Zero88 Lightmaster XL User manual

Lightmaster XL
Manual

/p1/4
Third Issue February 1995
Zero 88 Lighting Ltd reserves the right to make
changes to the equipment described in this
manual without prior notice.
This equipment is designed for professional
stage lighting control and is unsuitable for any
other purpose. It should be used by, or under the
supervision of an appropriately qualified or
trained person only.
E&OE
© Zero 88 Lighting Ltd. 1995
Stock No 73-595-00. Software version 6116
Zero 88 Lighting Ltd.
Usk House,
Llantarnam Park,
Cwmbran,
Gwent,
NP44 3HD,
U.K.
Tel +44 (0)1633 838088 ★
Fax +44 (0)1633 867880
e-mail [email protected]
web www.zero88.com
★= 24Hr Answer Phone.
Warning
If a portable or temporary three phase mains supply is used to power this desk
We recommend that the desk mains plug is removed before connecting or
disconnecting the supply.
SERIOUS DAMAGE will occur if this desk is connected across two phases.
Lightmaster XL
Manual
7359500/p1/4 Page 1

Contents
Introduction
This Manual 4
The Desk 4
DMX 512 4
MIDI 4
The Memory Card 4
Master Controls
Master Controls 5
Presets Mode Operation
Preset Controls 6
Turning on the Desk 7
Setting Up Presets 7
Dipless Fading Between Scenes 7
Timed Dipless Fading Between Scenes 7
Flashing a Channel 7
Soloing to a Channel 7
Flash/Solo for whole Presets 7
Programming the Memory
Programming 8
Programming Controls 8
Setting Up the Desk for Programming 9
Programming a Memory 9
Clearing a Memory 9
Blind Programming 9
/p2/3
Manual Memory Operation
Using Memories 10
Level Match 10
Page Overlay 10
Manual Master Controls 10
Outputting a Memory 11
Previewing a Memory 11
Using Level Match in Run 11
Editing (Using Level Match in Program) 11
Using Page Overlay 11
Effects Section Programming
Effects Programming 12
Audio Effect Programming 12
Programming controls 12
Programming a Sequential Effect 13
Editing a Step in a Sequential Effect 13
Previewing and Running Sequential Effects 13
Programming the Audio Effect 13
Previewing and Outputting an Audio Effect 13
Editing a Step in an Audio Effect 13
Effects Operation
Effects Operating Controls 14
Transferring a Memory to a Sequence Step 15
Adding a Step to an existing Sequence 15
Deleting a Step in a Sequence or deleting an
entire Sequence 15
Clearing an Audio Memory 15
Super User Operation
Introduction 16
To access Super User 16
To exit Super User 16
Memory Card Storage 16
Super User Operation Diagram 16
Programming DMX Patch
Programming DMX Patch 17
To examine the patching: 17
To re-patch the DMX channels: 17
Introduction to MIDI
Simple MIDI 18
Introduction to MIDI 18
Communication 18
Transmit and Receive Channels 18
Note Numbers 18
Voices (Program Changes) 18
Velocity Sensing 18
Summary 18
MIDI and the Lightmaster XL 18
Response to MIDI Received 18
MIDI Transmitted 18
Contents
Page 2 7359500/p2/3

MIDI Operation
MIDI Setup - In / Slave Mode 19
MIDI Setup - Out Mode 19
Use of MIDI - Transferring Memories
Three ways to use Lightmaster XL with MIDI20
Memory Transfer between two Lightmaster
XL desks 20
To send memories to another Desk 20
Requesting memories from the secondary
desk (or another MIDI device) 20
Use of MIDI - Linking Desks
Linking Desks to operate as Master/Slave 21
Advanced MIDI Programming
Desk Memory Organisation 22
Advanced MIDI Programming 22
Set up the desk to respond to the Octave
starting with Middle C (Note Value 60) 22
Set up the desk to respond to external
Program Change commands 22
Check the Program Default setting 22
To run the show 22
MIDI Implementation Chart
NOTES: 24
/P3/3
Error Messages
Memory Problems 25
Hardware Problems 25
Memory Card Errors 25
Technical Specification
Standard Outputs 26
Mains Input 26
Audio 26
Physical Details 26
To change the Mains Fuse 26
WARNING - Mains Supplies 26
Options and Accessories 26
Complementary Products 26
Contents
7359500/P3/3 Page 3

Introduction
This Manual
This manual describes the operation and
programming of a Lightmaster XL. It begins with
simple two preset operation, and progresses in
easy stages to running complete, complex
shows. Each section begins with a basic
description of controls and functions, followed by
a step by step, diagrammatic guide, provided to
give the first time user a “hands-on” approach.
Notes are included in each explanatory section to
provide more detailed information on some of the
desk’s features, together with hints giving
suggestions as to possible applications.
/p4/3
The Desk
The desk is divided into six distinct sections:
Master controls, Presets, a Memory section, an
Effects section, the MIDI function and the Super
User function. These sections can be used to
control the output channels in a variety of ways.
➢The Master controls provide overall control of the
entire desk
➢The Presets offer manual control of individual
channels
➢The Memory section allows storage and retrieval of
lighting scenes, using the B preset as memory
masters
➢The Effects section allows storage and retrieval of
chase and audio effects
➢The MIDI function allows the desk to operate with
any MIDI equipment
➢The Super User functions allow protected access to
functions that affect the overall desk operation
including Memory Card saving and loading
DMX 512
Each Lightmaster XL has a USITT DMX512
output as standard. Under Super User control, it
will output DMX signals to the 1990 or pre 1990
standards. There is a built in soft patch allowing
up to 96 dimmer channels to be addressed.
MIDI
The Lightmaster XL uses MIDI in three ways:
➢As a means of linking two or more Lightmaster XL
desks for memory transfer or for Master/Slave
operation
➢To allow a relatively simple electronic keyboard to
control individual channels and memories
➢To allow more complex instruments such as
sequencers to control scene changes, even to the
extent of making such changes into a sophisticated
chase
The Memory Card
A Zero 88 Memory Card will store all the
memories and setup of a Lightmaster XL.
Master Controls
Introduction
Page 4 7359500/p4/3

