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slippifishi

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slippifishi last won the day on October 18

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    Pinball!

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  1. Remember those transition originally represent a transition of brightness, not colour. You actually might lose some definition by using your approach of colouring the transition frames by replace. Here's an example from a single Creech scene, I can't remember which one, but look at the mess of hashes in each plane that get used before or after each other; you are often forced to choose triggering one hash over another because of reuse of the frame in the second plane, and often times this leads to conflicts where one hash ends up covering two hashes on the first plane so you will lose some detail that was included in the second plane originally. It's very hard to describe in detail what I mean so I'm hoping you'll understand by looking at the hashes - this is just 25 frames from a random creech scene, if you apply this problem to all scenes in a game, then you are in a never ending nightmare, and this isn't even considering the fact that hashes can and do often appear on the other plane too, adding to the complexity even more. EDIT: The blue rows are the solid frames, non-blue are transitions It's a lot of head scratching and effort for the sake of 17ms that - realistically - most players won't notice. You are biased, you have spent literally hundreds of hours watching these animations, you would probably notice if one frame had an extra 1ms delay, but joe average is too impressed with the colours to notice the fact the transition between frames isn't as smooth a blending of brightnesses. Furthermore the extra triggers required are not going to do performance any good, and it sounds like you are already on the limit.
  2. In case you aren't aware, there is a shortcut for forward and back one frame (left arrow/right arrow), as long as the actual dot editor has focus. Though I suspect this is not what you are referring to; from the little sequence type scenes work I've done I can only imagine you are talking about that moment just after you have used "Set Hash" and want to navigate through all the frames as quickly as possible? In which case, yes I agree, a global shortcut to forward one frame, or at least shift focus to the next frame button would be great. My workaround is to make the editor window as small as possible, this at least minimizes the amount of physical space required to move the mouse
  3. Did you update BOTH the pal and vni files? Obviously make sure you are using the VPIN download. I know of at least one other person running it on 4.24 firmware and no complaints, though strictly speaking I developed and tested on 4.23. It does look like it is working correctly for the first few frames, I can see the updated gradient on the bally logo and "presents" text, but then fails on the main creech title; that's not even the right colour mask that we can see over the top, so I can't work out what's going on. Definitely try downloading again and make sure you are replace BOTH files. What rom version are you running? Does it keep working but show the wrong colours, or does it crash at this point and no more animations run? Is there a dmddevice.log file? (there shouldn't be)
  4. Correct, you need to delete (all) the keyframes that use that scene before you can delete it.
  5. I'm pretty sure there is a way of running both DLLs together by renaming one or something, but I am really out of my comfort zone here, I don't have my pincab anymore and never ran pinup popper. Might be worth checking the forums here or around pinup popper as I'm sure someone has documented what you need to do.
  6. You can always get the latest dmddevice.dll from lucky at the PIN2DMD github repository https://github.com/lucky01/PIN2DMD/tree/master/integration/pinmame I think using this file might have repercussions if you are using a vpincab with pinup popper and/or other components so be careful if you are running a full on cabinet.
  7. At this point in time, you need to be running a real PIN2DMD display and using luckys DLL - this will only work with genuine PIN2DMD displays. Today, you cannot use these files with the current latest version of Freezys dll.
  8. Small suggestion: I renamed my old CFTBL colour project to "16 colour" in the hope this would avoid confusion with the new 64 colour files that I have uploaded pending approval. I can already see a bunch of new likes on those old files already so either that strategy didn't work, or there are some new vpin LCD users 😐 it is always nice to get some extra likes though Anyway, by act of renaming the file, it has jumped up the recently updated list, which probably doesn't help with that potential confusion. In hindsight I should have waited for the files to be approved before posting about them in my project thread, and I should have left the old file name as-is, but thought I would highlight this in case it wasn't known about; it would be great if I could update an item name without causing the item itself to be considered updated. For instance all my projects have got "VPIN" or "REAL" in their name yet they are now in specific categories for virtual and real machines, so it might be nice to sort those out at some point so they are less shouty. If this is already available and an oversight on my part, then sorry! For the record I did consider uploading my new files as a version 2.0 on the existing files, but in order to download them users would have to then select the specific previous version, and given how many people(?) are still reliant on the 16 colour freezy dll today, I reckon it will result in fewer "why doesn't this work for me?!" posts if they can be directed to something clearly 16 colour.
  9. Pleased to present (pending file approval) PIN2DMD CFTBL v2! After seeing the recent introduction of the HD panels I was inspired to go back and give Creech the love he deserves, so here is a complete new version, essentially a complete rewrite; every scene has been adjusted, tweaked, bug fixed, recoloured, retimed, retriggered, retested... Some highlights include: The left ramp animation ghosting mentioned several times earlier in this thread is no more. No more black and white on non-movie scenes. Sexier lips. Full 4 player support. All missing scenes/modes captured and coloured. Status Report. All text is oozing with those dithered gradients that look so good on LED panels. And so, so much more - my changelog has over 100 line items, and that's just the stuff I was tracking. This is a 64 colour project so at this point in time is restricted to genuine PIN2DMD users running the latest stable v4+ firmware. Unless Dazz or the other moderators disagree, I will leave the original 16 colour project available for download separately so VPIN/LCD users can still access a freezy compatible version for the time being. As before this has been developed for the English L-4 rom - earlier/other roms may work, though I have not tested, and if someone finds there are issues then reach out to me through PM and I'm sure I can take a look. Thanks for all the support and kind comments about this project over the past two years or so. Massive thanks to @Terranigma for his testing and videos, and being an all round general encouragement and bloody nice guy - have you tried his TMNT files yet? They are amazing! Also shout out to @stumblor for the HD panel video in his Creech and making me realise "oh crap, I better sort that mess out!", and the testing, and videos! And as always a massive shout out and thanks to @Wobfor all his testing, past and present. Finally, I do have a separate real pin version available for HD (256x64) display owners, but I have chosen to not upload them at this stage to avoid confusion/people using the wrong files on their non-HD displays. The only difference is a slightly modified title screen to help the auto-scaler with the complex text, but if you would like the HD version, drop me a PM and I will happily pass the files on.
  10. I don't know if it will support L2, but I have just uploaded a new version that you should try out; I suspect a lot of it should work OK, and if you find any problems then reach out to me and maybe I can fix the issues for you
  11. Version 2.0

