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Pin2Dmd Colorprism V4.0 Firmware


lucky1

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Time for a new major release. The main job this time was to allow the usage of more colors for your colorization projects.
We now are able to use up to 64 different colors per frame in all devicemodes. As a side effect that allows you to colorize
machines like Stern SAM  Stern SPIKE and HomePin using the PIN2DMD Editor. While adding the new framebuffer creation routines
to the firmware I was able to optimize / speedup the existing routines as well, which should also give you a better performance with existing colorizations.

You can find the 4.x firmware for all pin2dmd hardware platforms here

https://github.com/lucky01/pin2dmd

and the 64 color version of the pin2dmd editor here.

https://drive.google.com/drive/folders/18wNl_JbPW4XbvLkJQbT_s_DhHZqwq9CI?usp=sharing

With existing projects it should work like before. It should also fix some existing bugs.
To enable 64 colors go into the config menu and set the colors to 64 and restart the editor. If you then load a 16 colors project you should be asked wether you want to convert to 64 colors.

V4.01
- fix masked modes for AlvinG real pinball machines
- updated dmddevice.dll which fixes 4 bit replacement mode and compatibilty to latest pinmame version

V4.02
- better timing accuracy in real pin dumps 
- updated pin2dmd tools (32bit/64bit/OSX)

V4.03
- fix Capcom 64 color mode

V4.04
- fix 64 color LCM mode

V4.05
- fix 64 color WPC colormask

V4.06
- fix LCM modes for DE128x16, DE, Whitestar, SLEIC, SEGA192x64

V4.07
- optimized DE128x16 input routines

V4.08
- improved speed for LCM scenes on real pinball machines. Please also make a new export of your project with the latest editor on google drive to get the full performance.

V4.09

- improve layered replacement scene (needs new editor export for real pinball machines)
- improve replace sequence and colormask sequence mode (needs new editor export for real pinball machines)
- update dmddevice.dll with improved modes

V4.10

- fix WPC 64color layered replace mode

- fix Spike layered replace mode

- don´t refresh displaybuffer on brightness change

V4.11

- add support for PIN2DMD HD 256x64

- add support for DotMation on XL 192x64

V4.12

- improve compatibility to old freezy.dll
(set PAL STORAGE to RAM to make colorization work with old freezy versions)

V4.13

- fix first frame problem with sequence modes

V4.14

- fix broken sync in sequence modes

V4.15

- fix first frame of sequence mode not displayed

V4.16

- increase number of global masks for 192x64 projects 

V4.17

- fix boot for custom boards based on Nucleo schematic

V4.18

- fix boot for STM32F407 on EVO boards

V4.19

- fix single frame colormask issue

V4.20

- fix colormask timer issue

V4.21
- fix issues with some SD cards on EVO HD

V4.22
- fix more SD card issues on EVO HD

V4.23

- hopefully the last fix for EVO HD SD cards issues

V4.24

- fix event keyframes in palstorage flash mode

V4.25

- improve keyframe search speed

- fix 24bit playback on EVO HD

V4.26

- improve keyframe handling

V4.27

- new sync for Spike

- fix rare LCM/LRM crash

- refactor PinMame modes

V4.28
- add support for alternative row signaling on HD

   close SJ13 to activate

V4.29
- add some nullpointer checks

V4.30

- minor code optimizations

V4.31

- scale down HD projects on 128x32

V4.32

- add support for single device pin2dmd editor real pin export.

V4.33

- fix issue with single real pin export and 64 color palettes

- add 2bit 128x32 on XL mode

V4.34
- add debug hash option to onscreen menu to output triggering scene hash to RS232 port

V4.35

- allow more than 256 palettes in one project

V4.36

- fix scale2x borders on pin2dmd HD

V4.37

- fix issue with DE128x16

- fix init of new chipset panels on MK66

V4.38

- fix RS232 TX on HD

V4.39

- fix sidechannel hangup on HD

V4.40

- add support for Capcom 256x64 (Flipper Football) on Pin2DMD HD

V4.41

- fix update on non EVO HD pcbs

- increase cpu clock startup timeout

V4.42

- add version check for colorizations

- additionally display RGB sequence as text in onscreen menu

V4.43

- fix rare issue with loading old colorization files

V4.44
- add support for new "Replace No Retrigger" coloring mode
- add support for SysXDMD module
- fix dump issue in 64bit pin2dmd.exe tool
- fix unique ID display for MK66 build

V4.45

- add support for new "ColorMask Loop" coloring mode

- fix colorization issue on XL boards
- fix colorization issue on MK66 boards

V4.46

- fix nullpointer issue

V4.47

- fix rare issue with EVO boards needing reset to start after poweron. Full install of firmware needed with DFU or BIN file on those boards.

