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About sudsy7

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  1. No, I'm using the PIN2DMD on a real pinball machine with .fsq and .pal files (no dll file required for that). Lucky1's dll will work with a PIN2DMD I'm sure, but it won't work on a monitor output. You are right that the freezy dll will display a DMD on a monitor but the colors are all wonky. Hopefully, someday it will be updated for 64-color usage.
  2. I'm using v4.10 f/w. The 64-color mode works fantastic on a PIN2DMD installed on my real pinball, but trying to use the .vni and .pal files on a VPX table using the computer monitor DMD does not work for me, even with the Freezy version link you provide.
  3. I didn't think Freezy's dll worked with v4.x
  4. I wasn't even aware of this capability. I followed the thread - imported a gif, dummy keyframed it, and made a boot.fsq. Copied to the micro SD card and it plays, but the colors are not right. It was a 256 color gif. So I reduced it to a 64-color gif and repeated the entire process - colors are still not correct. After the boot gif plays, the colors are correct for the rest of the scenes. Any ideas of what I might be doing wrong, @lucky1?
  5. Does this only work with newly created scenes - in other words, a scene created in a previous version of the editor from various recordings won't automatically be "fixed" if saved under this version, correct? Either way, this is great improvement - thanks!
  6. I don't understand what that means, but I think because my scene has frames cut from various locations of a 10,000 frame recording and some even from a 2nd 10,000 frame recording, it may be impossible to link some of the frames to their proper hash. I think the only way to make it work, as of now, would be to start all over and cut/paste all the frames I want to use into a new recording and then make the Replace Sequence scene from that recording. In other words, I think the Replace Sequence (keyword = sequence) mode was really only meant for a contiguous set of frames and what I'm trying t
  7. Yes, at first I thought the arrow buttons would just scroll through the hashes for the frames in the scene only, so it wouldn't be too bad of a job to link the correct hash to the frame, but it looks like the arrows scroll though the entire recording(s) so linking by this method would be extremely time consuming, mind numbing, and just not worth the effort. Hopefully, this bug can be fixed in a future release.
  8. When you get it working the way you want, I'll be happy to test it for you on my machine if you like. You don't have to send my your project files or even the complete colorization, just make the fsq and pal files for this scene only.
  9. It's an old mode, yes, but you just recently changed it so that it doesn't have to play frames in strict order to work, right? That works to be an advantage for a common scene that goes from point A to point B using a different frames each time. Does it also have the ability to play frames out of order - for instance, can it play frame 1, then frame 4, then frame 2? Or does it only work for successive frames? I wasn't aware of the 128 frame limit - that's good to know! I will check out Layered Replace - I assume it works the same way as Replace Sequence for detection order playback
  10. All you are doing is playing scenes back in the editor. I've done that as well, but when you run those scenes on a real pinball, they won't sync correctly and many frames will be "uncolored" so it's really not worth much. The new improved Replace Sequence should, hopefully, sync the frames properly. It seems to do a good job on the simple scenes I have tried it on and that is why I am asking for a tool or method for collecting frames into a central scene that would handle all of the frames above the Center Pockets, and then there would, of course, also be smaller scenes to handle the Cente
  11. I'm not talking about just the opening frame - I know there are 11 permutations for that. I'm talking about the all the frames from opening frame at the center pockets to the right super cue to the left super cue and back down to the center pockets - try counting those! I didn't count them but I'm guessing there are about 150!
  12. There is a mode in Breakshot where you are asked to choose a shot, and the display quickly scrolls to various areas of the playfield in a random manner and then you pick your shot by pressing a flipper. I thought this would be a great use of the Replace Sequence mode. The first thing I need to do is gather all the possible frames (there is probably something like a 150 unique frames), but they have to be captured from many scenes and then put into a single Replace Sequence scene. The LCM has the handy Add2Scene button which is very helpful to assemble scenes, so I tried to use it and the
  13. Works great now, and there is no "stutter" either - I had a hash assignment incorrect. From a technical standpoint, what would be the drawback of using "Replace Sequence" instead of "Replace" every time?
  14. As a test I made a replace sequence scene (11 frames), assigned a unmasked hash to each frame, and set a non-masked trigger for the scene. When I try to export for real pin, I get this error: Probably something I'm not doing right. Let me know if you need the files. (Capcom Breakshot).
  15. In the latest editor, I just noticed a "Fix" button under the keyframe list that I don't remember seeing before - what does it do? (I clicked it but couldn't detect what it did)
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