    110 downloads

    INSTRUCTIONS ============ Copy the required files to your altcolor folder (vpin) or SD card (real) as required. Please ensure you are using the latest stable V4+ PIN2DMD firmware with 64 colour support. VPIN users must be using a 64 colour compatible DLL. The project has been developed and tested on the English L4 rom. Full 4 player support is included Please raise any bugs or issues in the main VPUniverse thread below, including as much detail as possible: Please leave the "Say no to drugs" banner active to see the project credits. CREDITS ======= Dots by: slippifishi Testing by: Wob Additional testing: Terranigma & Stumblor
  12. Version 2.0

    188 downloads

    INSTRUCTIONS ============ Copy the required files to your altcolor folder (vpin) or SD card (real) as required. Please ensure you are using the latest stable V4+ PIN2DMD firmware with 64 colour support. VPIN users must be using a 64 colour compatible DLL. The project has been developed and tested on the English L4 rom. Full 4 player support is included Please raise any bugs or issues in the main VPUniverse thread below, including as much detail as possible: Please leave the "Say no to drugs" banner active to see the project credits. CREDITS ======= Dots by: slippifishi Testing by: Wob Additional testing: Terranigma & Stumblor
  13. No I haven't specifically tested importing and playing back 24 plane scenes etc, though I have tried a little bit of HD editing and to be honest am somewhat overwhelmed by the amount of editing that's required per frame (4x the work) in terms of the number of dots to be coloured or tidied up as a result of the autoscaling - that's not a complaint about the autoscaling, it does a really great job. However if you are importing scenes than you eliminate the need to do any dot editing at all.
  14. You could consider an HD (256x64) display for your LAH project/mod upgrade; the extra resolution provided by the dots would be great for increasing the detail in those clips, and you already have a stable 128x32 base project to "upgrade" from, so in many cases would just have to switch the existing triggers to your imported scenes.
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