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Showing content with the highest reputation since 09/27/2020 in all areas

  1. 8 points
    Usually, I only want to publish colorizations that have as few errors as possible. However, after about 400 hours of work, I now realize that I will have to rearrange a huge part of this project to fix all persisting issues on certain modes. That is the reason why I am not going to reach my goal of releasing by the end of the year. But because I believe that the project has reached a point where it is already a lot more fun than with a monochrome DMD, I decided to share the current BETA progress. Version uploaded to the file section, for real pin requests, please PM. Enjoy so far... http://vpuniverse.com/…/…/file/5849-red-teds-road-show-beta/
  2. 7 points
    Heres whats done so far... 1.75 Added/Colored "LW3 Unofficial" screen (CHADCODE) Added/Colored "visit pinball code.com" scene (CHADCODE) Added Extra frames to the end of the first segment of the chase scene (CHADCODE) Added Extra frames to cop slide section of Car Crash Scene (CHADCODE) Recut/Colored/Triggered Driver's eye scene from Car crash to match new timing (CHADCODE) -Done in a way that wont break compatibility with old code Recut/Colored/Triggered Toilet Bomb scene to match new timing (CHADCODE) -Done in a way that wont break compatibility with old code Added additional Crime Simulator spash screen frames (CHADCODE) Recolored Replay screen back to gold and blue Recolored "Silver Pictures" intro scene Recolored "insert coin" screen, reverted coin to silver Recut/Colored/Triggered BSMT2000 screen to remove glitch Recut/Colored/Triggered ALL TEN DEMO SCENE CARDS (this was well over 12 hours alone) -1:1 and 1:2 triggering (2 triggers per frame when possible) -this fixes clolor and frame glitching -this fixes the scrolling effect issue -this fixes coloring getting out of sync with DMD Better shading on the exploding building windows Fixed miscolored S on "Riggs wins" in fight mode completion ALL NEW Colorized by Malenko screen, as if you care. Recolored the Helicopter chasing the car scene Recolored the Helicopter pilot's eyes scene Better shading on Car crashing into Helicopter scene Replaced the blue with brown in the chopper chasing the car towards the screen, darkened car mirror "Coming Soon" shorted to 6 frames (it loops) should fix timing on demo screens Added/colored "FROM" frame (after coming soon, before Data East) Added/colored "Data East Pinball" scene witht he circles Fixed Yangra's colorization of the dont drink and drive (recolored guy and martini olive) Added/Colored the credit scroll instead of just a pal swap Added/Colored "Multiball Fuse" scene instead of just a pal swap Added/Colored "Karate Kick" scene Recut/Colored "Looping" sequence 1:1 framing Changed "Leo Getz" speech bubble to white Recolored "Danger Dog" scene Added/Colored Super Pops 100,000 Added/Colored Super Pops 1,000,000 Added/Colored Super Leo ReCut/Colored/Triggered armored car driving through Multiball letters -triggered on both Multiball and Tri-Ball
  3. 6 points
    Update. Still going slow on this colorization. Life has gotten in the way. Patience is a virtue, and I am shooting for November release.
  4. 4 points

    Version 1.0.0


    Riverboat Gambler (Williams 1990) HI REZ Was a long 2 day project lol....came out real nice ENJOY
  5. 4 points

