SLOT 1
Par Can A
001
10CH Β· RGBWAV
SLOT 2
Par Can B
017
7CH Β· RGB
SLOT 3
Par Can B
033
7CH Β· RGB
SLOT 4
Par Can A
049
10CH Β· RGBWAV
SLOT 5
Moving Head
065
11CH Β· PAN/TILT
SLOT 6
Moving Head
081
11CH Β· PAN/TILT
SLOT 7
Football Head
097
16CH Β· RGBW+LASER
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 Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 001 | CH1 | Master Dim | 0β255 | Overall brightness |
| 002 | CH2 | Red | 0β255 | Red |
| 003 | CH3 | Green | 0β255 | Green |
| 004 | CH4 | Blue | 0β255 | Blue |
| 005 | CH5 | White | 0β255 | White |
| 006 | CH6 | Amber | 0β255 | Amber |
| 007 | CH7 | Violet | 0β255 | Violet |
| 008 | CH8 | Strobe | 0β255 | Strobe speed |
| 009 | CH9 | Effect Mode | β | 051β100Color jump 101β150Gradient 151β200Pulse 201β255Sound control |
| 010 | CH10 | Speed | 0β255 | Effect speed |
Slot 2
Par Can B
7CH Β· RGB
017
Set fixture to 7CH mode. Keep CH6 (addr 022) at 0β9 for manual RGB. Any value above 9 engages auto/effect modes.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 017 | CH1 | Master Dim | 0β255 | Overall brightness |
| 018 | CH2 | Red | 0β255 | Red |
| 019 | CH3 | Green | 0β255 | Green |
| 020 | CH4 | Blue | 0β255 | Blue |
| 021 | CH5 | Strobe | 0β255 | 0β10Off 10β255Slowβfast |
| 022 | CH6 | Mode | β | 0β9Manual RGB 10β50Color select 51β100Jump 101β150Fade 151β200Auto 201β220Sound jump 221β240Sound strobe 241β255Sound control |
| 023 | CH7 | Speed | 0β255 | Effect speed |
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 0β9 for manual RGB.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 033 | CH1 | Master Dim | 0β255 | Overall brightness |
| 034 | CH2 | Red | 0β255 | Red |
| 035 | CH3 | Green | 0β255 | Green |
| 036 | CH4 | Blue | 0β255 | Blue |
| 037 | CH5 | Strobe | 0β255 | 0β10Off 10β255Slowβfast |
| 038 | CH6 | Mode | β | 0β9Manual RGB 10β50Color select 51β100Jump 101β150Fade 151β200Auto 201β220Sound jump 221β240Sound strobe 241β255Sound control |
| 039 | CH7 | Speed | 0β255 | Effect speed |
Slot 4
Par Can A
10CH Β· RGBWAV
049
Fixture display: A00 1 (10CH mode). Same as Slot 1, start address 049.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 049 | CH1 | Master Dim | 0β255 | Overall brightness |
| 050 | CH2 | Red | 0β255 | Red |
| 051 | CH3 | Green | 0β255 | Green |
| 052 | CH4 | Blue | 0β255 | Blue |
| 053 | CH5 | White | 0β255 | White |
| 054 | CH6 | Amber | 0β255 | Amber |
| 055 | CH7 | Violet | 0β255 | Violet |
| 056 | CH8 | Strobe | 0β255 | Strobe speed |
| 057 | CH9 | Effect Mode | β | 051β100Color jump 101β150Gradient 151β200Pulse 201β255Sound control |
| 058 | CH10 | Speed | 0β255 | Effect speed |
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 Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 065 | CH1 | Pan | 0β255 | Pan coarse |
| 066 | CH2 | Pan Fine | 0β255 | Pan fine |
| 067 | CH3 | Tilt | 0β255 | Tilt coarse |
| 068 | CH4 | Tilt Fine | 0β255 | Tilt fine |
| 069 | CH5 | Color | 0β7 | Color wheel |
| 070 | CH6 | Gobo | 0β7 | Gobo select |
| 071 | CH7 | Dimming | 0β7 | Beam on/off |
| 072 | CH8 | Brightness | 0β255 | Intensity 0β100% |
| 073 | CH9 | Speed | 0β255 | Pan/Tilt speed (fastβslow) |
| 074 | CH10 | Programs | 0β69 | Built-in programs |
| 075 | CH11 | Dim | 0β20 | Standard dimming |
Slot 6
Moving Head
11CH Β· Pan/Tilt
081
Set fixture to 11CH mode. Same as Slot 5, start address 081.
