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Compulite Spark User Manual

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User's Guide
for
Compulite R & D
Version 4.1
May 1999

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  Summary of Contents for Compulite Spark

  • Page 1 User’s Guide Compulite R & D Version 4.1 May 1999...
  • Page 2: Table Of Contents

    Table of Contents Part 1 – General Chapter 1 Introduction ......................1-1 Using this User’s Guide ....................1-3 Setting up Spark ......................1-3 New users ........................1-3 Common Terms ........................ 1-3 Editing terms....................... 1-3 Playback terms ......................1-4 Text conventions.......................1-4 Chapter 2 General Operation ....................2-1 The Editor Section ......................
  • Page 3 Configuring Spark ......................4-2 Patching ........................... 4-2 Patching dimmers to channels ..................4-3 Patching scrollers to channels..................4-3 Patching and addressing moving lights ................ 4-3 Creating homogeneous beam movement ..............4-4 Selecting Channels & Spots ....................4-4 Selecting channels & assigning intensity..............4-4 Selecting scrollers &...
  • Page 4 Chapter 7 Programming Memories ..................7-1 Programming Memories....................7-2 Displays..........................7-3 Programming with Channels ..................... 7-3 Programming with Scrollers....................7-4 Programming with Spots....................7-5 Storing spot parameters from tracking................7-6 Using the Copy Function....................7-6 Copying channel intensities from the editor..............7-6 Copying channel intensities from a memory..............
  • Page 5 Programming an automatic continuous loop..............8-2 Programming a manual continuous loop ..............8-3 Programming a manual Loop..................8-3 Programming a finite loop ................... 8-3 Programming an autofollow loop................. 8-4 Programming a follow-on cue..................8-4 Erasing loop assignments .................... 8-5 Erasing an autofollow loop assignment ................ 8-5 Link ...........................
  • Page 6 Part 4 - Playback Chapter 11 The Crossfader ....................11-1 Overview........................11-2 Displays ........................11-2 Assigning to the Crossfaders ................... 11-3 Assigning memories ....................11-3 Assigning editor groups..................... 11-4 Freeing assignments......................11-4 Sequencing Memories..................... 11-5 The Playback Keys ......................11-6 Automatic Go......................
  • Page 7 Enabling LTP control mode..................13-3 Disabling LTP control mode..................13-4 Viewing the control priority..................13-4 Part 5 - Advanced Topics Chapter 14 Libraries ......................14-1 Overview........................14-2 Color code for Libraries .................... 14-2 Programming a Library....................14-3 Text for Libraries......................14-3 Examining Libraries .......................
  • Page 8 Adding Text to Snaps...................... 17-3 Examining Snaps ......................17-3 Viewing the snap list ....................17-3 Examining a selected Snap ..................17-3 Erasing Snaps ......................... 17-4 Operating Snaps......................17-6 Operating Snaps in non-forcing mode ................ 17-6 Operating Snaps in forcing mode ................17-7 Using Snap to clear all assignments ................
  • Page 9 Erasing a SMPTE time code ..................23-5 Playback with SMPTE....................23-6 Exiting SMPTE playback ..................23-6 Chapter 24 DMX Input ...................... 24-1 Configuring Spark for DMX Input .................. 24-2 The DMX Input patch..................... 24-3 Patching input channels..................... 24-3 Clearing Input patch assignments ................24-4 Returning to the default patch..................
  • Page 10 Canceling a Macro assignment .................. 24-6 DMX Input and patch 999....................24-6 Ignoring Patch 999 ....................24-6 Using DMX Input under Patch 999................24-6 Part 8 - Appendices Appendix A Service Tools....................A-1 Accessing Service Tools ....................A-2 Main Menu........................A-2 Diagnostics........................
  • Page 11: Part 1 - General Chapter 1 Introduction

    Descriptions of the different displays available in Spark and operating instructions for Display control. • Chapter 4 Quick Start This chapter provides operating instructions for the most basic functions on Spark. Its purpose is to provide quick instruction to operators familiar with lighting consoles. Part 2 – Basic Programming •...
  • Page 12 • Chapter 23 SMPTE Assign SMPTE time codes to Events using the live Teach function and enable Spark for automatic operation using SMPTE transmission. • Chapter 24 DMX Input Patch DMX Input channels to operate local console channels or macros.
  • Page 13: Using This User's Guide

    System Configuration, Chapter 20 Channel Patching, and Chapter 21 Spot Management. New users If you are new to lighting consoles or are unfamiliar with Compulite consoles, familiarize yourself with the information in chapters 2 – 12. These chapters provide you with general information and give you the building blocks to create and modify memories (cues), and play them back.
  • Page 14: Playback Terms

    Command line refers to the sequence of keystrokes executed and displayed in the gray line at the bottom of the display monitor. The keystrokes in the command line are represented in italics. • Prompt line refers to prompts occurring in menus; these are italicized. • Desk, console, and system are used interchangeably. Spark...
  • Page 15: Chapter 2 General Operation

    CHAPTER 2 GENERAL OPERATION The Editor Section F keys Programming memories Editor color key Editor error trapping Clearing the editor Parameter Control The wheels A/B Crossfader Controllers Soft Keys Assigning the default mode Assigning a temporary mode Using the Soft Keys for playback control Color code for Soft Key LEDs General Master Menus...
  • Page 16: The Editor Section

    The Editor operates in Live and the Blind modes. In Live mode any alterations made to the stage picture are visible on stage. In Blind mode, memories are programmed or modified without any interruption of the active stage picture. Spark...
  • Page 17: F Keys

    Spots and channels that are present in the editor. When storing an editor group as a memory the spots and channels displayed in white and red are included in the memory. Dark blue Spots and channels selected under memory modification (see Chapter 9 Modifying Memories). Spark...
  • Page 18: Editor Error Trapping

    Parameter Control Editor error trapping Spark has efficient error trapping, meaning that you cannot go too far wrong. An illegal key press is immediately recognized. If you make a mistake the system displays messages such as Illegal Number or Invalid Sequence.
  • Page 19: A/B Crossfader

    The above example uses the dimmer parameter, however the explanation is valid for all the parameters. Spark’s control panel has three horizontal parameter wheels, numbered Wheel 1, Wheel 2, and Wheel 3. When editing channels or when the editor is idle, the wheel assignments are: Wheel 1 - int intensity, Wheel 2 - frm frame, Wheel 3 - rate chaser or A/B rate.
  • Page 20 A/B crossfader. The X-Fade Exam is a display dedicated to the A/B crossfader and is generally used during playback. (see Chapter 3 – Displays) The A/B crossfader supports Part Qs, memory loops, links, and Event assignments. Spark...
  • Page 21: Controllers

    Controllers Controllers Spark has 20 controllers. Each controller has an associated Soft Key and colored LED. The controllers accept groups of channels and/or spots, memories, Chaser, and effect assignments. The controller position determines the output level of the controller assignments.
  • Page 22: Soft Keys

    Each mode has a secondary function that is accessed by pressing [SHIFT]. Mode SHIFT function Assign Fade memory or group assignment from the controller level to FL or to 0. Manual stepping for chaser assignment. Macro Accesses macros 21 - 40. Snap Operates Snap in forcing (override) mode. Spark...
  • Page 23: Using The Soft Keys For Playback Control

    It is possible to examine all controller assignments in the Assign, Macro, and Snap modes: Press [EXAM] and the Soft Key. In order to use the exam function the mode must be default mode and not a temporary mode. Spark...
  • Page 24: General Master

    Many of the different menus have more than 5 functions available. It is generally assumed that if you do not see the function under discussion, you will page until you see the option. To view the next page of functions press: F6 More Function Spark...
  • Page 25 Macros only. 3. Memory Operations Rename, copy, delete memories, and clear the console’s memory. 5. Record Recording Spark’s memory contents to a floppy disk or to the hard disk. File management. 7. Printer Generate hard copy of show data.
  • Page 26: Exiting The Menu Mode

    A blank blue screen is displayed. This is the text page. 2. Type the text on the alphanumeric keyboard 3. Press [STORE] ¾ ¾ Note If there is text on the Text p age, you can access the page by pressing Insert on the alphanumeric keyboard. Spark...
  • Page 27: Erasing Text

    – Snap F – Frame Esc - Reset; During editing, after inserting text to memories, etc. use ESC to exit text mode. o – On P - Spot p – Part R - Release *Not Used for Spark. Spark...
  • Page 28: Getting Help

    When the Help window is open the console keys are disabled! System Status You can check the status of connected peripherals from Spark’s panel. The peripherals include, the Macro Extension Keyboard, and the Remote Control Unit, and the alphanumeric keyboard. You are notified if Spark’s battery is getting low.
  • Page 29: Chapter 3 Displays

    CHAPTER 3 DISPLAYS This chapter includes: Display Control Display Formats Selecting display options Customizing the display format The Stage Display Channels Spots The Playback Display Messages and Commands Output Color Key The X-Fade Exam Display Exam Displays...
  • Page 30: Display Control

    A/B playback crossfaders, a controller, the editor, or tracking. 3. Spots and playback. The playback display is identical to option 1. 4. Spots and channels. The channels include scroller frames. 5. Channels, spots, and playback. Spark...
  • Page 31: Selecting Display Formats

    1. Press [STAGE] 2. Press F2 to move the The cursor points to the options. cursor to your selection. 3. Press F3 The option is selected, highlighted in the Status Window. The display format options are updated with the selected status. Spark...
  • Page 32: The Stage Display

    A/B playback crossfaders, a controller, the editor, tracking or from a library. Spot Parameters X and Y (pan and tilt) display the coordinates of the spot's mirror or a yoke’s position coordinates. Dim is the level of the unit's dimmer. Spark...
  • Page 33: The Playback Display

    Messages appear at the top of the screen on the Stage display: • Messages • The Blind mode flag • MIDI status • MIDI synch status • Grand Master level • SMPTE time code • The Teach Macro flag Spark...
  • Page 34: Output Color Key

