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slippifishi

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Everything posted by slippifishi

  1. While taking a break from demo man I have begun the process of colouring another classic Williams pinball. There are some great scenes in this game, I am very excited by the potential! Still a very long way to go, and I hope to return to demo man before long. I won't spoil any surprises yet, but here is a small taster...
  2. 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. slippifishi

    Pin2DMD Editor Tutorial

    Hi Petar, I am quite familiar with the tutorial and did not notice many significant differences between the screenshots and the latest version when I was using it in the last couple of months, certainly no big differences like you describe. I reckon you are using the old "v1" version of the editor. I believe you can always download the latest compiled editor from the following URL (though someone may be able to tell you otherwise) - make sure you get the v2 exe! https://dl.bintray.com/sker65/pin2dmd/ I just downloaded version 2.5.0.5 from here and it isn't far off the screenshots - try that and let us know if it still doesn't look right. Good luck!
  4. slippifishi

    Demolition Man WIP

    Attached is version 0.9, because it really is that close to 1.0/complete! As before, unzip into your favourite flavour of Demo Man rom... Known Problems: Main Ball Lock sequence is broken/unreliable Capture Simon award (running man transition) is broken/unreliable Explode Millions is broken/unreliable Extra Ball and Shoot Again might be a bit flakey? Uncoloured stuff: Secret Jackpot (coloured but disabled, its very broken) Capture Simon intro, lost to a crash Will be redone Cryoprison Car Chase jackpots; there are so many repeated scenes here it frightens me. Scenes are coloured, but the cutup is a LOT of work. Comptuer Award (can be much better) Demo Jackpot score display Demo Time jackpots Match sequence Williams logo/anti graffiti spray/Mystery award thing 14 Million standup (no good dump yet!) 20 Million standup (no good dump yet!) Working, coloured stuff: Pretty much every other scene, and all easter eggs! I still haven't bothered with 1/2 credits, if this really ruins the experience for you then tell me and I will add them to the list. Truth be told I am not completely happy with how the Museum MB Jackpot (Simon Phoenix shooting at the glass display) and the 5 Million Helicopter Jump bonus look, I am not creative enough to make these shine - so much detail in so few dots, I'm in awe of the original artists. They aren't awful, but I am no Malenko I may try these again. Some more previews: https://imgur.com/a/wk9cW40 I will definitely be back to finish this off in a week or two and release the sources alongside. I am posting this now because I have put a lot of work in over the last few days and need a bit of a break from demo man and want to start thinking about and making some dumps for my next project, which I hope will be much boulder... If anyone spots any problems or uncoloured scenes not listed above then please reply here and let me know. pin2dmd.zip
  5. 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 👍
  6. slippifishi

    TMNT

    I can confirm I also see a somewhat broken match sequence on my pindmd3, and the dodgy insert coin mask so that does not seem to be related to your firmware, if that helps. I also saw on at least one occasion where the replacement for the eyes in the attract mode didn't kick in, but this was the second or third time around i'm sure. Did you know there is another small uncoloured scene during the attract of some baby turtles crawling out of the tube of ooze?! Really love that buildings animation from the animated series, it really shines on the DMD!! Otherwise, game play (from someone who does not know this table very well) seemed to be OK for the duration I played, though I can't hit that right ramp for love nor money so not sure what i'm missing out on On a side note it was great to see your source files too and see how someone else does it; I notice a lot (all?) of the duration fields are populated with numbers; until now in my own projects I've tried to leave these at 0 but last night I obviously did something and suddenly half of these have become populated in my project. I am tempted to set them all back to 0 but I am not sure what damage this will do. Annoyingly, my previous backup is a couple of days old...
  7. slippifishi

