Tadao Infamous User manual

Infamous Alias Board Instructions
Features
•Based on the Musashi 6 software
•Fully functional in Alias and 2005 or newer Intimidator frames
•Includes five fire modes: uncapped semi-auto, adjustable semi-auto,
PSP ramping, PSP burst, and NXL full-automatic
•Asynchronously monitors the trigger switch, using an interrupt based
scan at 1 million times per second to prevent lost trigger pulls
•Gangster setting allows 3 different options for every fire mode, giving
15 different “breakout” style modes
•Super light 25 gram switch
•AMB algorithms help to eliminate mechanical bounce
•Power efficient software lengthens battery life
•Programming mode allows changes to debounce, dwell, loader delay,
AMB, bolt delay, fire mode, fire mode max rate of fire, cycle
percentage filter, and ramp start
•All settings are stored in non-volatile memory so they are not lost when
battery is disconnected
•One-touch startup enables the marker to fire instantly
•Automatic 15-minute idle power down saves batteries
•Delayed and forced eye mode with force shot allows the marker to be
fired when the eyes are enabled but no object is present in the breech
•Low battery indicator software
Installation
The Infamous Alias Board is a drop-in upgrade. Installation consists of removing
the old board and putting in the new one:
1. Remove the left half of the Alias or Defiant II frame. The stock circuit
board is exposed.
2. Unscrew the bottom mounting screw and trigger switch screw in the
center of the board.
3. Gently lift up the stock board and unplug the power/solenoid harness,
eye harness, and membrane ribbon.
4. Connect the membrane ribbon to the Infamous Alias board first,
followed by the eye and power/solenoid harnesses.
5. Place the Infamous Alias board in the grip frame on top of the solenoid,
making sure all the wires are tucked underneath the board so they are
not pinched when the frame is reassembled.
6. Put the bottom board mounting screw in, then line up the trigger switch
hole. Insert the trigger switch screw in its hole and tighten. Tighten the
bottom board mounting screw.
7. Reattach the left side of the grip frame.
8. Readjust the trigger set screws as necessary.
LED Indicator
The multi-color LED that shines out the left side of the grip panels shows which
mode of operation the marker is currently in:
Rapid Blinking Red At startup this indicates an exhausted battery
Rapid Blinking Yellow At startup this indicates a low battery
Rapid Blinking Green At startup this indicates a good battery
Solid Blue Ball in breech, ready to fire
Slow Blinking Blue No ball in breech
Slow Blinking Yellow Eye malfunction; clean eyes or make sure the gun is
being fired with paint and air
Slow Blinking Red Eyes disabled, rate of fire limited to 20 balls per
second in mode 1; otherwise capped at fire
mode max rate of fire for fire modes 2-5
Power Operation
Pressing and releasing the power button turns the marker on. The battery indicator
will show a flickering red, yellow, or green LED to show the battery level. A blue
LED in the grip frame indicates that the marker is ready to be fired. To turn off,
press and hold the power button until the LED turns off, then release. Every time
the marker is turned on, the eyes are enabled. The marker can be turned off
regardless of the state of the eyes. See “Battery Indicator” section for additional
details.
Startup Sequence:
1. Press Power Button.
2. Battery indicator shows battery level with flickering red, yellow, or
green LED.
3. LED lights solid blue or blinking blue, depending on whether some-
thing is in the breech, ready to fire.
Eye Operation
The eyes are enabled when the marker is first turned on. The eyes can be toggled
by using Button 1. Press and hold Button 1 for 1 second and the LED will change
colors to indicate the mode change.
Note that the eye logic can tell the difference between paint being fired and an
object constantly blocking the eyes. The eyes watch for the bolt to return every
shot. If this does not happen, the LED will flash yellow to indicate an eye
malfunction. Unblocking the eyes will cause it to revert to a blinking blue LED to
show that the eyes are working again and the breech is empty.
To determine if the eyes are working correctly, insert an object into the breech.
Check to see if the LED changes from blinking blue to solid blue and then back to
blinking blue once the object is removed.
The eyes can be disabled at startup by holding down the trigger when the marker is
turned on. This is similar to the “Simulate” mode found in the stock Frenzy
software.
Battery Indicator
The battery indicator software is standard on the Infamous Alias Board. When the
marker is turned on, the LED will flicker red, yellow, or green to indicate the
battery level. Red means the battery is exhausted, yellow means the battery low,
and green means the battery is good.
Programming
The tournament lock must be disabled in order to change settings on the board.
