πŸŽ›οΈ

DMX Patch

The Cask & Cube Β· 16ch/slot
SLOT 1
Par Can A
001
Addrs 1–16 Β· active 1–10
10CH Β· RGBWAV
SLOT 2
Par Can B
017
Addrs 17–32 Β· active 17–23
7CH Β· RGB
SLOT 3
Par Can B
033
Addrs 33–48 Β· active 33–39
7CH Β· RGB
SLOT 4
Par Can A
049
Addrs 49–64 Β· active 49–58
10CH Β· RGBWAV
SLOT 5
Moving Head
065
Addrs 65–80 Β· active 65–75
11CH Β· PAN/TILT
SLOT 6
Moving Head
081
Addrs 81–96 Β· active 81–91
11CH Β· PAN/TILT
SLOT 7
Football Head
097
Addrs 97–112 Β· uses all 16
16CH Β· RGBW+LASER
πŸ’‘
Slot 1

Par Can A

10CH Β· RGBWAV
001
Fixture display: A00 1 (10CH mode). CH1 master must be up for any color to show. CH9 value ranges select auto effects.
DMX AddrCHFunctionValueNotes
001CH1Master Dim0–255Overall brightness
002CH2Red0–255Red
003CH3Green0–255Green
004CH4Blue0–255Blue
005CH5White0–255White
006CH6Amber0–255Amber
007CH7Violet0–255Violet
008CH8Strobe0–255Strobe speed
009CH9Effect Modeβ€”051–100Color jump
101–150Gradient
151–200Pulse
201–255Sound control
010CH10Speed0–255Effect speed
πŸ’‘
Slot 2

Par Can B

7CH Β· RGB
017
Set fixture to 7CH mode. Keep CH6 (addr 022) at 0–9 for manual RGB. Any value above 9 engages auto/effect modes.
DMX AddrCHFunctionValueNotes
017CH1Master Dim0–255Overall brightness
018CH2Red0–255Red
019CH3Green0–255Green
020CH4Blue0–255Blue
021CH5Strobe0–2550–10Off  10–255Slowβ†’fast
022CH6Modeβ€”0–9Manual RGB
10–50Color select
51–100Jump
101–150Fade
151–200Auto
201–220Sound jump
221–240Sound strobe
241–255Sound control
023CH7Speed0–255Effect speed
πŸ’‘
Slot 3

Par Can B

7CH Β· RGB
033
Set fixture to 7CH mode. Same as Slot 2, start address 033. Keep CH6 (addr 038) at 0–9 for manual RGB.
DMX AddrCHFunctionValueNotes
033CH1Master Dim0–255Overall brightness
034CH2Red0–255Red
035CH3Green0–255Green
036CH4Blue0–255Blue
037CH5Strobe0–2550–10Off  10–255Slowβ†’fast
038CH6Modeβ€”0–9Manual RGB
10–50Color select
51–100Jump
101–150Fade
151–200Auto
201–220Sound jump
221–240Sound strobe
241–255Sound control
039CH7Speed0–255Effect speed
πŸ’‘
Slot 4

Par Can A

10CH Β· RGBWAV
049
Fixture display: A00 1 (10CH mode). Same as Slot 1, start address 049.
DMX AddrCHFunctionValueNotes
049CH1Master Dim0–255Overall brightness
050CH2Red0–255Red
051CH3Green0–255Green
052CH4Blue0–255Blue
053CH5White0–255White
054CH6Amber0–255Amber
055CH7Violet0–255Violet
056CH8Strobe0–255Strobe speed
057CH9Effect Modeβ€”051–100Color jump
101–150Gradient
151–200Pulse
201–255Sound control
058CH10Speed0–255Effect speed
πŸ”¦
Slot 5

