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slippifishi last won the day on October 7 2020

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  1. You can't add more than one trigger to a hash; once I have added a trigger to "x01" I can't add another colouring trigger of any type. EDIT: I think I see what you are asking now; yes, that could work, that's what I describe when I first name SEQUENCE A and SEQUENCE B. It depends on the animation, in some cases the second (or later) instance of the frame that's being repeated will have a longer delay than the first; if the first instance of the frame is visible for less than later uses of the frame then you may end up getting flickering back to the default palette when the frame is supposed to display longer.
  2. And to finish where this all started @FishTales10; the last image/example in my previous post is one cheapish way to cover transitions/wipes by making a frame "stick" on the display on purpose; add a Replace Sequence scene with the last frame before the transition starts, then add a trigger to said frame. This will then stay on screen until the transition finishes, or until another trigger fires (probably your main score trigger; depending on the mask you use for that main score and how the transition plays, this can still result in choppy return to the score!). Note this method really only works with Replace Sequence scenes and not ColorMask Sequence.
  3. I was a bit bored, here's a tidier version with some more realistic scenarios Here's a simple animation that we have cut from a dump. This is easy to colour, we can just cut the 11 frames to a single scene, colour it in REPLACE mode, and add a trigger to frame 1, right? No! Note that frame 5 is the same as frame 1 - it has the same hash. If we use a single trigger on hash "x01", it will retrigger again 5 frames later. To the player this will look like the animation is stuttering, it will loop a bit, and depending on how well triggered your project is, they may not even see the end of the animation if something else triggers before it completes. This means we will have to slice the animation up to be able to trigger it correctly. Frame 1 and frame 5 have the same hash, so we only have to colour it once - pretend frame 5 doesn't exist anymore, now we have this: You could at this point create two REPLACE scenes; one to trigger from frame 1, playing frames 1-4, lets call this Sequence A. Then a second scene and trigger could be added to play frames 6-11, which we'll calls Sequence B. What about frame 5? In this case you would be relying on Sequence A retriggering, playing the first frame only, and then Sequence B would immediately trigger and play the remaining frames. So the "playback (frame #s)" of the triggers would be: SEQUENCE A (1-4) > SEQUENCE A (1) > SEQUENCE B (6-11) This may work in some cases, but if there is a timing (delay) difference between Frame 1 and Frame 5, then this could result in some stuttering or switching to the default palette. In the past I have cut and triggered this type of scene as follows; cut frame 1 to a single one frame REPLACE, frames 2-4 as another sequence of 3 frames REPLACE, then a final sequence for frames 6-11 (6 frames, REPLACE ). I would then add a trigger to each of those sequences on frame 1. This results in the following playback: FRAME 1 (1) > SEQUENCE A (2-4) > FRAME 1 (1) > SEQUENCE B (6-11) (I may have misunderstood how the playback works in the following part, so @lucky1 please correct me if wrong) If you use a REPLACE SEQUENCE then this changes things. You should cut a single 11 frame sequence from the dump. You will add the initial trigger to frame 1, then a subsequent trigger to all the intermediate frames 2-11 - note that we DON'T add a trigger to frame 5, as that hash is already triggered. When the initial trigger fires, frame 1 will be displayed, but no playback will occur; instead the display will wait for the next matching frame from the "subhashes" of the sequence, or any other matching trigger. So if, for some reason, there were hashes missing from your sequence, then the last matching hash it did find will remain on screen making it look stuck until something else is triggered. Any other trigger will also interrupt the "playback" of the Replace Sequence. For example, if there was another animation in the game that looked like this, then the above would initiate the first frame on the display, but the next three frames don't have any matches in the replace sequence, so frame 1 would remain "stuck" on the display, until such time as another trigger fires.
  4. Careful; I think with Replace Sequence you MUST set a hash for every frame you want to be part of the sequence, otherwise the sequence won't play. If you only set a trigger on the first frame then you are using Replace Sequence as if it was Replace. Replace: You set one trigger for the scene; when the trigger fires, the whole Replace scene will play, from start to finish, or until some other (unrelated) trigger fires. Replace Sequence: You set one trigger for the scene start frame, then you set one hash for each unique frame in the sequence. When the first trigger fires, only the first frame in the Replace Sequence is shown; it will remain on screen until some other matching hash from the sequence is found (or some other (unrelated) trigger fires, at which point your sequence will no longer play until the first trigger fires again).
