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Showing content with the highest reputation since 12/22/2018 in all areas

  1. 10 points
    slippifishi

    Demolition Man WIP

    As promised I have been working pretty furiously over the last few days and have made more good progress! I figure I will make an alpha/beta available for early preview and/or testing Obvious things I know that are still outstanding (in the bad sense): Museum Multiball Intro Wasteland Multiball Cryprison Multiball [A handful of scenes are coloured] Demolition Time/wizard mode Capture Simon Double Crash award Williams logo/anti-graffiti spray thing (this appears in both attract and gameplay and I will need to be very clever) Match sequence (I have no idea how I will achieve this cleanly!) There may also be a few rare/hard to get or late game animations I haven't got to yet. But otherwise, I think a lot of scenes have been coloured, and at least in my own testing, appear to be showing as expected. That might look like a long list above, but things that ARE coloured include: General score stuff/text masks Fortress Multiball Common animations (eg. combos, bonus multiplier up) Retina Scan Car Chase Quick Freeze Ball Lock Comptuer [will rework this eventually to be more colourful!] Laser Millions ACMAG Mystery Award U Look GR8 2 Day! Explode Hurry Up And loads more not worth mentioning. See attached! EDIT: See later post below for more recent version Place the extracted files in the appropriate altcolor folder - I was using dm_lx4 but I guess the target rom isn't important, if the scenes are the same it will colour(?) One thing I do notice is that the timing is sometimes off or frames are skipped; for example, the ball save; in this sequence Sly's mouth is supposed to move - "Don't move" he exclaims - but when it fires it seems to skip those frames where his mouth is open; I tried to be clever with this sequence because there are a lot of repeated frames, so instead of colouring (for example) 150 frames in a sequence, I coloured 25 frames individually. Is this a wise approach? I will add that I did the same thing for the fortress multiball sequence, and it seems to display fine. ACMAG intro animation also suffers from this "skipped frames" issue, any one got any ideas? Or is this isolated to me? Feedback/comments welcome! PS: Stay away from double digit and 1/2 credits please [EDIT] I don't know why the preview GIFs don't work when I attach them to the forum :S So i put some here instead for those of you unable to play the table: https://imgur.com/a/JlduQ0m
  2. 9 points
    slippifishi

    Demolition Man WIP

    So having spent some time earlier this year learning the ins and outs of the editor and playing with TNG, in the past few weeks I have been making a serious effort towards colourising one of my favourite games (and actually the first one I ever played in VPX!) - William's Demolition Man. I'm between 25-33% of the way through the scenes I have identified, but I am approaching this properly and have already mapped out all the frame #s for cutting and have got all the dumps I need (I think), it's really just a case of time and colouring now. Don't get too excited just yet, I don't know that I'm ready to release anything as a beta today, but hopefully using some free time in the coming week I can make some serious in roads and share something here. I hope the preview GIFs work :S On a side note, I am unable to download the latest version of PIN2DMD editor - Windows 10 Defender is refusing it and claims there is a virus, though I have not been able to find out any more detail as to what virus it thinks is there. I still have an older version, but I am missing the fixed hash generation!
  3. 6 points
    CarnyPriest

    SAMBuild3.2 beta thread

    official rev r4682 SAMBuild_r4682.zip
  4. 5 points
    LET THE TALES BEGIN! UPDATE 1.1 After a lot of work and many tests I am happy to provide this major update. Thanks to @Wob for many hours of beta testing for Vpins and all the great and useful dump files! Also thanks to Alessandro and Rainer for beta testing for real pins! Changelog: - multiplayer color support (2 players) - Added easter eggs - fixed shooting star capture animation - Minimized flickering / Added missing frames - Optimized colorization for real pins, also fixes the Tales animations issues - Color and brightness alignments Known bugs: - random flying carpet scene - still some missing camel race frames - freeplay mode not included yet - 3/4 players score color issues Instructions: This time I already renamed the files for you 🙂 , so just unzip the rar file to your vpinmame\altcolor\totan_14 folder. Make sure you have freezy´s latest dmddevice.dll installed and working correctly on your system and activate the 4 color mode on your table by hitting F1. Requests for real pins, please send pm. Enjoy! TOTAN 1.1.zip If you like it and use it, feel invited to hit the tip button.
  5. 5 points

