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Pin2Dmd Colorprism V4.0 Firmware


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Thanks for this update, the continuous improvements on PIN2DMD is what makes it stands out... 

I do have a few questions though:

- Can I infer from this release that it can now support Stern SAM ? I seem to recall this was a palette limitation which was causing PIN2DMD to not support fully SAM colorization

- If it is now supported, is there any way to reuse the work done for some SAM colorizations which specifically required to patch the ROM ? I manage to reimport the recordings of the colorized ROM (Star Trek in this instance), unfortunately I could not find a way to reimport the palette file so it could be used by the editor

- Is there a repository for DMD recordings somewhere ?

- And on a completely different topic: colorization is very time consuming. It would therefore benefit from collaborative work, for example multiple individuals working on the same colorization (through a github for ex). Unfortunately, if my understanding is correct, it seems that all project files are monolithic, unless I'm missing something ? It would be good to be able to do a "split by scene", so that several individuals could each work on a specific different section of the colorization (for example one would work on Mission 1 DMD frames, another one on Mission 2 DMD frames, etc - with a master file hosted on the github), is this possible ?

Cheers

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10 minutes ago, Ashram56 said:

- Can I infer from this release that it can now support Stern SAM ? I seem to recall this was a palette limitation which was causing PIN2DMD to not support fully SAM colorization

Did you read the first post ? Yes !
 

11 minutes ago, Ashram56 said:

- If it is now supported, is there any way to reuse the work done for some SAM colorizations which specifically required to patch the ROM ? I manage to reimport the recordings of the colorized ROM (Star Trek in this instance), unfortunately I could not find a way to reimport the palette file so it could be used by the editor

There is no direct way to do this, because the programmer from pinball browser does not support any open export format.
What you can do is make a recording of a complete gameplay of the patched rom and reuse the replacement scenes by cutting the scene and assigning the correct palette.
The you keyframe this scene to a recording of a unpatched ROM.
 

14 minutes ago, Ashram56 said:

- And on a completely different topic: colorization is very time consuming. It would therefore benefit from collaborative work, for example multiple individuals working on the same colorization (through a github for ex). Unfortunately, if my understanding is correct, it seems that all project files are monolithic, unless I'm missing something ? It would be good to be able to do a "split by scene", so that several individuals could each work on a specific different section of the colorization (for example one would work on Mission 1 DMD frames, another one on Mission 2 DMD frames, etc - with a master file hosted on the github), is this possible ?

You can export and import single colorized scenes and palettes,  so yes this should be possible.

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I think I may have found a bug with 64-color mode.  Here is a colormask frame that is in 16-color mode:

image.thumb.png.9d20379e2b4f5400f49dc286917b361a.png

I made a copy of the xml and ani files and opened and converted them to 64-color mode.  Then I changed the colorization of this frame slightly to this:

image.thumb.png.5c5aecaf22e317c200320d43480f8d75.png

All I did was change and use the first two 4-color blocks of the 2nd row of colors to effect the color of "Super Cue" and the dynamic score (30,000 in this case).  When I play this on a real machine, this is the result:

 image.thumb.png.1e5203c82dc469c073d68aa8e4464927.png

So, it looks like it is reverting back to the 1st row of colors, but swapping the two 4-color blocks.  Weird.

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21 hours ago, sudsy7 said:

I think I may have found a bug with 64-color mode.  Here is a colormask frame that is in 16-color mode:

image.thumb.png.9d20379e2b4f5400f49dc286917b361a.png

I made a copy of the xml and ani files and opened and converted them to 64-color mode.  Then I changed the colorization of this frame slightly to this:

image.thumb.png.5c5aecaf22e317c200320d43480f8d75.png

All I did was change and use the first two 4-color blocks of the 2nd row of colors to effect the color of "Super Cue" and the dynamic score (30,000 in this case).  When I play this on a real machine, this is the result:

 image.thumb.png.1e5203c82dc469c073d68aa8e4464927.png

So, it looks like it is reverting back to the 1st row of colors, but swapping the two 4-color blocks.  Weird.

You are testing with a Capcom Breakshot real pinball machine, right ? I think the problem is not the 64 color mode in general but specific to Capcom.
How did you get this picture from the real machine ?

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3 minutes ago, lucky1 said:

You are testing with a Capcom Breakshot real pinball machine, right ? I think the problem is not the 64 color mode in general but specific to Capcom.
How did you get this picture from the real machine ?

Yes, it's a real Capcom Breakshot machine.  That is just a illustration of what the machine is outputting (easier than taking a picture of it but I can if you like).  Actually, I would have liked to capture the output on virtual pinball, but I cannot get the 64-color vni and pal files to work with it.  Tried to replace the dmddevice.dll file with your latest but it didn't work - granted I am not very familiar with VP.