    Version 1.0


    Laser Cue(Williams 1984)
  6. 3 points
    Hi guys, I've uploaded the daily update yesterday introducing new colors for the jackpot countdown sequence. Since the beginning, I'm not really happy with the choice I made with these colors, but i'm struggling finding the right ones. So do not hesitate to give your feedback. I remind you that you can follow the changelog on the first page on this thread : @lucky1 sorry for the french talk -> we'll keep that in PM and will switch back to english !
  7. 3 points
    Sorry lucky - as soon as I posted that I realised you were probably the wrong person but figure you might be interested. I raised a new issue on freezy github. I have just uploaded some new files - sources, VPIN and REAL - to fix the following: No more hitchhiker ghost hair on ball 1 lock sequence Match sequence cop car palette adjusted Freezy 1.8.0 compatible (all replace sequence scenes have at least 2 frames) Have fun! VPIN FILES: https://drive.google.com/drive/folders/1SG6htoGkxMJ7UzaJNafeHpOICk9A0-Ob?usp=sharing REAL PIN FILES: https://drive.google.com/drive/folders/1P-oTdnd_VGMxCbM5Hfnk9k7wPd9mFI2Q?usp=sharing SOURCES: https://drive.google.com/drive/folders/1z-JOH1FXInAUkuh1WQU8Kea6wdDCarkB?usp=sharing
  8. 3 points
    Official rev r5150 Christian Tabert - Sahara Love - requires Gottlieb's Sinbad to complete the code set LW3 3.01 from pinballcode.com SAMBuild_r5150.zip
  9. 3 points

    Version 3.0


    King Kong (Data East 1990)
  10. 2 points
    Official rev r5185 Added working system for NSM/Lowen (Cosmic Flash, The Games) Switch Votrax/SC01 emulation over to real simulation core (some GTS80(A)s and Taitos) Lethal Weapon 2.04 (English) SAMBuild_r5185.zip
  11. 2 points
    Making progress with the dynamic score screens and a few others. https://imgur.com/a/Y7KruIK Teed_Off_Attract.mp4 Teed_Off_Dynamic_score_screens.mp4
  12. 2 points

    Version 1.0.0


    One of the last tables Stern made in the 1980s and never made it out of a prototype, Scotty VH, Wildman and Myself collaborated on this project
  13. 2 points
    I already have a gb project I work on, but get stuck because I don't understand the steps needed to get the wanted results with pb and how to combine these programs in the end.
  14. 2 points
    Currently best practice is coloring the dynamic scenes in pinball browser and the replacement scenes in pin2dmd editor. To make it possible to colorize dynamic scenes in the editor the number of colors needs to be raised to at least 32 in the editor and the firmware. I could do it for the firmware but for the editor I need the help of Steve.
  15. 2 points
    I think the raw files are literally the raw bytes of frame data; the text files are a textual representation of the same data, but this takes up more space. Hence the TXT files can become massive, and that is why they are gzipped. I come from a virtual development platform, so things are definitely different in that respect and I have never used my pin2dmd to dump the frames so can't answer your question on how to stop dumping, but I will say this... I prefer the TXT format. I can manually edit the text dumps and cut and patch a file together with hard to find scenes that I maybe see when I'm playing in VPX (nothing to stop you unzipping, editing, and rezipping!) - if I see a scene I need while I'm playing, I will quickly quit the game and take the last handful of frames from the pinmame TXT dump and append them into a "manual captures" file. The TXT dumps are accompanied by some kind of time code before each frame, but I've never had any problems cutting and pasting from one file to another, so long as you respect the file format/layout. I don't think the editor cares too much - ultimately what matters is the hash that will be triggered from each frame, not the source dump that you used the generate the trigger, and in that respect, TXT or RAW makes no difference. I have even created frames 100% by hand using the text dumps as an input method - I recreated a frame from a video because I couldn't get the dump! Also, at least from the few RAW files I've been given from real pin owners, I very rarely see the "frame tearing" in the TXTX dumps that I see in the RAW dumps. Perhaps RAW dumps give more accurate timing information in terms of frame delays (ie. how long each frame stays on screen for) and this is what Lucky is referring to with regards to "transition frames", but again, I would say 95% of my projects are done through TXT files alone. I suspect there probably is an upper limit for the dump files, but my projects often have several (TXT) dumps of 30 minutes or more worth of gameplay (thanks Wob!), and I've never hit it if it exists. You absolutely could take the glass off and capture every scene in one go, but this is much harder than you think it is - it isn't just about catching each scene, but about catching each and all of the dynamic states of those scenes - there are often far more dynamic scenes than you realise!
  16. 2 points

    Version 3.0


    No Fear Dangerous Sports (Williams 1995)
  17. 2 points


  18. 2 points

    Version 1.0


    Embryon(Bally 1980) 7 digit rom
  19. 1 point
    HEre is a video of the most recent version running on my getaway, showing some of the remaining errors.
  20. 1 point

