Content Provider malenko Posted June 28, 2018 Content Provider Share Posted June 28, 2018 First to do a Gottlieb, First to do an DMDXL........ and now first to do a 1/2 sized DMD. Im going through the attract screen and well, lets just say everything is 2bit. IE black and white only no greys am I going to have to do a complete REDRAW for this game? Some of the dots are pretty painful. Link to comment Share on other sites More sharing options...
DJRobX Posted June 28, 2018 Share Posted June 28, 2018 Nice... Half the pixels and twice the work! Here's an updated Freezy's that supports this resolution in case it makes testing easier. https://drive.google.com/file/d/1pFZmx9rVRi0vT5Me9kXvYLlS5TMSCgf-/view?usp=sharing Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 28, 2018 Author Content Provider Share Posted June 28, 2018 Street Fighter II took 160 hours to redraw. The TMNT "splash screen" took 30 minutes : / Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 28, 2018 Author Content Provider Share Posted June 28, 2018 Man I think Im going to regret the redraw angle...... Here is the Original: Heres the redraw: Link to comment Share on other sites More sharing options...
adamstillman Posted June 28, 2018 Share Posted June 28, 2018 wow.... that is amazing work... Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted June 28, 2018 Content Provider Share Posted June 28, 2018 Great work again Malenko ! One sidenote. Please edit 128x16 animations in 128x32 mode. PIN2DMD handles them the same because it uses the same panels. The big advantage is that you can convert the machine to a 128x32 pinball using replacement scenes and ColMask. Why waste the pixels :-) If you need me to convert already created animations please contact me. Link to comment Share on other sites More sharing options...
Content Provider cyberpez Posted June 28, 2018 Content Provider Share Posted June 28, 2018 Looks like a really great start. I've been playing a lot of tmnt's lately, can't wait to add a color dmd!! Playfield took just over 6 months to redraw, I hope your project goes quicker Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 28, 2018 Author Content Provider Share Posted June 28, 2018 Well I'm 2 hours in and looks like I need to start anew. The x16 mode is out dated so I need to do everything in 32 pixel height and either center the image for use in a 16 pixel height opening, or just redo all the graphics 32 pixels tall. Redoing all the graphics 32 pixels tall AND making it work for both 32 pixel and 16 pixels is beyond the scope of what I'm willing to do The taller art will be much easier canvas to work with, but for those with factory original screens, they'll have to find a way to make the Pin2DMD show all 32 pixels. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 28, 2018 Author Content Provider Share Posted June 28, 2018 and 45 minutes later, we have a 32x tall logo scroll. Link to comment Share on other sites More sharing options...
Thalamus Posted June 28, 2018 Share Posted June 28, 2018 Damn. We should have a cloned army of you Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 29, 2018 Author Content Provider Share Posted June 29, 2018 47 minutes ago, Thalamus said: Damn. We should have a cloned army of you My wife said that 1 of me is almost too many. Link to comment Share on other sites More sharing options...
ZAKKpin Posted June 29, 2018 Share Posted June 29, 2018 damn it! I wanted to color it too, how do I work on it? Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 29, 2018 Author Content Provider Share Posted June 29, 2018 9 hours ago, ZAKKpin said: damn it! I wanted to color it too, how do I work on it? Just because Im going to redraw this game doesnt mean you cant make your own version The factory Cowabunga is pretty great /s I kept the LtoR scroll though: you are getting very sleepy....... Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 30, 2018 Author Content Provider Share Posted June 30, 2018 No point in waiting. Here are the current WIP files: https://drive.google.com/open?id=1UtVjBM2hh9bKb0iMDwU_Sp-R8pJEFwqu I wouldnt suggest making changes and saving as the files will get updated a bunch. Not a ton is done yet, but until the money starts flowing in, I dont have any pressure to finish Link to comment Share on other sites More sharing options...
Thalamus Posted June 30, 2018 Share Posted June 30, 2018 Enjoy your beers Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 30, 2018 Author Content Provider Share Posted June 30, 2018 crap! pressure! lol Link to comment Share on other sites More sharing options...