    Demolition Man WIP

    Thanks, though except for the main title card "explosion" I haven't really coloured much in the attract mode yet, so I guess you like the palette the table itself has a lot of blue and red going on, and I have since migrated some of the orange shades in the text scenes to red and they are a lot more fitting. this game also has a lot of "transitions" scrolling between scenes, and I fear most of them will go uncoloured, though I am doing my best to try and fade scenes to the default palette manually as they end so it won't be as harsh on the eyes - this works, sometimes. One thing i have learned in the last few days is I actually suck at this game and there are loads of scenes I didn't even know existed! I'm discovering and capturing them slowly but surely, but I drain so often - the left loop shot is a one way ticket down the middle for me Still having good fun colouring and cutting though and that's what matters! There are a few easter egg animations that seem to rely on the thumb triggers on the real cabinet which i'm not sure how to reliably emulate through a keyboard or my pincab, but I imagine there is a way I can fire these through code, I'll figure it out eventually I'm sure.
  8. 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!
  9. 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
  10. So I have been really excited by some of the work carried out in this forum and the amazing things that are now going on with my pindmd3, to the extent that I want to have a go at an altcolor project myself. To understand the basics, I started work on Star Trek TNG, as the ROM dump is already available elsewhere on this site. Having read through and practised cb3's excellent tutorial on the use of Pin2DMD Editor (looking forward to part 6/keyframing dynamic scenes!), I have created a very simple project where I have done some very simple work on the first few hundred frames of teh attract sequence - the star trek logo, basically. But i'm obviously doing something wrong, and have been tearing my hair out for a few days trying again and again but to no avail. Everything looks OK in the editor, the colours seem OK, and I am able to export the .pal and .vni files successfully. But when I transfer these to the cab I notice two problems: The DMD is showing everything in greyscale/shades of white (ie. I don't see my updated pallette) My colour changes don't seem to be taking effect (ie. I don't see "shades" of white where I have used different colours in the editor - star trek titles are blue vs the next generation subtitle is orange, but on my display they are both the same shade of solid/bright white) I have had a look at the project XML file, and one thing that does confuse me and is not covered in any tutorials I can find, is the duration field(s) - there is a duration field for time in milliseconds and/or frames, but not sure what impact this has, if any. Any suggestions on where I might be going wrong, or how I might debug/identify the cause. For what it is worth ,I have attached my project files; to save attachment size I have neglected to add the source dump, but it is available here at VPU (see below). I hasten to add that I am confident my pinDMD3 is working correctly with the latest freezy DLL, other projects from this site are working fine, it's just my own one giving me problems I would love to get this working, and while I am no artist, I would hope I could at least get the ball rolling on adding some more polish to this already excellent game sttng_l7.zip
  11. slippifishi

    What am I doing wrong?

    Hello, me again I'm afraid, with more plane questions. I'm still not sure I understand why there are multiple planes - the DMD is only displaying one plane, so how can there be two planes? Or should I think of planes as "layers" like in photoshop, and what I see on the DMD display is actually the combined effect of all four planes? I apologise for my ignorance with respect to this, I am well out of my depth in terms of understanding the actual DMD hardware/firmware/interfaces, I just love playing pinball and my DMD was fitted to my cab by a professional Putting that aside, a much more pressing and annoying question is: why some frames don't have any hash? I don't want to keep pasting examples, but in the TNG source there are a few frames relating to the startup of Qs Challenge, and none of these frames - which I was anticipating using as my key frame for starting my own colouring - have hashes; it's not until a significant part of the intro animation has played that a hash becomes available. How, if possible, can I get around this? For the record, the frames in question in the TNG source start at 39541 and a hash isn't available for selection until frame 39596 - am I simply unable to customise those 55 intervening frames? If so, "what a pity" as Q would say when you drain... edit: nevermind about the hashes; I think this is another bug in the UI, the frame hash labels don't always update when I expect them to/don't always reflect what is in the preview window
  12. slippifishi

    What am I doing wrong?

    Hello again! I have been making some really good progress (I think), working out the best selection of scenes and key frames and finding optimal ways to apply the same colour mask to multiple key frames. I'd attach a few gifs but when I try and use teh export feature i'm left with pure black gifs :S One thing still puzzling me though, is in relation to key frame selection and their hashes. Consider the following frames from TNG: Above is frame 1 (4346 in the source, if you care). It has one plane, and a hash of AF5455B2 Above is frame 2 (4349 in the source). It is essentially the reverse of the above frame, dots that were on are now off and vice versa. It has two planes, the second of which is AF5455B2. If I select the second plane, it shows me the opposite of what I see in the main display: Can anyone give me any clues what these planes represent? Why do some frames have multiple planes, and other frames only one? Assuming I set up a key frame using the hash AF5455B2 in the first screenshot, surely this would be picked up and applied again by the latter frame as it has the same hash (albeit on a different plane), so any palette or frame switch I tried to apply to hash 6F1DB3A6 would be overridden? Or would it? In the event multiple planes exist for a frame, and key frames exist for both plane hashes, which one wins? I guess I really don't understand what these planes represent - there are no "layers" of colour on my DMD, so where do these planes come from? I appreciate any guidance anyone might be able to give!
  13. slippifishi

    What am I doing wrong?