The tournament lock is toggled by shorting the bottom 2 pins on the programming
connector:
Each time the two pins are touched with a conductive object, such as a hex
wrench, the LED will briefly flash green or red to indicate the status of the
programming mode. If it flashes green, programming mode is allowed. By default
the tournament lock is disabled, allowing the user to change settings.
While the marker is turned off, pull and hold the trigger and turn the marker on.
This will initiate the programming mode, showing solid green.

Pulling and releasing the trigger quickly will toggle between the different
programming modes:
Green Debounce
Purple Dwell
Yellow Loader delay
Blue AMB
Red ARS
White Firemode
Teal Fire mode max rate of fire
Flickering Green Eye mode
Flickering Purple Bolt delay
Flickering Yellow CPF
Flickering Blue Ramp start
Flickering Red Gangster mode
When the LED is lit for the desired setting, press and hold the trigger until the
LED goes out. When you release the trigger, the LED will blink to show the
current setting. For example, if the current setting for debounce is 5, the LED will
blink green 5 times. Once the LED stops blinking, you have 2 seconds to begin
entering the new setting.
To enter the new setting, pull the trigger the desired number of times. For example,
to set the debounce to 2, you must pull the trigger 2 times. Every time you pull the
trigger the LED will light. After all settings have been changed, turn the marker
off, using the power button.
Programming Example
If you want to set the dwell to 10, you should:
1. Make sure the marker is powered off and the tournament lock is
disabled.
2. Pull and hold the trigger and press the power button to turn on the
marker.
3. The LED shows a rainbow sequence, then solid green. This is the
debounce mode.
4. Quickly pull and release the trigger 1 time to switch to the dwell mode.
The LED will show purple.
5. Pull and HOLD the trigger until the LED turns off.
6. Release the trigger. The LED will blink out the current setting.
7. When the LED stops blinking, enter the new setting by pulling the
trigger 10 times.
8. Wait until the LED turns back on, indicating programming has been
completed.
9. Turn the marker off.
Program Reset
To reset all settings to factory defaults hold down Button 1 for 10 seconds while in
programming mode. The LED will rapidly cycle through every setting color to
indicate that the process has completed.
Settings
Debounce – The M6 Infamous board software features an interrupt based
debounce algorithm that effectively “scans” the trigger at 1 million times per
second. It runs completely independent of code execution on the microcontroller
so your trigger pulls are always registered. The debounce setting is in increments
of ½ milliseconds. Users should be aware that low debounce settings may cause
the marker to read switch bounce as additional pulls, falsely generating shots or
near full automatic fire. The setting ranges from 1 to 50 and is defaulted at 10.
Dwell – The amount of time the solenoid is energized each time the marker is
fired. The default is 8 ms. The range is 4 to 20 ms. Too low of a dwell may lead to
inconsistency or drop off. Too high of a dwell can cause bad air efficiency.
Loader Delay – Adds a slight delay after the eye has seen a ball and the bolt is
cycled, causing the gun to fire. If not using force fed loaders, it may be necessary
to increase this setting to prevent chopping. A setting of 1 means no loader delay,
hich is the fastest. The default is 2 and may be set from 1 to 50.
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AMB – Allows the user to adjust the anti-mechanical bounce feature. Mechanical
bounce occurs with the Alias Intimidator due to the kick generated during each
shot and can cause the marker to “run away,” firing even after the trigger has been
released. AMB helps stop markers from going full-auto when the trigger is pulled
very slowly. The default is 2 and may be set from 1 to 5 (1 being off). AMB is
only used in fire modes 1 and 2 (semi-automatic unlimited and capped). In PSP or
NXL modes AMB is disabled.
ARS Dwell – Amount of dwell time added for an ARS (anti-ram stick) shot. The
range is from 1 to 10 additional milliseconds of dwell. The default is 1, which
turns ARS off. This feature may not be necessary with your Alias. It is only
necessary if the user is experiencing a low first shot. ARS is only used if the Alias
is left sitting idle for more than 20 seconds. The next shot will then have a slightly
higher dwell time to make sure the ram breaks free and there is no low shot. Be
aware that a high ARS dwell setting will lead to a much higher velocity first shot.
Fire Mode – Included are five different fire modes (default is 1):
1. Semi-automatic, unlimited rate of fire
2. Semi-automatic, adjustable rate of fire
3. PSP ramping, adjustable rate of fire
4. PSP burst, adjustable rate of fire
5. NXL full-automatic, adjustable rate of fire
Setting 1 is normal semi-automatic with an unlimited rate of fire while the eyes are
enabled. When the eyes are turned off, the max rate of fire is set to 20 balls per
second.