    The X-Fade Exam appears in display formats 6, 7, and 8. This display shows a short memory list of the next few memories sequencing on the A/B crossfader. Bar graph representations of the A/B crossfader dynamically display the progress of a crossfade. In display format 6 there is an expanded chaser display. Spark...
  • Page 35: Exam Displays

    The playback device assignments recorded in the selected Snap. Events The Event list, including assigned SMPTE time codes. Controller assignments Information pertaining to the assignment on the selected controller. Sequences for accessing the exam displays are contained in the discussion of the different functions. Spark...
  • Page 36: Chapter 4 Quick Start

    CHAPTER 4 QUICK START This chapter includes: Setting Up Spark Configuring Spark Patching Patching dimmers to channels Patching scrollers to channels Patching and addressing moving lights Creating homogeneous beam movement Selecting Channels & Spots Selecting channels & assigning intensity Selecting scrollers & assigning frames Selecting spots &...
  • Page 37: Setting Up Spark

    3. Plug the power cable into a power source. 4. Press and hold the [CE] and [CLEAR] keys while switching on the console. 5. Release the [CE] and [CLEAR] keys. Spark goes through its boot up process and finally displays the main Service Tools menu.
  • Page 38: Patching Dimmers To Channels

    Device definitions can be stored to disk. See Mix Output menu. 3. Assign spot numbers to the selected device. 4. Assign Output Addresses to the spot numbers. 5. Exit the Mix Output menu. See Chapter 21 - Spot Management, for further information. Spark...
  • Page 39: Creating Homogeneous Beam Movement

    2. Select the spot number on the numeric keypad. 3. Use the parameter wheels to assign values or select parameters on the Soft Keys and enter a value using the numeric keypad. See Chapter 6 - Selecting & Editing Spots, for more information. Spark...
  • Page 40: Programming Memories

    3. Move the fader so the memory is active on stage. 4. Press [SEQ]. The next memory is now on board. 5. Press [GO] to begin the crossfade from the active memory to the memory on board. See Chapter 11 - The Crossfaders, for further information. Spark...
  • Page 41: Playback Chasers

    4. Enter a number for the show file using the numeric keypad. 5. Optional – Press F2 Text and type a label on the alphanumeric keyboard. 6. Press F1 Press. 7. Press F1 Yes. See Chapter 10 - Data Storage and Retrieval. Spark...
  • Page 42: Chapter 5 Selecting And Editing Channels & Scrollers

    CHAPTER 5 SELECTING AND EDITING CHANNELS & SCROLLERS This chapter includes: Selecting channels Changing the number default selection Selecting single channels Selecting multiple non-sequential channels Selecting a range of channels Excluding channels from the range selection Reselecting the last channel selection Grabbing channels in the editor and on-stage Assigning intensity levels Dimmer level assignments using @...
  • Page 43: Selecting Channels

    When a new channel is selected, the previous selection is now displayed in white to indicate its presence in the editor. The newly selected, currently active channel number appears in red and may be assigned a dimmer level and scroller frame. Spark...
  • Page 44: Selecting Multiple Nonsequential Channels

    4. Enter the last channel in the range, on the numeric keypad. Reselecting the last channel selection For editing speed Spark offers a sequence that reselects the last of group of channels that were selected (displayed in red) in the editor. Keypresses Results/Comments 1.
  • Page 45: Grabbing Channels In The Editor And On Stage

    Int appears in the command line after the channel selection and channel 5 is displayed in red. 4. Press 7 70 is displayed under the channel number on the If the system is defined channel display. as USA, press 70. Spark...
  • Page 46: Repeating An Intensity Assignment

    Select channels and remove them from the editor. The channel/s can be bumped out or faded out. Keypresses Results/Comments 1. Select the channel. The channel faders down. When it reaches 2. Press [RELEASE] 0% it is released from the editor. Keypresses Results/Comments 1. Select the channel. 2. Press [ERASE] The channel bumps out. Spark...
  • Page 47: Selecting And Editing Scrollers

    Scroller channels present in the editor. The frame value is displayed in green. Blue or Scroller channels output from A/B or controllers. The frame value is orange displayed in green. When no frame value is assigned to a scroller, the current frame is determined by the tracking. Spark...
  • Page 48: Assigning Frame Values

    The frame values appear in green. 3. Press [FRAME] You now have access to the scroller. The frame is released from the memory. 4. Press [ERASE] or [RELEASE] 5. Press [STORE] Spark...
  • Page 49: Chapter 6 Selecting And Editing Spots

    CHAPTER 6 SELECTING AND EDITING SPOTS The subjects included in this chapter are: Igniting spots Igniting DMX Spots Igniting S-Mix, L-Mix spots, High End protocol Ignition exam Selecting spots Changing the number selection default Selecting a single spot Selecting multiple spots Recalling the last spot selection Selecting spots in the editor and on stage Spot display control...
  • Page 50: Igniting Spots

    4. Press [ENTER] The Reset command is transmitted to the device. The duration of the transmission depends on the time as defined in the device definition. For more information on defining the ignition control, see Chapter 21 Spot Management. Spark...
  • Page 51: Igniting S-Mix, L-Mix, And High End Protocol Spots

    The lamp is struck Extinguish the lamp: Keypresses Results/Comments 1. Select spots. 2. Press [IGNITE ON] [0] The lamp is extinguished. For Coemar Nats only Reset the device: Keypresses Results/Comments 1. Select spots. The device resets itself. 2. Press [IGNITE ON] [2] Spark...
  • Page 52: Ignition Exam

    When the number default selection is spot, When the editor is in idle, the first number you press is recognized as a spot selection. The number default selection can also be Channel or Memory. Keypresses Results/Comments 1. Double hit on [SPOT] Spot appears on a gray field in the command line. Spark...
  • Page 53: Selecting A Single Spot

    3] [SPOT 8] [SPOT 10] [SPOT 22 24]. These possibilities make spot selection very flexible. Recalling the last spot selection For editing speed Spark offers a sequence that reselects the last group of spots that were active in the editor. Keypresses Results/Comments 1.
  • Page 54: Selecting Spots In The Editor And On Stage

    12 all the spots are selected in the editor. If the mix edit option is 'off', however, only the Goldenscans (9 -16) Æ will be selected. If the range selection was 1 8, only the Martins will be selected. Spark...
  • Page 55: Spot Parameters

    [PARAM] is enabled the Soft Keys automatically go to Parameter mode on spot selection. The SK parameter selections are displayed on the controller display. When this key is disabled (LED off), Soft Key parameter selections are not displayed when spots are selected. Return the display by pressing [PARAM]. Spark...
  • Page 56 2. If necessary press [WHEEL +] or [WHEEL -] until the parameter is displayed in the LED window. 3. Turn the parameter wheel until The parameter name is shown on a red field the value reaches 65 . on the Stage Display Spark...
  • Page 57 If you do not see the parameter display, press [PARAM]. 2. Press the SK for parameter selection. 3. Press [2] on the numeric keypad. Enter a double digit if there are more than 9 steps. Example: for step 1 press 01. Spark...
  • Page 58 Example: GoldenScan’s dimmer control channel controls both the dimmer and the shutter (strobe). Spark controls this as 2 mixed steps; step 1 and step 2 controls the strobe. The continuous control within step 1 controls the dimmer and the continuous control within step 2 controls the strobe rate.
  • Page 59 Color wheel - (p 14 for Cyberlight; p2 for Intellabeam) When you select one of these special parameters on the SKs, the operation modes are displayed on the on the Controller display in PARAM mode. Press the operation mode that you want and continue as usual. Spark...
  • Page 60 The operating modes for the color wheel (p2 Intellabeam; p14 Cyberlight) are: ICON/FUNCTION MODE >> full color with fast crossfade ~ full color with proportional crossfade ← ; direction of color wheel spin → ; direction of color wheel spin half color with fast crossfade half color with proportional crossfade Spark...
  • Page 61: Returning To Home Values

    Set the color for one of the spots and copy the parameter values to the others. Parameters may be copied from the editor, memories, or libraries. Spark...
  • Page 62 3. Press [COPY] the command line. 4. Select the memory. 5. Select the spot you are copying from. Executes the copy function. You can now 6. Press [ENTER] continue editing. You can also copy from Libraries. See Chapter 14. Spark...
  • Page 63: Releasing Spots/Parameters

    Store tracking if dimmer On function is active. The Store tracking if dimmer On is disabled in the System Parameters menu. Keypresses Results/Comments 1. Select spots 2. Select the parameter by pressing the SK parameter key. 3. Press [RELEASE] The parameter values revert to tracking or the values output from a playback device. Spark...
  • Page 64: Chapter 7 Programming Memories

    CHAPTER 7 PROGRAMMING MEMORIES This chapter includes: Resetting the editor Programming with channels Programming with scrollers Programming with spots Storing spot parameters from tracking Using the Copy function Sequential memory programming Programming a blackout cue Using the Call function Using call to store the current lighting state Using call and assignments to program memories Merging selected output sources in the editor Editing after call...
  • Page 65: Programming Memories

    (See Chapters 12 to find out how to assign groups and memories to Controllers.) Memories can contain both spots and channels. For simplicity’s sake, programming memories with channels, memories with spots, and memories with scrollers are discussed separately. Spark...
  • Page 66: Displays

    Displays Displays When you store a memory Spark generates a confirmation message: Memory # Stored. If the memory number that you assigned to the lighting state is already used, the message Memory Exists is displayed. The last memory stored is displayed at the right of the command line preceded by L.
  • Page 67: Programming With Scrollers

    Memory appears in the command line. If the Press [=] system configuration is for USA you can press [MEMORY] instead of [=]. 6. Enter 2 on the numeric keypad The message Memory 2 Stored! is 7. Press [STORE] displayed. The editor is not cleared. Spark...
  • Page 68: Programming With Spots

