Instruction manual
Memory Controls
• LCD DISPLAY
The LCD display provides the main
user interface to the desk in setup,
programming and running the show.
The brightness and contrast of the
LCD display can be adjusted as
required in Super User.
• MEMORIES BUTTON
This button displays the Memories
screen on the LCD. This screen is
used when programming, editing,
transferring, copying and deleting
memories from the memory stack.
•
SUBMASTERS BUTTON
This button displays the Submaster
screen on the LCD. This screen is
used when programming, editing,
copying and deleting submasters.
• OUTPUTS BUTTON
This button is used to display the
current output values of the generic
and fixture channels, or the DMX
outputs on the LCD.
• PREVIEW BUTTON
This button is used to preview memory
or submaster data.
• TRANSFER NO TIME BUTTON
This button is used to transfer a
memory without time onto a
submaster.
• TRANSFER WITH TIME BUTTON
This button is used to transfer a
memory with its fade times onto a
submaster.
•
UP / DOWN CURSOR BUTTONS
These 2 buttons are used to move the
cursor up and down the LCD display.
•
+ / - BUTTONS
These 2 buttons are used to adjust
values on the LCD display.
•
PROGRAM BUTTON
This button is used to confirm the
programming of memories, submasters
and palettes.
•
COPY BUTTON
This button is used to copy memory or
submaster data.
•
INSERT BUTTON
This button is used to insert point
memories, add/insert chase steps and
add/insert duplicates when patching.
•
CLEAR BUTTON
This button is used to clear or delete
memories, submasters etc..
• EDIT BUTTON
This button is used to Edit a memory
or submaster.
• ENTER BUTTON
This button is used for selecting ‘soft’
buttons on the main LCD display.
• MEMORY TYPE BUTTON
This button is used to select the
memory type being programmed or
edited. The adjacent red lights indicate
the memory type (Scene or Chase).
•
DIRECTION BUTTON
This button is used to set the Direction
modifier when programming or editing
a chase memory. The accompanying
lights indicate the selected direction
(Forward, Backward or Bounce).
•
ATTACK BUTTON
This button is used to set the Attack
modifier when programming or editing
chases. The accompanying lights
indicate the selected attack (Snap,
Slow Attack, Slow Decay, Crossfade).
•
DRIVE BUTTON
This button is used to set the Drive
modifier when programming or editing
a chase memory. The accompanying
lights indicate the selected drive
(Auto, Vari, Bass, Manual or Beat).
•
SPEED CONTROL
This control is used to set the Speed
modifier when programming or editing
a chase memory. The red light next to
the control provides additional
feedback when editing chase speed.
Frog Series 73-750-00 Issue 6 1 - 5
Introduction
Figure 1 - 4 : Memory Controls