Setting 2 is semi-automatic with a capped rate of fire. It limits the maximum balls
per second that can be fired. The cap is set by the Max ROF setting.
Setting 3 is the first PSP fire mode that works as follows:
•The first 3 shots of a string are semi-automatic.
•After the 4th shot the marker will add shots as long as the user fires
faster than the ramp start setting. For example, if the ramp start setting
is 5, the user must pull 5 times per second or faster for the software to
add additional shots.
•If the trigger is released, the marker will stop firing immediately.
•If the trigger is not pulled again within 1 second of release, the 3-shot
semi-automatic count starts over.
Setting 4 is the second PSP fire mode that works as follows:
•The first 3 shots of a string are semi-automatic.
•After the 4th shot the marker will fire 2 or more shots per pull as long as
the user continually pulls and releases the trigger.
•If the trigger is released, the marker will stop firing immediately.
•If the trigger is not pulled again within 1 second of release, the 3-shot
semi-automatic count starts over.
In normal operation, continually pulling the trigger faster than 5 to 6 pulls per
second will effectively give the user full-automatic at the max rate of fire. If the
user stops shooting then resumes within 1 second, the marker will return to the
max rate of fire. If the user stops shooting for more than 1 second, the next 3 shots
will be semi-automatic. On the 4th shot it will resume a faster fire rate.
PSP ramping and PSP burst differ in that PSP ramping requires the user to
maintain the ramp start rate of fire for software assistance, whereas the PSP burst
mode will fire at least 2 shots per pull, regardless of rate of fire. Some players
prefer multiple shots every time they pull the trigger after the initial 3 semi-
automatic shots, while others like to shoot 1 ball at a time until they achieve a
certain rate of fire.
Setting 5 is the NXL full-automatic fire mode. It functions similarly to the PSP
fire modes except, after the 3rd semi-automatic shot, the user may pull and hold the
trigger for the marker to fire in full-automatic.
Fire Mode Max ROF – The maximum rate of fire setting only applies to the 2nd,
3rd, and 4th fire modes. The max rate of fire is adjustable from 14 to 20 balls per
second in ¼ balls per second increments. It has an unlimited setting. The default is
4, which is roughly 14.75 balls per second. Oscillator inconsistencies from chip to
chip make it impossible to time perfectly, so the only true way to check rate of fire
is to use a Pact Timer or ballistic chronograph. The red radar chronographs
commonly found at fields are NOT reliable.
Setting BPS Setting BPS Setting BPS
1 14.0 9 16.0 17 18.0
2 14.25 10 16.25 18 18.25
3 14.5 11 16.5 19 18.5
4 14.75 12 16.75 20 18.75
5 15.0 13 17.0 21 19.0
6 15.25 14 17.25 22 19.25
7 15.5 15 17.5 23 19.5
8 15.75 16 17.75 24 19.75
25 20.0
26 Unlimited
w/eyes on

Eye Mode – This setting selects the eye mode. The default is 1, which is delayed.
In delayed mode the eyes will watch for a ball up to ½ second after the trigger is
pulled. After ½ second the marker will fire whether or not a ball is in the breech. If
set to 2, the eye mode is forced. In forced mode the marker will not fire unless a
ball is present in the breech or a force shot is utilized. The user can fire a force shot
by holding down the trigger for ½ second.
Bolt Delay – This setting determines how long the eyes are ignored after the dwell
time ends. Some delay is necessary to allow the bolt to get far enough forward so
the eye system does not mistake a small gap between a paintball and the bolt face
for a bolt return. The default is 15 ms and may be set from 5 to 25 ms. Higher
settings will reduce the maximum capable rate of fire, while lower settings may
lead to skipped or blank shots because the bolt does not have enough time to block
the eyes on its forward stroke.
Cycle Percentage Filter (CPF) – The cycle percentage filter allows adjustment of
the point within the current firing cycle that a new buffered shot is allowed.
Almost all electronic paintball markers allow a single shot to be buffered in the
event the user is fast enough to release the trigger and pull again during the current
firing cycle. The CPF setting is adjustable from 1 to 10. Setting 1 turns the CPF
off, allowing buffered shots at any point in the firing cycle. Setting 2 through 10
sets the percentage of the firing cycle that must pass before shots may be buffered:
1. CPF turned off
2. 10% of the firing cycle must pass before a buffered shot is allowed
3. 20%
4. 30%
5. 40%
6. 50%
7. 60%
8. 70%
9. 80%
10. 90%
A higher CPF setting results in less unintentional bounce. For instance, it is
possible that if your debounce setting is border line, you can fire the marker a few
times then hold it loosely and allow it to brush against your finger, going full-
automatic. Since most switch bounce from either a low debounce setting or
mechanical bounce occurs almost immediately after the trigger is released, CPF
can be very effective at eliminating falsely generated trigger activity.