    OK for the record I have returned to this today, and having created a fresh project using the one you supplied as a guide, everything is now working as expected; I have created new scenes and have even successfully experimented with detection masks and everything is working, for the most part, as I want. I really don't know what I was doing wrong with that first project, but either way the ball is rolling I guess so thank you again for your help. I think I will concentrate on non-dynamic scenes for now and get used to using the editor and switching between modes to accomplish the desired result and come back to the dynamic scenes later. My sessions in the editor seem to end with an (unexplained) crash more often than not, so I guess I need to get used to saving early and saving often - is the editor this unstable for everyone? I haven't looked into the cause just yet, and with frequent saving I can work around it for now. One last question, please tell me if you know there is a shortcut key for next/prev frame, and if so, please tell me what that shortcut key is!?
  14. slippifishi

    What am I doing wrong?

    I see what is different here; your project scenes use Color Mask mode, whereas I was under the impression from CB3s tutorial that I should use Replace mode for colouring non-dynamic scenes such as these? I really must switch off now so my cab is turned off and I can't try and experiment more this evening, but have I misunderstood the meaning of this feature?
  15. slippifishi

    What am I doing wrong?

    That's fantastic thank you, and I am now making some progress. The pin2dmd pal & vni files you supplied do not work as you provided them - I get a broken yellow/orange pallette across the board. But when I tweaked the path to the gzip file in the project XML and re-exported myself, the new pal & vni files work and I see the scene coloured as expected! I also notice the vni file you included is approx 8MB, but the one generated when I export the same project myself comes in around 300KB - I literally have changed nothing other than the path to the gzip?! I believe I am using latest PIN2DMD Editer v2.5.0.3, so perhaps a version mismatch explains that? Maybe I am overthinking this It is getting late for me now, but I will try making some additional changes/few extra scenes to your version of the project tomorrow and see if these continue to render as intended. Thank you again for your help; I am literally foaming at the mouth in anticipation for your TOTAN release EDIT: And yes, I am running latest Freezy DLL and all the other projects available here work in glorious technicolor - I am in awe of what I am seeing and hence why I want to get involved!
  16. slippifishi

    What am I doing wrong?

    Thanks for your help! OK I think I understand what you are saying, and had a go adding a new key frame a few frames later and using plane 2, but this doesn't seem to have had any effect/made any change. Incidentally, the keyframe I thought I selected at frame 7 definitely has content - it certainly has a hash value for plane 1 (though none for other planes). I'm confused as to where my DMD is getting all the shades of white from! I tried swapping my pin2dmd.pal file for another random one (I cant remember exactly which, Jurassic Park maybe?!) and STTNG runs using the JP colours from that *.pal file, though again there are no signs of any shading difference in line with my changes defined in the TNGIntro scene shown above. Additionally, I removed the project files completely from the altcolor folder and confirmed that the PinMAME default colours are set to red and they aren't coming from there - it's like there is a fall back pallette somewhere and it is using that? Or perhaps NO pallette information is being set and just a brightness value being used, which explains the "shades" of white I see?
  17. slippifishi

    What am I doing wrong?

    Thank you for your help malenko - I do, I have have tried with a single replace keyframe (at frame 7); admittedly this is a very simple frame with no a lot going on (a star field), so... ...when that didn't work I tried adding a second keyframe a little further along in the animation when there is "more going on" and the actual logo itself displays, the exact frame # escapes me but lets say its about 30 i think, in case the earlier frame was not being detected or the hash conflicts with other frames somewhere. I think I understand the keyframing side of things (for static scenes at least), I wonder if I am using the editor wrong? I will also add that I have tried reducing the number of pallettes from the default 8 down to a single pallette with my chosen colours, but everything is still greyscale when I run it. It's not even all the same shade of white, and that leads me to suspect I'm doing something wrong with the palette selection, but I can't work it out!
  18. slippifishi

    TV loses input signal

    Sorry to bring this back up, but are you using an NVIDIA card perhaps? I recently came across this setting in NVIDIA control panel which, changing away from "Auto select", has solved a similar sounding issue I was suffering with an ASUS monitor. You have to set this per display.
  19. slippifishi

    Pin2DMD Editor Tutorial

    Just wanted to chip in and say thank you CB3 for your tutorials, I am much more confident in using the editor as a result. I am looking forward to the next part/learning about keyframing dynamic scenes One suggestion/request, it would be great if we could open the example project files ourselves in pin2dmd editor as well - that is, the raw source XML project file(s) for these tutorials. This would certainly help me, and perhaps others, to validate what we are seeing in your screenshots vs what we see on screen, and also play around/confirm settings for a "known working project". Thanks again!
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