    ¾ ¾ Note If a spot is not responding properly, make sure that the velocity parameter (if there is a velocity/movement parameter present) is set at more than zero and the shutter or iris, if present, is open. Spark...
  • Page 69: Storing Spot Parameters From Tracking

    1. Select channels 20 These are the target channels. Copy from appears in the command line. 2. Press [COPY] 3. Select channel 5. Select the channel being copied from. 4. Press [ENTER] The intensity is copied to channels 20 – 25. Spark...
  • Page 70: Copying Channel Intensities From A Memory

    Select the target channels. 2. Press [FRAME] Copy from appears in the command line. 3. Press [COPY] 4. Select memory 3 5. Select channel 5. Select the channel being copied from. The channel 5’s assignment is copied. 6. Press [ENTER] Spark...
  • Page 71: Copying All Spot Parameters From The Editor

    Select the memory containing the spot from which you want to copy. 4. Press 10 on the numeric keypad to select spot 10. 5. Press [ENTER] The values are copied from spot 10 in the selected memory to spot 4. Spark...
  • Page 72: Copying Selected Parameters From A Memory

    Example: Record memory 8.5 as a blackout. Keypresses Results/Comments All spots and channels are cleared from 1. Press [RESET] the editor and the editor is in idle mode. 2. Press [=] [ 8] [•] [5] 3. Press [STORE] Spark...
  • Page 73: Sequential Memory Programming

    When the wheel is moved the selected channels are displayed in red. 5. Press [+1STORE] Press [=] [2] [STORE] ¾ ¾ Note The channels and spots that are selected in the editor (displayed in red) remain selected after storing a memory using [+1STORE]. Spark...
  • Page 74: Using The Call Function

    Memory appears in the command line and 4. Select a memory number on the numeric keypad. the console is waiting for a memory number. 5. Press [STORE] The new memory is stored. The editor is not released in order to retain the stage picture. Spark...
  • Page 75: Using Call And Controller Assignments

    The message: Mem 3 Stored is displayed. 4. Press [STORE] The editor is released. ¾ ¾ Note Values entering the editor via call always overdie the editor values of any spots or chnnels held in common.. Spark...
  • Page 76: Merging Selected Output Sources

    All active output is merged as an editor 2. Press [ENTER] group. 3. Select and modify chans/spots. 4. Press [=] [#]or [MEMORY] [#] Set the system to memory record mode and select a number. 5. Press [STORE] The editor is not released. Spark...
  • Page 77: Calling A/B

    ¾ ¾ Note When you are storing to a new memory number or a memory that is not active on board, the editor clears, and the forcing 100% of the G.M. is canceled, i.e. the G.M. is at 50%. Spark...
  • Page 78 When you are storing to the active memory and the fader handle is not at its full limit, the G.M. remains at forced 100% and the editor is not cleared. To avoid a jump in the light return the fader its Full end stop, return the G.M. to 100%, and clear the editor. Spark...
  • Page 79: Examining Memories, Channels, & Spots

    1. Press [MEMORY] and enter 55 on the numeric keypad. Æ Æ 2. Press [ The Memory List is displayed starting from 3. Press [EXAM] memory 55. 4. Press [PAGE UP] or [PAGE DN] to page through the memory list. Spark...
  • Page 80: Examining Channels

    Viewing a selected channel Keypresses Results/Comments 1. Press [CHANNEL] 2. Enter the channel number on the numeric keypad. 3. Press [EXAM] A list of the memories where the channel appears and its the intensity and scroller frames (if present) is displayed. Spark...
  • Page 81: Examining Spots

    Selected spot - – A list of the spot assignment in memories and parameter values. Viewing free spots Keypresses Results/Comments 1. Press [SPOT] 2. Press [EXAM] A list of spots that have not been used in any memory is displayed. Spark...
  • Page 82: Text For Memories

    1. Select memory 25. 2. Press [TEXT] Text appears in the command line. 3. Type 'house lights up. All typing is done on the alphanumeric keyboard. interval' The text is displayed in the last column in the 4. Press [STORE] Memory List. Spark...
  • Page 83: Programming In Blind Mode

    7-20 Programming in Blind Mode Programming in Blind Mode Spark contains a blind editor. When switching to Blind mode the channels and spots present in the live editor are captured and displayed in blind mode. If the channels and spots captured from the live editor are not required in the blind editor press [RESET], while in blind mode, to release them from the blind editor.
  • Page 84: Fade Times

    [WAIT] [WAIT] [WAIT] Wait – out When a go command is received, all the channels/spots fading to a lower intensity begin to count the assigned wait –out time before beginning their fade. Spark...
  • Page 85: Assigning Fade Times While Programming Memories

    1. Select memories 1 → 6 2. Press [TIME] time-i is displayed in the command line. 3. Enter 10 on the numeric keypad. 4. Press [STORE] The new fade time assignments are stored to the selected range of memories. Spark...
  • Page 86: Assigning Fade Times To Non-Sequential Memories

    1. Select a memory or a range or a group of memories. 2. Press [TIME] The time assignment is displayed in the command line. 3. Assign a new time value. Store the new fade time information. 4. Press [STORE] Spark...
  • Page 87: Converting Memories To Editor Groups

    3. Select and edit channels and spots. Memory is in the command line. 4. Press [ 5. Enter 5 on the numeric keypad. 6. Press [STORE The message Memory 5 Stored is displayed. Spark...
  • Page 88: Converting A Memory To A Group When The Editor Is Active

    The selected memory is converted to an editor group. The iris values for the selected spots are forced to 65%. 4. Continue editing the group of spots and channels. 5. Press [=] [6] The message Memory 6 Stored is displayed. 6. Press [STORE] Spark...
  • Page 89: Inserting A Memory

    2. Press [=] 3. Press [MEMORY] [10] The message Memory 10 Stored is displayed. The 4. Press [STORE] contents of memory 5 have been renamed as memory 10. Memory 5 no longer appears in the Memory List. Spark...
  • Page 90: Copying Memories

    ¾ ¾ Note If the new memory number that you have selected is in use, the message Memory Exists is generated. You can overwrite by pressing [STORE] again. Spark...
  • Page 91: Erasing Memories

    The message Memory(s) Deleted is 4. Press [ERASE] displayed. Erasing a range of sequential memories Keypresses Results/Comments 1. Select a range of memories. The message Are You Sure?? is displayed. 2. Press [ERASE] 3. Press [ERASE] The message Memory(s) Deleted is displayed. Spark...
  • Page 92: The Memory Operations Menu

    Are you sure? 8. Press [F1] Yes A window opens at the bottom of the screen, showing the results of the rename function. Æ Memory numbers 1 10 no longer appear in the Memory List. Spark...
  • Page 93: Copying A Memory

    2. Enter the number on the numeric keypad. 3. Optional – select a range of memories. The prompt Are You Sure ??? appears. 4. Press [F1] Store 5. Press [F1] Yes The selected memory/range of memories is deleted. Spark...
  • Page 94: Mask

    Select the first mask of the range. 1. Press [MASK] [2] Æ Æ 2. Press [ 3. Press [MASK] [6] Æ 4. Assign intensity All of the spots and channels contained in memories 2 6 are selected in the editor. Spark...
  • Page 95: Assigning A Mask To A Controller

    Programming with Libraries Spark has 3 categories of libraries: Position, Color, and Gobo. Libraries are a database of presets that are useful tools when programming memories. Use of position libraries is particularly important since updating libraries globally updates the data contained in memories that use these libraries.
  • Page 96: Chapter 8 Loops & Links

    Chapter 8 LOOPS & LINKS This chapter includes: Loops Programming an automatic continuous loop Programming a manual continuous loop Programming a manual Loop Programming a finite loop Programming an autofollow loop Programming a follow-on cue Erasing loop assignments Erasing an autofollow loop assignment Links Programming a link between 2 memories Programming links among a group of memories...
  • Page 97: Loops

    5. Press [STORE] The Memory List displays a dash (-), denoting an automatic continuous loop. ¾ ¾ Note If the memory already has a loop assignment, the warning message Loop Exists appears. To override, simply press [STORE] once more. Spark...
  • Page 98: Programming A Manual Continuous Loop

    Example: Assign a loop to run 5 times and then stop. Keypresses Results/Comments 1. Select a range of memories 2. Press [LOOP] 3. Enter 5 on the keypad. 4. Press [STORE] The number of loops is displayed in the Memory List next to the initial memory of the loop. Spark...
  • Page 99: Programming An Autofollow Loop

    When memory 12 completes its fade the loop sequence is complete. Keypresses Results/Comments 1. Select memory 11. 2. Press [LOOP] 1 is displayed in the Memory List as the Loop 3. Press [STORE] assignment memory for memory 11. Spark...
  • Page 100: Erasing Loop Assignments

    1. Select the first memory of the autofollow loop assignment. 2. Press [LOOP] Loop Auto follow is displayed in the command line . 3. Press [+] Both memory ranges retain their loop 4. Press [ERASE] assignments. The link between them is canceled. Spark...
  • Page 101: Link

    Creates a link from mem 1 to mem 10 to mem 3 to 5. Press [LINK] mem 12. 6. Press [STORE] The links are displayed in the Memory List. Erasing a link assignment Keypresses Results/Comments 1. Select memory with the Spark...
  • Page 102: Viewing Links

    Select the link function. The link assignment is canceled. Memory # Stored 3. Press [ERASE] is displayed. Viewing links Keypresses Results/Comments 1. Press [LINK] 2. Press [EXAM] The Memory List is displayed exactly as it will run on the playback. Spark...
  • Page 103: Chapter 9 Modifying Memories

    CHAPTER 9 MODIFYING MEMORIES This chapter includes: Basic memory modification Using STORE STORE STORE STORE modes Storing to the first active playback device Storing to the all playback devices Storing to selected playback devices Using Delta Programming a delta via memory modification Replacing a delta with a new delta Programming a delta in the editor Programming a delta via store store...
  • Page 104: Basic Memory Modification