Ramp Start – The ramp start setting is only used for the PSP ramping fire mode
(mode 3). It sets the minimum pulls per second that must be maintained for the
software to add shots or ramp up to the maximum rate of fire setting. The default
is 5 and is adjustable from 4 to 12 pulls per second.
Gangster mode – Musashi 6 includes a special mode that can be applied three
different ways to each of the 5 fire modes, giving 15 “breakout” style
combinations. Gangster mode gives the user full-automatic with an unlimited rate
of fire for a single pull, for use at the start of the game. The setting is defaulted at
4, which turns gangster mode off. A setting of 1-3 dictates at which pull that
gangster mode will become active. If set to 1, the first shot after you turn on the
marker will be full-automatic with an unlimited rate of fire for as long as you hold
down the trigger. As soon as you release the trigger, the marker will stop shooting
and default back to your selected fire mode. If set to 3, the gangster mode will be
active on the third shot after the marker is turned on. Regardless of the fire mode
selected, the shots before the gangster mode will be semi-automatic. Gangster
mode can only be used once for each time the marker is turned on.
Note: The gangster mode is illegal for use in all tournament series. Tadao
Technologies LLC takes no responsibility for the user’s choice in using the
gangster mode.
Additional Features
Force Shot (while in forced eye mode only) –In the event the eyes are enabled,
the breech is empty, and the user wants to fire a clearing shot, a force shot can be
initiated by pulling and holding the trigger for ½ second. This is useful with force-
fed loaders that sometimes push a ball slightly into the detents where the eyes are
unable to see it. After force firing, the next ball will load, and operation will
continue as normal.
A tip for setting the debounce, AMB, and CPF – This only applies to semi-
automatic fire modes (modes 1 and 2) since AMB is disabled in the PSP fire
modes or NXL mode.
Debounce, AMB, CPF setup steps, while using air (no paint):
1. Turn AMB and CPF off (set both to 1).
2. Starting at debounce 1-3, raise the debounce setting a notch at a time
until excessive trigger bounce goes away. The goal is to have one pull,
one shot, regardless of rate of fire. Do NOT slow pull test for bounce
during this phase. Instead, pull the trigger rapidly or walk it, listening
for double or triple fires.
3. When it appears that it is only one shot, one pull for solid trigger pulls,
try the slow pull test. Holding the marker steady, slowly pull the
trigger and see if multiple shots can be generated from the single pull.
4. Increase the CPF setting a notch at a time until the slow pull bounce
starts to disappear. An additional test is to fire a few rounds quickly,
then hold the trigger right on the activation point to see if the marker
will run away.
5. If you reach setting 10 with CPF and the marker can still be slow pulled
to fire full-automatic, then your debounce setting is probably too low.
Go back to step 2.
6. AMB should not be set above 3, if possible, since it is not as
transparent to the user as CPF. Even a CPF setting of 10 will not be
noticed by the user.
Example Setting Profiles:
1. Tournament legal semi-automatic (NPPL)
a. Fire mode 1 or 2 (semi-auto unlimited or capped)
b. Debounce 5-20
c. AMB 2
d. CPF 2-5
e. Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
2. PSP X-Ball, CFOA, Millennium
a. Fire mode 3 or 4 (Millennium requires mode 3)
b. Max rate of fire set to 3-5, depending on Pact Timer
readings. To be safe use setting 3 (14.5 balls per second).
c. Debounce 5-20
d. Ramp start 5 or higher if using PSP ramping, 8 or higher for
Millennium
e. Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
3. NXL a. Fire mode 5 (NXL full-automatic)
b. Max rate of fire set to 3-4, depending on Pact Timer
readings. To be safe use setting 3 (14.5 balls per second).
c. Debounce 5-20
d. Loader delay set to match your loader (1-4 for Halo, 4-10
for gravity feed)
4. Ludicrous Speed (absolute fastest/bounciest)
a. Any fire mode
b. Max rate of fire set to 26 (unlimited)
c. Debounce 1
d. AMB 1 if using semi-automatic
e. CPF 1
f. Ramp start 4 if using PSP ramping
g. Loader delay 1
Additional Information
www.tadaotechnologies.com
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