 
   // Interrupt for reversing animation direction. Look for change since this will
   // be a latching button
-  pinMode(REVERS_INT, INPUT);
-  attachInterrupt(digitalPinToInterrupt(REVERS_INT), debounce_anim_reverse, CHANGE);
+  //pinMode(REVERS_INT, INPUT);
+  //attachInterrupt(digitalPinToInterrupt(REVERS_INT), debounce_anim_reverse, CHANGE);
 }
 
 void loop() {
   // Read in global brightness value
-  gBrightness = map(analogRead(VAL_POT), 0, 1253, 0, maxBrightness);
+  //gBrightness = map(analogRead(VAL_POT), 0, 1253, 0, maxBrightness);
   
   // Read color from potentiometer input
   gRGB = CHSV(map(analogRead(HUE_POT), 0, 1253, 0, 255), 255, gBrightness);


// A theater chase where packets switch direction every once in a while. Lets see how
// this looks with a saw wave
void theat_chase_saw() {
  static uint8_t pal_index = 0;

  // Increment palette index at an input dependent rate

volatile boolean palette_autopilot = false; // Flag for auto cycling palettes
volatile uint8_t gAnimCounter; // Counter for animation
volatile boolean anim_autopilot = false; // Flag for auto cycling animations
volatile boolean anim_reverse = false; // Flag for running animations in reverse
volatile boolean dj_control = false; // Flag if dj is controlling animations
volatile boolean run_strobe = false; // Flag for strobe interrupt animation
volatile boolean run_blackout = false; // Flag for blackout animation
volatile boolean run_whiteout = false; // Flag for whiteout animation


// Setup and global variable delcaration for palettes
CRGBPalette16 gPalette;