    L# (Last memory stored). 3. Modify the group. Memory is added to the command line. 4. Press [=] 5. Press [ENTER] 1 appears in the command line, referencing E . 6. Press [STORE] The message Memory 1 Stored is displayed. Spark...
  • Page 105: Using Store Store

    STORE STORE modifies memory and group assignments on the active playback devices, giving Spark the ability to quickly modify an entire lighting picture even if the look is composed of different playback assignments. (See Chapters 11 and 12 for assigning memories and groups to playback devices.)
  • Page 106: Storing To The First Active Playback Device

    4. Press [STORE] The STORE STORE window opens, showing the assignments on A, controller 6, and controller 10 on a red field. 5. Press [STORE] The window closes and the editor is stored to all assignments displayed in red. Spark...
  • Page 107: Storing To Selected Playback Devices

    When the Delta is empty, the first memory modification automatically stores a Delta. If there is a Delta in the system you can choose to replace the current delta with a new delta or leave the current Delta intact. Spark...
  • Page 108: Programming A Delta Via Memory Modification

    6. Press [DELTA] A window opens instructing you to press [STORE] to overwrite the existing Delta or press [CE] to exit the Delta store option. 7. Press [STORE] The modifications to memory 20 are stored and a new delta is created. Spark...
  • Page 109: Programming A Delta In The Editor

    This is available only when the Delta was time to toggle to the relative programmed via memory modification Delta page. The Relative Delta is displayed in brown if the value is negative and in yellow if the value is positive. Spark...
  • Page 110: Applying Delta

    Applying this option assigns the Libraries in the Delta. See Lib # Chapter 14 – Libraries. Preview the memory live on-stage with the Delta TEST modifications. Spark...
  • Page 111: Automatic Delta Tracking

    Tracking is applied from the memory following source memory to the last memory. 2. Press[ →] 3. Press [DELTA] Track appears in the command line. 4. Press [STORE] A wait message is displayed. When modification is complete, the range of memories is displayed. Spark...
  • Page 112 1 color wheel memory 23 spot 1 color wheel spot 2 gobo spot 3 gobo spot 3 gobo channel dimmer Channel dimmer memory Spot 1 color wheel memory 24 spot 1 color wheel Spot 2 gobo spot 2 gobo Spark...
  • Page 113: Testing The Delta

    50 for channel 2 and a relative value of – 50. If you modify the delta, assigning 75% to channel two, the delta will contain an absolute value of 75% and the relative value is updated to –25%. Spark...
  • Page 114: Using Memory Range Modification

    4. Press [STORE] If there are a lot of memories to store, a Wait message may be displayed. When the modification is complete, the Æ message Memory # # Stored is displayed. Spark...
  • Page 115: Releasing Channels From A Range Of Memories

    1. Select a range of memories. 2. Select the scroller channel/s 3. Press [FRAME] 4. Press [ZERO] 5. Press [STORE] The scroller values are released from the selected memories. When examining the channel no value appears in the scroller column. Spark...
  • Page 116: Releasing Channels, Spots, Scrollers From Memories

    3. Press [ZERO], use the dimmer wheel and wheel down to 0%, or press [RELEASE] 4. Press [STORE] Releasing scrollers Keypresses 1. Select a memory. 2. Select the scroller channel. 3. Press [FRAME] 4. Press [RELEASE] 5. Press [STORE] Spark...
  • Page 117: Chapter 10 Data Storage, Retrieval, & Printing

    CHAPTER 10 DATA STORAGE, RETRIEVAL, & PRINTING This chapter includes: Recording Show Files Loading a Show File Loading parts of the show file Warning difference Deleting Show Files Printing Printing options Using Print Screen Programming a print command macro...
  • Page 118: Recording Show Files

    Record Complete is generated. If you are recording over a play number already in use the message: "Play Exists" is displayed. To overwrite the data recorded on that play number press: F1 YES again to confirm the command. Spark...
  • Page 119: Loading Show Files

    Position Libraries, F3 Gobo Libraries, or F4 Color Libraries. Load the mix device table only. Note that only the F6 F2 Mix Device device table is loaded and not any patch assignments Only or output addresses. ¾ ¾ Note Spark...
  • Page 120: Warning Difference

    10-4 Loading show files Shows that were recorded on Spark can be loaded to Spark 4D. Only memories are loaded. Snaps, Macros, and Events (Auto Assignments) are ignored. Also, device definitions compatible with Spark 4D must be loaded separately. Warning Difference If the show file was recorded under a system configuration different than the current one, the WARNING DIFFERENCE window is displayed when you attempt to load the show.
  • Page 121: Deleting Show Files

    3. Press F1 Play/Act The prompt asks for the show file number. 4. Enter the file number on the keypad. 5. Press F1 Delete The message Are you sure? is displayed. 6. Press F1 Yes. The show file is deleted. Spark...
  • Page 122: Printing

    Pressing Print Screen on your text keyboard prints what is currently displayed. Since the text keyboard can also be used for editing, it is provided with a lock. To use the Print Screen function on you text keyboard, you must unlock it by pressing ALT A. Spark...
  • Page 123: Programming A Print Command Macro

    Keypresses 1. Go to the Macro menu (menu 9). 2. Press F1 Create. 3. Select the macro number. 4. Press F6 and F4 Print 5. Press F1 Store Macro. For more information on Macros see Chapter 18 – Macros. Spark...
  • Page 124: Part 4 - Playback

    CHAPTER 11 THE CROSSFADER This chapter includes: Overview Displays Assigning Memories to the Crossfaders Sequencing Memories Assigning the Editor to the Crossfaders Freeing assignments Playback Automatic Go Exiting a loop Modifying the Fade Rate Moving the crossfaders manually Using the Rate Wheels Split crossfaders and moving lights...
  • Page 125: Overview

    7). The X-fade Exam format is usually used during playback. The display includes: • A bar graph that tracks the fade’s progress • A list of the next memories • Previous memory • Loop information • Fade Rate status • Controller/Chaser status. Spark...
  • Page 126: Assigning To The Crossfaders

    The selected memory is faded to the active fader. The fade rate is according to the time assignments in the selected memory. [SEQ] and [AUTO] function are automatically enabled; the LED for [SEQ] is on and the Auto Assign Led is on. Spark...
  • Page 127: Assigning Editor Groups

    4. Press [CLEAR] to exit Free mode ¾ ¾ Note [SEQ] is disabled when the memory assignment on either A or B is freed. [SEQ] and [AUTO] are disabled when the assignments from both A and B are freed. Spark...
  • Page 128: Sequencing Memories

    Example: Memory 1 is assigned to A and memory 2 is assigned to B. You want memory 1 to remain assigned opposite memory 2 even after crossfading to memory 2. Disable [SEQ] [SEQ] disabled: Original assignment After 1 crossfade After 2nd crossfade Spark...
  • Page 129: The Playback Keys

    Important! When the faders are off their end pressing [GO] does not work. The error message Go has no time or Go direction? Is displayed. To perform an automatic fade, you must first manually return the faders to the end stop. Spark...
  • Page 130: Exiting A Continuous Automatic Or Manual Loop

    The key’s LED is on. The fade rate in the Playback display is shown on a blue field. 2. Use the Rate wheel (wheel 3) The modified rate fade is appears in to modify the crossfade rate. percentage on the Playback display. Spark...
  • Page 131: Split Crossfaders And Moving Lights

    50. Move fader A from its end stop. The parameter values fade from FL to 50 (the value in the incoming memory). If B is the active fader (both A and B at their lower end stop), moving fader B fades parameters to their values in assignment A. Spark...
  • Page 132: Chapter 12 Controllers And Chasers

    CHAPTER 12 CONTROLLERS AND CHASERS This chapter includes: Overview Displays Assign mode Controller LEDs Control priority for spots Assigning memories Assigning masks Assigning Editor Groups Assigning channels Assigning spots Assigning scrollers Adding text to a grp assignment Examining a Controller Assignment Freeing Assignments Freeing multiple controller assignments Freeing all controller assignments...
  • Page 133: Overview

    12-2 Overview Overview Spark has 20 Controllers. Each controller has a colored LED and a Soft Key/Bump Button. In Assign mode, controllers accept group, memory, spot parameter, and up to 10 chaser assignments. The Soft Key/Bump button functions as an Assign key.
  • Page 134 Assignments to odd number controllers Assignments to odd number controllers White Automatic fade of controller assignment Red on a gray field with an arrow indicating direction. Automatic fade on Hold Gray on a red field with an arrow indicating direction. Spark...
  • Page 135: Assign Mode

    Example: assign memory 4 to controller .1 Keypresses Results/Comments 1. Select memory 4. The message Assign Key Expected is displayed. Press [ASSIGN] 3. Press controller 1’s SK. Controller 1’s LED is green. The memory assignment appears on the controller display. Spark...
  • Page 136: Assigning A Range Of Memories To Sequential Controllers

    Results/Comments 1. Press [MASK] 2. Enter 1 on the numeric keypad. The message Assign Key Expected is Press [ASSIGN] displayed. 4. Press the controller 7’s SK. The assignment is recognized as a group. Grp appears on the controller display. Spark...
  • Page 137: Assigning Editor Groups

    Example: Remove channel 34 from the group of channels resident in controller 6. Keypresses Results/Comments 1. Select channel 34. 2. Press [ZERO] The message Assign Key Expected is displayed. 3. Press [ASSIGN] 4. Press controller 6’s SK. Channel 34 is removed from the group on controller 6. Spark...
  • Page 138 The message Assign Key Expected is displayed. Press [ASSIGN] 4. Press controller 8’s SK. Channel 40 is assigned to controller 8, channel 41 to controller 9, channel 42 to controller 10, etc. Grp is shown on the controller display. Spark...
  • Page 139: Assigning Spots