ArcadeGamer Posted June 30, 2018 Share Posted June 30, 2018 hmm. I have tons of altcolor modded tables so I thought I'd try this out. It crashes VP when running on my vpin cabinet. the log shows a path I don't have or understand. Ideas? [9] 2018/06/30 12:40:45.574 INFO | Determined color path from assembly path: E:\Emulator\Pinball_emu\VPinMame\altcolor [9] 2018/06/30 12:40:45.616 INFO | Starting VPinMAME API through VPinball99_PhysMod5_Updated.exe. [9] 2018/06/30 12:40:45.622 INFO | [vpm] Open() [9] 2018/06/30 12:40:45.622 INFO | [vpm] Set_4_Colors_Palette() [9] 2018/06/30 12:40:45.622 INFO | Setting palette to 4 colors... [9] 2018/06/30 12:40:45.622 INFO | [vpm] PM_GameSettings(1) [9] 2018/06/30 12:40:45.641 INFO | Enabling game colorization [9] 2018/06/30 12:40:45.641 INFO | Setting game name: tmnt_104 [9] 2018/06/30 12:40:45.641 INFO | Setting color: #FF00FF80 [9] 2018/06/30 12:40:45.665 INFO | Loading palette file at E:\Emulator\Pinball_emu\VPinMame\altcolor\tmnt_104\pin2dmd.pal... [9] 2018/06/30 12:40:45.674 TRACE | PAL[1] Read version as 1 [9] 2018/06/30 12:40:45.674 TRACE | PAL[3] Read number of palettes as 22 [9] 2018/06/30 12:40:45.685 TRACE | PAL[1171] Read number of mappings as 23 [9] 2018/06/30 12:40:45.685 TRACE | PAL[1425] Read number of masks as 24 [9] 2018/06/30 12:40:45.685 INFO | Loading virtual animation file at E:\Emulator\Pinball_emu\VPinMame\altcolor\tmnt_104\pin2dmd.vni... [9] 2018/06/30 12:40:45.704 TRACE | VNI[8] Skipping 84 bytes of animation indexes. [9] 2018/06/30 12:40:45.704 DEBUG | VNI[92] Reading 21 animations from VPIN v4... [9] 2018/06/30 12:40:45.704 DEBUG | VNI[129] Reading 1 frame for animation "BlueBelt"... [9] 2018/06/30 12:40:45.720 DEBUG | VNI[2743] Reading 1 frame for animation "YellowBelt"... [9] 2018/06/30 12:40:45.720 DEBUG | VNI[5353] Reading 17 frames for animation "4names"... [9] 2018/06/30 12:40:45.720 DEBUG | VNI[49174] Reading 32 frames for animation "Eyes- replacement"... [9] 2018/06/30 12:40:45.738 DEBUG | VNI[131620] Reading 16 frames for animation "TwinMilLitesSewer"... [9] 2018/06/30 12:40:45.738 DEBUG | VNI[172861] Reading 20 frames for animation "TMNT-GoNinja"... [9] 2018/06/30 12:40:45.750 DEBUG | VNI[224408] Reading 16 frames for animation "PlungerDoubleSkill"... [9] 2018/06/30 12:40:45.750 DEBUG | VNI[265646] Reading 1 frame for animation "LoopEntry"... [9] 2018/06/30 12:40:45.750 DEBUG | VNI[268260] Reading 1 frame for animation "OrangeBelt"... [9] 2018/06/30 12:40:45.765 DEBUG | VNI[270880] Reading 15 frames for animation "Muti-Sewer-Lites"... [9] 2018/06/30 12:40:45.765 DEBUG | VNI[309547] Reading 9 frames for animation "Spell TURTLES"... [9] 2018/06/30 12:40:45.765 DEBUG | VNI[332757] Reading 5 frames for animation "swirls"... [9] 2018/06/30 12:40:45.780 DEBUG | VNI[345673] Reading 41 frames for animation "Replay Value"... [9] 2018/06/30 12:40:45.780 DEBUG | VNI[451287] Reading 1 frame for animation "PurpleBelt"... [9] 2018/06/30 12:40:45.780 DEBUG | VNI[453906] Reading 43 frames for animation "DataEastPinball"... [9] 2018/06/30 12:40:45.801 DEBUG | VNI[564667] Reading 169 frames for animation "T-M-N-T"... [9] 2018/06/30 12:40:45.813 DEBUG | VNI[999882] Reading 16 frames for animation "CaptiveBall"... [9] 2018/06/30 12:40:45.813 DEBUG | VNI[1041120] Reading 4 frames for animation "BlackBelt"... [9] 2018/06/30 12:40:45.825 DEBUG | VNI[1051457] Reading 42 frames for animation "Presents"... [9] 2018/06/30 12:40:45.825 DEBUG | VNI[1159645] Reading 1 frame for animation "BrownBelt"... [9] 2018/06/30 12:40:45.825 DEBUG | VNI[1162258] Reading 36 frames for animation "TMNT Logo"... [9] 2018/06/30 12:40:45.846 INFO | Loaded animation set VPIN v4, 21 animation(s) [9] 2018/06/30 12:40:45.857 DEBUG | [colorize] Setting new palette (2): [ #FF000000 #FF001100 #FF002200 #FF003300 #FF004400 #FF005500 #FF006600 #FF007700 #FF008800 #FF009900 #FF00AA00 #FF00BB00 #FF00CC00 #FF00DD00 #FF00EE00 #FF00FF00 ] [9] 2018/06/30 12:40:45.857 INFO | Opening virtual DMD... [13] 2018/06/30 12:40:45.950 INFO | Found B2S, moving behind DMD. [13] 2018/06/30 12:40:45.950 INFO | Added VirtualDMD renderer. [13] 2018/06/30 12:40:45.980 INFO | PinUP DLL starting tmnt_104... [13] 2018/06/30 12:40:45.994 INFO | Added PinUP renderer. [13] 2018/06/30 12:40:46.000 INFO | Transformation options: Resize=Fit, HFlip=False, VFlip=False [13] 2018/06/30 12:40:46.000 INFO | Just clearing palette, colorization is done by converter. [9] 2018/06/30 12:40:46.000 INFO | 2-Bit Colorizer received new dimensions: 128x32 => 128x16. [13] 2018/06/30 12:40:46.022 INFO | Resizing virtual DMD to 128x32 [9] 2018/06/30 12:40:46.029 INFO | Resizing virtual DMD to 128x16 [13] 2018/06/30 12:40:46.029 INFO | Setting up 2-bit Colored VPM Graph for 2 destination(s) [13] 2018/06/30 12:40:46.079 INFO | Connecting 2-Bit Colorizer to Dmd (ColoredGray2 => Rgb24) [13] 2018/06/30 12:40:46.092 INFO | Connecting 2-Bit Colorizer to Dmd (ColoredGray4 => Rgb24) [13] 2018/06/30 12:40:46.092 INFO | Connecting VPM 2-bit Source to PinUP Writer (Gray2 => Gray2) [13] 2018/06/30 12:40:46.092 INFO | Setting up 4-bit Colored VPM Graph for 2 destination(s) [13] 2018/06/30 12:40:46.110 INFO | Connecting 4-Bit Colorizer to Dmd (ColoredGray2 => Rgb24) [13] 2018/06/30 12:40:46.110 INFO | Connecting 4-Bit Colorizer to Dmd (ColoredGray4 => Rgb24) [13] 2018/06/30 12:40:46.110 INFO | Connecting VPM 4-bit Source to PinUP Writer (Gray4 => Gray4) [13] 2018/06/30 12:40:46.123 INFO | Setting up RGB24-bit VPM Graph for 2 destination(s) [13] 2018/06/30 12:40:46.123 INFO | Connecting VPM RGB24 Source to Dmd (Rgb24 => Rgb24) [13] 2018/06/30 12:40:46.123 INFO | Connecting VPM RGB24 Source to PinUP Writer (Rgb24 => Bitmap) [9] 2018/06/30 12:40:46.429 ERROR | System.ArgumentException: Array lengths must be the same. at System.Collections.BitArray.And(BitArray value) at LibDmd.Converter.Gray2Colorizer.FindMapping(Byte[][] planes) in C:\source\dmdextensions\LibDmd\Converter\Gray2Colorizer.cs:line 193 at LibDmd.Converter.Gray2Colorizer.TriggerAnimation(Byte[][] planes) in C:\source\dmdextensions\LibDmd\Converter\Gray2Colorizer.cs:line 104 at LibDmd.Converter.Gray2Colorizer.Convert(Byte[] frame) in C:\source\dmdextensions\LibDmd\Converter\Gray2Colorizer.cs:line 86 at System.Reactive.Linq.ObservableImpl.Do`1._.OnNext(TSource value) --- End of stack trace from previous location where exception was thrown --- at System.Reactive.PlatformServices.DefaultExceptionServices.Rethrow(Exception exception) at System.Reactive.Stubs.<.cctor>b__1(Exception ex) at System.Reactive.AnonymousSafeObserver`1.OnError(Exception error) at System.Reactive.Linq.ObservableImpl.Do`1._.OnNext(TSource value) at System.Reactive.Observer`1.OnNext(T value) at LibDmd.Input.PinMame.VpmGray2Source.NextFrame(Int32 width, Int32 height, Byte[] frame) in C:\source\dmdextensions\LibDmd\Input\PinMame\VpmGray2Source.cs:line 37 at LibDmd.DmdDevice.DmdDevice.RenderGray2(Int32 width, Int32 height, Byte[] frame) in C:\source\dmdextensions\LibDmd\DmdDevice\DmdDevice.cs:line 494 at PinMameDevice.DmdDevice.RenderGray2(UInt16 width, UInt16 height, IntPtr currbuffer) . Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 30, 2018 Author Content Provider Share Posted June 30, 2018 I think the issue might be that Im doing the frames in 128x32 instead of 128x16 ; can you change the DMD size on the table to 128x32? I think you also need to rename the file to match the rom name? replaced this sweet sweet building animation: With a resized redrawn edit from the arcade game: I do need to adjust frame timing, but I thought it was cool enough to share Link to comment Share on other sites More sharing options...
