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Stop or reset using address or data bits – Gilderfluke&Co 'Dumb' Brick Animation Control System User Manual

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- Stop or Reset Using Address or Data Bits -

You can use between one and five bits of any address or data word to set the ÔStop or End of

MemoryÕ flag. To do this you will need to wire-wrap a connection from the appropriate data and/or
address bits to one or more of the five pins that will set the Stop or End of Memory flag. These pins
are shown in black in the following illustration. Any of these pins that are left unconnected assume
a ÔhighÕ state.

To stop from one or more data bits:

A)

select the data bit(s) you wish to stop from. All thirty-two bits appear on JP3 at the center
of the board. If you use more than one data bit, then the Stop or End of Memory flag
will not be set until all of the attached bits go to a high state simultaneously.

B)

Wire wrap a connection between each of the selected data bits and one of the five
pins that will set the Stop or End of Memory flag. Only one data bit can be attached to
each of these pins.

The stops and resets can also be wired externally to the Brick card. You do this by running the

output from the bit that will stop/reset the brick back into the stop or reset inputs to the card. This
will work better for applications that use more than one card.

0

channel

U13

1

channel

U14

2

channel

U15

3

channel

U16

U17 (ch 0)

U18 (ch 1)

U19 (ch 2)

U20 (ch 3)

JP3

JP5

JP2

JP4

JP1

DMX-

512

in/out

DMX-512 Address

DipSwitch

1

DMX heart

Brick Run

DMX data

DMX Error

U24

JP6

1

2

4

8

16

32

64

128

256

512

1024

2048

4096

16,384

8192

32,768

131,072

65,536

524,288

262,144

1,048,576

0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7

channel 3

channel 2

channel 1

channel 0

If you need to stop the MICRO MACs from the frame counter at some unique address, you

must first determine the binary equivalent of that frame number. For example, suppose you want
to stop the show at the end of one minute. Convert the running time (one minute) to seconds
(60) and multiply that by the frame rate (in this case we will use 16 frames per second). This yields
a required show length of 960 frames. To convert this 960 into a binary number, select the largest
of the frame counter pins that will fit into 960. In this example it is 512. Subtract this number from
the total number of frames.

960

-512

448

The remainder is 448. Since you were able to subtract the number 512, make a note that you

will be using the 512 frame counter pin. Repeat the process, starting with the remainder 448.
Each time you find which is the largest frame counter pin that you can subtract, make a note that
you are using that frame counter pin. Continue to repeat the process until the remainder is zero.

448

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ILDERFLUKE

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