| DMX Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 081 | CH1 | Pan | 0β255 | Pan coarse |
| 082 | CH2 | Pan Fine | 0β255 | Pan fine |
| 083 | CH3 | Tilt | 0β255 | Tilt coarse |
| 084 | CH4 | Tilt Fine | 0β255 | Tilt fine |
| 085 | CH5 | Color | 0β7 | Color wheel |
| 086 | CH6 | Gobo | 0β7 | Gobo select |
| 087 | CH7 | Dimming | 0β7 | Beam on/off |
| 088 | CH8 | Brightness | 0β255 | Intensity 0β100% |
| 089 | CH9 | Speed | 0β255 | Pan/Tilt speed (fastβslow) |
| 090 | CH10 | Programs | 0β69 | Built-in programs |
| 091 | CH11 | Dim | 0β20 | Standard 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 Addr | CH | Function | Value | Notes |
|---|---|---|---|---|
| 097 | CH1 | Pan | 0β255 | Pan 540Β° |
| 098 | CH2 | Tilt | β | 0β127Tilt 360Β° 128β191β spin + slowβfast 192β255β spin β slowβfast |
| 099 | CH3 | Speed | 0β255 | Pan speed |
| 100 | CH4 | RGBW Master | 0β255 | Total LED dimming |
| 101 | CH5 | Strobe | 0β255 | Strobe effect |
| 102 | CH6 | Red | 0β255 | Red |
| 103 | CH7 | Green | 0β255 | Green |
| 104 | CH8 | Blue | 0β255 | Blue |
| 105 | CH9 | White | 0β255 | White |
| 106 | CH10 | Red Laser | 0β255 | Red laser intensity |
| 107 | CH11 | Green Laser | 0β255 | Green laser intensity |
| 108 | CH12 | Flash | 0β255 | Flash strobe |
| 109 | CH13 | Built-in | β | 0β111RGBW loop 112β159Laser loop flash 160β207Cool white flash 208β255RGBW + Laser + Flash |
| 110 | CH14 | Motor Auto | 001β255 | Motor auto run |
| 111 | CH15 | Motor Speed | 001β255 | Motor auto run speed |
| 112 | CH16 | Reset | 250β255 | β οΈ RESETS FIXTURE β keep at 0 |
Rockville RockForce 384
Creating a Scene
Saves current fader positions as a snapshot
| Step | Action | Detail |
|---|---|---|
| 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 1β3 to save additional scenes. |
Recording a Chase
Chains scenes into an automated sequence
| Step | Action | Detail |
|---|---|---|
| 1 | Press MIDI/ADD | Enters chase-record mode |
| 2 | Select a CHASE button | Choose which chase slot (Chase 1β6) 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
| Step | Action | Detail |
|---|---|---|
| 1 | Press desired CHASE button | Selects which chase sequence to run (Chase 1β6) |
| 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 1β4) on the opposite wall, upper left corner, ~8ft up, aimed at the table. Moving heads (slots 5β6) in the two corners behind you, sweeping the room.
Fader tip: Board markings 0β10 map to DMX 0β255. "8" = fader at the 8 mark.
Moving head speed: High value = slow motor. Set Speed CH (addr 073 / 089) to 200β230 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.
Fader tip: Board markings 0β10 map to DMX 0β255. "8" = fader at the 8 mark.
Moving head speed: High value = slow motor. Set Speed CH (addr 073 / 089) to 200β230 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
π―οΈ Hearthside
Default / session start β warm tavern baseline
Par A
Slots 1 & 4
Slots 1 & 4
Master8
Red5
Amber9
White3
All others0
Par B
Slots 2 & 3
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
βοΈ Blood & Battle
Combat encounter β red wash, heads stirring
Par A
Slots 1 & 4
Slots 1 & 4
Master10
Red10
Strobe2 (subtle pulse)
All others0
Par B
Slots 2 & 3
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
β¨ Arcane
Spellcasting / big reveal β eerie and supernatural
Par A
Slots 1 & 4
Slots 1 & 4
Master8
Violet10
Blue4
White1
All others0
Par B
Slots 2 & 3
Slots 2 & 3
Master8
Blue9
Red2
Green0
Mode0 (manual)
MH 5 & 6
Both panned inward aimed toward the table Β· Brightness7
Speed215
Colorblue/purple
Gobo2β3
Β· Slight pan offset so beams cross over the table
SCENE 4
π³οΈ Dungeon Deep
Underground / horror β near-blackout
Par A
Slots 1 & 4
Slots 1 & 4
Master3
Blue6
Violet2
All others0
Par B
Slots 2 & 3
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
π² Into the Forest
Outdoor / wilderness β green and alive
Par A
Slots 1 & 4
Slots 1 & 4
Master8
Green8
Amber2
White2
All others0
Par B
Slots 2 & 3
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
π Celebration
Victory / level up / loot drop β full party mode
Par A
Slots 1 & 4
Slots 1 & 4
Master10
Effect (CH9)~75 (color jump)
Speed (CH10)8
Par B
Slots 2 & 3
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
π₯ Firelight Flicker
Campfire / inn at night β flame simulation
Par A
Slots 1 & 4
Slots 1 & 4
Master7
Red6
Amber10
White1
Strobe4 (slow flicker)
Par B
Slots 2 & 3
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
π‘ Break Time
Session over β neutral bright, see your snacks
Par A
Slots 1 & 4
Slots 1 & 4
Master10
White10
Amber3
All others0
Par B
Slots 2 & 3
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