ArcadeGamer Posted June 30, 2018 Share Posted June 30, 2018 Thanks for the reply. I removed my tmnt_104 from regedit and defaults were restored. Same issue. Just to sanity check, i renamed the two TMNT.xxx files to pin2dmd.xxx and put them in my altcolor/tmnt_104 path which the log seems to be happy with. using 1.7.1.0 version of dmddevice.dll tried 1.7.0 and it does the same. using dmdext from dmdext-v1.7.0-x86.zip in my VPinMame directory. setup test and VP9 both with same results. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 30, 2018 Author Content Provider Share Posted June 30, 2018 I dont know enough about it to be a huge help, but this probably has something to do with it: [9] 2018/06/30 12:40:46.029 INFO | Resizing virtual DMD to 128x16 The game does use 128x16 but Lucky said to do the game in 128x32 so somewhere in the table script you should set the DMD to "regular" size. Other than that I have no idea, Im just the guy drawing dots I updated the Gdrive files with the building intro Link to comment Share on other sites More sharing options...
ArcadeGamer Posted June 30, 2018 Share Posted June 30, 2018 Thanks, the gifs look awesome! Link to comment Share on other sites More sharing options...
ArcadeGamer Posted June 30, 2018 Share Posted June 30, 2018 BTW. I tried hard coding to 128x32 in the registry. Log still had same message, so I think that might be some internal debug note. Hopefully Lucky1 or someone else might be able to assist. Thalmus, did you get it going on your system? Link to comment Share on other sites More sharing options...
ArcadeGamer Posted June 30, 2018 Share Posted June 30, 2018 Interesting. If I uncheck "Colorize DMD 4 colors" in the rom options, the log file is totally clean. virtual dmd works but not colorized. [1] 2018/06/30 14:41:54.137 INFO | Determined color path from assembly path: E:\Emulator\Pinball_emu\VPinMame\altcolor [1] 2018/06/30 14:41:54.163 INFO | Starting VPinMAME API through Setup.exe. [1] 2018/06/30 14:41:54.163 INFO | [vpm] Open() [1] 2018/06/30 14:41:54.163 INFO | [vpm] PM_GameSettings(0) [1] 2018/06/30 14:41:54.163 INFO | Disabling game colorization [1] 2018/06/30 14:41:54.163 INFO | Setting game name: tmnt_104 [1] 2018/06/30 14:41:54.163 INFO | Setting color: #FF00FF80 [1] 2018/06/30 14:41:54.176 INFO | Loading palette file at E:\Emulator\Pinball_emu\VPinMame\altcolor\tmnt_104\pin2dmd.pal... [1] 2018/06/30 14:41:54.176 TRACE | PAL[1] Read version as 2 [1] 2018/06/30 14:41:54.176 TRACE | PAL[3] Read number of palettes as 22 [1] 2018/06/30 14:41:54.176 TRACE | PAL[1171] Read number of mappings as 23 [1] 2018/06/30 14:41:54.176 TRACE | PAL[1425] Read number of masks as 24 [1] 2018/06/30 14:41:54.176 INFO | Loading virtual animation file at E:\Emulator\Pinball_emu\VPinMame\altcolor\tmnt_104\pin2dmd.vni... [1] 2018/06/30 14:41:54.185 TRACE | VNI[8] Skipping 84 bytes of animation indexes. [1] 2018/06/30 14:41:54.185 DEBUG | VNI[92] Reading 21 animations from VPIN v4... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[129] Reading 1 frame for animation "BlueBelt"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[2743] Reading 1 frame for animation "YellowBelt"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[5353] Reading 17 frames for animation "4names"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[49174] Reading 32 frames for animation "Eyes- replacement"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[131620] Reading 16 frames for animation "TwinMilLitesSewer"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[172861] Reading 20 frames for animation "TMNT-GoNinja"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[224408] Reading 16 frames for animation "PlungerDoubleSkill"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[265646] Reading 1 frame for animation "LoopEntry"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[268260] Reading 1 frame for animation "OrangeBelt"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[270880] Reading 