These controls set the general operating
conditions for the entire desk. The Master
functions determine the mode of operation, the
functions of the buttons throughout the desk, and
the maximum output level for any channel.
/p5/3
Master Controls
ON/OFF SWITCH:
Supplies power to the desk (back panel).
MODE SWITCH:
A rotary switch which selects Preset, Run,
Program, Patch DMX, MIDI Setup Out, or MIDI
Setup In / Slave modes of operation.
GRAND MASTER:
Sets maximum level for all outputs.
FLASH FUNCTION:
Determines the function of flash buttons (see
notes).
NOTES
*
Flash Functions:
Off
: Flash Buttons do not function
Flash
: Pressing a Flash Button will cause the channel,
memory or effect to be mixed in to the current outputs.
Solo
: Pressing a flash button will cause the channel, memory
or effect to be output with all other outputs suppressed
.
Preview
: (Run and Program Only): Pressing a flash button
will display the contents of that memory on the preview leds
without affecting the output of the desk.
Master Controls
7359500/p5/3 Page 5

Presets Mode Operation
In Preset Mode all effect and memory functions
are disabled, offering a completely manual
system.
A scene can be set up on Preset A or B using the
individual channel faders.The A and B master
faders can then be used to manually crossfade
between scenes while still under the control of
the Grand Master.
The green channel lights always show the actual
output of each channel (i.e. the signal sent to the
dimmers, and hence to the lanterns).
/p6/3
Preset Controls
PRESET A & MEMORY MASTERS/PRESET B:
There are two sets of faders controlling individual
channels known as Presets (or Scenes); these
are referred to as Preset A and Memory
Masters/Preset B.
MASTER A/B:
Sets the maximum level of Preset A/B.
MASTER A/B FLASH:
Flashes Preset A/B to the level of the Grand
Master (see Notes)
FLASH / PREVIEW:
Whilst pressed, individual channels or memories
are flashed.
OUTPUT LIGHTS:
Brightness indicates current channel output.
FADE TIME :
Sets the time for a scene to fade in or out.
NOTES
*
Master Fader Levels
For each channel the level of the output is determined by the
channel fader, the Master A (or B) fader and the Grand
Master. i.e with all three set to 50%, the total effect is 0.5 x 0.5
x 0.5, so that the channel will be output at 12.5%
*
Dipless Crossfade
All crossfades between Master A and Master B are dipless.
*
Master A/B Faders
With Master A/B faders up, the levels on the Presets A/B will
be output from the desk directly. This applies whatever the
position of the keyswitch.
*
References to Preset B / Memory Masters
Faders are referred to in this manual as Preset B faders when
being used in Preset Mode and Memory Masters at all other
times.
*
MIDI
The desk will respond to MIDI input signals in Preset Mode.
Ensure that any MIDI cable is unplugged until the
operation of MIDI on this desk is fully understood (See
page 18)
.
Presets Mode Operation
Page 6 7359500/p6/3

Turning on the Desk
1 Switch on the desk using the mains switch on
the back panel
2 Set the Grand Master full on (UP).
3 Set Master A and Master B faders to zero
(DOWN).
Setting Up Presets
1 Set ALL faders at zero, Fade Time to OFF,
set Grand Master to full.
2 Turn the Mode switch to select Preset.
3 Set up one scene by setting the required
levels for each channel on the Preset A
faders, and a different scene on Preset B.
Dipless Fading Between Scenes
1 Slowly fade up Master A. The green Output
lights correspond to the desk output.
2 To manually fade in the next scene,
simultaneously push Master B up to full,
Master A down to off. You have direct control
over the speed of the scene change.
Timed Dipless Fading Between Scenes
1 Set Fade Time to 5 seconds.
2 Quickly fade up Master A; note that the scene
only reaches maximum output level after 5
seconds.
3 To crossfade to the next scene,
simultaneously push Master B up to full,
Master A down to off. The speed of the scene
change is set by the Fade Time.
4 Experiment with different Fade Times.
Flashing a Channel
1 Press Flash Function to select Flash.
2 Press one or more individual channel Flash
buttons. The channels selected have been
added into the scene at the level set by the
Grand Master.
Soloing to a Channel
1 Change the Flash Function to Solo.
2 Press one or more individual channel Flash
buttons. This time the channels selected have
come on to the level set by the Grand Master,
with all other outputs killed.
3 Release the Flash button to return the desk to
its previous state.
Flash/Solo for whole Presets
1 Press Flash Function to select Flash.
2 Set Master A down to off and push Master B
up to full.
3 Press the Master A Flash button to see the
effect of flashing a complete preset/scene.
4 Change the Flash Function to Solo.
5 Press and HOLD the Master A Flash button.
This time the complete preset/scene has
come on to the level set by the Grand Master
and all other outputs are killed.
6 Release the Flash button to return the desk to
its previous state.
Solo operates on Memory Masters and the
Sequence Memories also.
HINTS
*
Grand Master Fader
This is usually set to full on during normal desk operation.
*
Solo
The action of solo can be particularly useful for creating a
sudden dramatic change, such as lightning flash or explosion
effect.
/p7/3
Presets Mode Operation
7359500/p7/3 Page 7