    2. Press the Soft Key to select parameter 2. 3. Assign parameter values (optional). The message Assign Key Expected is displayed. Press [ASSIGN] 5. Press the SK for The parameter value is taken from tracking, the controller 4 editor, A/B output, or controller output. Spark...
  • Page 140: Assigning Scrollers

    The command line reads: Press TEXT or 1. Press [TEXT] Assign Key! 2. Press the controller’s SK. The command line reads: Pot # Text 3. Type on text keyboard. The message Memory Pot Stored is displayed. 4. Press [STORE] Spark...
  • Page 141: Examining A Controller Assignment

    Example: Release the assignment on controller 7. Keypresses Results/Comments The message Assign Key Expected is displayed. 1. Press [FREE] 2. Press controller 7’s SK. 3. Press [CLEAR] to exit Free is cleared from the command line. Free mode. Spark...
  • Page 142: Freeing Multiple Controller Assignments

    The message displayed is Assign Key Expected 1. Press [FREE] Æ Æ 2. Press [ Releases all of the controller assignments. Free is cleared from the command line and the 3. Press [CLEAR] to exit Free mode. console is no longer in Free mode. Spark...
  • Page 143: Using 'Go Controller

    If there is no time-out assignment the memory fades down according to its time-in. If a memory has a wait-in assignment the fade begins after the assigned wait time. During the wait period Wait is displayed in gray on a red background on the Controller display. Spark...
  • Page 144: Chasers

    If the assignment is a soft chaser a small s appears next to the controller number. If the assignment is a hard chaser nothing is displayed. Soft Controller chaser number memory in chaser Last memory in chaser Controller level Spark...
  • Page 145 FL hard Æ Æ Memory range Q 20 Current Chaser rate Incoming memory The color code for soft chasers time display is: Time assignment Color Time-In Light orange Time-Out Brown Wait-In Light red Wait-Out Dark red Delay Light red Spark...
  • Page 146: Assigning Chasers To Controllers

    Example: Assign memory range 5 8 as a soft chaser to controller 7. Keypresses Results/Comments 1. Select memories: [MEMORY] Æ Æ The command line: Soft Assign Key 2. Press [SOFT] Expected . 3. Press the controller 7’s SK. The controller LED blinks red. Spark...
  • Page 147: Playing Back Chasers

    Stepping through the chaser Keypresses Results/Comments 1. Press and hold down [SHIFT] The chaser advances 1 step. The LED is 2. Press the [SK]. orange. The controller number is displayed in orange. 3. Press the [SK] to advance to the next step. Spark...
  • Page 148: Modifying The Chaser Rate

    To modify the Chase Rate for more than one chaser at the same time, press as many SKs as desired. The current rates for all selected chasers are displayed on blue fields, meaning that the Rate wheel accesses all selected chasers. Spark...
  • Page 149 The current chase rate, as shown on the Chaser display, now appears on a blue field 3. Modify the chase rate using the Rate wheel. 4. Press [STORE] The [RATE CHASE] LED is extinguished the chase rate reverts to the normal display. Spark...
  • Page 150: Assigning Controllers As Submasters

    10) controllers is 1. Press [U/L/X] displayed in the command line. Æ Sub 1 10 on a red field is displayed on 2. Press the [SK] for submaster assignment. the Controller display. Pup is displayed on the XFade Exam. Spark...
  • Page 151 1. Press U[U/L/X] [U/L/X] [U/L/X] the command line. [U/L/X] 2. Optional – enter a number other than the default. Sub I # on a red field is displayed on the 3. Press the [SK] for submaster assignment. Controller display. Spark...
  • Page 152: Sound-To-Light

    Sound-to-Light To use the Sound-to-Light feature, your board must have the Sound-to-Light option installed. Plug a sound source into the Audio connector on Spark’s back panel. The connector uses 3 pin XLR connectors. Sound-to-Light operates memory, group, and chaser assignments on controllers. Each pulse operates 1 step of the chaser or flashes the memory or group assignment.
  • Page 153: Turning Off Sound-To-Light

    2. To re-instate the chaser’s response, press the [SK] again as if you are giving the Go command. A chaser that is enabled for Sound-to-Light operation cannot be operated manually. If you want to take over the chaser operation, you must disable the Sound-to-Light for that controller. Spark...
  • Page 154: Chapter 13 Control Priority

    CHAPTER 13 CONTROL PRIORITY This chapter includes: Playback Control Priority LTP Playback Mode Actions that change the control priority stack Enabling LTP control mode Disabling LTP control mode...
  • Page 155: Playback Control Priority

    Channels always operate in HTP (Highest Takes Precedence) mode. Spark’s playback devices work under a rigid control priority hierarchy or in LTP (Latest Takes Precedence) mode. Control priority refers to playback devices only. The editor always has priority.
  • Page 156: Ltp Playback Mode

    LTP control mode. Actions on A/B do not influence the control priority. When the LTP function is enabled Spark works in the LTP mode. When the LTP function is disabled the default control priority is the usual hierarchic structure.
  • Page 157: Disabling Ltp Control Mode

    4. Press F1 Enter 5. Press F2 Off The LTP flag disappears from the Playback display. Spark is now working in default priority. ¾ ¾ You can make a macro, using Teach Macro, for single press access to enable and disable LTP.
  • Page 158: Chapter 14 Libraries

    CHAPTER 14 LIBRARIES This chapter includes: Overview Programming a Library Text for Libraries Examining Libraries Viewing the Library List Examining a selected Library Viewing Library assignments in memories Programming memories with Libraries Copying from a Library Editing Libraries Modifying a Library Adding spots to a Library Removing spots from a Library Updating Libraries using STORE STORE...
  • Page 159: Overview

    You may exclude parameters from libraries in the Mix Output menu/define device (see Chapter 21 Spot Management and Patching). Color code for Libraries Libraries are color coded on the monitor displays. Library Color Position light red Color dark red Gobo orange Spark...
  • Page 160: Programming A Library

    2. Select 5 on the The library category and number appear in the numeric keypad. command line. 3. Press [TEXT] 4. Type text on the alphanumeric keyboard The message Library # Stored is displayed. The text 5. Press [STORE] in the Library List. Spark...
  • Page 161: Examining Libraries

    4. View the next or previous library by pressing [+] or [- ] Viewing library assignments in memories When you examine a selected memory ([MEMORY#] [EXAM]), library assignments are displayed on a light red field. To view the absolute value in the library, press [EXAM] again. Spark...
  • Page 162: Programming Memories With Libraries

    The prompt copy from appears in the command 2. Press [COPY] line. 3. Press [GOBO] 4. Enter 18 on the keypad. 5. Select spot 6 Select the spot being copied from. 6. Press [ENTER] The Gobo values in the library are assigned to spot Spark...
  • Page 163: Editing Libraries

    2. Enter the library number on the keypad. 3. Press [SPOT] All the spots in the library are displayed in the editor. 4. Select new spot/s. 5. Assign parameter values. 6. Press [STORE] The message Library P – # Stored is displayed. Spark...
  • Page 164: Removing Spots From A Library

    The modifications are stored to memory 2. Position library 3 and Gobo library 5 are updated. ¾ ¾ Note If you do not choose to update the libraries, the new values are stored in the memory. The new values have no association to libraries. Spark...
  • Page 165: Erasing A Library

    Keypresses Results/Comments 1. Press [GOBO] 2. Select 9 on the numeric keypad. Spark asks: Are You Sure??? 3. Press [ERASE] The message: Library G-09 Erased is displayed. 4. Press [ERASE] Programming a Delta with Libraries A Delta for applying libraries may be programmed. The example below shows how to program a Delta that is used to assign Position library 1 to the selected spots.
  • Page 166: Chapter 15 Part Qs

    CHAPTER 15 PART Qs This chapter includes: Overview Part Qs display Programming memories with Parts. Programming Parts with channels Programming Parts with scrollers Programming Parts with spots Programming Parts with selected parameters Dividing a memory into Parts Adding a Part to a memory Modifying a Part Removing channels/spots from a Part Removing Part assignments...
  • Page 167: Overview

    Parts and their time assignments are displayed in the Memory List. Examining a selected memory shows the color coded Parts and their time assignments at the bottom of the display. In the XFade Exam a crossfade to a Part Q is dynamically displayed. Spark...
  • Page 168: Programming Memories With Parts

    - the color code for part 2. 7. Press [TIME] and enter 8 on the numeric keypad. 8. Press [=] and enter 1 on the numeric keypad. 9. Press [STORE] The message Memory 1 Stored is displayed. Spark...
  • Page 169: Programming Parts With Scrollers

    4. Press [TIME] and enter 3 on the numeric keypad. 5. Press [WAIT] and enter 2 on the numeric keypad. 6. Press [=] and enter 1 on the numeric keypad. The message Memory 1 Stored is 7. Press [STORE] displayed. Spark...
  • Page 170: Programming Parts With Selected Parameters

    The intensity assignment of the selected 7. Press [PART] and enter 2 on channel is displayed in gray. the numeric keypad. 8. Press [WAIT] and enter 8 on the numeric keypad. Memory 1 is stored with the part assignments. 9. Press [STORE] Spark...
  • Page 171: Adding A Part To A Memory

    3. Select channel 8. The part is in the editor and channel 8 is selected. 4. Press [@] and enter 6 on the 60% intensity is assigned to channel 8. numeric keypad. The message Memory 1 Stored is displayed. 5. Press [STORE] Spark...
  • Page 172: Removing Channels/Spots From A Part

    2. Press [PART] and enter 3 on the keypad. The message Memory 1 Stored is displayed. 3. Press [ERASE] Example: Remove all Part assignments. Keypresses Results/Comments 1. Select memory 1. 2. Press [PART] The message Memory 1 Stored is 3. Press [ERASE] displayed. Spark...
  • Page 173: Modifying Time Assignments

