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lucky1

Content Provider
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Everything posted by lucky1

  1. lucky1

    Creating dmp files from a real pin?

    Steve´s program is the pin2dmd editor. The dump checkbox is in my pin2dmd.exe
  2. My latest dmddevice.dll for pin2dmd shouldn´t have that problem.
  3. lucky1

    SAMBuild3.2 beta thread

    The reason for this new pinmame specific altsound format is that current Pinsound soundsets are no longer supported without the usage of pinsound studio and Pinsound has forbidden the sharing of soundsets generated by community members in the old folder based file structure by claiming that this unique folder structure is their intellectual property. To generate a soundset in the new pinmame altsound format you can simply exctract original sounds from the ROM files using M1 (http://rbelmont.mameworld.info/?page_id=223) or pinmame. Instructions how to do this can be found here https://www.vpforums.org/index.php?app=tutorials&article=54 Then you can easily map the soundcommands from the pinball ROM to these soundfiles editing a simple CSV lookup table with e.g. LibreOffice or Excel. For each soundcommand you can adjust parameters for the playback like reducing the volume (DUCK) or STOP the playback of the backround sounds. Adjust the volume of this sound sample (GAIN) or play the sample in a LOOP. See whatsnewVPM.txt for further information. The CSV file format also makes it possible to share soundsets without having to share copyrighted content by adding information like (Track 1 of OST CD) in the name field.
  4. lucky1

    Creating dmp files from a real pin?

    DataEast does not have the transition frames like WPC which means if a frame changes from one to another WPC mixes the first and the second frame and generates one or two frames in between. DataEast simply switches from one frame to the other without mixing.
  5. lucky1

    Creating dmp files from a real pin?

    Honestly, default palette not working and some scenes not triggering. I hope he doesn´t use a hacked pirate copy of a old pin2dmd firmware a spanish guy once created. I recommend he should upgrade to the latest version before continuing . I also have a real STTNG. If you want me to test something, just let me know.
  6. lucky1

    Creating dmp files from a real pin?

    The current pinmame and pin2dmd tool version creates 2 dump files. One with the ending .txt and one with .raw. when you choose AlvinG, WPC or Gottlieb as device mode. The .raw files contain the image data like it comes from the machine. The.txt format contains the image with calculated brightness levels. These brightness levels in most cases can be calculated back into the raw data, which is needed to calculate the hash, except those three machine types. That is why I introduced the raw dump format.
  7. lucky1

    Creating dmp files from a real pin?

    The USB connection is unfortunatelly too slow to capture all frames from a real pin which come at 120Hz refresh rate. The artifacts are due to that fact. If you have a problem with triggering you should use raw dumps which allows you to select each of the subframes. STTNG also uses random dots for scenes with stars which makes it a little harder to trigger these scenes. Choose a plane for your hash which does not contain these random dot´s
  8. lucky1

    Star Wars

    https://pinside.com/pinball/community/pinsiders/j_m_
  9. lucky1

    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
  10. lucky1

    Pin2Dmd Editor

    The pin2dmd.exe tool is only to create single palette files (one palette for the whole game). It is not meant to open multi palette files like created by the editor. The colors shown on your screenshot look like the colors from the VGA palette If you export a pal file in the editor on copy it to the SD these palette settings are read from SD during boot and will be used. This will only work on devices with proper activation.
  11. lucky1

    Pin2Dmd Colorprism V2.0 Firmware

    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 http://www.pin2dmd.com When you start the device for the first time you get a unique ID displayed. 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 copy it to your sd card (rename to pin2dmd.key if number starts with #). 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) - SPinball real pinball input (beta) - DataEast 128x16 real pinball input for Nucleo only (beta) - WCID Windows automated driver installation Changelog V2.65 - fix display problem in Gottlieb V2 mode - fix display crash with XL colorizations V2.64 - fix problem caused by changes in last version V2.63 - fix some problems with pinmame V2.62 - added RS232 test to onscreen menu - added option to turnoff Wifi in onscreen menu V2.61 - fix display problems with some panels V2.60 - unified codebase and version number for 192x64 and 128x32 - reworked output code to improve speed and save memory (50%) - increased color depth for 192x64 - fixed colorization and init code for Capcom - improved speed and fixes for DataEast 128x16 code - fixed minor bugs in bootloader (update through USB to update bootloader code) - fast palette load in dmddevice.dll - fixed dump for CapCom in pin2dmd.exe - added raw dump support for WPC, Gottlieb, Capcom and AlvinG - added 128x16 as device mode (with dump functionality) - reviewed / refactored almost 90% of the code for better portability to other platforms (tested with DMDMK66 / Teensy 3.6) V2.58 - set RBG as default sequence for Nucleo - support for custom boards based on Nucleo schematics like EVO128x32 V2.57 - fix memory problem with large projects V2.56 - fix for 128x16 colorization on real pinball machines - fix fsq file open issue V2.55 - changed handling of follow hash sequences - minor SD card activation key fixes V2.54 - fixed upload to SD through USB - changed handling of single ColMask triggers V2.53 - added real pinball input test to onscreen menu - changed handling of replacement frames V2.52 - internal release V2.51 -fixed a little bug in output routine causing random flicker of single lines in darker colors. (also fixed in XL 2.09) V2.50 -added support for firmware upgrade from SD card. From now on copy pin2dmd.upd file to SD card and reboot device. -Nucleo PIN2DMD XL version 2.08 with support for firmware upgrade from SD card. From now on copy pin2dmd_XL.upd file to SD card and reboot device. V2.49 - fix random output crash from 2.48 V2.48 -added color correction for better match of colors on pc screen and DMD (editor/pinmame etc) - fix upload of single palette V2.47 - fix load of initial palette from SD V2.46 - fix crash on vpin table reload - fix minor bug in dmddevice.dll - new XL firmware 2.06 with support for newest bleeding free P2 panels V2.45 - fix bug with SD card reader - fix reset crash in pin2dmd.exe tool - updated dmddevice.dll with features from latest editor version V2.44 - fix playback of full color scenes for panels with different rgb sequence V2.43 - automatically reset config to default when no valid config is found - added DataEast 128x16 mode (config through onscreen only) - changed color handling for Gottlieb V2 V.2.42 No new features but new hardware support. Due to the production change of the chinese advertising panels. a redesign of the shield hardware was necessary. The new shield supports the piggy-back installation on all supported panel types (64x32 and 64x64). We took the chance to also change from the STM32F4 DISCO board to the Nucleo-144 board series. We currently support the STM32F429 Nucleo-144 which more or less is the same as the discovery board but Nucleo-144 series offers a wide range of powerful processors (up to 400Mhz ARM7) for the future. - added support for panels with different RGB color sequence (GRB etc) (use onscreen menu to change) - added support for 4bit high speed SD card access on Nucleo board - store config also in eeprom - PIN2DMD XL support on Nucleo-144 shield (public firmware Version 2.01) V.2.41 real pinball machine improvements - fix colorization in Gottlieb modes V.2.40 - fix bug in palette switching - improve dump routine on slow USB connection 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
  12. lucky1