Programming the Memory
The memories in the Lightmaster XL are
arranged in 9 pages, each of 12 memories. This
provides an easy way of recording up to 108
scenes which would otherwise have to be set up
manually on the Presets. Any scene may be
previewed (indicated on the Preview lights)
before it is transferred to the outputs.
Programming
In Program mode, the scene to be recorded is set
up on the desk outputs. Usually the faders of
Preset A are used, but the output of any static
memory including a scene from a Sequence
Memory may be used. Any number of channels
at any level may be assigned to each memory.
To program, select the Memory Page using the
+/- buttons, then press the appropriate Memory
Flash/Preview button to select the memory you
wish to program. Observe the appropriate
Preview light flashing and the Program light
flashing also. Press the Program button to record
the scene. If there is channel information in a
memory, this will be shown on the Preview lights
when that memory is selected.
Programming Controls
PAGE + / - :
Selects Memory Page to be programmed.
PROGRAM:
Transfers levels currently output to memory.
MASTER A:
Sets maximum channel level within memory.
PRESET A:
Sets individual channel levels for programming.
FLASH / PREVIEW BUTTONS:
Selects one of the twelve memories, on the
currant Page, to be programmed.
MEMORY CONTROL:
The three lights above show whether the numeric
display is showing the memory Page, the DMX
Channel, or MIDI information.
NOTES
*
Basis of Operation
In Program, the scene that is being output is recorded.
*
‘Ch’ in Page display
This indicates “Channels”. ‘Ch’ is a preprogrammed memory
with Channel 1 permanently assigned to Memory Master 1,
Channel 2 to Memory Master 2 and so on. These memories
can be used to replicate two preset operation or to easily
provide the facility of fading, flashing or soloing a single
channel. If page ‘Ch’ is previewed, the display changes to
‘PC’. Programmable memory pages are numbered 1 to 9.
There is more about ‘Ch’ on page 22.
*
Error Messages
These are listed on page 25.
*
Memory Master Faders
Used for outputting a previously memorised scene.
*
Recording of Output
When the Programing a memory the state of the outputs are
recorded. If one or more Memory Masters ( for example)
are outputting the complete resultant scene is recorded.
/p8/3
Programming the Memory
Page 8 7359500/p8/3

Setting Up the Desk for Programming
1 Set ALL faders at zero, set Grand Master to
full.
2 Turn the Mode switch to Program. Program
light will come on.
3 Push the Master A fader to full.
4 Check memory Page is showing ‘1’.
Programming a Memory
1 Select the memory Page required using the
Page ‘+’ and ‘-’ controls.
2 Press the Flash/Preview button to select the
memory (1-12) that you wish to program. The
Preview lights will show any previously
programmed scene; the Preview light of the
memory selected will flash slowly and the
Page display will change from 1 (for example)
to P1, a reminder that the page selected is
being previewed.
3 Set up a scene on Preset A.
4 Briefly press the Program button to transfer
the Preset A levels to memory. The new
memory is immediately displayed on the
yellow Preview leds to verify that this
information has been recorded.
5 Repeat steps 1 to 4 to program additional
memories.
Clearing a Memory
1 Select a memory to be programmed or
program a new memory as described above.
2 Set Master A down to zero.
3 Briefly press Program to clear the memory by
storing a scene with all levels at 0. Any
preview lights that were on go off.
Blind Programming
This is possible using the Level Match feature
described on Page 11.
/p9/3
HINTS
*
Programming Appears Not To Work
Check that the Grand Master and Master A are up to full,
since with Master A at zero, a blank memory will be
programmed. Simply fade up the Grand Master or Master A
and reprogram the memory.
*
The scene recorded is not the scene that was
wanted.
Check that none of the Memory Masters or the Effects Master
were up whilst you were programming. If any of these masters
were on, this will be shown on the Output Lights and the
memory that will be recorded will be the mixture of levels
set by Preset A and levels set by the Memory Masters that
were up. This is an essential feature of the desk.
*
Reprogramming a Memory
If the memory chosen is not empty (shown by the preview
lights coming on), pressing the Program button will overwrite
any previous information with the current settings of Preset A;
the old memory will be lost.
*
Changing the Memory Selected
To change the memory that you have selected within a Page,
simply press another memory Flash/Preview button. To
remove the memory preview information from the Preview
lights in Run, press the Flash/Preview button of the memory
once again.
*
‘PC’ in the Page Display
When ‘PC’ is shown (Preview Ch), this means that ‘Ch’ was
showing in the Page display when the memory was selected.
Pressing the Flash button again will return the display to ‘1’ or
using the Page +/- buttons will move to the correct Page
required.
Programming the Memory
7359500/p9/3 Page 9