    Version 1.2

    233 downloads

    Tom & Jerry... A game of cat and mouse! Remember coming home after school, or sitting in front of the TV on Saturday morning with your favorite bowl of cereal, and watching this classic? It's been almost 80 years since this hilarious cat and mouse duo debuted, and they've finally made their way to VPX! Now, you can "play" the cartoon and re-live all of those fond memories right at your fingertips! Tom & Jerry have literally invaded your pinball table and that's just the beginning. You'll help Jerry collect all of his cheese, challenge Tom to a Pin"brawl", and encounter many other zany surprises! There's no stopping these two in this fun and exciting adventure! Thank you to the VPX and VPM teams for making all of this possible for pinball lovers everywhere! Thank you to William Hanna and Joseph Barbera for giving us the best cartoon cat and mouse memories of our young lives. "Making cartoons means very hard work at every step of the way, but creating a successful cartoon character is the hardest work of all." - Joseph Barbera UPDATE: Official Tom & Jerry ROM included in this DOF version! (Must have the latest VPinMAME beta build installed). Don't forget to use the provided background and multi-ball music files that go in to your VPX music folder. Thank you all for giving me the opportunity to share my table here and I hope you all have as much fun playing it as I did creating it. Your friend in pinball, Brian (watacaractr) (RetroBASH)
  6. 5 points
    malenko

    TMNT

    .12 Addition triggers for NUMEROUS animations , sequences, and palettes (way more to do, I need to do another capture) Added and colored missing big right arrow scene replaced "oops missed" scene with Kraang animation replaced "push button" scene with Baxter Stockman scene Added but havent redone "fight again" animation I do need to adjust colors a bit, they look a little washed out. I just got my colorization panel from dpannel , so I'll be hooking that up and checking shit out
  7. 5 points
    slippifishi

    Demolition Man WIP

    Thanks! I have now covered and tested the Capture Simon mode and it will be included with the next release, perhaps in the next week or so (though I'm back to work tomorrow so progress will slow a bit) - I'd like to finish off all the multiball stuff before I push another version out, which would leave just the wizard mode and match to do. I have also gone back and redone a few scenes in light of Lucky's advice and fixed a few cases where sequences were firing again because of repeated hashes and those scenes are definitely much cleaner now - Sly talks again when he tells you "dont move"! I have also coloured my first cow animation so my life is now complete 👍
  8. 4 points
    malenko

    TMNT

    I loaded up my files into the new editor and seem to have lost all the custom palettes I had in slots 1 through 8 so they had to be redone https://drive.google.com/open?id=1UtVjBM2hh9bKb0iMDwU_Sp-R8pJEFwqu Fixed: Orange Belt was using Purple Belt palette Added Yellow Belt Palette Data East Sai Palette redone Recolored the frame with the turtle names and Multicrawl Changed "Turtle Smile" to Mikey instead of Don (this is the animation that plays when you hit the pop bumper with Mikey) This will get redrawn and matched 1 to 1 with framing/triggers Insert Coin recolored, will be cut down into 1 to 1 frame matching Changed Data East Pinball to GREEN Left ramp changed to yellow (since the left ramp is yellow) Right ramp changed to green (since the right ramp is green) I plan to go through and "black out" all the partial frames (see attached) and then just trigger everything with first full frame Im going to work on the intro first, May do frame redraws instead of just colored words.
  9. 4 points
    malenko

    Mary Shelley's Frankenstein

    @steve45 ok files updated. Redid the "Voltage" Scene too https://drive.google.com/open?id=1Eahyhp725Q4iqMN8E8A_1l-6-D7Xic6C Release Change Log: .09 So.Much.Done. Needs trigger work. Added 3 new captures by Steve and a tn of sequences clipped by Lucky Ball Locked Lock Lit redone Creature 2 Ball light up shoot NorthPole Replay 6 Ball advert redid 5 ball advert to match 6 ball Lynch Justine Danger Creature Multiball Active Gevena Completion Electrodes Extra Hand frame / Match 3 Voltage scene redone with some color cheating
  10. 4 points
    CarnyPriest

    SAMBuild3.2 beta thread

    official rev r4675 SAMBuild_r4675.zip
  11. 3 points

    Version 2.0.0

    142 downloads

    Specifications : Full rebuild from scratch Translite image with authentic colors (source Dozer previous version) 2 versions in the pack : Resolution 2048 x 1536 @72 dpi Resolution 1280 x 1024 @72 dpi (for little configurations like mine) 2 screens grill full redraw Authentic color lamps and flashers (thanks to RandR for the lamps position picture) New lamps and flashers IDs mapping based on the authentic Williams manual A special thank you to JPSalas who shares his magnificent tables and to Skitso for his cool detail mod version (and all the other authors as well ). Happy new year 2019, EnJoY ! Blacksad
  12. 3 points
    Hi Malenko, Thanks for the nice feedback. Thanks for all the great colorization work you have done. I'm looking forward to seeing your next project!
  13. 3 points
    malenko

    TMNT

    Another update!!!! Triggered the "colored by Malenko" animation TMNT arcade intro plays pretty much every time now Pin2DMD splash is in there but needs extra triggers. Newly messed up: some intro word triggers look goofy I need another dump from the game for extra intro triggers and I need the free play screens ripped too (the one that says push button)
  14. 3 points
    malenko

