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slippifishi

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Everything posted by slippifishi

  1. Love the different (accurate) palettes for the different team colours, really nice touch.
  2. You mean it looks broken on the monitor as well? Are you running any crazy/non-standard resolution, or using DSR or equivalent?
  3. EDIT 2: Sorry, I didn't appreciate you are trying to colour each scene differently, I had originally suggested you can do this with a single trigger using plane 2, but you will lose the ability to colour the backgrounds differently. However... EDIT: There is a form of quasi-priority, but it involves using multiple masks. It's discussed in another thread elsewhere in the forum, see below - iirc masks with a lower number will win over a mask with a higher number (ie Mask 1 will win before Mask 10), and the plane being used for hash detection also comes into play - plane 1 is checked before plane 2. So a trigger using plane 1 on Mask 10 will run before a trigger using plane 2 on Mask 1. I think.
  4. Version 1.01 now available! Fixed Ferengi Duranium Sphere Add-A-Ball animation Optimised some triggers/reduced file size Added status report screens
  5. Thank you for all the kind comments everyone, it is very encouraging! Already thinking about the next project... Gah! I though't I'd got away without anyone noticing! I spotted this not long after I uploaded it - I have already prepared the fix for this, along with a few other little optimisations, and will be uploading a small update in the very near future, probably sometime over the weekend - I will drop a note in here when it's out.
  6. Yes I do this often, then append them into a single "manual_dump" file and rezip it up; as long as you paste them onto the end you can just use that single file in the editor and it will read the new frames next time you open it. The number of good games I have had to waste because a super rare screen appears!... But where Wob has been providing dumps, these are often about 30 minutes long, and If I want a frame from "somewhere in the middle" it is not always simple to find in a text viewer. To be honest I wouldn't expect Wob to do that task anyway, the videos and dumping he does is already an awful lot of effort, and to then try and trawl through the files to hunt out the scenes I have asked him to focus on would be asking too much. Unless, Wob, you fancy an extra task?
  7. The synced videos are game changing for sure, especially when tracking down missing triggers. As we neared the end of TNG there were maybe one or two scenes per 30 or 40 minute dump that were useful or hadn't been picked up in previous dumps. Removing duplicate frames might reduce the amount slightly, but anything with a score in it will never match up so it might not work out to be that much. I will also add that I have sometimes used both txt and raw formats - neophob's browser tool at https://playfield.dev/ dumps to raw, and I don't know that these can be appended together so easily. If merging is possible or worthwhile then I will do it, but in my opinion, having a single general gameplay dump is the best starting point. It might also be a bit misleading or daunting - my TNG dumps come in at 136mb over 31 files, but I bet something is missing/these are still not complete... At the top of each frame in the txt dumps there is what I assume is some kind of time index, eg: 0x2eaff4dd. Would these numbers ever clash if we appended dumps together, and if so, what would be the consequences? I wonder what the maximum length of dump the editor can work with
  8. I am sorry to read this friend, but like I said I can understand your position. I hope you will think long about any such decision; I can honestly say you were a big inspiration to me, when I first started colouring some months ago it was just before your TOTAN release and it blew me away, to the extent I stopped colouring for a while and abandoned my first pass at TNG because it was just so impressive I thought I could never match your quality. And the same goes for the other artists here, all the released projects are stunning and add a whole new dimension to the game play - not only to I have to contend with being a crap player, now I have to try and contend with myself watching the DMD and not the playfield! It sounds like perhaps conversations between the respective webmasters may resolve this anyway, but whatever you choose NetzZWerg, I hope that you will continue to keep us updated with your projects and progress, if only to inspire more artists, and provide some way for us to continue to benefit from your work, even if it does cost a few beers, it is a price worth paying. I think cb3 alluded to the fact this is not always so clear cut; demo man had about 15 separate dumps, and I lost count for TNG (though I did start with the dump from VPU I must admit). But for sure I can upload a "general gameplay" type dump for each of my projects, it wouldn't' contain EVERY scene, but certainly a good amount of stuff to get someone started - I will sort that out this weekend.