Manual Memory Operation
Using Memories
In both Run and Program, memories are
assigned to the twelve Memory Master faders
giving direct manual control over the memory
output levels.
In Run, the Memory Flash/Preview button will
Flash or Solo complete memories. Memories
may be automatically faded in and out at speeds
determined by the Fade Time control. Times can
vary from instantaneous (Off), up to a maximum
of three minutes.
In Program, the Flash/Solo functions are
disabled; the preset B Flash/Preview buttons are
used for selecting individual memories.
Level Match
When in Run or Program Mode, the levels of a
scene in memory may be recreated on Preset A.
This makes editing of scenes previously recorded
very easy.
/p10/3
Page Overlay
In Run Mode, if a memory or effect is being
output, either by the Flash button being held
down or by the Memory or Effect Master fader
not at 0, then the output will not alter when the
Memory Page or Sequence is changed. The
Page or Sequence will only change when the
fader reaches 0 or the Flash button released.
This feature is called Page Overlay.
The operation of this feature is shown by the slow
flashing of the appropriate Preview light or of the
Effects Sequence display depending on whether
a memory or an effect is subject to Page Overlay.
This indicates that the scene being output is not
the scene associated with the current page.
If an effect is being previewed, Page Overlay also
operates in Program Mode but once a memory
has been selected there is no Preview light
indication of memories that are outputting scenes
that are not from the current page.
Manual Master Controls
PAGE + / - :
Selects Next Memory. Both pressed selects ‘1’
MANUAL MASTER/PRESET B:
These faders set the maximum channel level for
each memory
FLASH:
Run only. Flashes/Solos the appropriate memory
PREVIEW :
Memory contents are displayed on the Preview
lights
Notes
*
Errors
Error messages are listed on page 25.
*
Level Match
The position of Master A does not matter when recreating a
scene in Level Match, but make sure it is at the required level
when re-recording!
Manual Memory Operation
Page 10 7359500/p10/3

Outputting a Memory
1 Select the required Page.
2 Ensure that Master B is at the required level.
3 Fade up the Memory Master fader, or press a
Flash/Preview button (Run mode only).
Previewing a Memory
1 Ensure that the Flash Function is set to
Preview, then select the Page required.
2 Press the required memory Flash button
once. The Preview leds will show all channels
that are ‘On’ by more than 10%. One Preview
led will flash slowly to indicate which memory
is being previewed.
Using Level Match in Run
1 Set up and record a scene in memory.
2 Switch desk to Run and move all faders to 0;
leave Grand Master at 10.
3 Press Flash Function to select Preview.
4 Press the memory Flash/Preview button and
hold it down until the Preview lights flash to
preview the scene that was recorded.
The channel Preview lights will flash quickly
on any channels where the channel level on
Preset A needs to be decreased to match the
programmed level.
The channel Preview lights will flash slowly on
any channel where the channel level on
Preset A needs to be increased to match the
programmed level.
5 Adjust the Preset A faders until all the channel
Preview lights are on continuously.
The scene in memory has now been
recreated on Preset A.
To cancel Level Match press the Flash/
Preview button once.
Editing (Using Level Match in Program)
1 Set up and record a scene in memory. Leave
the desk in Program.
2 Move all faders to 0, leave Grand Master at
10.
3 Press the memory Flash/Preview button and
hold it down until the Preview lights flash to
preview the scene that was recorded.
The channel Preview lights will flash quickly
on any channels where the channel level on
Preset A needs to be decreased to match the
programmed level. The channel Preview lights
will flash slowly on any channel where the
channel level on Preset A needs to be
increased to match the programmed level.
4 To edit one or more channels, adjust the
appropriate Preset A channel faders in turn
until the associated channel Preview light is
on continuously.
Be careful! When the Preset A fader level is at
the recorded level, the fader ‘catches’ the
level and then has LIVE control.
The memory has now been edited - simply
cancel Level Match by pressing the
Flash/Preview button once.
Using Page Overlay
1 Set memory Page to 1 and program Memory
Master 1 with a scene.
2 Set memory Page to 2 and program Memory
Masters 1 and 2 with different scenes.
3 Set the Mode to Run and Memory Page to 1;
ensure Master B is at the required level.
4 Fade Memory Master 1 to full.
Using Page Overlay (Continued)
5 Set Memory Page to 2.
Note that Preview light 1 comes on and
flashes slowly.
6 Fade Memory Master 2 to full.
The outputs of Memory 1 Page 1 and Memory
2 Page 2 are mixed on a highest wins basis.
7 Fade Memory Master 1 to 0 and then up to full
again.
The Preview Light goes off and Memory 1
Page 2 and Memory 2 Page 2 are now mixed.
HINTS
*
Overwriting a Memory
Recording a new memory on to a Memory Master will
overwrite the old memory.
*
Page Overlay with Fade Times
If the Fade Time is on, page change will not happen until the
output is at zero. To illustrate this, try the Page Overlay
example with a fade time of 5 seconds. At step 6, fade
Memory Master 1 to 0 and wait for the outputs to reach 0
before fading the Master to full again. Note that the Preview
light stops flashing when the page has changed.
*
Blind Programming
Using the Level Match feature in Program with the Preset A
Master at 0 allows creation and editing of scenes ‘blind’.
When editing scenes, obtain a Level Match of the channel(s)
concerned, then simply edit as required. Scenes may be
similarly created from scratch.
*
Fader Position in numbers
It is possible to display the position of any A preset fader in
numbers by going into Run Mode, ensure Preview is off,
Press and hold the Program button and the Channel flash
button for the relevant fader. The Page Display shows the
Fader position as 00 to FF. If the fader is moved while the
buttons are held the display will show the position change.
/p11/3
Manual Memory Operation
7359500/p11/3 Page 11