15 frames for animation "Muti-Sewer-Lites"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[309547] Reading 9 frames for animation "Spell TURTLES"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[332757] Reading 5 frames for animation "swirls"... [1] 2018/06/30 14:41:54.185 DEBUG | VNI[345673] Reading 41 frames for animation "Replay Value"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[451287] Reading 1 frame for animation "PurpleBelt"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[453906] Reading 43 frames for animation "DataEastPinball"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[564667] Reading 169 frames for animation "T-M-N-T"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[999882] Reading 16 frames for animation "CaptiveBall"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[1041120] Reading 4 frames for animation "BlackBelt"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[1051457] Reading 42 frames for animation "Presents"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[1159645] Reading 1 frame for animation "BrownBelt"... [1] 2018/06/30 14:41:54.201 DEBUG | VNI[1162258] Reading 36 frames for animation "TMNT Logo"... [1] 2018/06/30 14:41:54.201 INFO | Loaded animation set VPIN v4, 21 animation(s) [1] 2018/06/30 14:41:54.219 DEBUG | [colorize] Setting new palette (2): [ #FF000000 #FF001100 #FF002200 #FF003300 #FF004400 #FF005500 #FF006600 #FF007700 #FF008800 #FF009900 #FF00AA00 #FF00BB00 #FF00CC00 #FF00DD00 #FF00EE00 #FF00FF00 ] [1] 2018/06/30 14:41:54.219 INFO | Opening virtual DMD... [8] 2018/06/30 14:41:54.275 INFO | Added VirtualDMD renderer. [8] 2018/06/30 14:41:54.284 INFO | PinUP DLL starting tmnt_104... [8] 2018/06/30 14:41:54.284 INFO | Added PinUP renderer. [8] 2018/06/30 14:41:54.284 INFO | Transformation options: Resize=Fit, HFlip=False, VFlip=False [8] 2018/06/30 14:41:54.284 INFO | Applying default color to render graphs (#FF00FF80). [8] 2018/06/30 14:41:54.297 INFO | Resizing virtual DMD to 128x32 [1] 2018/06/30 14:41:54.297 INFO | VPM 2-bit Source received new dimensions: 128x32 => 128x16. [1] 2018/06/30 14:41:54.297 INFO | Resizing virtual DMD to 128x16 [8] 2018/06/30 14:41:54.297 INFO | Setting up 2-bit VPM Graph for 2 destination(s) [8] 2018/06/30 14:41:54.310 INFO | Connecting VPM 2-bit Source to Dmd (Gray2 => Rgb24) [8] 2018/06/30 14:41:54.343 INFO | Connecting VPM 2-bit Source to PinUP Writer (Gray2 => Gray2) [8] 2018/06/30 14:41:54.343 INFO | Setting up 4-bit VPM Graph for 2 destination(s) [8] 2018/06/30 14:41:54.343 INFO | Connecting VPM 4-bit Source to Dmd (Gray4 => Rgb24) [8] 2018/06/30 14:41:54.343 INFO | Connecting VPM 4-bit Source to PinUP Writer (Gray4 => Gray4) [8] 2018/06/30 14:41:54.343 INFO | Setting up RGB24-bit VPM Graph for 2 destination(s) [8] 2018/06/30 14:41:54.343 INFO | Connecting VPM RGB24 Source to Dmd (Rgb24 => Rgb24) [8] 2018/06/30 14:41:54.343 INFO | Connecting VPM RGB24 Source to PinUP Writer (Rgb24 => Bitmap) [1] 2018/06/30 14:42:03.482 INFO | [vpm] Close() [1] 2018/06/30 14:42:03.482 INFO | Closing up. [1] 2018/06/30 14:42:03.482 DEBUG | Disposing 2-bit VPM Graph... [1] 2018/06/30 14:42:03.482 INFO | Source for 2 renderer(s) stopped. [1] 2018/06/30 14:42:03.482 DEBUG | Disposing 4-bit VPM Graph... [1] 2018/06/30 14:42:03.482 INFO | Source for 2 renderer(s) stopped. [1] 2018/06/30 14:42:03.482 DEBUG | Disposing RGB24-bit VPM Graph... [1] 2018/06/30 14:42:03.482 INFO | Source for 2 renderer(s) stopped. Link to comment Share on other sites More sharing options...
Content Provider malenko Posted June 30, 2018 Author Content Provider Share Posted June 30, 2018 Try PMing lucky for help. Lets use this thread for colored dots instead of tech support Link to comment Share on other sites More sharing options...
ArcadeGamer Posted July 1, 2018 Share Posted July 1, 2018 Will do. Your colored dots look pretty slick. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now