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DJRobX last won the day on February 20 2020

DJRobX had the most liked content!

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About DJRobX

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  • Birthday 11/13/1974

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  1. I've been using this colorization to add support to Freezy's. Very nice work, Endprodukt!! The LCM scenes look great! I think this new mode is going to be a huge step forward for pin2dmd colorizations. I can see it even being helpful to "Contain" basic color mask sequences as it gives you a local set of masks to work with once the scene has started. That will allow you to make very scene-specific "keyframes" without worry of taking away from the precious global masks. You don't HAVE to match on multiple layers to utilize this! The only semi-downside is that you have to have a keyframe outside of it to get out of it, but most thorough colorizations will have this anyway. Exciting stuff. Right, but you should be able to assign multiple keyframes to the one LCM scene to get back into it (and/or it can be a more generic keyframe). Once it goes back in, LCM will color the correct frame. From my understanding of the code, the delay value isn't applied here. The LCM colormask is "sticky" until there is a new detection. So it should "last", similar to setting a high delay. CPU performance is the only concern I see with it as entering LCM means you're doing all the same "global" hash calculations as before, but now adding a new round to check all the local masks against all the LCM frames. But I don't really know that CPU usage has been much of a problem, I imagine it's mostly of concern on a real pin that doesn't have help from a desktop class CPU. Time will tell there, I guess.
  2. Carny did his part. I did mine.
  3. Fast flips will probably not work - the address changes with every build. The worst case is slow flips or flippers that are always turned on, until I get around to adding it. Please add the ROM CRCs and stuff to vpinmame for that rom first, then I can take care of the fast flip addition for it.
  4. My understanding of the situation is that there are some scenes that PinballBrowser can't colorize correctly on its own, so you need both techniques for the most complete result. The challenge with PinballBrowser is getting it to issue palette changes when you need them, particularly in serial port mode without mangling frames. The challenge with Pin2DMD editor is dealing with dynamic scenes, but detecting a frame and switching palettes is no sweat there. So both tools complement each other quite nicely. You might reach out to 32A and see if he'll provide a fsq set.
  5. I found and fixed this problem before. Maybe I posted about it on Monsterbash though. It's a setting - the game is coded to do this when in "test mode" or something like that. I'll try and track it down again. *Edit* I'm pretty sure this was the "fakepinproc" ... and found my old post was on VPForums. https://www.vpforums.org/index.php?showtopic=35311&p=361716 This needs to be false but it looks like Carny changed it back to true in his repo for some reason.
  6. Are you using PinSound? The BASS dll changed, and that's what is used for altsound. If you were to try a different ROM, the altsound config will be different...
  7. Oh man! Hopefully I didn't throw it out. My pinball wizard controller died a couple years ago, but I really wanted to use the optical sensor which, unlike the nudging, actually worked well. Would be interesting to modify the pinscape sources to support it.
  8. Very nice work! Thank you for sharing the project so others can build upon it if needed. In case you weren't aware, VPX has a ball control option so you can manually move the ball around with the mouse, so you can get to modes without being a good player. Hit "D" (or esc and enable debug mode) and check the ball control box. Now you can click on the table to grab the ball and drag it around. Cheers!
  9. I was at the California Extreme pinball show this weekend. I played a WCS that had a colorized DMD on it, but it wasn't a LCD like most of the other pins running official ColorDMDs. Didn't really think too much of it at first. As I played the machine I got to one of the "teacher" sequences that I knew we hadn't colorized yet, and saw it go white, and realized that this pin had OUR colorization running! It was very surreal but it was SO cool to encounter our work on a real pin at a pinshow!
  10. No signatures required here. VPM and VPX are both fully open source and the distributed binaries are unsigned. Most pinball ROMs do not have internal signature checks, in some cases VPM might poke hacks into code after they're loaded also. As for the slowdown bug itself, I'm going to tag @mjr as he's pretty amazing with low level stuff like this. You might bring this up on VPForums too, I think a few of the VPM devs are only there.
  11. The PinUp Player is a relatively lightweight extension to VPX that enables enhanced multimedia support and advanced backglasses for tables like Stranger Things. There are also packs that augment existing tables. PinUp Popper is a front-end that lets you launch games. You can use either/or. You can use PinballX as your FrontEnd and still use the PinUp plugin for tables. Or you can use Popper as your front-end but never load any PUP packs. If you like your ROM-based games as "stock" as possible - not to worry, having PinUp won't change anything, but you probably are still going to want it for excellent tables like Stranger Things and other originals that require it. It offers features not present in the older B2S standard and not in VPX itself, so it's particularly useful to original table authors. Think of it as another tool in the tool box.
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