Effects Section Programming
The effects section can hold 9 sequential
memories, each having up to 99 steps (subject to
a combined total of 250 steps), and 1 audio
effect.
Each sequential effect may be run manually (with
or without a Fade Time) using the Go button
and/or automatically by the three drives available:
Bass, Varispeed, and Autochase. In Run mode
the Speed and Attack of the sequence may be
varied as required.
The audio effect consists of four programmable
scenes, the intensity of each scene being
modulated by a sound frequency band.
Effects Programming
An effect is a set of up to 99 level memories,
each of which is called a step. Thus any number
of channels, at any level, may be recorded as
one step.
Steps are usually programmed using Preset A .
/p12/3
Audio Effect Programming
The audio effect is a set of four audio memories.
There are two types of audio effect available:
Sound to Light or Ripplesound.
For Sound to Light, the overall level of each
audio memory in the set is modulated according
to the sound level in four harmonic bands (Bass,
Low Mid, High Mid, Treble).
For Ripplesound, as the sound level increases,
the level of audio memory A1 is increased to
100% first, followed by A2 being increased to
100% until at maximum sound level A4 is at
100%. This effect is very complex and
spectacular. It is worth trying with channels 1 to 3
at 100% on A1, 3 to 6 on A2 and so on.
Any number of channels at any level may be
recorded into any audio memory.
The audio memories are usually programmed
using the A Preset or may be copied from the
Memory Masters.
Programming controls
SEQUENCE + / - :
Selects an effect. In Program, both pressed selects
Sequence “A”. Repeated pressing of + cycles the
Sequence display through the 9 sequences followed
by the Audio Effect (displayed as ‘A’).
PRESET A:
Sets individual channel levels for programming.
PROGRAM:
Records all Output levels at once as an effects
memory.
ADD STEP:
Advances step number or audio memory number for
programming.
DELETE STEP:
Deletes displayed step number from sequence.
GO:
Steps through a stopped effect sequence. In Program,
cycles through the audio memory to be programmed.
FLASH / PREVIEW:
Enables previewing and programming of the effects.
Effects Section Programming
Page 12 7359500/p12/3

Programming a Sequential Effect
1 Turn the Mode switch to Program, all faders
down to 0, Grand Master to full.
2 Press Effects Flash/Preview to enable chaser
programming; Program light will flash slowly,
Page display will show ‘CA’.
3 Select the effect to be programmed using the
Sequence +/- buttons. Press and hold the
Delete Step button to clear any existing steps.
The Step No display will show ‘—’ . If the
button is pressed an extra time, the display
will show ‘Er’ for a brief period, then ‘—’.
4 Set Preset Master A to full and set up the first
scene of the sequence on Preset A.
5 Press Program to record the step.
6 Press Add Step to add the next step, then
Repeat steps 4, 5 and 6 until the sequence is
complete.
Do NOT press Add Step after the last step.
Editing a Step in a Sequential Effect
1 Turn the Mode switch to Program.
The Step No is reset to 1.
2 Press the Go button to find the step that you
wish to edit.
3 Select Level Match by pressing and holding
the Effects Flash/Preview button.
4 Fade the required individual Preset A fader(s)
up until the associated preview light on each
channel has stopped flashing, then, under live
control, set the new level(s).
5 Press the Effects Flash/Preview button once
to exit Level Match.
Previewing and Running Sequential Effects
1 Turn the Mode switch to Run, Set the Flash
Function to Preview and press Effects
Flash/Preview. Select the required sequence
by using the + / - buttons.
2 Rotate the Speed knob to change speed,
select the Drive and/or Attack functions
required. The sequence is now running on the
Preview lights.
3 Fade the Effects Master up to output the
sequence. If the sequence is changed, it will
not immediately effect the output due to Page
Overlay. See the note on page 15.
4 Set Flash Function to either Flash or Solo in
order to Flash or Solo the sequence using the
Effects Flash/Preview button.
Turn the Speed knob to Manual, then press
Go to step through the sequence manually.
Programming the Audio Effect
1 Set the Mode switch to Program and ensure
that all faders are at 0 except for Grand
Master which should be at full.
2 Select the sequence called ‘A’ using the
Sequence +/- buttons. The Step number
display will show ‘A1’.
3 Press the Effects Flash/Preview to select the
Effects memory; the Memory Page display will
show ‘CA’.
4 Set up the scene required for the first audio
memory on Preset A and fade Master A to the
level required. Press Program to record the
scene and note that the Preview lights come
on as the memory is programmed.
/p13/3
5 Press Add Step (or Go) to select Audio
memory 2. Set the scene required on Preset
A and press Program again.
6 Repeat for audio memories A3 and A4.
Previewing and Outputting an Audio Effect
1 Turn the Mode switch to Run and press Flash
Function to select Preview.
2 Select the Audio Effect using the Sequence
+/- buttons and the drive by pressing the Drive
button.
3 Press the Preview button once to observe the
outputs on the Preview lights.
4 Fade the Effects Master up to output the
effect.
Adjusting the Speed control will vary the attack of
the Audio Effect .
Editing a Step in an Audio Effect
1 Set the Mode switch to Program, select ‘A’ in
the sequence display, fade Master A up.
2 Press the Effects Flash/Preview button to
observe the output of the A1 audio memory
on the preview display.
3 Press the Add Step button to select the audio
memory you wish to edit.
4 Select Level Match by pressing and holding
the Effects Flash/Preview button.
5 Fade the required individual Preset A fader(s)
up until the associated preview light on each
channel has stopped flashing, then, under live
control, set the new level(s).
6 Press the Effects Flash/Preview button once
to exit Level Match.
7 To repeat for other audio memories, repeat
steps 3 to 6.
Effects Section Programming
7359500/p13/3 Page 13