  5. If I understand correctly, when you use a replace sequence you are effectively saying "the replace sequence starts at this hash, and then the subsequent frames use these hashes". Crucially, if the first hash doesn't ever trigger, then the other hashes in the sequence will never trigger either. So where you say "any frame I have already colored and keyframed", I believe you mean you had triggered it as a "subframe" of a replace sequence, and this won't work the way you are imagining; the display will not check for matching hashes within a replace sequence for every frame, unless the first frame of that sequence was triggered. For those frames in the middle of the sequence that you want to reuse, you will need to cut the frame out and add distinct triggers for them... ...and if you are paying attention, you will realise that adding a trigger for that individual frame from the middle of the sequence will also interrupt the replace sequence; this means you probably will need to cut the replace sequence into two or more sequences.
  6. Transitions are pretty difficult to deal with reliably/every possible wipe, so I would suggest you focus on getting everything else working first, you can worry about the transitions later. They are on screen for such little time, honestly they aren't worth the effort at this early stage. I admit they will look jarring at first, but if you pick a sensible default palette and make this similar to the main score palette, this will help reduce how obvious they are (most of the transitions will wipe back to the main score) ColorMask scenes have the potential of suffering from ghosting/bleeding, but Replace scenes don't. Ask yourself if you have to use a ColorMask scene because there is some dynamic element, or if you can use a Replace scene instead. In your examples posted above, the Jackpot and Shoot Again scenes jump out as being obvious Replace scenes to me (though beware the value awarded for Jackpot might be different and may require additional Replace sequences - 1 million, 2 million etc). However, the Jackpot scene looks like it probably has some common frames in that sequence; ie the first frame is the same as say the 4th or 5th frame, just before Pennybags jumps out; this may require you splitting the scene into two parts and triggering each part; the first to cover the initial fluttering of money, then a second to cover Pennybags jumping out. More triggers may be required depending on which hashes you use to trigger. The other scenes you posted all have some dynamic element (eg. score) and you will need to use ColorMask for those instead. I don't have much experience of using ColorMask Sequence, but I understand it's the equivalent of cutting up an animation into individual ColorMask frames, and then triggering each frame individually. There are added benefits to using ColorMask Sequence I think, but I am a bit "old school" and prefer to cut and colour everything frame by frame. By triggering every frame in a ColorMask sequence, you in many ways eliminate the timing issues that can occur with ColorMask and cause ghosting or bleeding that you are seeing, but you must cut and trigger every possible frame/hash in the sequence, otherwise you will get flickering instead(!) I would also suggest you forget about the "delay" value for now and focus on cutting and triggering scenes and frames individually. You can use this value to affect how long a frame will display; for a ColorMask type scene, you can use this value to force it to bleed onto the following frames (there are times when you can use this to your advantage). However remember that if another trigger fires it will interrupt this! For the record, making the transitions look nice is easier with a Replace scene; it's not impossible with a ColorMask scene but it's a bit more advanced. They are both a lot of work to do, and for such little benefit; if you colour everything else in the game except the transitions, it is not so obvious; yes, they stick out like a sore thumb right now because you are intently watching the DMD. But when playing for score, you don't notice the transitions so much.
  7. You just overwrote my version in the VPIN folder. My VNI file exported in sept 2020 is 7174KB, this new version is 7559KB. Either the latest editor export isn't exporting the same as the old version did, or you have indeed just exported an older version of the project. There have been no changes to the source files in google drive since my last update, which my understanding are the latest version/last version to have any updates - if you have 8 copies of the project locally I would suggest you delete them and refresh from google drive. Worth pointing out that the LCM work done by Malenko was never completed and worked very intermittently, so in my version all those triggers were dropped and replaced with something more reliable, flat colour mask IIRC. Malenko's version with LCM work is in the Getaway\Source\Malenko Nov 2019 Edition folder on google drive. I guess try these files @dtatane and see if they fix your problem.