    When [GO] is pressed all of the Parts start fading at the same time. If a part has a wait time the Wait time begins counting when [GO] is pressed. The XFade Exam displays the fade progression of an incoming Part Q. Spark...
  • Page 174: Chapter 16 Events

    CHAPTER 16 EVENTS This chapter includes: Overview The Event menu Programming an Event Adding operations to an Event Deleting an Event Adding a text to an Event Examining Events Operating Events Assigning an Event to a memory Erasing an event from a memory Operating an Event using the editor...
  • Page 175: Overview

    Go contrlr Initiate a fade of the controller assignment. Hold chs/cntr Hold a running chaser or a controller fade. Hard Chaser Changes the Chaser mode form Soft to Hard. Soft Chaser Changes the Chaser mode form Hard to Soft. Spark...
  • Page 176: Programming An Event

    1. Press [MENU] [21] [ENTER] You are now in the Event menu. If there are no events the message Event Empty is displayed. Spark prompts for an event number. 2. Select 3 on the numeric keypad. 3. Press F4 Assign Cntrlr The console prompts for a controller number.
  • Page 177: Deleting An Event

    3. Press F6 Text 4. Type the text on the alphanumeric keyboard. 5. Press F1 Store The text is displayed in the text column of the Event List and, if the Event is assigned to a memory, in the Memory List. Spark...
  • Page 178: Examining Events

    Event. 2. You can operate Events directly through the editor. 3. Events can be assigned SMPTE time codes and operated via SMPTE. Spark has a simple Teach Me function for assigning SMPTE time codes to Events (see Chapter 24 SMPTE).
  • Page 179: Erasing An Event From A Memory

    Operating an event using the editor Events can be operated in the editor. Keypresses Results/Comments 1. Press [EVENT] Event appears in the command line. Enter the event number on the keypad. The selected event is triggered. 3. Press [ENTER] Spark...
  • Page 180: Chapter 17 Snaps

    CHAPTER 17 SNAPS This chapter includes: Overview Programming a Snap Adding text to Snaps Examining Snaps Viewing the Snap list Examining a selected Snap Erasing Snaps Operating Snaps Operating Snaps in non-forcing mode Operating Snaps in forcing mode Using Snap to clear all assignments...
  • Page 181: Overview

    The message Snap 9 Stored is displayed. If snap 10. Press [STORE] 9 already exists, the message Snap Exists appears. To overwrite press [STORE] again. ¾ ¾ Note Instead of steps 9 and 10 you can press [+1STORE]. Spark...
  • Page 182: Adding Text To Snaps

    Snap is displayed in the command line. 1. Press [SNAP] 2. Select the snap on the numeric keypad All information for the selected snap is displayed. 3. Press [EXAM] 4. Press [+] or [-] to exam the next or previous Snap. Spark...
  • Page 183: Erasing Snaps

    You can erase single snaps, a range of Snaps, all Snaps starting from a selected number, or all Snaps. Erasing a single Snap Keypresses Results/Comments 1. Press [SNAP] 2. Enter the Snap number on the numeric keypad. The message Snap/s Deleted is displayed. 3. Press [ERASE] Spark...
  • Page 184 2. Enter 20 on the keypad. Æ Æ 3. Press [ The message Snap/s Deleted is displayed. 4. Press [ERASE] Example: Erase all Snaps Keypresses Results/Comments 1. Press [SNAP] Æ Æ 2. Press [ The message Snap/s Deleted is displayed. 3. Press [ERASE] Spark...
  • Page 185: Operating Snaps

    Skip this step if the SK mode is Snap. 2. Press the SK of the Snap. 'Snaps' all the assignments recorded in the selected Snap into their playback devices providing the playback device is not controlling any current output. Spark...
  • Page 186: Operating Snaps In Forcing Mode

    You can use Snap to free controller and A/B assignments. Keypresses Results/Comments 1. Press [SNAP] Snap Free all panel!! is displayed in the 2. Press [0] command line. The message Are you Sure? is displayed. 3. Press [ENTER] All playback device assignments are freed. Spark...
  • Page 187: Chapter 18 Macros

    CHAPTER 18 MACROS This chapter includes: Overview The Macro menu Programming Macros Modifying Macros Linking Macros Dedicated function Macros Adding text to Macros Deleting Macros Last 40 keypresses Using Teach Macro Programming with Teach Macro Operating Macros Operating Macros Using Soft Keys Operating Macros using the numeric keypad...
  • Page 188: Overview

    Overview Overview A Macro is a collection of keystrokes. Spark stores up to 999 Macros containing up to 40 keypresses each. Macros can include any keys on the board and are usually programmed as shortcut keys for any sequences or functions that are frequently used. Wheel or controller movements are not recognized by Macros.
  • Page 189: Programming Macros

    The selection is added to the Macro. which functions as a Go key. The selection is added to the Macro. 9. Press controller 3’s SK key. Macro 12 is stored and is displayed in the 10. Press F1 Store Macro Macro list. Spark...
  • Page 190: Modifying Macros

    This option permits linking a Macro. F6 is 6. Press F5 Macro # added to the Macro sequence. 7. Enter the Macro number on the keypad; in this case, 012. Operating Macro 50 selects Macro 12 and 8. Press F1 Store allows its operation. Spark...
  • Page 191: Dedicated Function Macros

    A Macro key, assigned as Print, can be used like Print Screen on the alphanumeric keyboard. 1. Go to the screen that you want to print. 2. Select the designated Macro key. Hearts run while the printer is working. Spark...
  • Page 192: Adding Text To Macros

    18-6 The Macro Menu Memory Dimmer When the Spark is teamed with the Compulite digital dimmers frame controller. The Memory Dimmer option provides a method for setting an emergency memory that takes over in case of a communication break. To teach the dimmers the emergency memory stage picture, follow the instructions below.
  • Page 193: Deleting Macros

    Results/Comments 1. Go to the Macro menu. 2. Press F6 --> 40 Keys. 3. Assign a Macro number. The Last 40 Keys Macro, as displayed at the head 4. Press F1 Store. of the Macro List, is now empty. Spark...
  • Page 194: Using Teach Macro

    Teach Macro or after viewing the contents. This does not store the Macro! You can view the Macro in progress without disabling the Teach Macro function. 1. Press [TEACH MACRO]. The Teach Macro window opens. 2. Press [TEACH MACRO] or F6 Exit. The Teach Macro window closes. Spark...
  • Page 195: Programming With Teach Macro

    1. Press [MACRO] Skip this step if Macro is the SK default mode or press this key to display the Macros. 2. Press an SK to operate a Macro. To operate Macro 6 press [SK 6], Macro 12 [SK 12], etc. Spark...
  • Page 196: Operating Macros Using The Numeric Keypad

    [PAGE UP] and [PAGE DN]. 2. Enter the Macro number on the The Macro is displayed in a window for numeric keypad. 10 seconds. The command line reads Press F6 for start Macro! The Macro is triggered. 3. Press [F6] Spark...
  • Page 197: Chapter 19 System Configuration

    CHAPTER 19 SYSTEM CONFIGURATION This chapter includes: Accessing Service Tools Configuring in Service Tools Navigating in the Config System System Type CRT number Configuring control capacity Special Functions Special Numbers System Parameters Operator definable parameters Print menu screen...
  • Page 198: Accessing Service Tools

    11. Press F6 to store the changes. Important! Any change of configuration data necessitates cold starting the system. It is a good habit to turn the power off and back on and then Cold Start after storing new system configuration parameters. Spark...
  • Page 199: Passcode

    Press F6 again to confirm and store. System Type This is factory configured and cannot be changed. CRT number This is factory configured and cannot be changed. Spark supports 1 monitor only. Configuring control capacity The control capacity limits are: •...
  • Page 200: Special Functions

    Some printers work well with this bit set at long. Others work with this bit set to short. C - 0 Master/Slave Disable not used for Spark D - 0 Backup System not used for Spark E - 1 Printer Type...
  • Page 201 Toggle to 1 to enable the MIDI function R - 0 Spare S - 0 Spare T - 0 Spare U - 1 Remote Designer Enable Toggle to 0 – Communication with the Remote Designer is disabled. Toggle to 1– Communication with the Spark...
  • Page 202: Special Numbers

    Pad type - this is only valid if you are using a Designer’s Pad • SMPTE frames per second (up to 50) • Spare • Type of communication - 0 DMX 1 CMX + DMX (CMX is not available) 2 C105 3 C105 + DMX Spark...
  • Page 203: System Parameters

    System Parameters General system configuration options are also found in the System Parameters menu, menu 8. The upper System Parameters display shows the system type, Spark, and control capacity configuration, which includes: • The current show file (if any). The display includes the show file number, text, date and time of recording.
  • Page 204: Print Menu Screen

    Print menu screen The print option (F6) operates as print screen. It is recommended to print for documentation, as it contains important information such as the system configuration. Spark...
  • Page 205: Chapter 20 Channel And Scroller Patching

    CHAPTER 20 CHANNEL AND SCROLLER PATCHING Included in this chapter: The Channel Patch Patching dimmers to channels Patching dimmers to scrollers Patching channels to dimmers Clearing patch assignments Restoring the default patch Proportional patching Exchanging dimmers Assigning dimmer curves Disabling General Master control Examining soft patch assignments View free dimmers The Scroller Patch...
  • Page 206: The Channel Patch

    The Channel Patch The Channel Patch Spark controls up to 512 channels, which may be soft-patched. The Channel Patch menu, offering many options for dimmer and channel definition, is menu number 1. The patch table consists of 4 lines per row: Dimmer number/ DMX or CMX address.connector...
  • Page 207: Patching Dimmers To Channels

    4. Select the final dimmer number in the range. 5. Press F3 To Channel Spark prompts for a channel number. 6. Enter the channel number on the numeric keypad. 7. Press F1 Store The soft patch channel number appears in red on a white field.
  • Page 208: Patching Channels To Dimmers

