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DJRobX

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Everything posted by DJRobX

  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.
  12. The LE has color changing GI, moving Iceman ramp, a turntable, and nightcrawlers (like Medeival Madness' trolls). What is it you don't like about our table exactly? We worked quite hard on it.
  13. If the table author eventually integrates the changes, we'd probably remove it from the repo since it's no longer needed. Otherwise if the table gets updated we would endeavor to update what we have in the repo as well since having out of date scripts would be confusing for people.
  14. I think it's a great idea for Arngrim to have write access. I'm sure he regularly runs into situations where he makes DOF edits/fixes after a release was done. This would allow him to combine his improvements with ours so they don't get lost and so others don't need to figure out how to combine them. All three types of changes (SSF, Fast flip, DOF) are either beneficial or benign to everyone, no good reason to try and keep those improvements separate.
  15. That's... strange, maybe David grabbed an older version to do his mods. When I finish making his mod optional and merge it to official that should come back. I do know his version picks up custom .res files though as I used it recently with his version. It shouldn't "sometimes" revert to non-exe mode and there aren't changes around that, that I can see. As you say I don't know of any good reason to not use EXE mode, I'd honestly remove non-exe mode if I was going to touch something there, as the way it's implemented there are two copies of all the UI code (one non-exe, one exe) which makes this project harder to maintain.
  16. Yes, Toxie and I maintain the official B2S repo, so this fix will become "permanent" once I check it in. Toxie usually kicks out a new official version at the same time VP is updated, so this will probably become 1.3.0.4 when VPX 10.6 gets released. I need to clean up some of David's additions to make a "fuzzy match" feature he removed optional before I commit, but glad to hear it worked for you. And even more good news that Herweh might get back into it! And thanks, I had no idea my PM box was full. Cleared out some space, LOL.
  17. So the crash with your test B2S is unrelated to solenoids. There is a longer list of lights coming into a function than the EXE is expecting. There is a sanity check that's supposed to check this, but it wasn't implemented fully. I've increased the capacity and fixed the sanity check. I can't really say for sure why this is any different in 1301 vs 1303 as I don't believe that area of code is different, but I've modified it so it doesn't crash. Please note this version also contains David Pavia's PinUP updates. It does not put B2S on top by default. You may need to set the "on top" option, depending on how you're using it. https://drive.google.com/file/d/1RpQiokTC_yYw1nAxaAF9NCpTVro9BQ0Y/view?usp=sharing Replace your two binaries with these and let me know how it goes.
  18. The DLL included with 1302 and later contains the fix. So the issues you have with 1301 are expected, 1301 is not compatible with these newer tables. We need to focus more on what happens when you use 1302+. Going to check out the tester file from the first post and see what I get.
  19. UseVPMModSol changes the way VPM reports solenoids. They change from being on/off to being 0-255 gradients so tables receive light intensity effects generated by the ROM. For example, in Scared Stuff the flashers slowly fade up and down. Without that option turned on you cannot see the effect as the ROM intended. This was added a few years ago. B2S DLL was patched in 1302 to convert these 0-255 values to 0-1 in the section of code that passes the solenoid states along to the EXE. If this patch is missing the larger numbers confuse DB2s and you'll see lots of wrong solenoids light up and it will intermittently crash, just as outhere's screenshots demonstrate. Are you running DB2S in EXE mode? It's very possible non-EXE mode is broken or there are other methods that need fixing. Pretty much everyone runs EXE mode since non-exe mode is prone to stutter. Be sure that you are using the patched DLL, and that it is the one registered.
  20. If SAM fast flip support is missing for a specific rom, it does not break the table. VPM won't send the "fast" signal, and you get "regular" flippers all the time. So if you're getting an error popup you have some other issue. If you can take a screenshot of the exact error it may be helpful. ACDC 170 and 170h both have fast flip support.
  21. Once the color ROM patch is updated, then I"ll work on it. The instructions to determine the FF address are in the source if anyone is more motivated to do it sooner. @stumblor also knows how to do it, if he wants to take a stab at it.
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