  8. this is with freezy DLL or lucky DLL (or both!)? and are you using latest files i uploaded from 25th september 2020? (link in post above). this was not a 64 colour project so it should still work with freezy 1.8, though i was running 3.x firmware on my pin2dmd at the time. i dont know if there are any other vpin users running 4.x firmware who might be able to confirm if they see the same problem - @outhere maybe? i saw the post in your LAH thread about replace sequence crashing, and there was/is a bug in freezy DLL where if the replace sequence was just one frame long (ie. you are using it to "mask out" a transition) then it would crash. i did raise a bug on github but i don't think it is fixed yet; in my last update on 25th september i just duplicated the frames in all the single frame replace sequences i had so they had two frames instead of one (i just copied the single frame) and it seemed to fix the problem. i don't honestly recall using it in the scene shown above, but im afraid im not in a position to open the project sources at the minute to confirm. if you are using freezy DLL then there is a way to enable logging through dmdevice.ini iirc and that might give some more clues as to what is going wrong.
  9. I'm still around, but I am out of the colouring game since I got charged money for my own work on a DMD clock - rather a large chunk of money I might add, someone is making quite the profit off mine (and others) hard work. I don't have any intentions of removing any of my existing projects from VPU so have at them, but I will almost certainly not be uploading anything new in the future, sorry.
  10. slippifishi


  11. Is it just an editor limitation? I do have a GB here and I have wondered about pulling the ColorDMD out so I can try having a go myself, it's all a bit pink and purple and I would love to give it some polish, though I'm not sure how easily Ican convert my desktop pin2dmd into something I can use with the machine. I looked very briefly - spent like 1 minute - looking at pinball browser, but I don't think it would provide the same freedoms to colour as the approach I am used to using the editor
  12. SOME credit dot states are covered in some areas, but probably only whole numbers. Freeplay should be working everywhere, but freeplayDOT definitely won't. The easy solution - fix your dot! "easy" The harder solution - get me some specific rom dumps. I was using VPX (and Wob) to generate my dumps, and capturing all the dot states was not so easy. If you are willing and able to do some rom dumping then I can add some triggers, but please note that there is a little bit more than just 1 frame needed; as the score is displayed, if no switches are hit then eventually the bottom of the LCARS text will scroll and report the number of isolinear chips you have, duranium spheres etc. I don't know if anyone has ever noticed, but I even triggered those scrolls so the text colour transition is less jarring. Off the top of my head I can't remember what the order is, but I think the first item shown is Isolinear Chips and the last item (before it scrolls back to the ball and credit count) is Singing Stones. I need two states for each of those scrolls to account for the plural S - for example, to colour "freeplayDOT" correctly, I would need dumps of the following: Main score display - ball count & freeplay. Main score display - ball count & freeplay. >> LCARS TRANSITION >> 0 isolinear chips Main score display - ball count & freeplay. >> LCARS TRANSITION >> 1 isolinear chip Main scroe display - 0 singing stones >> LCARS TRANSITION >> ball count & freeplay. Main scroe display - 1 singing stone >> LCARS TRANSITION >> ball count & freeplay. Once I have all of those, I can confidently trigger all of the frames that need to be coloured to cover freeplayDOT. In an ideal world these would all be in one or at most two dump files
  13. You might also try generating a small raw dump at https://playfield.dev/ - these definitely work with the editor and might help pin down if it's something related to the dumping process you are using. There are some instructions on the github page https://github.com/neophob/wpc-emu
  14. The forum and download sections here are probably your best bet, you can also try @Audiofreaks site http://pin-display.ch which will let you contact some of the artists directly. @dzorbas also maintains a listing of finished projects at https://sites.google.com/view/pin2dmd/colour-files though almost all the links will bring you back here
  15. I have personally never used the "create key frame after cutting" action, but you can use the bookmark list to easily go back to the start of that scene later by selecting it from the drop down - the bookmark name will track the name you give the scene. I think this is better, often you may cut a scene for colouring and not actually know how it will be triggered yet - maybe a single trigger aligned with the start? Or maybe it will have to be cut up; either way it will be easier to manage that cut up (if needed) if there isn't already an existing trigger associated to that first frame. Also, what if you want the trigger to use a mask? How will you tell it which mask to use? What if the hash is already assigned to another trigger? Too many variables!! That "create bookmark after cutting" option kind of gives you want you want, it's just a few extra clicks away, and ultimately, I think it saves confusion later on. I use it religiously, working on Getaway was a bit difficult at times because those bookmarks didn't exist.
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