    You can assign a range of channels to a range of dimmers or a single channel to one or more dimmers. Example: Soft patch a channel to a dimmer. Keypresses Results/Comments Spark prompts for a channel number. 1. Press F2 Assign Channels 2. Enter the channel number on the keypad. 3. Press F1 To Dimmer # Spark prompts for a dimmer number.
  • Page 209: Clearing Patch Assignments

    Dimmmer numbers for cleared assignments appear in yellow. Keypresses Results/Comments Press F3 Clear Assign 2. Press F1 Channels Spark prompts for channel or dimmer numbers. Press F2 Dim 3. Enter the channel/s or dimmers numbers. There are F Key options for group and range selections.
  • Page 210: Restoring The Default Patch

    The example below demonstrates restoration of the entire patch table. Keypresses Results/Comments 1. Press F4 Default (1 to Spark asks Are You Sure??? 2. Press F1 All Patches The entire patch table reverts to 1 to 1 Patch 3. Press F1 Yes assignments.
  • Page 211: Exchanging Dimmers

    The Curve option is on the second page of the Channel Patch menu. Assigning a standard curve Keypresses Results/Comments Spark prompts Assign curve to dimmer # 1. Press F2 Curve 2. Enter the dimmer number A range of dimmers or a group of non- on the numeric keypad.
  • Page 212 6. Use the Dimmer wheel to set the level for each step 7. Press F4 or F5 to go to the next or previous step and repeat Step 6 until all steps have level assignments. 8. Press F2 Store Curve Spark...
  • Page 213: Disabling General Master Control

    Keypresses Results/Comments 1. Assign levels to the steps using the wheel and/or editor. Spark goes to the editor and executes a 2. Press F1 Start Sample live fade to the dimmer’s channel. 3. Press [MENU] Return to the Curve menu.
  • Page 214: Enabling General Master Control

    2. Press F1 Channel 3. Enter the number 100 on the The dimmers patched to channel 100 are displayed. numeric keypad. 4. Press F1 Exam 5. Press [+] or [F1] and [–] or [F2] to view the next or previous channel. Spark...
  • Page 215: Viewing Free Dimmers

    The color code key for this display is: Status Color Cleared dimmer assignments blue on a gray field Dimmers assigned to scrollers and black on a white field channels that are used in memories Free (unused dimmers) black on a yellow field Spark...
  • Page 216: The Scroller Patch

    Most functions in this menu require a channel assignment for the scroller. If the scroller does not have a channel assignment the message Unassigned Scroller is displayed. ¾ ¾ Note If the console is not configured for scrollers, the Scroller menu does not appear. Spark...
  • Page 217: Selecting A Scroller

    3. Enter 101 using the keypad. 4. Press F2 Thru Channel You are prompted for a channel number. 5. Enter 116 using the numeric keypad. The channels 101 – 116 are assigned 6. Press F1 Store consecutively to scrollers 1 – 16. Spark...
  • Page 218: Patching Dmx Addresses To Scrollers

    'd' appears between the two frame numbers in the frame table. Canceling a dark gel assignment To cancel a dark gel assignment, follow the same procedure described above, selecting F2 Off. The little 'd' denoting dark gel disappears from the frame table. Spark...
  • Page 219: Changing The Number Of Frames

    20-15 Changing the number of frames Spark offers the option of changing the number of frames for individual scrollers. The default is the maximum number of frames as defined in Service Tools, system configuration, special numbers. A smaller number of frames can be defined per scroller in the Scroller menu.
  • Page 220: Copying The Scroller Setup

    Keypresses Results/Comments 1. Select the scroller you want to copy 2. Press F2 Copy To Spark prompts for the scroller number you are copying to. Scroller 3. Enter the scroller number on the numeric keypad 4. Press...
  • Page 221 CHAPTER 21 SPOT MANAGEMENT AND PATCHING This chapter includes: The Mix Output menu Mix Output menu display Patching spot numbers Assigning output addresses Defining devices Editing parameter wheels assignments Releasing home values Defining an external dimmer Creating a device library The Spot Patch Assigning patch position Returning to the default position...
  • Page 222: The Mix Output Menu

    13 devices. The Device List has three columns. • The first column is the name of the device. • The second column is its label. • The third column shows the number of DMX channels used by the device. Spark...
  • Page 223 The Mix Output Menu 21-3 Spark’s default Device List is divided into three types of devices: • DMX - DMX devices are operator programmable. You can define devices in the Define Device (under F2 Select Device) option in this menu.
  • Page 224: Patching Spot Numbers

    The DMX Address function (F1) offers these options: • F1 Default space • F2 Select Spot • F5 Auto set up - where the system accesses the definition data and sets up the DMX address accordingly. Spark...
  • Page 225 Spot assignments Connector Display Only DMX spots DMX 1 & 2 At least one S-Mix DMX 1 and the yellow asterisk for S-Mix spot (Summa) High End spots DMX 1 and the orange asterisk for High End (Intellabeam and Cyberlight) Spark...
  • Page 226 6. Press F1 Store If there are overlapping addresses an error message (Address is overlapping spot # Do you want to store?) is generated. The address of the overlapped spot is displayed in red. You must correct conflicting addresses. Spark...
  • Page 227 2. Press F2 Select Spot 3. Enter the spot numbers on the keypad. 4. Select the connector. Spark prompts for a beginning address. 5. Enter the first DMX address that you will use for spots. You are prompted to enter the default 6.
  • Page 228: Defining Devices

    Define the device according to the information provided in the manufacturers' specifications. After storing a new device definition, you should also record it to a floppy disk, adding it to your Device Library. After Cold Start the Device List reverts to its Spark...
  • Page 229 DMX control channel with another parameter, while allowing continuous control within each step. Example: Parameter control channel 1 from 0% - 50% controls the iris and from 50% - 100% strobes and controls the strobe rate. Therefore, mixed step 1 provides Spark...
  • Page 230 This procedure may be modified at every level without repeating the entire procedure. Simply place the cursor at the required step and modify the step value. ¾ ¾ Note To convert a discrete or mixed step to continuous type 0 (zero) in the D or M column. Spark...
  • Page 231 1. DMX is set at 99 – The value is sent to all parameters for the duration of the time entry. 2. DMX is assigned according to the manufacturer’s specifications and time is set to 99. The default or selected value is sent until a new ignition command is transmitted. Spark...
  • Page 232: Editing Parameter Wheels Assignments

    A color code shows the assignment status of each parameter: Color Wheel assignment status White selected Gray no wheel assignment for parameter Blue parameter assigned to one wheel bank Brown parameter assigned to more than one wheel bank Spark...
  • Page 233: Defining An External Dimmer

    4. Patch the spot number to the dimmer, in the Channel Patch menu. The steps below define yokes with external dimmers and then assign the yokes to spot numbers. In the example the external dimmers are dimmers 100 and 101 and the yokes are assigned to spot numbers 5 and 6. Spark...
  • Page 234 Assign a device to a range of spot 5. Press F2 Thru Spot # or [ ] on numbers. the console. 6. Using our example, press 6 on the numeric keypad. 7. Press F1 Store Spot numbers 5 and 6 control yokes. Spark...
  • Page 235 Æ Select channels 1 20 and Spark skips over channels 5 and 6 since they are now considered part of moving lights and are accessed through spot numbers. If you select channels 5 and 6 only the message Which Number is displayed.
  • Page 236: Creating A Device Library

    You can create a device library by recording device definitions to a floppy disk. New device definitions that you have programmed can be recorded, as well as the default definitions in Spark. Recording device definitions As explained above, any DMX512 device that appears in the device list can be replaced by newly defined DMX devices.
  • Page 237: The Spot Patch

    Assigning patch position If you have selected a range of spots, Spark turns on one lamp at a time. So, if the range of spots is spots 1 - 6, first spot 1 is turned on. After you have stored the new potion for spot 1 press F3 Advance.
  • Page 238: Returning To The Default Position

    Restore all the assigned patch positions to their default position (position 1): Keypresses Results/Comments 1. Press F3 DEFAULT POSITION The prompt asks are you sure??? 2. Press F1 STORE Confirm the store command. All of the spots are assigned position 1. Spark...
  • Page 239: Chapter 22 Midi In/Out

    CHAPTER 22 MIDI IN/OUT This chapter includes: Configuring the System for MIDI Configuring for MIDI in Service Tools Defining the MIDI channel in System Parameters Enabling/Disabling MIDI Turning MIDI on Turning MIDI off The MIDI menu Enabling and disabling keys and controllers Editing MIDI data for keys and controllers MIDI Macro MIDI Sync...
  • Page 240: Configuring The System For Midi

    Configuring the System for MIDI Configuring the System for MIDI To configure Spark for MIDI communication, you must enable bit Q Sys in Service Tools/ Config Sys /Special Functions. You must also define the MIDI communication channel in the System Parameters menu.
  • Page 241: Enabling/Disabling Midi

    The default MIDI codes can be edited. ¾ ¾ Note If the MIDI function has not been Enabled in Service Tools (see Configuring the System for MIDI, page 22-2), the MIDI menu does not appear in the menu list. Spark...
  • Page 242: Enabling And Disabling Keys And Controllers

    1. Go to the MIDI menu. 2. Press F6 More and F1 Enable all or F2 Disable all 3. Select Input keys, Output keys, A red asterisk appears next to all of the Input controllers, or Output keys in the MIDI list. controllers. Spark...
  • Page 243: Editing Midi Data For Keys And Controllers

    5. Press F2 ↑ to change the Message Use this key to toggle to the required selection: note on , note assignment. off , control change . Enter a number on the numeric keypad for the Data assignment. 6. Press F1 Store Spark...
  • Page 244: Midi Macro

    Assign the MIDI Sync channel in the System Parameters menu in the master and the identical channel as the MIDI I/O channel in the slave console. • Enable the MIDI Sync function in the MIDI menu on both consoles. Spark...
  • Page 245: Setting Up Midi Sync In The Master Console

