Strange behavior with setRGBled

A small consolation is that the RGB LED is most likely still good and won’t be damaged by using it when incorrectly installed. Therefore, a small few with the equipment and skills may be able to remove and reinstall it correctly themselves.

Here’s a sketch that will show all the possible combinations of “full on” or “full off”, using digitalWrite() for the RGB LED.

#include <Arduboy.h>

#define LED_ON LOW
#define LED_OFF HIGH

Arduboy arduboy;

void setup() {
  pinMode(RED_LED, OUTPUT);
  pinMode(BLUE_LED, OUTPUT);

void loop() {
  displayText("RED GREEN");
  displayText("RED BLUE");
  displayText("GREEN BLUE");
  displayText("ALL ON");
  displayText("ALL OFF");

void displayText(const char* text) {
  arduboy.setCursor(0, 24);

void setLEDs(uint8_t red, uint8_t green, uint8_t blue) {
  digitalWrite(RED_LED, red);
  digitalWrite(GREEN_LED, green);
  digitalWrite(BLUE_LED, blue);

There was an rgb test, I even saw it fail but for some unknown reason I managed to convince myself that it was a software bug or a glitch instead of digging in. Unfortunately that’s a heavy lesson learned in manufacturing, the need to confirm every last detail.

Thanks for the support, I guess rgb was an added feature during the campaign so perhaps no harm no foul. Still, I had wanted to support ultimate blinky potential and I mucked that up a bit.

It will be fixed for the preorders.

I can confirm this as well. No Green LED with my White Arduboy, no Speaker Holes.

If this is a simple solder job, can someone post a quick illustration of what needs to change? If it’s just an LED soldered on upside down, it seems likely that basic solder skills could fix it?

You have to remove just the RGB LED (unsolder it), then rotate it 180 degrees (in either direction :wink:) and then solder it back in.

It may not be easy without the right equipment, though. It’s a surface mount part and has 4 pads that must be desoldered all at the same time. Also, LEDs are fairly heat sensitive. If they get too hot they may loose some brightness even if they don’t fail.

If I were doing it, I’d probably use two soldering irons (which I have) at the same time, with one iron on the two pins on one side and the other iron on the two on the other side, to try to get it off as quickly as possible. A hot air station (which I also have) is another possibility but there’s a risk of melting or overheating the LED or damaging the OLED display next to it.

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I wonder if (de)soldering it will make it look like a mess as usual. I guess it can be cleaned with alcohol or something afterwards to make it look nice. I wouldn’t try if I didn’t have good skills to do it.

My Arduboy is good though, it’s from the earlier batch that has speaker holes.

I’ll do a quick video on how you can fix it, I think it should be possible to do with a big blob of solder. Otherwise chip quick might work too.

I’ve used a hot air tool before but it destroys the oled in a hurry. It might be possible to do with a heat sheild.

Will it be handled for Kickstarter orders that have not yet shipped?

It’s hard to believe you didn’t turn one on and think “Wow why does this new batch have a blue led on startup?”

Honestly I don’t think many people are going to have an issue but it would be nice if you provided some other means to get a working unit without having to get out a soldering iron.

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I can’t imagine Kevin could afford to recall/replace 6500 arduboys dotted across the globe just because of an LED, as one of the three still works it wouldn’t be much of a bother changing the library to just use the blue instead. Not ideal but it won’t be as hard as a global recall or him funding the build of all those arduboys with a working LED himself.

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I didn’t suggest he do a “global recall”. Just provide a way for your kickstarter backers who want one that works with a way to get a working one before people who didn’t and just bought it on the website. Is that really asking too much?

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So how exactly is he supposed to “fix” 6500 arduboys without a soldering iron or replacing them all? It can’t be done, if you look at @MLXXXp 's truth table then it’s physically impossible to fix as it’s a hardware issue. Best you can get is two out of three LEDs working by calling the wrong colour in software.

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It’s no big deal. The LED was just last minute fun thing, never even mentioned in the original Kickstarter campaign (and very rarely brought up on the forums); I bet most people didn’t even know about it until this thread! :wink:

It’s nice that the people that have working units don’t really see the reason why anyone else should get working ones.

Mine doesn’t work, I posted my findings above, it’s hardly the end of the world.

Mine doesn’t work either! :stuck_out_tongue:

I still love the dang thing! :smiley:


Same with me. I like my Arduboy but if there will be a little discount on the Arduboy on the store, I am going to buy another one. :smiley:

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Yeah I would be more than happy with a couple of quid/bucks/whatever credit towards the next version with sd card or whatever.


There wouldn’t be an LED lit on startup. The pre-installed game on the Arduboy is a Team A.R.G. game. Team A.R.G. games don’t use the standard Arduboy library. The library they use doesn’t contain the down scrolling ARDUBOY logo and fading red LED in its startup code.

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As a courtesy, and to possibly prevent many new inquiry topics being started in this forum on the subject, I think it would be a good idea for @bateske to send a Kickstarter message to all backers, or post a Kickstarter update (“backers only” if desired), informing owners of the problem, including who it affects and how to determine if a unit has the problem (looking at the position of the index mark on the LED would probably be a quick way).

I was planning to use the RGB LED as an indicator for some things I’m working on, so personally it would be nice to know the total number of units affected and the percentage as a whole, in order to determine how to proceed on this.