V4.48
- final fix of rare issue with EVO boards needing reset to start after poweron. Full install of firmware needed with DFU or BIN file on those boards.
- fix REPLACE_NO_RETRIGGER coloring mode replay lag

V4.49

- increase pal storage flash area

V4.50

- added support for DevEBox based PIN2DMD HD https://pin2dmd.com/hardware/#2.2

V4.51
- don´t retrigger ColMaskLoop and Replace_No_Retrigger mode even if different start keyframes are used.

V4.52

- improve communication with pin2dmd tools

- add SysXDMD support to PIN2DMD HD

Edited by lucky1
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7 hours ago, sprudeldudel said:

awesome! this is perfect timing, i just got into doing something on my getaway!!  btw there is a display bug in theeditor. all dialog boxes, dialog windows shift the buttons below the lowerend of the window. that was also the case in the previous version. see attached screenshot

 

pin2dmd-editorscreenshot.PNG

What is your screen resolution ?

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Holly FLOCK!!!!!!!!!!!!!!!!!!!!!!,   this is awesome   

thank you 

On 1/7/2021 at 3:40 AM, lucky1 said:

 As a side effect that allows you to colorize
machines like Stern SAM  Stern SPIKE and HomePin using the PIN2DMD Editor. While adding the new framebuffer creation routines

Does this mean that we can color SAM scenes with dynamic content now

I tried to change the text color on this scene (see pic)  and only the   Replace,  Replace Sequence  and Replace Masked worked.

And by work I mean that I was able to add a block of colored pixels over the text

 

And is it possible to import  images  and create pallets from the images using the 

 Pallettes/Mode --> Pick Pallets from Frame

I tried to import a PNG  as a recording and got a crash

I tried to import a PNG that was Gzipped  but nothing happened.

Capture.PNG

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52 minutes ago, Pinballuser said:

Does this mean that we can color SAM scenes with dynamic content now

I tried to change the text color on this scene (see pic)  and only the   Replace,  Replace Sequence  and Replace Masked worked.

And by work I mean that I was able to add a block of colored pixels over the text

The same color group rules like for 4 color games described here https://pin2dmd.com/chapter-5-coloring-a-dynamic-content-scene/ apply to 16 color games except that the group is not 4 colors it is 16 instead.

So for one of the 16 colors you now have 4 alternatives choose from A16 B16 C16 D16

58 minutes ago, Pinballuser said:

And is it possible to import  images  and create pallets from the images using the 

 Pallettes/Mode --> Pick Pallets from Frame

I tried to import a PNG  as a recording and got a crash

I tried to import a PNG that was Gzipped  but nothing happened.

AFAIK only GIF is supported.

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I found a way to color the text in Pinball Browser,  I set my text to the colors in C#

the only problem is similar text will always share the same color pallet number

 

but now that we have  

Line 1  C#

Line 2 C#

Line 3 C#

Line 4 C#

 

I can assign a different line and change the color for matching text

https://www.dropbox.com/s/zbz1fk6djhujb35/capture-2.avi?dl=0

 

but it seems that color masks still don't work on  SAM projects

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I successfully tested ColorMask with this SAM project on XMEN attract mode. 

test64.zip

I just looked at your video and it seems that you did not understand correctly what I wrote above.

Normally  text in SAM has color 16 (the righmost in a palette row)

So you can only assign 32,48,64 (always the rightmost) as color for the text

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4 hours ago, lucky1 said:

I successfully tested ColorMask with this SAM project on XMEN attract mode. 

test64.zip 85.32 kB · 0 downloads

I just looked at your video and it seems that you did not understand correctly what I wrote above.

