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lucky1

Pin2Dmd Editor

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1 hour ago, lucky1 said:

Simple answer is that it always looks for keyframes. A keyframe always has to be unique.

I think your missing the question. If I key an animation with the first frame being 250ms long. The Pin2dmd will be receiving that same frame signal for 250ms but also play the first frame for 250ms. If the device continually Keyes up that animation over and over for the 250ms it receives that signal, it will effectively play that frame for 500ms. In this instance we should always shorten the first frame of any animation to a small time, then it will play the correct amount of time plus only that small amount(not double). This is probably not that noticeable in most situations but it becomes definitely noticeable when the first frame of an animation is over 200ms.

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Keyframes only trigger when there is a change in the image. There is no retriggering during the same image beeing displayed.
You can see whether there is a change or not when looking at the blue led of the controller.

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On 9/5/2018 at 4:04 AM, Rockdude233 said:

It happens during one of the boot up frames.  Unfortunately, I'm out of town and won't be back until September 17, so I'll have to get you the exact details then.  I can tell you if I add another scene/keyframe to the project, it will then blank out at a different frame, but it will always be the same frame for that version.

The last frame of the "Intro Waves" scene is when it blanks out.

image.png.631b381e06b0c1b9122788800c692c94.png

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hello

how to import color palettes from a pin2dmd.pal file in pinballbrowser  ? it's possible ? or not ?
i know import smartdmd.txt with pin2dmd editor and export to pin2dmd.pal .

may the opposite be possible? with pinballbrowser ?

thanks 

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 i would like to recover the pallets from the  " acd_170hc_ByPinballMikeD"  package .

i have put the patched rom in my real pin and  the pin2dmd.pal in the sd card . it s work good but i would like to change some color  with pinballbrowser ( i have a licence)

i have asked the smartdmd.txt to pinballmikeD , i hope , he will answer me .

regards

guillaume

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On 1/6/2019 at 4:05 PM, Rockdude233 said:

Curious as to what the red and green eye droppers in the palette tool area do and how they are used?  Anyone use these?

It is for color reduction of true color RGB imports. Shows you the palette used by the picture .

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If I have two frames and masks as follows, is there a way to guarantee which mask wins? I have tried experimenting with masks at high and low indexes, but my results are very inconsistent, it might just be that I have been testing with some unreliable frames in that transition, but are there any rules around to help me?

image.png.80f058b37ed80cbfc2b5c2c98bf69b4e.pngimage.png.8899e3afda7f612fb54ae661891edd14.png

EDIT: For clarity, the issue is the BALL text results in a conflict - I want the right hand mask to win, but up to now I have found it to be intermittent - is there any way I can be sure the right mask scene fires instead of the score colour mask? I have also experimented with both replace and colour mask sequences but to no avail

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On 8/1/2018 at 5:12 PM, DJRobX said:

It will go with whatever matches first.    I believe it starts by searching whole frames, then goes through the masks.   However it searches plane by plane, so mask 10, plane 1 will hit before mask 1, plane 2.   So  *probably* the lowest numbered mask will win.   I would not try to rely on the searching behavior to prioritize keyframe hits (but I can think of a few cases where that might be useful :) )

It doesn't matter if multiple things point to the same animation frame as long as it's intentional.   I do it intentionally in WCS often when the ROM has inconsistent transitions. to the "GOAL" animation for example.   There are a few different combinations of things that start the same color mask sequence that is appropriate for all of them.

Never mind, I just came across this previous helpful reply from DJRobX - I suspect my planes are to blame...

 

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I am trying to open a project saved with editor version 2.3.0.3 in editor version 2.3.0.5. For a vast number (but not all) of the coloured scenes, the type has been reversed - scenes I had set to Replace are now Color Mask, and vice versa. However, the keyframe list still shows them with the correct icon. Ignoring the problem of opening files with different editor versions, this raises a question I have often wondered - if I create a keyframe using a colored scene of one type (eg. replace), then after the keyframe is created change the source scene type to something else (eg. color mask), do I need to recreate the keyframe, or will it use the new setting on the source scene automatically?

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