Technical Manual
–
Central Operation Unit Smart
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102
102
To call a scene or store a new value for the scene, the corresponding code is sent to the
corresponding communication object for the scene:
Scene
Call
Save
Hex.
Dec.
Hex.
1
0x00
0
0x80
128
2
0x01
1
0x81
129
3
0x02
2
0x82
130
4
0x03
3
0x83
131
5
0x04
4
0x84
132
6
0x05
5
0x85
133
7
0x06
6
0x86
134
8
0x07
7
0x87
135
9
0x08
8
0x88
136
10
0x09
9
0x89
137
11
0x0A
10
0x8A
138
12
0x0B
11
0x8B
139
13
0x0C
12
0x8C
140
14
0x0D
13
0x8D
141
15
0x0E
14
0x8E
142
16
0x0F
15
0x8F
143
17
0x10
16
0x90
144
18
0x11
17
0x91
145
19
0x12
18
0x92
146
20
0x13
19
0x93
147
21
0x14
20
0x94
148
22
0x15
21
0x95
149
23
0x16
22
0x96
150
24
0x17
23
0x97
151
25
0x18
24
0x98
152
26
0x19
25
0x99
153
27
0x1A
26
0x9A
154
28
0x1B
27
0x9B
155
29
0x1C
28
0x9C
156
30
0x1D
29
0x9D
157
31
0x1E
30
0x9E
158
32
0x1F
31
0x9F
159
….
….
….
….
….
64
0x3f
63
0xBF
191
Table 100: Scene call and save
The following table shows the available communication objects:
Number Name
Length
Usage
102
Direct button 1
–
Scene
1 Byte
Call/Save of a scene
Table 101: Communication object - Scene