Individual Settings are stored in long term EEPROM memory, called Registers. This means settings will persist even without batteries.
Version 1 firmware
- Register 01 – Fire Mode
- 1 – Semi
- 2 – Auto
- 3 – Ramp
- 4 – True Semi (abandoned format, drops shots over maximum ROF)
- Register 02 – Ramp Min Shots
- Number of Shots at min bps before ramp starts. Default is 3 shots. Values 1-10.
- Register 03 – Ramp Min BPS
- Minimum BPS pulled for ramp to kick in. Default is 6bps. Values 1-15bps.
- Register 04 – Ramp Inactive Time
- Time before ramp ends and wait for min shots/min bps. Default is 0.5seconds. Values of 1-9 in half sec increments
- 1 = 0.5 seconds
- 2 = 1 second
- 3 = 1.5 seconds
- 4 = 2 seconds
- …
- 9 = 4.5 seconds
- Time before ramp ends and wait for min shots/min bps. Default is 0.5seconds. Values of 1-9 in half sec increments
- Register 05 – Rate of Fire Cap On/Off
- 1 = OFF
- 2 = ON (Default)
- DO NOT turn this off unless you are testing. This value is ignored and forced to on in Full Auto and Eyes Off modes. Only valid in semi and ramped with eyes on. This setting may be removed before final release. Equivalent to setting Eyes ON ROF to unlimited.
- Register 06 – Reactive Mode On/Off
- Binary or responsive trigger mode. Shot on Pull and on Release of Trigger. Valid in Semi and Ramp modes.
- Register 07 – Rate of Fire Eyes ON Integer
- Values of 1-29 balls per second (bps). 30 is uncapped/unlimited
- Register 08 – Rate of Fire Eyes ON Fractional
- Values of 1-9 balls per second. Represents tenths; balls per second. Value of 10 is fraction of 0.
- 1 = 0.1 bps
- 2 = 0.2 bps
- —
- 10 = 0.0 bps
- Values of 1-9 balls per second. Represents tenths; balls per second. Value of 10 is fraction of 0.
Registers 07 and 08 combine for your Eyes ON ROF. So register 07 value of 12 (12bps) and register 08 of 5 (0.5bps) will combine to 12.5bps Eyes ON ROF cap
- Register 09 – Rate of Fire Eyes OFF Integer
- Values of 1-30 balls per second (bps).
- Register 10 – Rate of Fire Eyes OFF Fractional
- Values of 1-9 balls per second. Represents tenths; balls per second. Value of 10 is fraction of 0.
- 1 = 0.1 bps
- 2 = 0.2 bps
- —
- 10 = 0.0 bps
- Values of 1-9 balls per second. Represents tenths; balls per second. Value of 10 is fraction of 0.
Registers 09 and 10 combine for your Eyes OFF ROF. So register 08 value of 8 (8bps) and register 09 of 10 (0.0bps) will combine to 8.0bps Eyes OFF ROF cap
- Register 11 – Eye Sensitivity
- Values of 1-10. Default is 4. Represents how “sensitive” the eye is to SEEING a ball. Higher sensitivity will result in it the eyes needing less signal to interpret a “ball”, but may result in false positives. Recommended setting is one or two values above when it switches from ball to no ball.
- For example
- 0-4 reads no ball
- 5-10 reads ball
- It switches between 4 and 5, so use a value of 5 or 6 as your sensitivity setting.
- For example
- Values of 1-10. Default is 4. Represents how “sensitive” the eye is to SEEING a ball. Higher sensitivity will result in it the eyes needing less signal to interpret a “ball”, but may result in false positives. Recommended setting is one or two values above when it switches from ball to no ball.
- Register 12 – Eye Mode
- 1 = Breakbeam
- 2 = Reflective
- 3 = OFF
- Register 13 – Dwell Integer
- Values of 1-30. Represents whole value of dwell in milliseconds
- Register 14 – Dwell Fraction
- Values of 1-9. Represents tenths of ms of dwell. 10 is .0ms.
Registers 13 and 14 combine for your dwell. So register 13 value of 14 (14ms) and register 14 value of 5 (0.5ms) will combine to 14.5ms of dwell
- Register 15 – First Shot Drop Off Dwell Adjustment
- Additional dwell added to normal dwell. Values in ms 1-5. Value of 6 is OFF. Default is OFF. Value is added to dwell of shot if a shot has not been taken in 6 seconds.
- Register 16 – Dwell Ramp On/Off
- Dwell ramping is additional dwell based on your ROF. Technically used for guns that get shoot down at high ROF to provide additional dwell at those rates.
- 1 = OFF (default)
- 2 = ON
- Dwell ramping is additional dwell based on your ROF. Technically used for guns that get shoot down at high ROF to provide additional dwell at those rates.
- Register 17 – Dwell Ramp Rate
- Values of 1-5 tenths of a millisecond of dwell to add when ROF above threshold.
- 1 = 0.1 ms dwell increase
- 2 = 0.2 ms dwell increase
- …
- 5 = 0.5 ms dwell increase
- Values of 1-5 tenths of a millisecond of dwell to add when ROF above threshold.