Effects Operation
An effect is output directly through the Effects
Master. The speed and attack of a sequence may
be decided before the chase sequence is
transferred to the outputs, or modified directly
while the sequence is running.
Effects Operating Controls
SEQUENCE + / - :
Selects one of the sequences or Audio Effects. In
Run, both pressed selects the first programmed
sequence, or ‘A’ if there is no programmed
sequence.
EFFECT DRIVE:
Selects Auto,Varispeed, or Bass Chase; for an
Audio Effect, selects ‘Sound to Light’ or
‘Ripplesound’ type effects.
ATTACK :
Determines type of crossfade between steps of a
chase or the type of Audio Effect.
SPEED:
Sets the speed of the chase sequence or the rate
of attack of an Audio Effect.
EFFECTS MASTER:
Sets maximum output level for an effect.
PREVIEW :
Displays effect on preview leds.
GO:
Outputs next step of stopped chase sequence.
FLASH:
Flashes/Solos the effect.
NOTES
*
Auto / Varispeed / Bass Chase
Auto Chase requires no sound input, with Chase Speed
determined directly by the speed control. Varispeed speeds
up and slows the chase according to the tempo of the music
on the audio input, with the speed control used to set a basic
speed. Bass Chase will step through the pattern on a bass
beat giving a Sound to Light effect.
NOTES (Continued)
*
Attack
Three types of crossfade are available:
Switch on / switch off
Switch on / fade off
Fade on / fade off
Switch on / fade off is particularly useful for PAR cans
*
Sequence Display shows only sequences that
have been programmed.
When turning the Mode switch from Program or Presets to
Run, only sequences that have been programmed will be
shown on the Sequence display.
If none are programmed, the display will show ‘A’ for the
Audio Effect.
If say 2, 5 and 7 are programmed, ‘2 ‘will be displayed and
only 2,5,7 or A may be selected.
/p14/3
Effects Operation
Page 14 7359500/p14/3

Transferring a Memory to a Sequence Step
1 Turn the Mode switch to Run, set all faders to
0, set the Grand Master to full.
2 Press the Flash Function to select Preview.
3 Using the Memory Page +/- buttons, select
the page required and press the Preview
button of the memory on that page to preview
it if required. Set Master B to the level
required and the Memory Master to the level
required.
4 Press the Effects Flash/Preview button.
5 Press the Effects Sequence +/- buttons to
select the sequence required and the Go
button to select the step to be programmed.
6 Turn the Mode switch to Program, press
Effects Flash/Preview once to select the
Effects section and observe the Program light
flashing.
7 Press Program to transfer the memory that
was set up on the Output lights into the step
selected within the effects sequence.
8 Repeat for transferring further scenes.
Adding a Step to an existing Sequence
1 Set the Mode switch to Program. Ensure that
all faders except for Grand Master are at 0.
2 Press the Effects Flash/Preview button once
to select the Effects section.
3 Select the sequence number required. Press
the Go button to select the Step No before the
step to be inserted.
4 Press Add Step to insert a blank step after the
step that was being displayed.
5 Set up the scene to be recorded on Preset A
and set Master A to the level required.
Adding a Step to a Sequence (Continued)
6 Press Program.
7 Turn the Mode switch to Run, fade the Effects
Master to full and Master A to 0 to view the
resulting sequence.
Deleting a Step in a Sequence or deleting an
entire Sequence
1 Turn Mode switch to Program.
2 Fade the Effects Master to 0. Press the
Effects Flash/Preview once to select the
memory.
3 Select the sequence to be edited using the
Sequence +/- buttons and the Step Number
using the Go button.
4 Press Delete Step once to remove the step
number that is displayed.
P:ress and hold to delete the entire sequence.
Clearing an Audio Memory
1 Turn Mode switch to Program.
2 Fade the Effects Master to 0. Press the
Effects Flash/Preview once to select the
memory.
3 Select the Audio Memory using the Sequence
+/- button and the Step Number using the Go
button.
4 Press Program once to program zero levels
into the audio memory selected.
5 Repeat steps 3 and 4 for any other audio
memories that need clearing.
NOTES
*
The letters ‘ER’ or ‘NF’ are displayed
When Delete Step is pressed and the step number is ‘—’, the
letters ‘ER’ (error) are displayed; if ‘NF’ is shown(No Frames),
there are no sequence steps available as the memory is full.
NOTES (Continued)
*
Page Overlay
When changing from one sequence to the next, Page Overlay
is in operation, so the Effects Master must be put down to 0
and then up again for the sequence change to take effect.
Page Overlay in operation is shown by the Sequence display
blinking slowly.
If Fade Time is in use, the output must be 0 before the
sequence will change.
THIS IS IMPORTANT TO REMEMBER
*
Effects Speed, Drive and Attack
While an effect is running and the effect is shown in the
Sequence display, Speed, Drive and Attack may be modified
‘live’ as required.
Once either Sequence + or - button is pressed, ‘live’ control is
lost. These controls are then used to set up the next effect. If
the effect that is running is selected (eg. by pressing
Sequence + then -), ‘live’ control is still disabled.
*
Copying Memories to Sequence Steps
They may be copied from a memory or combination of
memories by setting the Memory Master(s) to the required
level(s) and recording the resultant scene onto the step.
HINTS
*
Using a sequential effect as a set of 99 theatre
style memories.
The sequence may be simply used as a set of theatre
memories by setting the Speed knob to manual and the Fade
Time knob to the required crossfade time between memories.
Set the Attack to the lower setting, the triangle wave form.
Pressing the Go button will now crossfade between steps
within a sequence memory at the fade time set by the Fade
Time control. Complex memories may be easily set up using
the standard Memory Masters and then simply transferred to
the sequence memories.
*
Transferring sequence steps to a Memory Master
Scenes may be transferred from an effects step to a Memory
Master by setting the Effects Speed switch to manual,
selecting the appropriate step, setting the Effects Master to full
and Masters A and B to 0. The scene is displayed on the
Output lights and may be recorded onto a Memory Master in
the normal way.
/p15/3
Effects Operation
7359500/p15/3 Page 15