    TMNT

    bumping this because my vpin is all put back together so I'll try to fix the triggers now and see why some stuff is getting triggered when it shouldnt, and most importantly, get my intro screen showing every time (the one with the building)
  15. 3 points
    slippifishi

    Demolition Man WIP

    Thanks lucky; having looked at a few offending animations again I can see the same hash is appearing later in the sequence so it's a case of needing more break up, I will add these to my snagging list. I am using my own tool to analyse the DMD dumps to find duplicated frames and I obviously need to tweak it a little bit. I don't believe I have the facility to do a real pin export at this time as I don't have a license for the editor, but once the project is complete and if demand is high enough then that's probably something I would be willing to invest in. I have to choose my words carefully here - I can fully understand the pessimism; with the greatest possible respect to Steve, the editor UI is a bit "flakey" and not overly user friendly. The colouring part is easy, but the identification of key frames and hashes is a real pain, and this is made worse by the lack of some basic navigation features in the tool (frame forward/back shortcut!). Again I have the utmost respect for everyone involved, I even tried pulling the project down myself and seeing if there was anyway I could improve the UI myself, but I am not a Java developer, definitely not a Java forms developer, and I am here to add colour to my DMD not learn new development tools! In the end I wrote a really simple C# util that I use to analyse the DMD dumps, and given a sequence of frame#s it can tell me which frames are duplicated within that sequence, and therefore tells me where I need to cut up, which I can then copy to a spreadsheet as use as a guide when I'm working in the editor. Judging from lucky's comments, some of this is not working quite as well as I hoped as not all duplicate frames have been detected, but it's certainly useful enough that I can concentrate more on the colouring and less on the "where do I need to cut this sequence?" Now all I need is a better way of tracking and picking my masks efficiently so as to avoid masses of rework later if one of them changes, but at the minute I have only used 4 or 5 so am not at a stage where this is a must have... yet... But I can't leave it like that - thank you Steve for the Editor, despite what I've said if we didn't have it then we wouldn't have the ability to make any colour project at all, so thank you!
  16. 2 points
    Rascal

    [New VP10 Alert] Krull (Gottlieb 1983)

    View File Krull (Gottlieb 1983) This is a VPX conversion of mfuegemann and kevinleedrum's VP9 version of a 1983 Gottlieb Krull table. Big thanks to mfuegemann and kevinleedrum for their work. You will have to do some creative internet searching for the rom "krull.zip". Additional thanks to: Thanks to Jean-René Karr and Josh Lehan (Krellan) for documentation scans. Thanks to Chris Hutchins for restoration photos. Thanks to Inkochnito for the DIP switch settings code Thanks to arngrim for integrating the DOF code Submitter Rascal Submitted 01/03/2019 Category Visual Pinball 10 - Tables ROM Name krull.zip Link to B2S Link to Media Pack Permission to Mod Yes VP Version v10  
  17. 2 points
    Its great to order something and get it a few days later. I really appreciate the fast shipping dpannell2
  18. 2 points
    malenko

    TMNT

    Updated the files with the latest. I dont mess with frame timing unless Im replacing animations, Ive never really paid attention to it otherwise. I believe a 0 makes it stay until another sequence gets triggered over it.I updated the files LATE last night, and the canister scene is colorized and plays *most* of the time. As for the eyes and the replacement seen....... I might replace the canister scene with the 4 turtles jumping out of the hole, and replace the eyes with shredder's eyes redraw. Thanks for testing! EDIT: Just had a GREAT game, 20m! That sbetter than I do on my real TMNT Scene's Im missing: Splinter...multiplier? Ive seen 1 2 and 4x with a crude rat picture Replay/Play Again screen of a plunger launching the ball 2nd frame of name entry Ive never captured from a vpin, I assume its the same as a real pin, just load up pin2dmd.exe and tick the record box; so I'll give that a go next. Another Edit: Shredder Eyes added Canister scene replaced by the 4 turtles that used to replace the eyes eyes should trigger during game
  19. 2 points

    Version

    46 downloads

    freedomb.zip
  20. 2 points
    lucky1

    Demolition Man WIP

    Absolute best approach. Keep in mind that a scene gets restarted every time a keyframe appears. Even within the scene. So either cut it into short sequences or even single frames.
  21. 2 points

    Version

    45 downloads

    stk_sprc.zip
  22. 2 points

    Version

    41 downloads

    mataharc.zip
  23. 2 points

    Version

    41 downloads

    blackjcd.zip
  24. 2 points

    Version 2.0

    308 downloads

    Lights Camera Action (Gottlieb 1989)
  25. 2 points

    Version 1.0

    244 downloads

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