  9. I did not give them explicit permission, no; and they spelled my name wrong 😢 I am not so bothered about them reposting my files, there is at least a link to the VPU threads where appropriate, but I understand why this might frustrate some of the other colour artists. I'm not sure what the solution is though
  10. It is with great pleasure I am able to make my Star Trek: The Next Generation PIN2DMD colourisation project available! Download link below. I hope everyone has as much fun playing this as I have had colouring it. I think I have also done a first in that I have provided two palette files so you can choose which colour you want the Borg ship - green for the TV show fans, or blue for the die hard pinball toy enthusiasts. I have said it before but I must say it again; the help and testing from @Wob has been so instrumental, it is the difference between me releasing this now in 2019 and some time during stardate 42947. I once accused NetZWerg of being a machine because he was so productive so quickly, but I think I realise now that he is not a machine, he just had a Wob! And because Wob is such a a gentleman, he has also graciously created a new preview video of the final 1.0 version. Seriously Wob, thank you. Make it so...
  11. Looking great! I have this on my pin cab but don't know it very well, I will have to get practicing
  12. I should point out that I have been working on this for quite a few weeks, probably since early Feb, and before I finished Demo Man even. I was hoping to surprise everyone with the release, but thebarto beat me to it and I had to say something before someone else spent any significant time on it
  13. A few months ago, someone on this forum (you know who you are) asked me if I had done any more work on TNG after I started learning how to use the editor with this game. I replied "No, I would be afraid I couldn't the such an important franchise justice; but I could maybe do something quickly with the LCARS scenes, leave it with me for a couple of days"... It is now a few months later. EDIT: I removed the beta preview video link - the latest preview video of the final version is available later in this thread - thanks Wob! I really must give a special thanks to @Wob his help really has been invaluable so far, and the testing he provides really is game changing; I have made so much progress in the last week, it's unreal. I hope he will consider doing more testing work with me and others in future Also a special mention to @thebarto who has done his absolute very best to help with real pin testing but has been battling some real problems with his hardware - I hope you can get it resolved soon friend, and for sure you will be the first to get the final real pin files when they are ready.
  14. I sent you a PM lucky. Only barto can confirm for sure, but curiously we did look at some dumps he made previously from his real star wars pin and they don't exhibit the same problem, so could be down to a loose connection or weak signal perhaps; I think he plans to check everything at the weekend when replacing the rom, I will recommend he check the firmware version too.
  15. Lucky that is very interesting and informative, and helps connect some of the dots I have got in my head having spent some time analysing the text files to try and auto-calculate scene cuts. This worked great, thank you very much! I confirmed the same scenes are triggering fine through VPX on that ROM set and my PIN2DMD, so this does suggest maybe an issue with the other PIN2DMD I guess...
  16. Thanks lucky; when you say raw dumps, do you mean use the .raw file over the .txt file? Or explore the rom using WPCEDIT for example and exporting the frames through there? I am aware of the stars as being a possible cause for hash differences (I even have a column in my working spreadsheet where I track all the scenes for cutting called "Beware Stars?" ), but thebarto is experiencing issues in scenes with no stars. He is running the l5 rom rather than the l7 and I guess this could explain some differences, but when I try and use his dumps to add additional keyframes around the problem areas, I am seeing the above artefacts (in both raw and txt files I hasten to add) and I fear I could be adding keyframes for eternity/they are not consistent. There is no l5 rom readily available for vpinmame that I can find. I think thebarto is hoping to upgrade his rom to l7 so we may see if we get any difference after that, watch this space.
  17. Necrothread! So @thebarto has been creating some dumps for me on his real TNG, but there are some weird artefacts in the dumps he has sent me, for example: For want of a better description, it's like a v-sync issue or a timing problem. Does anyone have any suggestions for how we might solve this? Could this be a relic of running the frame dump, or an indication of a problem with the PIN2DMD setup? I will add that he is also experiencing some issues where my coloured scenes are not firing reliably, even though I'm 99% sure I have key framed every possible hash that can exist in that sequence. When I view the associated dumps from that failed scene, sure enough the frames are mixed similar to the above...
  18. slippifishi

