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Everything posted by lucky1

  1. Hello, with version 2 of the PIN2DMD firmware we introduced a activation key. Here is a little instruction what to do. First of all you have to install V2 firmware following this instruction After a successful update you should see the PIN2DMD logo together with a number on the display. Please send this number together with your forum member name and a donation for our charity project ( e.g. 10$ per device but we also accept more :-) and send it to me using the donation button in my signature. You will receive a activation file you either have to place in your pin2dmd.exe folder and start the tool without command line argument (guy mode) or rename the file to pin2dmd.key and copy it to your sd card. This file can also be used to register the pin2dmd editor Please ask further questions here. Thanks for your support Lucky1
  2. I have uploaded a patch for 1.64LE version of the Metallica ROM in the download section. Colorization work is done by J_M on pinside. This ROM is (as all the others using side-channel) is not usable for real pinball machines. You need to contact the author about that. V1.70 of the ROM is not working since Stern took some countermeasures against ROM patching
  3. Metallica 1.64 LE

    Version 1.0.0


    ROM File patch for Stern Metallica LE by J_M To create the needed ROM file you can use bspatch ( Place the .pal file in your ..\vpinmame\altcolor\acd_168c\ folder named pin2dmd.pal Patch needs vpinmame V2.8, latest dmddevice.dll and pin2dmd firmware >= V2.36. THIS PATCH DOES NOT WORK FOR REAL PINBALL MACHINES ! PLEASE CONTACT THE AUTHOR IF YOU NEED IT FOR A REAL PIN !
  4. A project from vborusev on pinside using pin2dmd editor
  5. The implementation was more easy by using a different DMD timing on the pinball side. The display on the benheck system board is driven by a parallax propeller. I uploaded the modified code (spin file) together with a compiled binary on github. You just need to replace the bin file in the dmd folder of the AMH V23 zip image and make a upgrade to install it. Of course the modified code is also working with the original X-Pin display.
  6. Here is a testing version based on the latest version of Carny´s SamBuild for pindmd3 and pindmd1 It uses a modular driver interface for external DMD devices I have been working on. Simply put the dmddevice.dll and other related dlls into your vpinmame directory according to the device you have attached to your cab, pindmd2 driver is already tested and should work. Please report if pindmd3 and pindmd1 are also working since I couldn´t test.. If it works it could save Carny and Toxie a little time needed to make different builds Now also includes DLLs for PinballX and UltraDMD which support the dmddevice.dll driver interface PIN2DMD driver looks for pin2dmd.pal file in a subdirectory of your pinMame installation directory called altcolor/GameName e.g. you have to copy your palette file for TZ_92 into PinMame/altcolor/tz_92/ named pin2dmd.pal
  7. We proudly announce the version 2.X of our device firmware with colorprism technology and support for the pin2dmd editor by Steve. You can download the latest version here To upgrade or install follow the instructions from here When you start the device for the first time you get a unique ID displayed starting with #. You have to request a activation key to make it work. Members of the hall of fame and content contributors get the key for free by sending me a PM. For the rest, we kindly request to send your UID and username with the donation link in my signature below. You have to place the key file in your pin2dmd.exe directory or rename it to pin2dmd.key and copy it to your sd card. Featurelist: - Pinball Browser / SmartDMD color switching for full color Stern ROMS - Frame colorization with PIN2DMD Editor by Steve (beta) for all pinball machines - Visual Pinball / PinMame USB input - Future Pinball with DMD interceptor DLL - Unit3d Pinball - Ultra DMD (currently 16 shades) - XDMD (full color) - PinballX (full color with latest version) - WPC real pinball input - Stern real pinball input - Whitestar real pinball input - DataEast real pinball input - WPC95 real pinball input - WPC PinLED - Stern Spike real pinball input - Gottlieb real pinball input - Capcom real pinball input - AlvinG real pinball input - Spooky real pinball input (using modified dmd code. See integration on github) - WCID Windows automated driver installation Changelog V2.37 virtual pinball improvements -new dmddevice.dll with improved timing for colouring features real pinball machine improvements - fix bug with colormask - modified parallax propeller code for Spooky Pinballs AMH V23 V2.36 virtual pinball improvements - added support for modular dmddevice.dll driver interface. Currently supported by VPinMame 2.8, PinballX and UltraDMD with modified XDMD.DLL and XDMDNative.DLL - dmddevice.dll loads palette files from %pinmame dir%\altcolor\%machine name% directory copy your pin2dmd.pal and pin2dmd.fsq files to that directory - support for SmartDMD sidechannel protocol (e.g SpiderMan VE from Sharkky) - added support for pin2dmd colorization methods to DmdDevice.DLL from freezy. Now every VpinMame user with DMD on 3rd LCD screen, pindmdV3 or pin2dmd can use 16color palette files and colorization made with Pin2DMD.Exe tool, Pin2DMD Editor from Steve or PinballBrowser from Oga83. real pinball machine improvements - support for AlvinG and Spooky real pinball machines - support for signal enhancer on V3 shields (check setting for WPC, DataEast, Whitestar, Gottlieb and Spike real pinball machines) - faster frame update routine on alle machines except Gottlieb and CapCom - added support for SmartDMD sidechannel on SAM machines Pin2DMD.exe tool improvements - added advanced colorpicker to edit custom palettes. - import palettes as .dmc or .pal file - added offline mode for config. If no device is connected config files (pin2md.pal, pin2dmd.dat) are stored in directory Works also with (pin2dmd XL for sega machines) - added upload button to frontend - improved real pinball dump routine in pin2dmd.exe tool V2.35 - internal release for testing Spooky Pinball real pinball input V2.33 - sync fix for Stern Spike - changed sync for Gottlieb - changed wifi reset (new upgrade procedure for wifi chip) V2.32 !! removed redundant device modes (PinLED,WPC95 => Bally/Williams, Classic Pinmame) You may need to reconfigure your device using e.g. pin2dmd.exe - added realpin Capcom support - added realpin Gottlieb mode for early machines (1992) - adjusted Gottlieb modes to latest vpinmame palettes - added onscreen menu (hold config/blue button during boot) for basic config (only custom controller) - first release with wifi html interface (see for basic config (only custom controller) - added reset function for wifi (hold menu and press option button) (only custom controller) - added support for serial port for control of additional sub devices and Stern SAM palette switching (only custom controller) V2.31 - internal release V2.30 - added evaluation mode - stable release V2.27-2.29 - several mods to improve sync on Stern SAM V2.26 - revert sync of SAM machines back to OE (pre 2.23) Reported problems from older machines were power supply related. V2.25 - fix display update for vpin V2.24 - fix for display errors reported on SAM machines V2.23 - sync fix for