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2 hours ago, sudsy7 said:

Yes, it's a real Capcom Breakshot machine.  That is just a illustration of what the machine is outputting (easier than taking a picture of it but I can if you like).  Actually, I would have liked to capture the output on virtual pinball, but I cannot get the 64-color vni and pal files to work with it.  Tried to replace the dmddevice.dll file with your latest but it didn't work - granted I am not very familiar with VP.

I think I found the problem. Could you please test v4.03 I just uploaded ?

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On 1/22/2021 at 5:41 PM, lucky1 said:

I think I found the problem. Could you please test v4.03 I just uploaded ?

Yes, it works correctly on my machine now!

Is it possible for the 64-color mode to work on Virtual Pinball (just using my monitor for the DMD)?  I have been successfully using the  16-color vni and pal files on it, but not the 64-color mode files.  I think I'm using the Freezy dmddevice.dll in the pinmame directory.  I replaced it with your latest dll, but no luck.  Is there something else I'm missing in the VP setup?

Edited by sudsy7
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8 hours ago, sudsy7 said:

Is it possible for the 64-color mode to work on Virtual Pinball (just using my monitor for the DMD)?  I have been successfully using the  16-color vni and pal files on it, but not the 64-color mode files.  I think I'm using the Freezy dmddevice.dll in the pinmame directory.  I replaced it with your latest dll, but no luck.  Is there something else I'm missing in the VP setup?

They should work with my DLL but not thoroughly tested. Which driver do you use ?  libusb or winusb ? Please check with Zadig. 
Freezy currently does not work with 64 color files but I sent the infos to the dev team a couple of weeks ago.

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2 hours ago, lucky1 said:

They should work with my DLL but not thoroughly tested. Which driver do you use ?  libusb or winusb ? Please check with Zadig. 
Freezy currently does not work with 64 color files but I sent the infos to the dev team a couple of weeks ago.

At the risk of sounding stupid (I'm a newbie to VP), are those drivers only needed for interfacing a PC to an actual Pin2DMD device via a USB port?  The only Pin2DMD I have is installed in my pinball machine.  My desire is to have the virtual DMD on my computer monitor, so that I would be able to take screen captures for troubleshooting purposes.  And if that's the case, I would need to wait until Freezy is updated with that capability?

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Ok I was messing around with the LCM on my Breakshot, and I cannot seem to get it working correctly.  I'm wondering if it is another Capcom-specific problem or if I am just not doing it right.  Here's what I did:

image.thumb.png.e657d756e6bf9940e16d5e6c8e3ec865.png

This is the first frame of the newScene - it just colors the common area that will be shown each time a ball is scored and assigns it a hash.

image.thumb.png.958b87244a52b5b648f9e56c20c3d2d5.png

The next frame in the newScene is color and hash tag assignment for 10 ball.

image.thumb.png.c3794ebbe92ef8dca6c9d54b2cf6f1f1.png

The next frame in the newScene is color and hash tag assignment for 9 ball.

image.thumb.png.92cf668e54008fdfe0e59117c2c40bdd.png

And here is the keyframe for the newScene.  When I run this on my machine, nothing in the scene is colored correctly - just randomly garbled colors.

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9 hours ago, sudsy7 said:

Ok I was messing around with the LCM on my Breakshot, and I cannot seem to get it working correctly.  I'm wondering if it is another Capcom-specific problem or if I am just not doing it right.  Here's what I did:

 

Send me a copy of your project with all the dumps that I can have a closer look.

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3 hours ago, sudsy7 said:

Project has been sent to you.

What does the problem look like on the real pin ? The only thing i can see is that you used the rectangle draw tool which you should avoid and use the fill tool instead in lcm mode. You should make sure that the free black areas always use color 0 and not some other black of other color groups.  I haven´t tested on hardware so far.

P.S. Just found another issue looking at your screenshots. The "newscene" scene does not have the palette assigned shown on your screenshot (8 ball Window) but the newscene palette. You need to press the pal button after selecting a different palette to assign it to the scene.
Maybe that is already your problem.

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58 minutes ago, lucky1 said:

What does the problem look like on the real pin ? The only thing i can see is that you used the rectangle draw tool which you should avoid and use the fill tool instead in lcm mode. You should make sure that the free black areas always use color 0 and not some other black of other color groups.  I haven´t tested on hardware so far.

P.S. Just found another issue looking at your screenshots. The "newscene" scene does not have the palette assigned shown on your screenshot (8 ball Window) but the newscene palette. You need to press the pal button after selecting a different palette to assign it to the scene.
Maybe that is already your problem.

i"ll have to set up a camera to show you what the output on the machine looks like.  The free black areas are all rgb 000 I believe (know there are some non-000 colors in the palette where normally black would be but they aren't being used to color anything in the scene).  That's interesting that the rectangle tool should not be used for outlining masks.