    Twilight zone

    I made a dump on my real machine
  13. lucky1

    Pin2Dmd Colorprism V2.0 Firmware

    @arngrim Did you load the upd file or the dfu file? I just checked the dfu and it was loaded in the tool without a problem In the READ.ME is a short description of the different file formats and upgrade methods Copy the .upd file to you micro SD card to upload the firmware to your device with firmware >= 2.50 preinstalled. Use the .bin file with the ST-Link Utility to upload the firmware to your device using the ST-Link interfacehttp://www.st.com/web/en/catalog/tools/PF258168 Use the .dfu file with the DfuSEDemo Utility to upload the firmware to your device using the user USB port in dfu mode.http://www.st.com/en/development-tools/stsw-stm32080.html
  14. lucky1

    Pin2Dmd Colorprism V2.0 Firmware

    - fixed in version 2.65
  15. You can even see the filesize change if you click on edit after submitting the post.
  16. It seems that the upload routine is converting the uploaded animated gif to a single frame gif. When I upload a export from pin2dmd editor which has the size of 72k and GIF89a in the header , it changes to 1,5k with GIF87a when I download it again after upload.
  17. Hi, I have added a export function in VPinMame .txt and .raw format to WPC Editor from Garret Lee. These exports can then be imported into the PIN2DMD Editor from Steve. This may help you to find missing frames in your colorization. https://github.com/lucky01/wpcedit/releases
  18. Like the name says it is only made for WPC. I only added the export function in PinMame format.
  19. Extract the Display ROM from the pinmame ROM Zipfile or download it from ipdb.org. Open it with WPCEdit. Click on Edit->DMD Graphics Check Export Checkbox Click on Next Button until all frames are exported.
  20. Seems I uploaded the wrong version. Please download again. I think it only does partly what you believe. Dynamic frames still need to be captured from a real machine or pinmame
  21. I uploaded the Eagle files and BOM list of the new PIN2DMD EVO128x32 controller board to my github account here https://github.com/lucky01/PIN2DMD/tree/master/hardware/EVO128x32 Technically it is based on the schematics of the Nucleo 429ZI board, the V4 shield and the XL4015 DC-DC converter but all on a single PCB which also is used as a mounting plate for the LED panels. I designed it for my private use and ordered a test run from a chinese manufacturer called pcbway. They offer turnkey manufacturing which means that they also source the parts and fully assembles the pcbs. Including tax and shipping it cost me 700 Euro which is 70 Euro for each pcb and almost the same price as the parts needed for the V4 shield, the Nucleo board and the acrylic frame. It can use 12V or 5V as a a power source. The eagle files are free to use for everyone who wants to organize a group buy or sell them in a shop because I still don´t sell any hardware. Here are some pictures of my testboard.
  22. lucky1

    PIN2DMD EVO128x32 Controller Board

    I think @OzStick from Australia is not using the latest circuit design but he may also help you.
  23. lucky1

    PIN2DMD EVO128x32 Controller Board

    It would be helpful to know where you are from. Contact @dpannell2 if located in the US for example.
  24. lucky1

    Pin2Dmd Colorprism V2.0 Firmware

    Did you also try 2.64 ? The latest official stable release is 2.58 as you can see here https://github.com/lucky01/PIN2DMD/releases After that I started to review almost all code parts to make the code more portable to other hardware platforms (see Teensy 3.6 / DMDMK66 port) and to improve performance and memory usage. This work is not finished yet but we are getting closer to the next stable release. I sent you a PM
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