Instruction manual
Memories
Page 98 Leap Frog 48/96 Operating Manual – Issue 3
Memory Data
Each programmed memory (scene or chase) contains the following data:
• Number – see above.
• Name – User defined name (optional).
• Trigger – GO button, Automatic, Real Time, SMPTE Time or MIDI Time.
• Fade and Delay Times – Each memory has a set of fade and delay times which are
applied to the dimmer and fixture channel data programmed in the memory when the
memory is triggered. The following times are provided with each memory and may be
left at their default values, as defined in Setup, or adjusted as required:
o Intensity Delay Up, Fade Up, Delay Down, Fade Down.
o Colour Colour Delay, Colour Fade.
o Beamshape Beamshape Delay, Beamshape Fade.
o Position Position Delay, Position Fade.
Chase Memories
A Chase memory consists of a number of steps (min = 2, max = 99). Each chase step
contains a set of channel data which includes dimmer and/or fixture parameter levels.
A Chase memory also has a number of Modifiers which determine how the steps are
output when the chase is run from the Playback X or via a submaster. The modifiers can
be adjusted via the Memory Setup Window.
• Direction – The order in which the steps are output (Forward, Backward, Bounce or
Random)
• Brightness Attack – The transition of the dimmer and fixture brightness channels
between steps (Snap, Slow Attack, Slow Decay, or Crossfade)
• Drive – The method by which the next step is triggered (Auto, Manual, Bass or Beat)
• Speed – The rate at which each step is output for an automatic
chase (Range: 1 – 600
bpm).
• Colour Action – The transition of colour channels between steps (Snap or Fade).
• Beamshape Action – The transition of beamshape channels between steps (Snap or
Fade).
• Position Action – The transition of position channels between steps (Snap or Fade).
• Shots – The number of times that the chase runs when triggered from the Playback X
or a submaster. Range: 0 –255, where 0 = run continuously, 1 = run once, 2 = run
twice etc.