Moving Head

11CH Β· Pan/Tilt
065
Set fixture to 11CH mode. CH1+CH2 = coarse+fine pan. CH3+CH4 = coarse+fine tilt. Speed channel: higher value = slower move.
DMX AddrCHFunctionValueNotes
065CH1Pan0–255Pan coarse
066CH2Pan Fine0–255Pan fine
067CH3Tilt0–255Tilt coarse
068CH4Tilt Fine0–255Tilt fine
069CH5Color0–7Color wheel
070CH6Gobo0–7Gobo select
071CH7Dimming0–7Beam on/off
072CH8Brightness0–255Intensity 0–100%
073CH9Speed0–255Pan/Tilt speed (fastβ†’slow)
074CH10Programs0–69Built-in programs
075CH11Dim0–20Standard dimming
πŸ”¦
Slot 6

Moving Head

11CH Β· Pan/Tilt
081
Set fixture to 11CH mode. Same as Slot 5, start address 081.
DMX AddrCHFunctionValueNotes
081CH1Pan0–255Pan coarse
082CH2Pan Fine0–255Pan fine
083CH3Tilt0–255Tilt coarse
084CH4Tilt Fine0–255Tilt fine
085CH5Color0–7Color wheel
086CH6Gobo0–7Gobo select
087CH7Dimming0–7Beam on/off
088CH8Brightness0–255Intensity 0–100%
089CH9Speed0–255Pan/Tilt speed (fastβ†’slow)
090CH10Programs0–69Built-in programs
091CH11Dim0–20Standard dimming
🏈
Slot 7