Super User Operation
Introduction
The Lightmaster XL desk has a range of options
which are accessed in Super User mode.
Whilst in Super User, Presets A and B work
normally; Memory, Sequence and MIDI functions
are disabled.
The principal options are:
Memory Card Storage
Set individual channels for Strobe operation
Set individual channels for Full Level
operation
Setting 1990 DMX / original DMX
Clearing all the memories
Resetting DMX, MIDI and channel settings
To access Super User
1 Turn Mode switch to Preset.
2 Press and hold down the Memory Page + and
- buttons, then turn the Mode switch to Run;
release both buttons.
The Memory Page display shows SU; the
Step No display shows the software version
number.
To exit Super User
Turn Mode switch back to Preset.
Memory Card Storage
The Zero 88 Memory Card may be inserted at
any time in the slot at the right hand side of the
desk.
The Card will store all the memories of a
Lightmaster XL.
It should NOT be left in the desk
when the desk is switched off as there is a risk
that the battery in the card will run down more
quickly
.
The same card is used for the Sirius 24, Sirius 48
and Lightmaster XLS but the information stored is
NOT interchangeable.
Notes
Press Page + for or Page - for
Press Go for or
*
Memory Card Operations:
A second or so after the Go button is pressed, the Page
display flashes slowly and the letters ‘GO’ in the Step No
display go out until the operation is complete.
If no Memory Card is present, the Step No display flashes ‘IC’
(Insert Card) until a card is inserted or the Go button is
pressed again.
Using Compare (CP)
If the Card contents are not the same as the desk contents,
‘NO’ with two flashing dots will be displayed in the Step No
display. Press Go to continue.
*
Strobe and Full Level Outputs
Channels default to proportional output. To set an individual
channel for Strobe outputs, press the required channel Flash
button to turn on that channel’s Preview light. Any channels
already set up for strobe operation will have their Preview
lights on.
The same procedure is used for setting Full Level outputs
(Full Level outputs are On / Off only).
/p16/3
*
Clearing Memories
There is a second or so delay before CL and RS are started.
It is not possible to clear the channel memories and the MIDI,
DMX Patch, Full Level and Strobe settings at the same time.
Two operations, CL and RS must be performed. Each is
totally independent of the other.
*
Factory Default Settings:
No Strobe or Full Level channels set, DMX Patch - desk
channels 1 to 12 are patched to DMX channels 1 to 12 , MIDI
set to defaults detailed on Page 19
Super User Operation Diagram
Step No Display shows Program Version eg. 0.6.
Dumps all desk contents TO the Memory Card.
Loads all desk contents FROM the Memory Card.
Compares all desk contents with those on a
Memory Card.
Selects Strobe outputs.
Sets channel for Full Level (Switch) outputs.
1986 DMX break time (4 microseconds) /
1990 DMX break time (8 microseconds)
Clears Memory
except
MIDI, DMX Patch
and Flash/Strobe channel settings.
Resets MIDI, DMX Patch and Flash/Strobe
channel settings to their factory defaults.
Super User Operation
Page 16 7359500/p16/3

Programming DMX Patch
Programming DMX Patch
The 12 output channels of the desk can be
patched to up to 96 DMX channels.
The default state is that desk channels 1 to 12
are patched to DMX channels 1 to 12. This is the
state after a Super User Reset operation has
taken place.
Channels 1 to 96 are always transmitted.
To examine the patching:
1 Set Mode switch to Patch DMX.
2 The Memory Control DMX Channel light
comes on, the display shows the DMX output
channel and a preview light shows the desk
channel that drives that DMX channel.
If there is no desk channel driving the DMX
channel, the display has a ‘.’ in it.
3 Press the Memory Page + / - buttons to
examine the channels patched to the other
DMX outputs.
To re-patch the DMX channels:
1 Set Mode switch to Patch DMX.
2 Select the DMX output channel by using the
Memory Page + / - buttons.
3 Use the channel Flash/Preview buttons to
select the desk channel required. The channel
Preview light will come on.
4 To cancel the desk output to a DMX channel,
simply press the channel Flash/Preview
button; the Preview light will go off.
When Super User Clear Memories (CL) is
performed, the DMX patch is NOT reset. When a
desk Reset (RS) is performed, the DMX patch is
reset to the default patch.
/p17/3
Programming DMX Patch
7359500/p17/3 Page 17