- Register 18 – Dwell Ramp Threshold
- Values of 1-30 BPS that rate of fire must exceed to add in Dwell Ramp Rate
- Register 19 – Debounce
- Values of 1-10. 11 is off (no debounce). Default is 4. Function depends on type of debounce
- Register 20 – Mechanical Debounce
- Values of 1-9. 10 is off (no debounce). Default is 10 (Off). ms delay after a shot registers before firing. Recommended Value is off unless trying to address a specific issue.
- Register 21 – Debounce Mode
- 1 = sequential (default)
- Counts of “trigger down” prior to registering a shot.
- 2 = delay
- Wait time of “trigger down” in ms prior to registering a shot.
- 3 = fine-grain delay
- Wait time of “tigger down” in tenths of ms prior to registering a shot.
- 1 = sequential (default)
- Register 22 – Loader Delay
- Values of 1-20 in quarter milliseconds. 21 if OFF, default is OFF.
- 1 = 0.25 ms
- 2 = 0.5 ms
- …
- 20 = 5 ms
- Delay after an eye reads “BALL” prior to allowing a shot. Usefully for non-forcefeed hoppers such as Revys.
- Values of 1-20 in quarter milliseconds. 21 if OFF, default is OFF.
- Register 23 – Board Mode – do NOT change this setting unless instructed to do so.
- 1 = open bolt (Angel)
- 2 = closed bolt (eblade)
- Register 24 – Closed Bolt Sear on Time Integer
- Not used by Angel boards
- Register 25 – Closed Bolt Sear on Time Fraction
- Not used by Angel boards
- Register 26 – Closed Bolt Open Delay Integer
- Not used by Angel boards
- Register 27 – Closed Bolt Open Delay Fraction
- Not used by Angel boards
- Register 28 – Closed Bolt Pump on Time Integer
- Not used by Angel boards
- Register 29 – Closed Bolt Pump on Time Fraction
- Not used by Angel boards
- Register 30 – Closed Bolt Close Time Integer
- Not used by Angel boards
- Register 31 – Closed Bolt Close Time Fraction
- Not used by Angel boards
- Register 32 – Closed Bolt Watch Time
- Not used by Angel boards
- Register 33 – Closed Bolt Eyes Off Use Watch On/Off
- Not used by Angel boards
- Register 34 – Eye Debounce
- Time of “Ball” reading from eye before registering as “Ball”. Different from loader delay which is a wait once a ball is registered, Eye Debounce is the length of time a eye must detect a “Ball” before it registers as a “Ball”. Useful for noisy signals or balls that dont detect well.
- Values 1-40, 41 is OFF, in quarter millisecond intervals
- 1 = 0.25 ms
- 2 = 0.5 ms
- 3 = 0.75 ms
- …
- 40 = 10 ms
- Values 1-40, 41 is OFF, in quarter millisecond intervals
- Time of “Ball” reading from eye before registering as “Ball”. Different from loader delay which is a wait once a ball is registered, Eye Debounce is the length of time a eye must detect a “Ball” before it registers as a “Ball”. Useful for noisy signals or balls that dont detect well.
- Register 35 – OLED Contrast
- Values of 1-10 of contrast (percent). 1 is approximately 10% brightness, 10 is full brightness.
- Register 36 – OLED Power Save
- Values of 1-10 in minutes of inactive time before OLED sleeps. Default is 10 minutes
- Register 37 – Game Timer On/Off
- Game time starts with first shot after it is enabled and counts down. It resets if the board is power cycled.
- 1 = OFF (default)
- 2 = ON
- Game time starts with first shot after it is enabled and counts down. It resets if the board is power cycled.
- Register 38 – Game Time Minutes
- Minutes of the gametimer.
- Values 1-10 = 1-10 minutes
- Values 11-20 in five minute intervals
- 10 = 10 minutes
- 11 = 15 minutes
- 12 = 20 minutes
- …
- 20 = 60 minutes
- Minutes of the gametimer.
- Register 39 – Game Timer Seconds
- Seconds of Game timer in 10sec intervals. Values of 1-6.
- 1 = 0 seconds
- 2 = 10 seconds
- …
- 6 = 50 seconds
- Seconds of Game timer in 10sec intervals. Values of 1-6.
- Register 40 – Splash Logo
- 1:”ENOCH”,
2:”DIRTY”,
3:”COBRA”,
4:”WARPED”,
5:”JOY”,
6:”IMPACT”,
7:”RIPPER”,
8:”AA”,
9:”ANGEL”,
10:”FLY”,
11:”WINGS”,
12:”FORCE”,
13:”ECA”,
14:”MW”,
15:”METHOD”,
16:”APP”,
17:”RAGE”
- 1:”ENOCH”,
Additional Functionality available at all times
- 1 second trigger hold for forced shot (in all modes except full auto, when eyes detect no ball or are blocked)
- 3 second trigger hold to toggle eyes (disable/re-enable on the fly)
- Blocked eye logic with “all clear” detection. If a block is detected (3 consecutive shots without a “no-ball” signal) ROF cap drops from Eyes ON rof to Eyes OFF rof. This helps control chops if you have broken paint blocking your eyes. If the eyes clear the rof automatically returns to the Eyes ON rof.
- Automatic Bluetooth sleep to conserve battery and prevent in game access. To re-enable bluetooth simply power cycle the board.