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Terranigma

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About Terranigma

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  1. Any word on the fix? The Game over, Say No to drugs, Presents etc text gradient where it is too faint to see? Thanks.
  2. Yes you will need the .fsq for a real pinball machine. If you are using a virtual pin then you only need the pal and vni
  3. What hardware are you using? Is it activated? Is the device mode set to "Data East/Sega"? Are you using the real pin files and if so have you renamed them to pin2dmd.pal and pin2dmd.fsq and are they in the root of the SD card?
  4. Starting a new post for the issues below so it doesn't get clogged up. Starting to test now so will update below as I go. - Extra Ball lit flickers red at the start of the animation. - Much better. I have recorded it, the scene flickers from white to red though. - Extra Ball animation turns orange when he throws the ball towards the guy - Orange is now gone, there is a red frame at the end though. Same as above didn't do it for the second time. - Dynamite Feature sometimes flickers red and sometimes had a full red frame at the end. - This looks to be fixed completely now but will test some more. - Dynamite Feature explosion sometimes just goes yellow for a few frames at the end. - This also looks to be fixed but will also test some more. - x more for Multiball doesn't look coloured. The countdown screen. The woman's face and the text etc are all red and white. - Now coloured - When activating "Action" before "Last" it goes red and orange. Activating "Last" after this shows "Last" working correctly. - Now working Also found a screen that may not be coloured, the M-Ball restart flashes all red. Not sure if this is correct. Looks like the text should be white and the numbers red or vice versa. Video here https://we.tl/t-ZUF4lKsufc
  5. Big Video for the previous update: https://we.tl/t-jPH7o9pF2p Short Video for the newest update: https://we.tl/t-A8NZoKXmWo
  6. beginning multiball - dannys popcorn bag colour mismatch, see video (beginning multiball) in dropbox the first 4 seconds you see bottom left the popcorn bag. -> it was the initial ROM design, but I changed it to make it look clearer now catch the red eye - everything is red - see video (red-eye) in dropbox -> Lucky1 did change the DLL for VPIN to trigger the LCM scene with the first frame of the scene, but I don't know how it works for Realpin @lucky1 Could you please help with this one and the find benedict countdown below. Thank you crane jackpot - crane red, see video (crane-jackpot) in dropbox -> was colored/trigger on the french ROM, i'll check the english one chicken car crash - at the end of carcrash car is a little yellow - see video (chicken-car-crash) in dropbox. -> BUG : 2nd scene was in wrong mode, please check as it only shows on real pin when getting 10 Mio points at chicken, the six 0 in 10. mio are orange and yellow -> for big scores, it is intended to have yellow / ornage / red (as in LAH) find benedict - countdown still missing i think -> same as for "catch the red eye" see above (works ok on VPIN) Latest version report above in red. Also I did find a few instanced of the ball being red again in attract mode. I watched a lot of loops and it was about 50% of the time it was red. Could be some more triggers needed?
  7. @dtatane Video of all issues is here: https://we.tl/t-jPH7o9pF2p Not sure why it wasn’t in the quoted text.