Introduction to MIDI
Simple MIDI
Unpack your Lightmaster XL, plug in a MIDI
cable from a keyboard to the MIDI ‘IN’ socket,
ensure that the Mode switch is set to Presets.
Any note played on the keyboard will turn a
channel on.
If this doesn’t work, someone has been
experimenting with MIDI on the desk, go into
Super User and perform a desk Reset.
To use MIDI to link desks for Master / Slave
operation or for transferring desk memories, see
page 20.
The introduction to MIDI below will help if you
need or want to know the technical details.
Introduction to MIDI
MIDI (Musical Instrument Digital Interface) was
originally designed as a means of communication
between electronic musical instruments. Some of
the concepts involved are important to
understand before starting to program the desk to
respond in a particular way to MIDI commands.
Communication
MIDI is a means of two way communication
between musical instruments. Most MIDI devices
have three MIDI connectors known as ‘ports’ -
‘IN’, ‘THRU’, and ‘OUT’; Some (usually the less
expensive) have ‘IN’ and ‘OUT’ only.
Transmit and Receive Channels
MIDI has separate Transmit and Receive
channels numbered 1 to 16.
By setting Receive to a particular channel, only
the signals that are wanted will be received.
Alternatively, Receive may be set to respond to
all channels (‘—’) so that any MIDI information
transmitted will be received.
The Transmit channel must be set to a specific
value.
For two MIDI instruments to communicate with
each other in a system with many other
instruments connected, they must be set up to
use Transmit and Receive channels that are not
used by other instruments.
Note Numbers
The MIDI standard assigns ‘Note Numbers’ to
musical notes. Middle C is number 60.
Voices (Program Changes)
Most MIDI musical instruments have ‘voices’
such as Piano, Harpsichord and so on. Changing
these clearly changes the type of sound that is
played. When a voice is changed, a signal called
a Program Change is sent on the Transmit
channel assigned to the instrument. Any device
which has been set up to receive data on this
channel will respond if appropriate.
Velocity Sensing
Some keyboards have this function. It enables
the musician to control the loudness of the music
by playing notes and chords delicately for soft
music or hard for loud music. The MIDI signal
that is transmitted by such instruments consists
of a Velocity in the range 0 to 127.
If the instrument does not have Velocity sensing,
the Velocity is fixed by the manufacturer, often at
63 rather than 127 so that the music that is being
played is not too loud.
/p18/3
Summary
MIDI instruments send a stream of signals from
their ‘OUT’ port. The signals sent principally
consist of Note On messages which consist of a
Note On command followed by a variable number
of pairs of Note Numbers and Velocities.
There may be the occasional Program Change
signal if the voice is changed.
MIDI and the Lightmaster XL
The Lightmaster XL is designed principally to
receive MIDI information. It only transmits
information that is of use to another XL or a
computer.
Response to MIDI Received
In Presets mode:
The first note of any octave will drive channel 1,
the second note of any octave will drive channel
2 and so on.
The Receiving Channel is set to ‘—’ by default.
This means that the desk will accept commands
on any of the 16 channels. Setting the Receiving
Channel Number to ‘NO’ using MIDI Setup
In / Slave will disable MIDI control completely.
In MIDI Setup In / Slave mode:
Unless programmed otherwise, the desk will
respond as described for Presets mode above.
The response may be changed as shown in the
diagram opposite.
MIDI Notes may be used to turn whole memories
on by using the MIDI Program Change command
or by resetting the desk Program Default to a
value of 13 or more.
MIDI Transmitted
MIDI is transmitted continuously except in
Program and MIDI Setup In / Slave modes.
MIDI Operation
Introduction to MIDI
Page 18 7359500/p18/3

MIDI Setup - In / Slave Mode MIDI Setup - Out Mode
Notes: MIDI Setup - Out
*
Lo Function
When a Slave desk or receiving MIDI device is not connected,
the Lo function appears not to work. There is no error
message.
Notes: MIDI Setup - In / Slave
*
Autofade Delay
Keyboards can obviously be played very fast, faster than a
lamp can respond (especially If percussion instruments are
being played). If this happens, try experimenting with different
values of Autofade delay times which add a fade time after a
Note Off message is received.
*
Controlling Memories via MIDI
See page 22.
/p19/3
Step No. Display shows ‘NO’ if no MIDI data has been received since the desk was last turned on. If a MIDI signal is
connected, ‘Li’ shows; if ‘AC’ is shown MIDI data was being received, but is now disconnected. - Check the desk is in
Preset or Run mode. The only desk controls that work are the Grand Master, Preset A channel faders and Master A.
Sets MIDI Receiving Channel No. (1-16, —, NO) in Step No. display. NO turns MIDI off.
Default is all channels (‘—’).
Sets MIDI Note Number that triggers desk channel 1, shown in Step No display. Numbers selectable are: 1 to 99, A0 to A9
(used for 100 to 109), b0 to b9 (used for 110 to 119, be careful not to confuse (60) with (b0)), C0 to C7 (used for
120 to 127) and ‘—’. When set to ‘—’, the first note of the first octave drives desk channel 1, the first note of the second
octave drives channel 1 also and so on. See paragraph section on Note Numbers opposite. The default is ‘—’.
Sets a ‘padding value’ - used for non velocity sensing keyboards to ensure that the maximum desk output may be
programmed to be full brightness.The value set is shown in Step No. display, range 1 to 63,
default ‘—’ (0).
Sets the value of Autofade Delay in the range ‘—’, 1, 2, 4, 8, 16, 32 and 64,
default ‘8’.
(See Note )
Program Change - If ‘ON’ allows a remote MIDI instrument to change the block of memories that are being addressed by
Note Numbers. If ‘NO’, stops remote changes.
Defaults to ‘NO’.
Program Default - Allows the block of memories that are being addressed by Note Numbers to be changed at the desk.
Once the desk has received ANY Program Change command from a MIDI instrument, with PC set to ‘ON’, Program
Default will be completely ignored until the desk is switched off and back on again, even if ‘PC’ is reset to ‘NO’. The range
shown in the Step No display is from 1 to C0 (As ‘No’ above).
Defaults to ‘1’
.
(Press Page + for or Page - for Press Go or Add Step for Press Delete Step for )
Sets MIDI Transmitting Channel No - shown in
the Step No display. Range is 1 to 16,
Default is channel 15
.
Sends all desk memories to a secondary desk or
MIDI device.
Sends request for memory data from secondary
desk or MIDI device.
(uses Zero 88 System Exclusive)
MIDI Operation
7359500/p19/3 Page 19
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