older Stern SAM machines V2.22 - fix for vpin full color mode V2.21 - fix for usb activation V2.20 !!! renamed palettes.dat to pin2dmd.pal !!! - completely reworked sync routine. Now resync is lossless. No artifacts on resync - working Stern Spike input for colorization with pinballbrowser - working Gottlieb input - New colorization feature : increase colordepth of 4 color animations 16 Colors) . Working with dynamic frames (score display etc. ) Use latest editor version -> cut scene with "Mark Start" - "Mark End" - "Cut" and select scene -> Check ColMask -> -> edit scene with tools (only colors 4 to 15 available for drawing) -> Select Keyframe where to start playback of additional colors (same as startingpoint of scene) -> Assign Scene in FrameSeq Dropdown -> Add ColorMask -> export project and copy to device - increased number of detection masks to 10 V2.12 - fix for random pixel - fix for sync on G-R-B panels V2.11 - fix of frame replacement routine - sync on lowest bit in Spike mode V2.10 - fix of Whitestar input from real pin - change autosync to resync only on two successive errors - first implementation of wifi module (EPS8266) on UART4 (PC10/PC11) V2.09 - show list of parameters of pin2dmd.exe when invalid parameter is used - change devicemode without reboot (for editor preview) V2.08 - fallback to default palette if invalid palette is adressed - added /l option for brightness to tool - use paletteID instead of key for smartDMD V2.07 - fix in display update routine V2.06 - fix for black display when no valid key present V2.05 - massive speedup of color calculation routine - new timing for output routine for better handling of lower brightness - added file upload feature to tool using /u srcfile destfile - added import of dmc palettes for real pins - added save palettes.dat button for real pins - seperation of interrupt routines for different device modes - added Stern Spike and WPC pinled mode for testing (alpha) V2.04 - fix for old config files (palettes.dat / pin2dmd.dat) - added automatic resync. Check status of red LED off = no resync necessary = OK on = sporadic resync = OK blinking = constant resync = not ok V2.03 - sync fix for Stern pinball machines - increased color depth - first working version with keyframe detection from new upcoming editor - full color support for XDMD (PinballX / UltraDMD) - added orange to standard palettes V2.02 - new sync routine for real pinball machines using lossless doublebuffer V2.00 - added usb dump for real pinball machines
  8. V2.37 virtual pinball improvements -new dmddevice.dll with improved timing for colouring features real pinball machine improvements - fix bug with colormask - modified parallax propeller code for Spooky Pinballs AMH V23 uploaded eagle files for V3 shield instead of gerber
  9. I updated the files in the download section to support the latest pinmame 2.8 and dmddevice.dll. You also need pin2dmd firmware 2.36
  10. Together with Rappelbox ( from we were able to develop a special PIN2DMD firmware for 192x64 displays in the last weeks. It will be usable for vitual pinmame and real pinball machines. There is still some testing on real pinball machines to be done before the hardware can be ordered. Unfortunatelly the current pinballsp hardware is not usable because the layout doesn´t fit on the P2 panels. For vpin builds it will also be possible to use the cheaper P2.5 64x64 1/32 scan panels. After having finished this proof of concept phase he will now design a new Kit which will, as a appreciation for his constant support, be exclusively available from him. Activation of the firmware and support of our charity projects will be as usual. testing and dev will still take a few weeks, so please be patient. For more information please contact him. Here is a video running Sega Maverick on P2 panels and here a video of a windowed 128x32 machine in vpinmame. With the P2.5 panels the display size will be exactly the same as the original machines. The display size will be 46x16cm in total.
  11. Thanks for verifying, I will increase the timeout a little bit in the next version just to play it safe.
  12. Maybe it is good to mention that you already killed 2 of your controllers. Going on with experiments like this most likely will bring you the hattrick. The USB 1.x and 2.0 specifications provide a 5 V supply on a single wire to power connected USB devices. A unit load is defined as 100 mA in USB 2.0, and 150 mA in USB 3.0. A device may draw a maximum of 5 unit loads (500 mA) from a port in USB 2.0; 6 (900 mA) in USB 3.0.
  13. Not true ! There is no data traffic from pin2dmd to the pc during gameplay and the firmware version is only checked during startup.
  14. Here is a short introduction to the coloring features of pin2dmd with the editor. There are currently three ways to color a animation. All are controlled by keyframes. The first step is to find a keyframe at the beginning of a animation scene which is unique and hits reproducible. To achieve that you can either use a plane or a combination of plane and mask. 1 of 10 masks can be defined to blank out areas which are dynamic and lead to unreproducible keyframes. To use a masked keyframe you have to activate the Mask checkbox choose or edit one of the masks and assign a keyframe with the Mask checkbox activated. If you found a usable keyframe you can use it to either 1. Simply assign a palette (Add PalSwitch) (same color depth as the original) 2. Start playback of a replacement scene (Add FrameSeq) (16 colors) 3. Add content and/or color information to the scene (Add Color Mask) (16 colors) For a PalSwitch you can assign the duration how long the palette should be active until it switches back to the default palette. You can play forward in your recording and press fetch duration at the point you want to switch back to the default palette. You can change the colors of a palette by ctrl clicking in the color you want to change. To generate a FrameSeq you can cut a existing scene using mark start / mark end / cut. Normally the starting point is equal to the picture used for the keyframe. Then you edit the scene with a 16 color palette. You can change everything here To generate a Color Mask scene you also use mark start / mark end / cut and then activate the ColMask checkbox After that you can also use the edit tools, but the content coming from the recording is not editable but you can modify the colors of areas by assigning a different color group. You have 4 groups of 4 colors here. Colors 1-2-3-4 are the standard/original colors. e.g by drawing with color 5,9 or 13 you change the color of pixels having color 0 etc. Since Color Mask needs to be frame sync to the content coming from PinMame/Real Pinball machine it is the most complicated to be used. Preferably use option 1 or 2 and use option 3 only for scenes with dynamic content like score numbers. Since Version 2.8 the recordings can be done with the official vpinmame build by creating a DmdDump folder in the folder where vpinmame.dll is located and activating both Show DMD and Use external DMD in the tables option menu. To load them as a animation in the editor you need to gzip the txt file using e.g. 7zip with gzip as compression method. 7zip can be found here
  15. Sound like you have a communication problem on USB and the driver is not getting a response from the device in time. Maybe a other device is blocking the bus.
  16. pin2dmd