  8. Thanks man, another great update. I'm going to start testing now. I am going to go through everything you have updated first and then give a list of all the issues I have found. Some are most likely known but I will include them for reference. - Super jackpot is colored (countdown / starting screen / end screen) - Are now coloured - Double jackpot and crane jackpot should be completely colored now - Are now coloured but some issues with the crane over the text as detailed below. - Changed again the attract mode to color the ball of the data east logo - Working correctly - Changed the "dont use drugs" screen -> hope you'll enjoy - Can you confirm this screen please of what it should show - Changed the "6 balls" colors - 6 Balls still look grey to me - Find Benedict countdown missing, stays on the find benedict text screen. (Thanks Flens!) - Continued some changes back from replaceMode to Replace and colormask modes - The intro with the chopper and the building now works and some other scenes do now too! - Getting a direct hit at the start shows the frames all in red - Benedict Bonus Boost - The B and most of the O in the word Bonus are red and the rest of the word Bonus is white. The end frame is all red. - Chicken animation at the very end the car has a yellow back and red front. Should be all red. Sometimes it's not as bad. Looks like it is picking up frames from the previous yellow car. - The cats that jump to the far right in cat millions will turn yellow when they are close to the jacket on the right hand side of the frame. - Extra Ball lit flickers red at the start of the animation. - Extra Ball animation turns orange when he throws the ball towards the guy. - Dynamite Feature sometimes flickers red and sometimes had a full red frame at the end. - Wild Card now looks coloured right! - Dynamite Feature explosion sometimes just goes yellow for a few frames at the end. - Have a nice day screen turns red at the end frames. - Bonus with the 2 people mirrored goes red near the end. - Catch the red eye, all 3 eyes are red. - Super Crane counter that counts down has some colour bleed flickering on the right hand side. - x more for Multiball doesn't look coloured. The countdown screen. The woman's face and the text etc are all red and white. - There is a scene where the crane for double jackpot moves over the text and it looks like it gets coloured the same white/grey as it moves. - Smart Missile is all red not sure if it's not triggering or hasn't been coloured. - When activating "Action" before "Last" it goes red and orange. Activating "Last" after this shows "Last" working correctly. - Balls Draining animation is much better but still a few flickers of red frame in between. - "Shoot Left Scoop to sell tickets" is all red when it switches from "theater capacity" - Beating a high score shows the previous high score name and has a red frame at the end. Here is a super cut of almost all the issues in 1 video: https://we.tl/t-jPH7o9pF2p Thanks!
  9. Hi Lucxor, have been following your updates on pinside, awesome work! You should post your progress gifs in the thread.
  10. Thanks for the input. I will speak to the authors of the colour files that I am testing and see if they are able to use these methods to adjust the project. I’m glad it’s not a hardware/firmware issue then. Thank you
  11. Hi guys, I've been having an issue with a few games lately with the Pin2Dmd behaving strangely. I first started to notice it on DE Last Action Hero when testing out Dante's colour files. Sometimes frames would lag, fixed issues would come back or represent differently and some scenes that definitely have had keyframes were no longer triggering. I thought maybe it was just the single Pin2DMD hardware, the SD card or the firmware. It wasn't until tonight that I was getting the same issues on a different machine that I decided to do some tests. I have tested multiple Pin2DMD 128x32 units (Evo 1.3) with firmware ranging from 3.17 all the way up to 4.0. The issue presents exactly the same in all firmware versions. Tonight I was using a 128x16 Evo 1.0 and the problems started to happen on this too. I initially thought it was the SD card so I swapped that to a different brand and different size. I have tried Kingston 2GB, 4GB, 8GB as well as Sandisk 8GB and 16GB all genuine cards verified. No difference. I then updated the firmware incrementally from 3.17 to 4.0 and the problem did not go away. I also know there was an SD card delay fix in the firmware but that doesn't seem to make any difference. The biggest sign is when it is power cycled. You can tell after a power cycle almost straight away if it is having an issue because for LAH the "Last Action Hero" Attract animation lags, parts in game lag and some sequences don't trigger. This is a big issue because bugs I have been reporting as a colour file problem have actually been I believe, the hardware/firmware. I've been working on testing an x16 game and once in every 3 or 4 power cycles it will show the same issues, I added some key frames previously as some were not triggering and when the unit is not working correctly these will not trigger. Replaced / redrawn animation can clip in and out showing the original art that it replaced behind and other weird things. The only thing in common that I can tell is both scenarios are using a variant of the Data East Device setting (Data East / Sega for LAH and Data East x16 for the other game). I am not sure this is the common factor because I haven't extensively tested other platforms recently but I did do a very long test session for both FT and IJ and with FT the issues did not present after modifications were made to the project files by the author. IJ is not presenting in the same way as this either and is consistent. The Pin2DMD hardware in question were from different batches and also different form factors. To reproduce this you can Install the Pin2dmd in your machine of a Data East game (LAH verified) and just power off the machine and back on again until you start getting lagged animation and skipped frames etc. It's almost like the hardware can't keep up? What I might do is try and downgrade to a lower firmware and see if I can find the exact version it was introduced in but that could take some time, and then it may have always been there. @lucky1 If you have any suggestions of what I can try to help diagnose this better please let me know. Thanks
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