    4. Optional - Set a different channel for MIDI I/O . Setting up MIDI sync in the slave console If the receiving console is not a Compulite console, the following keys on the receiving console must be programmed with the identical MIDI codes as in the MIDI menu of Spark: •...
  • Page 246: Standard Midi Codes

    22-8 Standard MIDI codes Standard MIDI codes Decimal Decimal Decimal Decimal Spark...
  • Page 247 Eb-8 :123 :124 :125 Gb-1 Gb-2 Gb-5 Gb-8 :126 :127 Ab-1 Ab-2 Ab-5 Bb-1 Bb-2 Bb-5 Db-0 Db-3 Db-6 Eb-0 Eb-3 Eb-6 :100 :101 Gb-0 Gb-3 Gb-6 :102 :103 Ab-0 Ab-3 Ab-6 :104 :105 Bb-0 Bb-3 Bb-6 :106 :107 Spark...
  • Page 248: Chapter 23 Smpte

    CHAPTER 23 SMPTE This chapter includes: Configuring the system for SMPTE Configuring the number of frames Teaching SMPTE Time Codes Starting at a selected event Exiting the teach function Manual assignment and editing the SMPTE time code Playback with SMPTE Exiting SMPTE playback...
  • Page 249: Configuring The System For Smpte

    If you are using an SMPTE Converter, it must be plugged in at the SMPTE/DMX Input converter. The Compulite SMPTE converter receives SMPTE input and transmits DMX 512 (on four channels – hours, minutes, seconds, frames) to the lighting desk.
  • Page 250: Configuring The Number Of Frames

    The time code starts running and is displayed at the generating device top of the monitor. 4. Press F1 Store Event The system automatically advances to the next when the time code for event number. this Event is displayed. Spark...
  • Page 251: Starting At A Selected Event

    The system automatically advances to the next when the time code for event number. this Event is displayed. Exiting the teach function Keypresses Results/Comments 1. Press SMPTE 2. Press F3 OFF The system stops 'listening' to the SMPTE generator. Spark...
  • Page 252: Manual Assignment And Editing The Smpte Code

    Erasing a SMPTE time code Keypresses Results/Comments 1. Select the Event or range of Events. 2. Press [SMPTE] The F keys are displayed in the command line area. 3. Press F6 Erase The time code is erased from the selected Events. Spark...
  • Page 253: Playback With Smpte

    Each Event is triggered when its SMPTE time code is generator reached. Exiting SMPTE playback Keypresses Results/Comments 1. Press SMPTE Select the SMPTE function. The function keys are displayed in the command line area. 2. Press F3 Off The SMPTE display at the top of the screen disappears.. Spark...
  • Page 254: Chapter 24 Dmx Input

    CHAPTER 24 DMX INPUT This chapter includes: Configuring Spark for DMX input The DMX input patch Patching input channels Clearing input patch assignments Returning to the default patch Examining DMX input assignments Assigning macros to DMX input Canceling a Macro assignment...
  • Page 255: Configuring Spark For Dmx Input

    Programming Memories). Configuring Spark for DMX Input Spark must be configured for the number DMX input channels in use and must also be enabled for DMX input. Configure the number of input channels in Service Tools/Config Sys/Control Capacity. Enable DMX Input in Service Tools/Config Sys/Special Functions.
  • Page 256: The Dmx Input Patch

    DMX input channel patch assignments - red on a white field. • Macro assignments - yellow. Patching input channels DMX Input channels can be assigned to control channels in the Spark. Example 1: DMX input channel 10 is patched to control channels 1 through 10, and 15. Keypresses Results/Comments 1.
  • Page 257: Clearing Input Patch Assignments

    2. Press F6 More and F3 The Input Patch Table is displayed. Input Patch Spark prompts for an input channel number 3. Press F1 Assign Input 4. Enter 10 on the numeric keypad. Spark prompts for an input channel number 5.
  • Page 258: Examining Dmx Input Assignments

    Examining DMX input assignments Isolate selected input channels for examination. Keypresses Results/Comments 1. Press F5 Exam Spark prompts: Exam assignment of input #: 2. Enter the input number on the numeric keypad. The patch assignments for the selected input 3. Press F1 Enter channel are displayed.
  • Page 259: Canceling A Macro Assignment

    Using DMX Input under Patch 999 Keypresses Results/Comments 1. Go to the Channel Patch menu. 1. Press F6 More.. The Input Patch is displayed. 2. Press F3 Input Patch 3. Press F3 Default by 999 Under 999 is displayed. 4. Press F1 Yes Spark...
  • Page 260: Appendix Aservice Tools

    APPENDIX A SERVICE TOOLS This chapter includes: Accessing Service Tools Main Menu Diagnostics Upgrading Software Using the Software Upgrade option Upgrading software under Disk Operations Disk operations Formatting diskettes Recording the system configuration Loading the system configuration Upgrade software...
  • Page 261: Accessing Service Tools

    Accessing Service Tools Service Tools is where you configure Spark, format disks, carry out hardware tests, and upgrade Spark ’s software. The System Configuration functions appear in Chapter 19 - System Configuration. Accessing Service Tools 1. Turn off the power.
  • Page 262: Diagnostics

    Press [RESET] to return to the main Diagnostic menu. 3. F5 MEMORY TEST - Provides two different memory tests. Pattern (F1), which will check the memory while retaining all the current show data and Warm (F2), which loses all the current show data. Spark...
  • Page 263: Upgrading Software

    Press any key . 7. Turn off the power and Spark boots to service Tools main menu. turn it back on. 8. Press F1 Cold Start It is imperative to cold start the system after flashing new software.
  • Page 264: Upgrading Software Under Disk Operations

    Press Any Key . 6. Turn off the power and turn Spark boots to service Tools main menu. it back on. 7. Press F1 Cold Start It is imperative to cold start after flashing new software.
  • Page 265: Disk Operations

    (number) on the numeric keypad 3. Press F4 Record S.T. File A text window opens. You may enter a textual description for the configuration file on the alphanumeric keyboard. 4. Press F1 Enter When completed the message Recording Done is displayed. Spark...
  • Page 266: Loading The System Configuration

    The prompt , Press F6 To Store Changes!!!! Is displayed. 6. Press F6 Store Configuration Store the configuration that you have just loaded. This is not always necessary and the system will prompt you to store configuration if it is needed. Spark...
  • Page 267: Appendix B Patch 999

    APPENDIX B PATCH 999 This appendix includes: Patch 999 Configuring for Patch 999 Programming and burning Patch 999 Editing patch 999 Color key for Patch 999 Examining Patch 999...
  • Page 268: Configuring For Patch 999

    Configuring for Patch 999 Keypresses Results/Comments 1. Go to Service Tools 2. Press F3 Config System 3. Enter the passcode 4. Press F4 Special Functions 5. Toggle bit J to Yes. If toggled to No, the system ignores Patch 999. Spark...
  • Page 269: Programming And Burning Patch 999

    The system automatically records the old Patch 999, LOAD FILES as a rescue file. 11. Press F6 The new Patch 999 is written to the Flash RAM. PROGRAM When completed, return to the main of Service Tools FLASH and press F1 to Cold Start the system. Spark...
  • Page 270: Editing The File On A Pc

    Note that the default DMX assignment for channels 1, 2, 25, and 26 have been cleared. A DMX ASSIGNMENT CANNOT BE ASSIGNED TO MORE THAN ONE CHANNEL. DO NOT change the numbers in the channel column. Spark...
  • Page 271: Color Key For Patch 999

    Channel Patch Table. ¾ ¾ Note There are no connector icons displayed because the connector Dim numbers in the Channel Patch do not necessarily run consecutively when using Patch 999. Spark...
  • Page 272 Index proportional patch, 20-6 Channel Patch menu clear patch assignment, 20-5 color code, 20-2 +1`STORE, 7-12 Selecting, 5-2 +1STORE, 7-10 Channels +1STORE increment, 7-12 default number selection, 5-2 display, 3-4 select and edit, 5-2 Chasers activate, 12-16 assign memories, 11-3 Macro for, 18-3 free assignments, 11-4 modify chase rate, 12-17...
  • Page 273 copy, 7-6 DMX address for spots, 21-5 Copy DMX input scroller set up, 20-16 call, 24-2 copy memory, 7-27 configuration, 19-5, 24-2 copy parameter values, 6-13, 6-14, 7-8 macro, 24-5 crossfade rate, 11-7 patch, 24-3 Crossfader patch 999, 24-6 split and spots, 11-8 DMX input for macros, 24-3 crossfaders, 11-2 DMX input patch...
  • Page 274 General Master, 20-9 overview, 2-10 Go, 11-3, 11-6 Macro Go Controller, 2-9 delete, 18-7 GOTO, 11-3, 11-6 link Macros, 18-4 Macro menu, 18-2 memory dimmer, 18-6 MIDI, 22-6 modifying, 18-4 help, 2-14, 3-6 operate, 18-9 High End, 21-3 operate via DMX input, 24-3 Hold, 11-6 overview, 18-2 home, 6-13, 21-11...
  • Page 275 Mix Output Patch menu load device, 21-16 assign patch position, 21-17 record device, 21-16 default position, 21-18 Mix Output menu overview, 21-17 assign discrete or mixed steps, 21-10 patching, 4-2 assign output addresses, 21-4 Patching define device, 21-14 multilayer, 19-5 DMX address, 21-5, 21-15 play number, 10-2 external dimmer, 21-13...
  • Page 276 release frame, 5-7 stage display, 3-4 select, 5-6 STORE STORE, 14-7 Select modes, 9-3 parameters, 6-7 STORE STORE function, 19-8 Select submaster, 12-19 channels, 5-2 submaster A/B, 12-20 parameter values, 7-6 submaster controller banks, 12-19 part from part Q, 15-8 submaster DMX input, 12-20 recall last selection, 5-3, 6-5 system configuration, 4-2, 19-3...