    Version 1.0.0


    Video Preview here (OFF /ON / ON with text) Full rebuild from scratch HD translite resolution : 2560 x 2048 px from previous Wildman version with retouch For 2 and 3 screens, no DMD Image Authentic lamps placement, Rom ID Title "F.L.A.S.H G.O.R.D.O.N" letters animation (look authentic as possible) Attrack mode flashers Authentic translite mask Photoshop lighting Special thank to @Rothbauerw, @xenonph, @EBisLit for this amazing table recreation (and all the other authors as well). Cheers Blacksad
  21. 1 point
    Thank you very much Wildman ! Now, I'm truly ready for this afternoon.
  22. 1 point
  23. 1 point
    For more clink show more at the bottom of the page On the right click on the one you want, Then click on platform 86 Then click on artifacts, Then download the 86 zip file
  24. 1 point
  25. 1 point

    Version 1.0


    Star Wars Trilogy (Sega 1997) Hi Rez Turn on fantasy mode to add flashers
  26. 1 point
  27. 1 point
    Looks like I am going down the rabbit hole for this one. If you've played CV, you know the DMD is quite elaborate. Looking forward to the challenge, and stay tuned for updates! Here's an appetizer!
  28. 1 point
    I only capture from a virtual table and PINMAME but this might also work for you When I'm doing a capture I have my PINMAME/DMDDump folder open. (folder where my capture is created) after I capture a a scene I want, I drag and drop the "rom-name".txt file to my Desktop The actual capture is not stop, but the "rom-name".txt, I moved to the desktop is no longer getting any data. This is because a new recording in the PINMAME/DMDDump folder was started.
  29. 1 point
    Thanx for the early release Martin, i also send you a donation.
  30. 1 point
    Just use the raw file raw! No zipping needed!
  31. 1 point
    @lucky1 I'm afraid I didn't look at LCM mode yet; the video mode in Getaway is so complex, I think I want to try it on a simpler scene before I try anything quite that hectic, but there might be something in my next project I can try it with. @sprudeldudel I tried running the L-2 rom in VPX but I am not experiencing any noticeable problems in those scenes, though I appreciate VPX is no substitute for the real thing 😐 I also checked against the Nov 2019 sources and I am using the same triggers/didn't retrigger those scenes (though both were recoloured/touched up). I will admit that the trigger for "shift to launch" is a bit dodgy in my opinion and I think would be at risk of not firing, but I tried to approach my edits with a mantra of "if the cap fits, wear it", so I didn't touch those triggers. I will try and go back and add something for the shift to launch at some point and post here when done, but I think I will struggle to be able to do much more with the hitchhiker.
  32. 1 point
    Just when you thought I was done with crazy FP-BAM Demos... I bring you something you never asked for... but are glad you are alive to witness it. This is a demo showing BAM's great FBX Model and animation support. The models are nicely detailed with some really nice normal / bump mapping, and specular highlighting. @Scott Wickberg , if you ever do a VPE version of STSE in the future.... I'll hook you up with this groovy dancin' Demogorgon for a new Multiball mode! Eee-Hee!
  33. 1 point

    Version 1.0.0


    Full rebuild from scratch New HD translite resolution : 2560 x 2048 px For 2 and 3 screens, no DMD Image Authentic lamps placement, Rom ID "G.E.N.I.E" letters random animation (look authentic as possible) Authentic translite mask Photoshop lighting Special thank to @Bord for this amazing table recreation (and all the other authors as well). Video Preview here : Cheers Blacksad
  34. 1 point

    Version 1.0.0


    Hardbody (Bally 1987) new hi rez Thanks to Matt,mlager8 and Tom for the pic Enjoy 😎
  35. 1 point