    Pin2Dmd Editor

    So is this something thebarto is doing wrong with respect to how he is putting the files on his real pin PIN2DMD and/or applying a custom palette when he shouldn't? I am sorry to sound naive but I just want to be sure that I am not doing something wrong with my project(s) that means people on real pins are not getting the same experience I am expecting them to, and I don't have the luxury of a real pin to play around with I will go ahead on the assumption that the palette I set as DEFAULT in the editor is what will be used as the default in game. Arguably I probably shouldn't rely on the default palette to colour scenes but I do
  19. slippifishi

    Pin2Dmd Editor

    Not sure if this is the right place to ask, but I have discovered it through using the editor. I have noticed from some test videos that thebarto has provided for me that the default palette I have created/set in my project is not being applied on his real pin. Does the default palette setting get exported/applied for real pin projects, or is there an easy way to make sure this is applied? It actually looks like it's showing the default DEFAULT palette shown when I first switch my PIN2DMD on or create a new editor project (I recognise the red and dark green), but for sure the default palette is applying correctly on the vpin project. Any ideas? thebarto provided a shot of his PIN2DMD settings, and sure enough, the colours are coming from the custom palette - does this always override the default palette/is there anyway I can set this without real pin users setting it manually? For the record my own settings I use for VPIN are shown below, and the palette in the project .
  20. I put demo man in here, seems the most appropriate place http://vpuniverse.com/forums/files/category/95-color-rom-patches/
  21. I have reached out to thebarto and we are hoping to try and collaborate on this project as it is something I have been working on for a few weeks; he has already provided some great feedback, and real pin testing notes, and dumps, and I am looking forward to going back to the game that got me started with these projects, albeit with much more knowledge of what I'm doing. Lets play a little game...
  22. You MUST set the dotsize value every time you export, even if it a looks like a value is already selected!
  23. @vbobrusev The .raw format files dumped from the browser are compatible with PIN2DMD Editor, at least they are in the latest version! You can load and navigate through just like you would if they were a compressed txt dump from vpinmame. I'm afraid I've never tied creating a dump directly through my PIN2DMD so I'm not sure if that format is different but perhaps lucky can clarify. @neophob Yes that is exactly what I am referring to, though I imagine it might be quite difficult to accomplish! As for how I've been using this, well I will use Demo Man and Flintstones as examples... First, I think this tool is most useful for concentrated and specific dumps - you need to know what you want to dump before you come here. Running through the whole game and capturing everything is certainly possible, but I have found especially useful in getting all related scenes in one hit (I think there is also an 8000 frame limit to the dumps, which is a lot, but not enough to capture the whoel game in one sitting). For example, in demo man there are 5 stand up targets on the playfield. As you hit these it gives a "standup millions award" each hit, you cycle through them 4 times, up to a total of 20. When trying to catch these through normal VPinball gameplay, they were often inconsistent in length (some would have 12 frames, some would have 13), and they would often get interrupted by some other animation - I spent >ages< hunting for the 14 million standup because every time I hit it, something else would get in the way and spoil the dump. In the end I managed to capture most of them, but they were split up over several dump files, and not in any logical order. I didn't mind trying to play for all the animations, but when you have a 200MB txt dump file and you just want 13 frames from somewhere roughly in the middle, it can be painfully slow and time wasting. Then came neophobs tool and changed my approach! I have been using it as follows... 1) First load up the desired ROM in the drop down in the top left. The page will reload, and all of the switches associated to the selected table will be shown on screen; there will be switches for the ball launch, credits, tilt, outlanes, slings, standups, etc, and also any special toys associated with the table. This is where knowing the table is important as you will have to manually activate these switches in order to get the game to the point you want to dump. 2) Insert coin(s) and hit the start button to begin a game Note that (all of?) the switches act like toggles, so one click turns the switch on, the next click turns it off. The recent change to the UI means the button will now also reflect the on/off state, but you can also see the "SWITCH IN MATRIX" which also shows a secondary visual representation of all the switches. Honestly, I approach this step as if I am playing a game of pinball - start by inserting coin(s), then I press start, then I launch the ball, then the ball hits this switch, then that switch etc - "be the ball". I also taught myself to always toggle switches twice - always leave the switches in their default state otherwise when you want to click it again later you may have to click it twice! 3) Prepare to dump Hit the necessary switches to get the game to the right state. Using Flintstones as a different example, when I was trying to capture the different strike/spare animations for the bowling game, you must first hit the left or right ramp; so you toggle that switch and notice that the DMD displays the animation associated to that switch (an animation of fred running). From my gameplay testing, I know that if I hit the left, centre or right bowling target (any 1 of 3 separate switches) within a second or two of that left ramp switch then I will get the animation I want. 4) Begin to dump Before I invoke the animation, I need to begin the dump. Click the DMD dump button in the top right of the browser - the dump is now capturing. 5) Fire the animation(s) Anything that fires while the DMD dump is enabled will be stored in the dump. Hit the switch(es) and watch the animation. When I was doing demo man I literally hit the 5 stand up targets one after the other, 4 times in a row. Just like that I had all 20 different animations, in a single dump, less than 1000 frames; and they were all in sequence, right after each other in the dump, it made finding them in the editor a breeze. 6) Save the dump Click the DMD Dump button again; you will be prompted to saw the raw file. You can now load the raw file into PIN2DMD Editor and use it like a normal dump. Arguably you can achieve the same thing through VPX and dragging the ball around, or even by doing a dump using the real table and manually hitting the switches. But having it in browser does remove a lot of the set up necessary and make it much closer to hand The temptation I am finding is to do a majority of my scene cutting via way of very controlled dumps! Sorry for the wall of text, I hope this helps, if anything is unclear then let me know.
  24. The switch state appearing direct in the browser UI is such a subtle but incredibly useful change - thank you so much! This tool has really been invaluable in my colouring projects so far and is helping me on my current project; the fine control over when the dump starts lets you essentially set up the table in exactly the right state to capture exactly the scenes you are after and no more; you can also get lots of related scenes in one hit very quickly and easily. Now, if you can just make it render through freezys DLL and/or let us run our colour projects through this it would become the ultimate ripping and testing/demo tool
  25. It goes in the same directory you are running the exe from
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