I'm confused a bit by your last comment.  The newsScene has palette 20-8 ball Window assigned to it.   The last picture just shows assignment of the hash to the keyframe, so that really isn't looking at the scene.

What might be a good test is if you could create that scene (just delete mine and create a new one from scratch - should only take a couple of minutes) and send the file back to me and I'll try it out on the machine.  That way we would know for sure it wasn't an issue with setup of the LCM if it still doesn't work correctly.

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14 minutes ago, sudsy7 said:

i"ll have to set up a camera to show you what the output on the machine looks like.  The free black areas are all rgb 000 I believe (know there are some non-000 colors in the palette where normally black would be but they aren't being used to color anything in the scene).  That's interesting that the rectangle tool should not be used for outlining masks.

I´m not talking about any RGB values, but color groups. To make sure that the different colormasks don´t interfere with each other you should make sure you use only the first black on the upper right and not any other black of the other 4 color groups.  Look at the picture attached. I changed the black of the 3 color group in the second row to green. Any object appearing in that green area will get that color group assigned to it. 

 

22 minutes ago, sudsy7 said:

I'm confused a bit by your last comment.  The newsScene has palette 20-8 ball Window assigned to it.   The last picture just shows assignment of the hash to the keyframe, so that really isn't looking at the scene.

If I open the project you send me and select "newscene" from the scene table you will see that palette 30 is used instead of 20 to display that scene. 

black.png

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Looking at your video, the project and my source I could find a bug in lcm handling which could cause the artifacts on your screen. I just uploaded version 4.04.
Please test.

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18 minutes ago, lucky1 said:

If I open the project you send me and select "newscene" from the scene table you will see that palette 30 is used instead of 20 to display that scene. 

I don't get it.  When I open it and click on newsScene, this is what I get:

image.thumb.png.1f0534ed84c368ee31a7b46c5189ed5d.png

Yours shows Palette 20 but it doesn't look like palette 20.  If it were palette 30, it would look like this:

image.thumb.png.a18d365ee908d37ac66f9bbde690bf3a.png

What in the world?

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19 minutes ago, lucky1 said:

Your project version is newer than the one I have. I don´t have any player 3 score palette

Please test with the updated firmware

That's odd - I somehow must have sent you an older version.  Anyway, not sure how you are able to zero in on problems so quickly, but v 4.04 gives the expected results!  And that is even with rectangular tool masks (haven't had a chance to change the masks with the fill tool yet).  I will keep working on all the permutations for this scene and continue to test it and report any anomalies I find, but it is looking good right now.  Thank you!

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1 hour ago, sudsy7 said:

That's odd - I somehow must have sent you an older version.  Anyway, not sure how you are able to zero in on problems so quickly, but v 4.04 gives the expected results!  And that is even with rectangular tool masks (haven't had a chance to change the masks with the fill tool yet).  I will keep working on all the permutations for this scene and continue to test it and report any anomalies I find, but it is looking good right now.  Thank you!

As long as other objects don´t get into the space where you used the black of other color groups you will not notice any difference, but if they do they will not look like intended.

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Hi! Working on POTC colorization and have situation which i never colorized before. So, in pinball machine have 4 different switches. When ball close one of four switches, it start show animation when next ball come to destroy the wall, doesn't make since if previous animation with previous ball finished or not. I don't know how to colorize it as well, because all frames is unique and not usual. If ball stops hitting switches pinball remember how many balls smashed this wall. If you continue hitting this switches balls continue destroying wall from previous stops and animation with balls same. if switch closed - next ball in animation going, no matter if previous animation is finisned or not. Any ideas how to colorize it? 

 test.thumb.gif.a12b6d027069b5f00d4481a69e93e616.gif

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57 minutes ago, vbobrusev said:

Hi! Working on POTC colorization and have situation which i never colorized before. So, in pinball machine have 4 different switches. When ball close one of four switches, it start show animation when next ball come to destroy the wall, doesn't make since if previous animation with previous ball finished or not. I don't know how to colorize it as well, because all frames is unique and not usual. If ball stops hitting switches pinball remember how many balls smashed this wall. If you continue hitting this switches balls continue destroying wall from previous stops and animation with balls same. if switch closed - next ball in animation going, no matter if previous animation is finisned or not. Any ideas how to colorize it? 

 test.thumb.gif.a12b6d027069b5f00d4481a69e93e616.gif

Should be possible with ColorMask layered mode. https://pin2dmd.com/chapter-8-advanced-coloring-using-colormask-layered-mode/

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