Download Zero88 ILLUSION 500 Instruction manual
Transcript
Memories Changing the Type of a Programmed Memory WARNING: Changing the type of a programmed memory may have serious consequences on the memory data stored, and some channel data may be lost. The results of changing the memory type are detailed below. • Scene to Multi-Part Scene The dimmer channel and fixture data and transition times for the scene are copied into part 1 of the multi-part scene. Parts 2 - 8 are unprogrammed. • Scene to Chase The dimmer channel and fixture data for the scene are copied into step 1 of the chase memory. • Scene to Sound to Light The dimmer channel and fixture data for the scene memory is copied into all four ‘steps’ of the sound to light memory. • Scene to Ripplesound The dimmer channel and fixture data for the scene memory is copied into all four ‘steps’ of the sound to light memory. • Multi-Part Scene to Scene The delay, fade, transition and dwell times are set to the memory defaults. The programmed dimmer channel and fixture data in each programmed part is combined into a single set of channel data and copied into the scene. • Multi-Part Scene to Chase The multi-part scene memory is converted into a scene, and then the scene is converted into a chase. • Multi-Part Scene to Sound to Light The multi-part scene memory is converted into a scene and then the scene is converted into a sound to light memory, as described above. • • Chase to Scene • Ripplesound to Scene The dimmer channel and fixture data for step 1 becomes the contents of the scene memory. The data in all other steps in the chase is lost. The dimmer channel and fixture data from the Band 1 ‘step’ is copied into the scene. All other ‘steps’ from the ripplesound memory are lost. • • Chase to Multi-Part Scene Ripplesound to Multi-Part Scene The chase memory is converted into a scene, and then the scene is converted into a multi-part scene, as described above. The ripplesound memory is converted into a scene, and then the scene is converted into a multi-part scene, as described above. • • Chase to Sound to Light Ripplesound to Chase The dimmer channel and fixture data for the first 4 steps of the chase are copied into the Lo, Lo-Mid, Hi-Mid and Hi ‘steps’ respectively. All other steps from the chase are lost. The dimmer channel and fixture data from Band 1, Band 2, Band 3 and Band 4 ‘steps’ are copied into steps 1,2,3 and 4 respectively. The memory becomes a four step chase. • • Chase to Ripplesound The dimmer channel and fixture data for the first 4 steps of the chase are copied into the Band 1, Band 2, Band 3 and Band 4 ‘steps’ respectively. All other steps from the chase are lost. • Ripplesound to Sound to Light The dimmer channel and fixture data from Band 1, Band 2, Band 3 and Band 4 ‘steps’ are copied into the Lo, Lo-Mid, Hi-Mid and Hi ‘steps’ respectively. Sound to Light to Scene The dimmer channel and fixture data from the Lo ‘step’ are copied into the channel data for the scene. The data in all other ‘steps’ from the sound to light memory are lost. • Sound to Light to Multi-Part Scene The sound to light memory is converted into a scene, and then the scene is converted into a multi-part scene, as described above. • Sound to Light to Chase The dimmer channel and fixture data for the four ‘steps’ is copied into steps 1,2,3 and 4 of the chase. The memory becomes a four step chase. • Sound to Light to Ripplesound The dimmer channel and fixture data for the Lo, Lo-Mid, Hi-Mid and Hi ‘steps’ are copied into the Band 1, Band 2, Band 3 and Band 4 ‘steps’ respectively. Multi-Part Scene to Ripplesound The multi-part scene memory is converted into a scene and then the scene is converted into a ripplesound, as described above. Illusion 500 Manual 73-741-00 Issue 2 5 - 15