lucky1

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Everything posted by lucky1

  1. 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 https://github.com/lucky01/PIN2DMD/archive/master.zip To upgrade or install follow the instructions from here https://github.com/lucky01/PIN2DMD/blob/master/documentation/Pin2DMD%20installation%20-%20FW%20and%20Driver.pdf 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 V2.39 general - added support for pin2dmd editor V2.0 in firmware and dmddevice.dll - automatically playback boot.fsq from SD on startup (sample in pin2dmd.exe folder) virtual pinball improvements - added support for v-pin export (not usable on real pins) real pinball machine improvements - improved Gottlieb support V1 for machines from '92 V2 for machine from '93-'95 (Shaq Attaq) V3 for later machines - set default mode of enhancer to ON - enter menu mode if any user button is pressed during boot V2.38 virtual pinball improvements -new dmddevice.dll with improved frame processing of fsq files for Replacement frames and ColorMasks real pinball machine improvements - fix bitorder for dataeast and whitestar machines - improved frame processing of fsq files for Replacement frames and ColorMasks 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 flash.md) 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
  2. You can edit the brightness with the pin2dmd.exe tool and save it to SD
  3. 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 https://github.com/lucky01/PIN2DMD/blob/master/documentation/Pin2DMD%20installation%20-%20FW%20and%20Driver.pdf 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
  4. @tino3899I received a donation today but no device ID to generate the key. Please always send the Device ID together with your donation
  5. The settings depend on the display. What I would do is display a scene where all shades are used in the pin2dmd editor and the same scene on a plasma. for comparison.. Then you can use the ColorPicker with Live Preview activated to adjust the colors.
  6. Any information about colored tables using either SmartDMD or PIN2DMD Editor should be shared in this thread. Project files can be shared here http://vpuniverse.com/forums/files/category/84-pin2dmd-files/ For single palette colorization just put your custom pin2dmd.pal in the "../vpinmame/altcolor/table name" directory and activate the colorize option in pinmame. or for real pinball machines put it on your sd-card. Simple palette files can be edited using the latest pin2dmd.exe file from here https://github.com/lucky01/PIN2DMD/archive/master.zip For colorized stern tables you need a modified ROM file and a palette file placed in same place as above. The original ROM files for STERN tables can be found on the STERN Website and need to be patched with either pinball browser or bspatch. More information about pinball browser can be found here https://pinside.com/pinball/forum/topic/acdc-display-and-modify-dot-matrix-images/ For colorized tables with pin2dmd editor place your pin2dmd.pal and your pin2dmd.fsq file in your altcolor folder or your sd card. The latest pin2dmd editor can be found here https://bintray.com/sker65/pin2dmd/Editor/latest/view#files
  7. He currently is busy with some other things but I´m sure he will contact me when he updates the colorization code needed for TSSP. I will tell him then.
  8. Sounds like a issue with Freezys DLL. I also had stuttering problems lately with this dll testing a little tool that plays back dmddumps. The stuttering was gone when I used my own dll. I just played a game Rescue911 and had no issue although the display seemed a tiny bit slower compared to this video on youtube https://www.youtube.com/watch?v=Ey9fv2Yqdtw @toxie Do you know where to tweak this ? @Thalamus Could you please test with the pinmame internal onscreen dmd window instead of Freezys dll?
  9. Yes, Freezy wrote a .NET based dmddevice.dll which has a very nice looking onscreen display and also supports all real dmds available for vpins. He started to write this driver because he bought a pindmd3 and found out that the colored roms are not working with it. Then he contacted me about the colorization code, which made me think why should I. But the next thought was it could be good for the colorization if more could join us and who cares aboutNoah anyways. Current drawback is that it is not supporting latest pin2dmd editor colorizations like TSPP but I already sent him infos about that. It also stutters on my cab using pin2dmd while my driver runs smooth. May be caused by .NET and multithreading Freezy uses. I would recommend Freezy´s driver for LCD and pindmd3 users but mine for pin2dmd.
  10. @JoppnlI uploaded a new version of dmddevice.dll with changed error message handling. PBX pause mode it working with that version on my cab (never used that before).
  11. Even though it worked with libusb somehow it is not handled correctly. When you pause a game pinmame does´t free the usb connection and therefore it still should have exclusive control over the pin2dmd device. That is why you are getting this error message. I don´t know why libusb allows to take over without this connection closed. I don´t know wether pinballX pauses pinmame / vp or puts the thread to sleep. In the first case I could have a look at the pinmame pause function In the second case there is no way to free the device. What would be the easiest solution is to suppress the error message. I have a look at it when I have time to do so.
  12. The only thing I can say for sure is that this is related to code which is not written / maintained by me, I just use the libusb library to access pin2dmd through the usb port. There seems to be different handling of libusb and winusb in this library. I will see if I can reproduce this and open a issue on the libusb repo. Maybe you give libusbK drivers a try.
  13. LibUSB is only needed for backwards compatibilty to older software and needs libusbk.dll to work with dmddevice.dll. Winusb is directly supported by dmddevice.dll
  14. O.K. Please make sure you use a dedicated USB port for pin2dmd which is not shared with other devices. Another user had a similar problem with DOF equipment on the same port. Which USB driver do you use ? WinUSB or LibUSB ? If LibUSB please change to winusb using Zadig.
  15. Sounds like a pinmame crash. You could verify this by enabling the DMD window in the game options and see if that also crashes.
  16. 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 http://www.7-zip.org
  17. You seem to not fully understood how ColMAsk is working. You can´t fill an area which has originally the color 3 with color 8. It can only have color 7,11, or 15. Maybe this helps you to understand how it works
  18. Yes !
  19. It is created on your pc in the pin2dmd.exe folder not on the SDcard.
  20. Maybe you connected the wrong USB. You need to connect the micro USB not the mini USB to do a dump. Current device mode should be recognized automatically . No need to press save config also. Just activate "create dump" and the letters should change to red. Your dump file is created in the same directory as the pin2dmd.exe is stored.
  21. If you use the latest version of pin2dmd.exe it should create a pin2dmd.pal when in virtual pinball mode. The older versions only create that file when no pin2dmd is connected to usb.
  22. You should start thinking about this when all other scenes are done
  23. Here is a example for how to handle dynamic scenes
  24. The dynamic scenes like defeated Honda can be colorized using ColMask mode. In this mode you have the palette devided into 4 blocks of 4 colors. Here is an example of what happens when drawing a rectangle with block 1 2 3 4 using the palette 0 (vga) The upper left square uses the color 1-4 which are also used by the rest of the picture. Upper right 5-8, lower left 9-12 and lower right 13-16. You can see that the content from the machine stays the same but the colors in the area change according to the block you selected the color from. Of course you are not limited to the rectangle tool. You can also choose the area with the fill tool or even a single pixel. That way you should be able to colorize Honda no matter what is written on the left.
  25. I uploaded some pinMame dumps you can use for your personal colorization project in the download section. TAFG, TZ and Getaway can also be found there