Football Head

16CH Β· RGBW + Laser + Flash
097
Set fixture to 16CH mode. 16 channels starting at 097 ends cleanly at addr 112 β€” slot 8 stays free. Pan Fine and Tilt Fine are omitted; coarse pan/tilt is plenty for this application.
DMX AddrCHFunctionValueNotes
097CH1Pan0–255Pan 540Β°
098CH2Tiltβ€”0–127Tilt 360Β°
128–191∞ spin + slowβ†’fast
192–255∞ spin βˆ’ slowβ†’fast
099CH3Speed0–255Pan speed
100CH4RGBW Master0–255Total LED dimming
101CH5Strobe0–255Strobe effect
102CH6Red0–255Red
103CH7Green0–255Green
104CH8Blue0–255Blue
105CH9White0–255White
106CH10Red Laser0–255Red laser intensity
107CH11Green Laser0–255Green laser intensity
108CH12Flash0–255Flash strobe
109CH13Built-inβ€”0–111RGBW loop
112–159Laser loop flash
160–207Cool white flash
208–255RGBW + Laser + Flash
110CH14Motor Auto001–255Motor auto run
111CH15Motor Speed001–255Motor auto run speed
112CH16Reset250–255⚠️ RESETS FIXTURE β€” keep at 0
Rockville RockForce 384
Creating a Scene Saves current fader positions as a snapshot
StepActionDetail
1 Press PROGRAM The PROGRAM LED on the LCD will flash repeatedly β€” you're now in scene-record mode
2 Press MIDI/ADD Arms the board to accept a scene slot selection
3 Press a Scene button Saves the current fader state to that scene slot. Repeat steps 1–3 to save additional scenes.
Recording a Chase Chains scenes into an automated sequence
StepActionDetail
1 Press MIDI/ADD Enters chase-record mode
2 Select a CHASE button Choose which chase slot (Chase 1–6) you're recording into
3 Press a Scene button Adds that scene as a step in the chase sequence
4 Press MIDI/ADD Confirms and saves the chase step. To add more scenes: press the desired scene button, then press MIDI/ADD again. Repeat for each step.
Running a Chase Plays back the recorded sequence
StepActionDetail
1 Press desired CHASE button Selects which chase sequence to run (Chase 1–6)
2 Press AUTO Arms the chase for playback
3 Adjust SPEED + FADE TIME faders Speed fader sets how fast the chase steps through scenes. Fade Time fader sets the crossfade duration between steps.
4 Press AUTO to run Chase begins playing back in sequence
Board: Rockville RockForce 384 β€” 384-channel DMX controller with 24 fader banks, 6 chase slots, and scene memory.
Cask & Cube Scene Library
Layout: Par cans (slots 1–4) on the opposite wall, upper left corner, ~8ft up, aimed at the table. Moving heads (slots 5–6) in the two corners behind you, sweeping the room.
Fader tip: Board markings 0–10 map to DMX 0–255. "8" = fader at the 8 mark.
Moving head speed: High value = slow motor. Set Speed CH (addr 073 / 089) to 200–230 in each scene for smooth chase transitions. Speed only takes effect when the chase steps to a new position β€” it won't move during static scene programming.
SCENE 1
πŸ•―οΈ Hearthside
Default / session start β€” warm tavern baseline
Par A
Slots 1 & 4
Master8 Red5 Amber9 White3 All others0
Par B
Slots 2 & 3
Master8 Red7 Green2 Blue0 Mode0 (manual)
MH 5 & 6
Pan aimed at far wall, tilt toward wall Β· Brightness5 Speed210 Colorwarm Β· Slight pan offset between 5 & 6 so beams don't overlap
SCENE 2
βš”οΈ Blood & Battle
Combat encounter β€” red wash, heads stirring
Par A
Slots 1 & 4
Master10 Red10 Strobe2 (subtle pulse) All others0
Par B
Slots 2 & 3
Master10 Red10 Green0 Blue0 Mode0 (manual)
MH 5 & 6
MH5 pan swept left, tilt low Β· MH6 pan swept right, tilt low Β· Brightness8 Speed220 Colorred Β· Build a 3-scene chase for this with the heads in different low positions for an aggressive sweep effect
SCENE 3
✨ Arcane
Spellcasting / big reveal β€” eerie and supernatural
Par A
Slots 1 & 4
Master8 Violet10 Blue4 White1 All others0
Par B
Slots 2 & 3
Master8 Blue9 Red2 Green0 Mode0 (manual)
MH 5 & 6
Both panned inward aimed toward the table Β· Brightness7 Speed215 Colorblue/purple Gobo2–3 Β· Slight pan offset so beams cross over the table
SCENE 4
πŸ•³οΈ Dungeon Deep
Underground / horror β€” near-blackout
Par A
Slots 1 & 4
Master3 Blue6 Violet2 All others0
Par B
Slots 2 & 3
Master3 Blue7 All others0 Mode0 (manual)
MH 5 & 6
Brightness2 MH5 pan far left, tilt high (skimming ceiling) Β· MH6 pan far right, same Β· Speed230 (barely moving)
SCENE 5
🌲 Into the Forest
Outdoor / wilderness β€” green and alive
Par A
Slots 1 & 4
Master8 Green8 Amber2 White2 All others0
Par B
Slots 2 & 3
Master8 Green9 Blue2 Red0 Mode0 (manual)
MH 5 & 6
Slow gentle sway β€” build 3-step chase with slightly different pan positions Β· Brightness6 Speed225 Colorgreen Goboleaf pattern if available
SCENE 6
πŸŽ‰ Celebration
Victory / level up / loot drop β€” full party mode
Par A
Slots 1 & 4
Master10 Effect (CH9)~75 (color jump) Speed (CH10)8
Par B
Slots 2 & 3
Master10 Mode (CH6)~75 (jump) Speed (CH7)8
MH 5 & 6
Programs (CH10)~30 Speed2 (fast) Brightness10 Β· Use different program numbers on MH5 vs MH6 so they're not in sync
SCENE 7
πŸ”₯ Firelight Flicker
Campfire / inn at night β€” flame simulation
Par A
Slots 1 & 4
Master7 Red6 Amber10 White1 Strobe4 (slow flicker)
Par B
Slots 2 & 3
Master7 Red8 Green3 Blue0 Mode0 (manual)
MH 5 & 6
Keep static β€” no movement or chase. Let the par flicker carry the effect. Β· Brightness4 Colorwarm Β· Aim at far wall or ceiling
SCENE 8
πŸ’‘ Break Time
Session over β€” neutral bright, see your snacks
Par A
Slots 1 & 4
Master10 White10 Amber3 All others0
Par B
Slots 2 & 3
Master10 Red8 Green8 Blue6 Mode0 (manual) Β· RGB mix produces warm white
MH 5 & 6
Both aimed at ceiling for bounce fill Β· Brightness10 Speed255 (static) Β· No gobo, open white, no movement