mesterial Posted June 13, 2025 Posted June 13, 2025 (edited) Hello, I wanted to create a table with the theme of Bayonetta (so not for children! 😂). As it's a very first time for me to do a full table, I took things small and slow, so I opted for a mod and an "easy" table to work with. I choose Avatar (v3.0), from Bigus1, Thalamus, Hauntfreaks, freneticamnesic, 85vett - Avatar table I went full on learning FlexDMD by myself, as there is no documentation and all the chatbot I tried are just crap to help programming that (believe me...). As my pinball has a 128*32 ZeDMD, I optimized everything for this glorious resolution! I've done everything myself, from editing video GIF files, creating animations, etc. This is still a work in progress: there is almost no sound, some bugs (you will spot many during the second player in the video!), all the modes are not finished, the artworks are really not finished, the ramps need some work, and many more. Though, I wanted to show it as it is after few months of work, to gather comments and ideas to make it even better! I hope you will enjoy. https://www.youtube.com/watch?v=tRclSX-GDSs Edited June 13, 2025 by mesterial
Spinball473 Posted June 15, 2025 Posted June 15, 2025 If you're able to, could you possibly document what you know about FlexDMD (and if this was made using the Avatar ROM)? It looks really great from what I see!
mesterial Posted June 15, 2025 Author Posted June 15, 2025 48 minutes ago, Spinball473 said: If you're able to, could you possibly document what you know about FlexDMD (and if this was made using the Avatar ROM)? It looks really great from what I see! Maybe that could be the project after the table is made 😅 I've not used any ROM at all at any point, or maybe just the inspiration on how to display things. From the OG table, I took the layout and sounds... and I think that's it! 😅 For the DMD, I've built everything from scratch. I've read Spongebob code a lot, in which the authors basically build almost every single frame by hand when there is movement - I mean EVERY SINGLE frame 😮🤯 - but I read FlexDMD's demo table code, and also the API - though I'm not a developer! - and I've discovered that it possible to do fun stuff without building and firing a bazooka when things happen 😂 (though it might be required, and I'm not taught enough to far to see it). And don't get me wrong, it was/is REALLY hard to understand how I could make things the way I want, and FlexDMD is really complex (and Spongebob is a REALLY awesome table ❤️). For example, text placement is just a nightmare to think and calculate coordinates for depending on the alignment, though I think I'm getting a small bit used to it 😅. I've been working on this project since February 24th "only", so I'm really a rookie. I've done so much trials and errors... I've rebuild my display code twice until now, it's so hard to delete everything and start again because it's needed, as the code grows so big (I'm at 7043 lines now in total for the table). Also, it may be not very efficient as a code, I might expect some complains from people using potato CPUs 🤷♂️😅 Next big steps to do: - create the 3 last modes, and elaborate a bit more on some that are already done - put sounds everywhere (that's a big one...) - I'm using 152 GIF files so far, and... I will have to redo every single one of them because the compression is crap, and it really shows on my real DMD... And of course I deleted some work files 🤦♂️ - Improve the artwork, done in MS Powerpoint so far 😂 (look at those blue squircles for the progression lights! 🤣) - Build the ramps in Blender - Try to run and apply the Blender custom tools to make things look stunning - Create a backglass - Include DOF effects (for everything but LEDs and whatnot as I don't have these in my pincab) - Balance the difficulty (hey! that's a small one! 😅)
mesterial Posted June 18, 2025 Author Posted June 18, 2025 Here is a small update on the playfield artwork. It's slowly comming to life like a real one 😄
mesterial Posted July 23, 2025 Author Posted July 23, 2025 Hi there, here is an update. Still so much work to do! 😅
mesterial Posted September 12, 2025 Author Posted September 12, 2025 (edited) Hi! Here is an update. Most DMD videos redone with proper encoding and at 50 fps instead of 33 (50 fps being the max for an animated GIF it seems). Sound and small visuals improvements. Still not finished, still some bugs I see only when I'm recording 😂 But also that's the first time I get a legit ball added during multiball 🤣 Also I properly configured OBS, so you get true 4K recording 🙂 Edited September 12, 2025 by mesterial
jcvd12 Posted October 4, 2025 Posted October 4, 2025 hope u get it done soon, and im desperate for some pups
mesterial Posted October 4, 2025 Author Posted October 4, 2025 11 hours ago, jcvd12 said: hope u get it done soon, and im desperate for some pups Hehe thank you for your interest! I'm working on it, by myself, since february 2025, and it's not just a reskin... Also, while PupPacks are way easier to implement, I prefer working hard on a proper pinball DMD, rather than adding about 30% more work to put videos nobody will pay attention to. Lately, I've been procrastinating rewriting the counting method for ALL the switches, because I want to have clean player separations, and...hum....counting properly things happening for each modes! 😅
mesterial Posted June 14 Author Posted June 14 Hi there. Here is an update, after a pause. Now, the game is playable (at least until advanced modes), with a level of bugs so low that I can have fun playing it! I also created a very basic backglass (so far), and started implementing DOF (flips, slings, bumps, gear, RGB fire).
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