    of course you need the 16pin version for the panels
  17. pin2dmd

    No change since my V3 shield layout on github. Here is an example for the elevated pin headers
  18. If you use the dmddevice from freezy and use the virtual dmd you should be able to test your files in pinmame without pin2dmd connected.
  19. Update your pinmame version to latest from carny and use the updated xdmd dlls from the download section for pinballx and ultradmd.
  20. Sure ! You can place your pin2dmd.pal and pin2dmd.fsq files in the altcolor/"romname" directory of vpinmame using latest dmddevice.dll from pinmame 2.9 beta build of carny For a first test you can also use the preview live function of pin2dmd editor and playback your piinmame recording.
  21. Use WinUSB not libusbK or libusb-win32
  22. Did you try to change the driver from pin2dmd to winusb using zadig. Maybe it is an issue with libusb. Starting with dmddevice.dll versions of pinmame, you can also use native winusb drivers.
  23. Sorry to say, but to be fair I think Aaron from Fast Pinball had this idea first (large pcb with DC-DC converter). Look at his post from 8 months ago. But anyways, well done Luis !
  24. VPinmame SAM for Pin2dmd Editor View File This is a special version of VPinMAME.DLL to create dumpfiles needed for the pin2dmd editor. The dump is activated when you activate both checkboxes "Use PinDMD" and "Show DMD Window" in the Game Settings together. Submitter lucky1 Submitted 05/12/2016 Category Pin2DMD Tools  
  25. Are you using a pin2dmd ? These old ROM patches are only supported by pin2dmd. Not by the dll from Freezy.using a pindmd3 or monitor. The same with POTC. The patch needed to make it work with pinmame is not supported for those old machines.