01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
crc32(data, len)
>> 0x00FF: ACK
schedule(task, interval)
lock.acquire()
>> SYNC COMPLETE
release(ptr)
0x00 0x00 0x00 0x01
watchdog.reset()
>> LINK ESTABLISHED
fn poll(&mut self) -> Poll
waker.wake_by_ref()
cx.waker().clone()
01101001 01101110
fn init() -> Result<()>
for x in 0..buf.len()
load(addr, 0xFF)
sys.run(0x4A, flags)
if val > 0 { dispatch() }
>> 0x00: READY
loop { poll(); yield; }
stream.flush()
0xDEAD :: 0xBEEF
bind(sock, &addr, len)
pub fn connect(host: &str)
match state {
State::Init => boot(),
State::Run => tick(),
_ => halt(),
}
reg[0x3] = 0b11001010
clk.tick()
assert!(val != null)
>> SIGNAL RECEIVED
buf[i] ^= key[i % klen]
let n = read(fd, buf, 64)
while !done { step(); }
push(stack, frame)
0x7F :: OK
type Handler = fn(Ctx)
emit(Event::Data, payload)
select! { rx => handle(rx) }
spawn(async move { run() })
>> 0x01: PROCESSING
map.insert(k, v)
drain().collect::<Vec<_>>()
let _ = tx.send(msg)
timeout(Duration::ms(100))
>> CHECKSUM PASS
fn encode(src: &[u8]) -> Vec
pipe.write_all(&frame)
INDIGO-NX// DEV LOG
← JOURNAL
PUBLIC5 min read

Eleven LEDs And A Direction

openrazer-winrazerchromagame-integrationfossindigo-nx

openrazer-win is live on GitHub. Full read + write on the Razer Basilisk V3, including per-LED control on the underglow strip. This piece is about what that strip could do that no vendor's software currently makes it do.


The eleven LEDs

The Basilisk V3 has an underglow strip running along the base — eleven addressable LEDs wrapping from the left side, across the back, to the right side. I have owned this mouse for two years. I have never once seen those eleven LEDs do anything that mattered.

They do a spectrum cycle. They do a wave. They can be set to a solid colour. That is the entire vocabulary Razer shipped with them. Every third-party utility I have seen treats the strip the same way — as decoration that eventually you stop noticing.

But they are not just eleven lights. They are eleven positions in physical space along the axis your hand is holding.

Left of my hand is LED 1. Directly behind my hand is around LED 6. Right of my hand is LED 11. That is a spatial coordinate system built into the mousepad. And nothing on the market seems to actually use it that way.

What could point

Every game I play has moments where I would rather feel where a thing came from than read it off a screen.

Directional damage in an FPS. Hit from the left → LEDs 1-3 flash red under my hand. From behind → 5-7. From the right → 9-11. Not a screen indicator that pulls my eye off the crosshair. A physical light on the surface I am already touching.

Footstep direction in a survival game. Enemy audio behind me → the back cluster pulses in time with the footsteps. Peripheral awareness without breaking the frame I'm looking at.

Shield sector in a space sim. Elite Dangerous has four shield quadrants. Four quadrants across eleven LEDs is trivial. Damage to the starboard shield → LEDs 8-11 dim.

G-force in a racing sim. Cornering load → the outside LEDs light. Weight transfer visualisation right on the hand controlling the wheel.

None of this is what Chroma effects were built for. Chroma SDK does reactive lighting — an event fires, a pattern plays. Corsair's iCUE has directional damage on keyboards for a handful of titles. I have not seen anyone ship spatial per-LED direction on a mouse underglow. That does not mean no one has ever tried it — it means I have looked and not found it.

What it would take

Two pieces.

The tool that can drive the LEDs is openrazer-win, and as of this afternoon that piece exists. Per-LED colour writes on the eleven-LED strip work end-to-end on my mouse. The API is a set_custom_frame(row, start, stop, rgb_data) call followed by set_effect_custom(). Both are already exposed in the library. Any Python process on the same machine can drive the underglow at whatever rate the mouse accepts writes.

The game-state adapter is what does not exist yet. Something has to know where the damage came from, or where the enemy is walking, or which shield sector took the hit — and translate that into which LEDs should light. That is the layer that would need building.

The good news is that the state is available for a lot of games without needing official support.

  • Sim titles have SDKs — iRacing SDK, SimHub, Elite Dangerous journals, most modern racing/space sims.
  • Games with active modding communities have memory-scanning practice going back decades.
  • Source-engine games expose enough via config files.
  • Anything already integrated with Chroma SDK is trivial to shim — we can treat the Chroma events as data rather than as lighting instructions.

The roadmap item is a small daemon that reads game state, maps events to LED positions from a per-game JSON config, and writes through the openrazer-win protocol layer. Same architecture as everything else in the tool.

On the roadmap, not shipped

This is not built. The tool that would make it buildable is what shipped today. I am writing this piece specifically because when I sat down with the eleven-LED strip working per-position for the first time, the game-integration angle was the first thing that landed and it landed hard. I have not seen it done. It is not on any roadmap I have found in the FOSS mouse-tooling space.

If you build games where directional awareness would matter, or you know how to hook a specific game's state stream, the openrazer-win layer is the last mile. The interface is stable. Send a PR or drop a script and we can wire it into the daemon when it exists.

The mouse has eleven positions in physical space. Someone is going to be the first to give them a job that matters. There is no reason it should not be us.


Backstory on why openrazer-win exists at all: The Overhead We Won't Reinstall. Repository: github.com/GavinViney/openrazer-win. GPLv3.

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