing a preset
must be named
font.wav
●
The sound file played for low battery warning must be named
lowbatt.wav
●
The sound file played for firmware update progress must be named
prog.wav
●
The sound file played for firmware update error must be named
progerror.wav
●
The sound file played for successfully completed firmware update must be named
progsuccess.wav
●
The sound file played when scrolling through blade colours must be named
scroll.wav
●
The sound file played when selecting the blade colour, blade profile or font must be named
select.wav
3
EDITING PARAMETERS
2
VERSO
INSTRUCTIONS