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lucky1

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Everything posted by lucky1

  1. The sources of the editor on github are fully buildable.
  2. I don´t doubt that improvements can be implemented to make colorization of some scenes easier, and that is why we need to keep track of these ideas, but the focus in development is still on how to get scenes done at all. Released projects like AFM, TSPP, SF3, T2 and Baywatch show that you can solve most of the problems with the current implementation. Exceptions are scenes like video mode in T2 where methods are still missing , which for me personally has a higher priority in development if Steve has some spare time to waste to work on his editor, which currently does not seem to be the case. Of course ,if you are capable of programming in java you are very welcome to join us and make new implementations and send a pull request on github.
  3. Pin2Dmd Editor

    Palette switches have been used in almost every project, so I´m pretty sure it works as expected at least with pin2dmd hardware. Have a look at other projects. It is assigned exactly the same way as other keyframes. Only difference is that you have to use the palette switch button. On a frame you can either use a palette switch OR ColMask OR replacement. Palette switches stops the playback of other modes.
  4. Pin2Dmd Editor

    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
  5. I remember that we had it that way a time ago and then stumbled over a some scenes that needed to be interrupted by itself. Keyframing every single frame or at least splitting the scene into short sequences is currently the most reliable method for scenes like HK in T2 because you never know when the bomb explodes and otherwise it would always explode at the same position. Please open a issues for Steve on github to keep track of it because he is not here very often.
  6. Pin2Dmd Editor

    It is like it says a simple change of the palette. triggered by a frame e.g if you want to have a text like REPLAY in a different color like the color of the default palette. Could also be used on old SAM games which do not support the side channel / com patch palette switching method of pinball browser to get rid of the pixels of inframe coding.
  7. TMNT

    It is a problem of freezy´s DLL not allowing to playback 128x32 replacement scenes when in 128x16 mode. Needs to be fixed by @DJRobx or @Freezy.
  8. Checkpoint

    Version 1.0.0

    9 downloads

    Full gameplay of DataEast Checkpoint
  9. Pin2dmd fried?

    Just had one panel here which had the same symptoms. Replaced the 74HC245 input transceiver and three DP5020 LED drivers and now it is working again. Defective ICs could be easily identified by the hole burned into the IC case due to overheating. If you have good SMD soldering skills it might be possible to repair the panels.
  10. dmddevice.dll crashing

    Could it be that you run the game with the unpatched ROM ?
  11. dmddevice.dll crashing

    Sounds like the palette is not loaded. Check the path and naming of the pin2dmd.pal file. Is working on my cab.
  12. dmddevice.dll crashing

    I have added LED color correction to the pin2dmd firmware which may cause the colors to look a little different (brighter) than before, but the colors should be more close to LCD colors if that is what you mean. You can check this by comparing the onscreen output of freezys dll with the LED display.
  13. dmddevice.dll crashing

    The crash was caused by the small size of the palette file. I updated the version on github. The long start time is caused by the large number of palettes that need to be preloaded.
  14. Pin2Dmd Editor

  15. Pin2Dmd Editor

    From the firmware side it is implemented but I never needed it so far. Maybe something in the editor is missing. You can open a issue about that if you want.
  16. Pin2Dmd Editor

    1. Keyframes need to be unique. The scene of the first keyframe that matches is applied. Even if you have a bad memory I think it is not so hard to find duplicate keyframes of the same scene in a project 2. Theoretically yes ,but it is recommended to use as few as possible. I think 10 were enough for every project released so far.
  17. Pin2Dmd Editor

    1. Could you describe a usecase for that ? I can´t imagine where it would make sense to use that. 2. You can increase the numbers of masks already but better choose the area of the masks clever and reuse them as often as possible.
  18. dmddevice.dll crashing

    I think I found it Please try this version
  19. dmddevice.dll crashing

    Is there any additional information like a crash report you can share ?
  20. dmddevice.dll crashing

    Strange, I have absolutely no crashes starting I500 20 times in a row using the latest sambuild , pin2dmd firmware 2.55 and my DLL on WIn10 64bit. Does it crash in the middle of the game or at startup ?
  21. dmddevice.dll crashing

    Do you have any pal file in the altcolor folder ? If yes please attach. Seems to be a timing problem. Please try the attached file and report. dmddevice.dll
  22. dmddevice.dll crashing

    Do you have any other usb devices on the same bus ?
  23. dmddevice.dll crashing

    Nucleo or discovery board ? Please check the version of libusbk.dll which is needed only for libusb32 also.
  24. dmddevice.dll crashing

    Please try what happens if you change to winusb.
  25. dmddevice.dll crashing

    Basically they should work the same way. Which USB driver do you use WinUSB or LibUSB32 ? Do you use a frontend to start the table or start directly out of VP ?
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