Normally  text in SAM has color 16 (the righmost in a palette row)

So you can only assign 32,48,64 (always the rightmost) as color for the text

 I understand what you are saying,   but Like I said I found a way to  add different text colors  (without doing any color (number) changes in the PIN2DMD editor)

See pic

I do this by moving the text/Numbers  from color 16 (Highlighted)  to the other numbers  in the color selection list.

when I said color mask does not work  I mean to say that you can't change the color from D16   to  any color in A B  or C section similar to what you can do with other non SAM roms.

in this video dynamic score is in the A and I can easily change it to B, C or D

https://www.dropbox.com/s/ji5vxprrcfmang9/colormask x.avi?dl=0

 

if you want to make changes you still have to Use Pinball Browser to color your project.    But your update is much a appreciated as it solves  some of the limitations found in Pinball Browser.

all those transition scenes that used all 16 colors but needed 20+ colors  can now be fully colored

Capture.PNG

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7 hours ago, Pinballuser said:

in this video dynamic score is in the A and I can easily change it to B, C or D

https://www.dropbox.com/s/ji5vxprrcfmang9/colormask x.avi?dl=0

 

You are comparing a project from a pinball machines which originally has only 4 shades (WPC,DataEast,Gottlieb,Stern Whitestar etc) to a project which originally has 16 shades (SAM, Spike, Homepin etc) coming from the pinball machine.

With a 16 shade 64 color pin2dmd editor project you have 4 alternative colors you can select when colorizing text which originally comes as shade #16 from the pinball machine (see picture)

What you do is modifying the ROM with pinball browser to change the shade number of the text which is also possible, but the goal of this upgrade was to give the user the possibility to colorize 16 shade games without the need of modifying the ROM with pinball browser.

64colors.png

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Hello Lucky1

 

i don't know but it seem that there is an error on this new tool. (see picture)

just want to try it out a bit. Its a dump from Super mario bros Gottlieb system 3.

or could this be a system setting error?

Maybe this could help for troublshoot on the software.

If not just ignore

Regards Luc

1824313112_Screenshot(9).thumb.png.2218908b1bdeffef1d366f9d34883f7c.png

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6 hours ago, Lucxor said:

Hello Lucky1

 

i don't know but it seem that there is an error on this new tool. (see picture)

just want to try it out a bit. Its a dump from Super mario bros Gottlieb system 3.

or could this be a system setting error?

Maybe this could help for troublshoot on the software.

If not just ignore

Regards Luc

1824313112_Screenshot(9).thumb.png.2218908b1bdeffef1d366f9d34883f7c.png

fixed in the latest editor version on google drive

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1 hour ago, sprudeldudel said:

I did but removed one. The prvious editor version still opens the project. this one doesn't. Obviously I SHOULD have them all there, but unfortunately i lost one, it seems. 

After I replaced it both version open the project fine. Howver im not sure if a missing file should stall loading altogether.

If you save your project the next time the missing file is remove from the project

1 hour ago, sprudeldudel said:

further bug, probably known: in order to change delay times of frames the number must be committed by RETURN key only. the one on the number-block doesnt work for the commit.

I think this is some kind of java library problem. I will see if i can find something but can´t promise  anything.

 

1 hour ago, sprudeldudel said:

and: needing to activate and deactivate the D-mask setting for the hash to recognize the mask.

I will have a look if I can reproduce that.

I also changed the layout of the about and project load progress dialog.

 

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3 hours ago, sprudeldudel said:

further bug, probably known: in order to change delay times of frames the number must be committed by RETURN key only. the one on the number-block doesnt work for the commit.

Could change that. Will be part of the next build.

3 hours ago, sprudeldudel said:

and: needing to activate and deactivate the D-mask setting for the hash to recognize the mask.

Could not reproduce this. What I did

1.Load a recording
2. check D-Mask
3. define a mask
4. navigate through the recording using arrow buttons or keys.

Hash calculated is always with mask. 

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10 hours ago, sprudeldudel said:

further bug, probably known: in order to change delay times of frames the number must be committed by RETURN key only. the one on the number-block doesnt work for the commit.

and: needing to activate and deactivate the D-mask setting for the hash to recognize the mask.

new build uploaded with fix for ENTER on numpad and changed logic for Mx tagging of hashes.

Please test

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Could it be that you simply have nothing marked with that mask ? I can´t see any red or blue area.

The about box issue seems to be something with your graphic settings. Mine looks like in the attached picture.

Maybe you have the same problem like the user in this post and have to change the Properties of javaw.exe

 

 

p2deabout.png

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Just now, sprudeldudel said:

this mask sleects a smal fraction in the lower section of the dmd, which is not in the video. definitely something there.

But the frame with the dots has only data in the upper area which means that the mask does not catch any data.

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