TECHNICAL THEATRE HELP PAGE
ZERO 88
SIRRIUS 24/48 USER INSTRUCTIONS
PROGRAMING THE DESK'S MEMORIES.
- Turn the key to PROGRAM
- Set the GRANDMASTER AND "B" PRESET MASTER To full
- Using the "B" Presets Set the scene to be recorded,
- Using the "+ and - Buttons" select the Memory to be recorded
- The memory number is displayed in the Next Memory Window,
- If you select a recorded memory all the existing data will be lost
and the new data stored in its place.
- Press Program Memory The preview lights will come on
to indicate that the memory has been recorded.
- Repeat above for all scenes required.
- A memory may be recorded as a black out
by recording as above but with all faders at zero.
- A memory may be added between existing memories
by pressing Insert before Program memory
Insert Cues are Shown as 0.1, 0.2 etc. in the display.
- To Delete a Memory :-
- First Record a blank memory then
- set "B" Master And Grandmaster to zero
- Press and hold Program Memory until the display changes to 1.
- A dot indicates the memory is not programmed.
- All non programmed memories are available in Program
but are not Displayed in Playback
i.e.. if memory 1 + 3 are programmed but memory 2. is not
in playback the desk will jump straight from 1 to 3.
PROGRAMING TIMES.
- Select memory Enter uptime using buttons as Minutes Seconds Tenths
- Press Program Time.
- Repeat for down time.
- Times can be altered during playback using the overide control
EDITING A CUE.
- In program select the cue to edit into next memory window.
- adjust the channels as required
- Press the altered channel flash button the new levels are now recorded
USING SUBMASTERS.
- Cues stored in the memory may be transferred
and replayed from the Submasters,
- The desk can be in Program or Run Mode to Transfer
between submasters and the memory stack.
- To Transfer to a submaster
- Select the required Cue using + and - Buttons
- Select the required Submaster
- Press the Transfer Button on the selected Submaster,
- The display above the Submaster will Display the Cue number.
- NB. The memory stack will advance to the next cue
as the transfer is completed, the memory stack is not altered.
- To Replay The cue simply use the submaster.
- Memories stored in a submaster may be recorded in the memory stack
at any value, This is useful where a scene is required later in a show
or if a scene needs to become darker.
- To Record a Submaster into the main memory,
- Select program mode as above,
- Select the memory to be recorded,
- Set the output level of the submaster to the desired output,
- Press and hold Program Memory Press Transfer, The Cue is now recorded.
DATA STORAGE
The desk is fitted with an output port to enable the show to be stored on a memory card. The card will store all the show data and the desk settings.
To Send to Card,
- Press and Hold + and - Buttons on effects section
- Turn Key to Presests only and then to Program.
- The display will show "SUPERUSER"
- Using + or - Buttons Select "SEND TO CARD" function,
- Insert Card into slot at rear of Desk,
- Press Program memory button,
- When send is completed the desk will display "SEND DONE"
- Use Verify Card function to check that the data is complete,
To Read a Card.
- Press and Hold + and - Buttons on effects section
- Turn Key to Presests only and then to Program.
- The display will show "SUPERUSER"
- Using + or - Buttons Select "READ FROM CARD" function,
- Insert Card into slot at rear of Desk,
- Press Program memory button,
- When read is completed the desk will display "READ DONE"
- Use Verify Card function to check that the data is complete,
TOP SET
In Playback the "A" Preset can be set to work as a topset control,
This allows a channel to be decreased or removed from the playback.
To set this function
- Set Master A to 0 and all preset a faders to full
- Press and Hold TOPSET Button until topset light comes on, the function is now set.
- To release TOPSET press Topset Button Until Light is off.
PROGRAMING A CHASE
- In Program mode, select Chase number,
- Select Preview on the Effects Panel,
- Set First step of the chase on "B" Preset,
- Press PROGRAM STEP,
- Press ADD STEP,
- Repeat for all steps required
- With CHASEMASTER at full, select chase to output or "L".
- Press START.
- Using speed control set output speed,
- Set Direction and Attack using buttons.
- Chase may be Inserted into Memory Stack as for Transfering Submasters.
- A chase may be inserted as many times as required when running from the memory stack the speeeed and type are as recorded
- When running from the chase master the values may be altered.
- Multiple Chases can be run using the submaster as outputs.
- Also a chase can be a single step cue ie. A blackout
ZERRO 88
DMX48 USER INSTRUCTIONS
PROGRAMMING THE DMX48
The Start Channel
- Press and hold the SET CHANNEL Button
- Select the required start channel using UP and DOWN buttons
- The start channel is programed when the SET CHANNEL button is released.
The Output law
- Press and hold the SET SET O/P LAW Button
- Select the channel for the new law
- Select the required law for the channel using the CHANGE LAW buttons
- The start channel is programed when the SET O/P LAW button is released.
Advanced Programing Mode
- Press and hold SET CHANNEL
- Press SET O/P LAW & CHANGE LAW BUTTONS simultaneously,
- The display will flash '00'
Backing up memory
- Select Advanced Programing Mode
- Select option 60 using UP & DOWN buttons
- Select option 50 to clear backup memory
- Select option 70 to recall backup on power on
- Select option 99 to reset to factory defaults
i.e. Start channel 001 and all outputs to 'S' law
- Set output levels required on desk
- Press CHANGE LAW to programe a backup memory
- Pressing SET CHANNEL returns the De-mux to normal opperation
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Jim Parker
last modified: 1st July 2003