    Version 1.0.0


    Wild Fyre (Stern 1978) Hi Rez
  36. 1 point

    Version 1.0.0


    "Undressed" version of Wildman's Strikes and Spares (Bally 1978) backglass. The zip file includes Unclewilly VP9 table, with minimal mod... sharpen your sight. and as usual frontend preview images. Tanks to the authors for their permission to modd their works. NOTICE My work does NOT want to offend anyone, if you do not agree just don't download. Seriously, you have been warned. You know what we are talking about so if you disagree don't download and dont't use at home. Comments and suggestions are always welcome.
  37. 1 point
    I just updated the files, I think I got the High Score thing fixed, added colorization to the Replay scene, and colored the Crypt Keeper. I also fixed the Red Wire bomb playback (it was missing some color on the hands)
  38. 1 point

    Version 1.0.5


    Thank you for the all creator, Scripting done by 85vett, modified to work in VPX by Freneticamnesic Table done by francisco666 and lacarril, with additions by Freneticamnesic and converted to work in VPX. And Arngrim Which helped me a lot with the script (it updated the script and added the toys) Thank you again, and thanks you very much for all members to the PincabPassion forum for their help and support "Link for rom at the end of the text" On the table I change -the script (updates and added toys) -the ball -Added gate -All drop target -the lights -The playfield -Full insert light -All plastic for even more realism -The physic -The rubber -AMP armor texture -All texture metal -And plastic ramp as well as flipp Thank you for reading and good games for all avr_200.zip
  39. 1 point

    Version 2.0


    Black Jack(Bally 1976)
  40. 1 point

    Version 1.8


    Based on X-Files Table from JPSalas and Sliderpoint, a nice work. I have changed the physics, they are now very nice. I have redraw particaly the playfield and update all the lights. Add some nice light effects, and ball relfection. Looks like an LED modified table
  41. 1 point

    Version 2.0


    Have fun with this version of Monster Bash
  42. 1 point


  43. 1 point

    Version 1.0.0


    Lethal Weapon 3 (Data East 1992) db2s High Resolution
  44. 1 point

    Version 1.0


    Time Line (Gottlieb 1980)
  45. 1 point

    Version 1.0


    Force II (Gottlieb 1981) Thanks to Kanario40 for the great BG pic for use with the 7 digit rom....
  46. 1 point


    this is a modified version of Htamas db2s file http://vpuniverse.com/forums/files/file/2123-panthera-gottlieb-1980-db2s/ I'm not a fan of over darken image files. Grizz and Mrhide did such a great job of re creating this image. I thought that too much detail was lost when the file was over darkened. this dB2S file is set for a 6 digit rom, if your numbers are displayed incorrectly; make sure you change your table to run the 6 digit rom.
  47. 1 point

    Version 1.0


    Silverball Mania (Bally 1978) 7Digit version all credit goes to R-DuB it all his BG i just changed the pic Background image by: Grizz
  48. 1 point

    Version 1.0


    Star Gazer(Stern 1980)
  49. 1 point

    Version 1.0


    Night Rider(Bally1976)
  50. 1 point


    Blackout / IPD No. 317 / June, 1980 / 4 Players Manufacturer: Williams Electronics, Incorporated (1967-1985) [Trade Name: Williams] Model Number: 495 MPU: Williams System 6 Type: Solid State Electronic (SS) Production: 7,050 units (confirmed) Theme: Outer Space - Space Fantasy Notable Features: Flippers (2), Pop bumpers (3), Slingshots (2), Standup targets (6), 3-bank drop targets (2), Spinning targets (3), Kick-out hole (1). Lane change. Design by: Claude Fernandez Art by: Constantino Mitchell Notes: This playfield layout was also used on Rowamet's 'Heavy Metal' and Taito do Brasil's 1983 'Vortex'. A nearly identical layout was used on Williams' 1982 'Warlok'. The first game designed and produced with Lane Change was Williams' 1980 'Firepower'. Blackout was the first pinball game to have computer-controlled general illumination, used for the "BLACKOUT" sequence. This was accomplished using a relay mounted to the backbox floor, called the G.I. Relay, which cut power to all playfield lamps. Prior to "Blackout", all solid state games from this manufacturer used four bolts to attach the backbox to the cabinet. With "Blackout" and later games, Williams used only two bolts even if the steel was still stamped for four holes.
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