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Everything posted by Rockdude233

  1. I don't understand why people keep ordering from this guy and then act surprised when the service is bad. It has been going on for years and years now! He is not going to change the way he does business.
  2. Mouser has them for under $20. https://www.mouser.com/ProductDetail/STMicroelectronics/STM32F407G-DISC1?qs=sGAEpiMZZMvt1VFuCspEMrjE4TO0IyBBeNQ%2BgqeMpN8%3D
  3. Curious as to what the red and green eye droppers in the palette tool area do and how they are used? Anyone use these?
  4. Do these come with the comm and power cables or do you buy them separate?
  5. I wonder why it says input voltage 110/220. They run on 5 vdc , correct?
  6. Has anyone recently purchase any LED panels recently from reliable/quality sources that you would recommend? Looking for both P2 and P2.5 pitch.
  7. The last frame of the "Intro Waves" scene is when it blanks out.
  8. It happens during one of the boot up frames. Unfortunately, I'm out of town and won't be back until September 17, so I'll have to get you the exact details then. I can tell you if I add another scene/keyframe to the project, it will then blank out at a different frame, but it will always be the same frame for that version.
  9. No, I did say that it went blank in the same place every time. I get the 5v from a dedicated power supply that gets it's input directly from 120vac - I'm confident that isn't the problem. I can take previous versions of my project where the fsq size was 8615 kb or smaller and it will run perfectly all day long. Once the fsq file size gets any bigger than that, it will fail (go permanently blank) in the same place every time. That's why I thought the fsq size might be a good barometer for failure.
  10. Hmmm. I wonder if some type of indicator gage could be incorporated into the editor to give the user an idea of when they are approaching resource limits/unstable results for real pin use?
  11. I expected the .fsq file size to shrink when I converted the 11 shark eat you colmask scenes into a single replacement scene (and single keyframe) and deleted all the original the original colmask and keyframes, but it actually increased from 8675 KB to 8783 KB. Does that seem right to you if the resources have been reduced?
  12. OK, that's easy enough to fix then. I'm not sure if there's enough things like that I can rework to trim the Rockdude version to the point where it doesn't blank the dmd out during gameplay.
  13. Which one did you mean though? If it is the 2nd one below, I'm thinking if I recall correctly I ran into the problem where the scene would sometimes not be colorized because it didn't pick up on the first (keyframed) scene all the time, which is why I split it into individual frames.
  14. I'm not totally understanding. For instance, the shark coming out of the water scene (or what I call "Shark Eat You" in my project), which consists of 11 frames (with no dynamic content) that are played in forward order then reverse order in the game - I made them individual ColMask animations that each have their own keyframe. I think you are saying it is OK to have them individually keyframed, but they should have been Replacement type - not ColorMask type becuase that saves resources? Or are you saying I should have made it a single 21 frame replacement scene with a single keyframe for the opening frame? Keep in mind, sometimes these scenes don't play from the 1st frame every time (because there might be something else playing that has higher priority), so it might pick up from the 6th frame or something like that in which case just having the first frame keyed won't do the job.
  15. I don't have any idea what Malenko version it is based on. It was just the easiest way to start my project at the time. I understand what you are saying about making a replacement or colormask scene, using multiple frames and single (or a few) keyframes to kick it off is the best way. In most cases, I originally tried to do it that way, but I found that it would not consistently work (at least on a real pinball). It seems like it would somehow lose it's way and not stay locked on to the ColMask in the middle of the scene, so then I split them into single frames with single keyframes to get them to work reliably. I was hoping that the Color Mask Sequence option that is not yet implemented would solve this problem.
  16. Here are those recordings. Thanks for looking into it. Shark_Flip.txt.gz TW_Trouble_2.txt.gz TW_Trouble.txt.gz Special Thanks.txt.gz Shark Initials.txt.gz Tilt.txt.gz Dangerous.txt.gz multiball_restart_dump.txt.gz Advanced_game.txt.gz
  17. Yes, I started with that one as the foundation but recolored just about everything and also added a lot of things that were missing (and there is still a lot to be colored but I can't add any more keyframes because it blanks out now). So a lot of the recordings are from that project and you have access to those. I'll get you the rest of the recordings when I get home. Thanks.
  18. Sure, that would be great. Files are attached. Let me know what else you need. baywatch4.ani baywatch4.xml
  19. I don't understand "wrong keyframe". A keyframe can be made wrong of course, so it doesn't change the target frames color the way you want it to, but what I'm talking about is the pin2dmd goes blank and then stays blank so that you are playing the rest of the game blind (no dmd at all). I don't see how a wrong keyframe could cause that to happen, but if it is possible to do that, it should maybe be called a doomsday keyframe. Also, this is an XL pin2dmd I am using, so maybe comparing to WWFRR is apples and oranges?
  20. Sounds like you may be talking about Vpin? I was talking about the pin2dmd blanking out or acting erratically on a real pin when you get around 500 keyframes.
  21. Oh well, thanks, I appreciate it! I don't think it would help to open an issue for this one since it really isn't a problem with the editor, but apparently more of a limitation of the hardware/firmware.
  22. In comparing Vpin to real pin, you don't really get the same responses. For instance, you don't get the dmd going blank in Vpin at all, whereas it will blank out consistently at the same place in the real pin. Also, unexpected color anomalies occur in both, but occur at different sequences/frames. There are no indications of any problems for the unexpected color changes in the debug logs, just info log entries at start and close of the game.
  23. I was thinking it might be something along these lines. I don't pretend to know how it works, but it makes sense that at some point there are just too many triggers to scan between frames, especially ones with short delays between them. I have not, but I'll take a look at freezy's (after I learn about it) and report what the debug log reveals. Also, thanks for explaining the "pecking order" of multiple triggers for the same animation.
  24. I tried again, but it doesn't appear that masks 10-24 will work at this time (issue #127 on github). Also, has anyone else noticed there seems to be a problem with output on a real pinball if the number of keyframes gets around 500? I'm guessing it is the number of keyframes anyway. Unexpected color changes in frames or the dmd just going blank during gameplay. Everything looks normal in the editor and no problems exporting the fsq or pal files, but the output on the pinball just goes wonky for some reason.
  25. I already opened one on this a couple of hours ago, but you can open issues here: https://github.com/sker65/go-dmd-clock/issues
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