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Pin2Dmd Colorprism V4.0 Firmware


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23 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:

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.

 

 

the masks you are using to create your key frame are not going to work

this is a capture of the 7 ball rolling out  and a capture of the 5 ball rolling out  and 

if you use any of the current masks the key frame will be the same

 

 

1.PNG

2.PNG

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10 hours ago, Pinballuser said:

 

 

the masks you are using to create your key frame are not going to work

this is a capture of the 7 ball rolling out  and a capture of the 5 ball rolling out  and 

if you use any of the current masks the key frame will be the same

 

The keyframe is only used to start the LCM scene which then loads his own masks to detect the position and value of the balls. I see no reason why this should not work.

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55 minutes ago, vbobrusev said:

Yes but wall destroyed depends how many times you hit the switch and animation will start from that place where you finished previously.

Is this animation interrupted by other animations or is it a single animation just with different combinations of destruction of the wall?

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WARNING - It appears somebody has hijacked this thread or this site and is changing messages - I'm seeing things that I did not write.  

EDIT:  Everything seems to look normal now.  Just guessing, but I think what may have happened is that the pages in this thread were translated into a different language somehow and then translated back to English, and therefore the words and meaning were a little different than my original.  At least I hope that's what it was!

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10 hours ago, vbobrusev said:

Yes but wall destroyed depends how many times you hit the switch and animation will start from that place where you finished previously.

Since the original animation uses 16 shades / colors maybe it is possible to colorize the wall by just selecting the right palette for the whole area that changes in the middle.

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10 hours ago, lucky1 said:

Is this animation interrupted by other animations or is it a single animation just with different combinations of destruction of the wall?

This animation can stops in that moment when ball on real pinball stops closing switches. and it continues from that point where you stops previously. Ball must be gray and wall must be brown i can't combine this colors in one pallete.

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14 minutes ago, vbobrusev said:

This animation can stops in that moment when ball on real pinball stops closing switches. and it continues from that point where you stops previously. Ball must be gray and wall must be brown i can't combine this colors in one pallete.

Then you have to use Colormask layered. Use the first palette to colorize the background (brown,red etc) and colorize each position of the balls and explosions separately with a higher palette. 

If you look at the tutorial for colormask layered on pin2dmd.com you can compare hills to ship/wall and the car to balls.

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7 minutes ago, lucky1 said:

If you look at the tutorial for colormask layered on pin2dmd.com you can compare hills to ship/wall and the car to balls.

The I have one question regarding the explanation.

It says: 

  • search for a frame with the players car in the recordings and press CTRL-C
  • create a new frame in the scene with the “Frame +” button
  • press CTRL-R to replace the newly inserted frame with the frame from the clipboard2. Use the Add2Scene button
  • make sure your scene is named “newScene”. If necessary rename it.
  • search for a frame with the players car in the recordings
  • press the Add2Scene button 
  • the frame should be added to the scene “newScene”

The last three points here seem double - at least i dont get them. Is this a copy paste error? How is it meant? 

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Either

1 hour ago, sprudeldudel said:
  • search for a frame with the players car in the recordings and press CTRL-C
  • create a new frame in the scene with the “Frame +” button
  • press CTRL-R to replace the newly inserted frame with the frame from the clipboard2.

or Use the Add2Scene button

1 hour ago, sprudeldudel said:
  • make sure your scene is named “newScene”. If necessary rename it.
  • search for a frame with the players car in the recordings
  • press the Add2Scene button 
  • the frame should be added to the scene “newScene”

 

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16 hours ago, Pinballuser said:

the masks you are using to create your key frame are not going to work

this is a capture of the 7 ball rolling out  and a capture of the 5 ball rolling out  and 

if you use any of the current masks the key frame will be the same

They do indeed work.  I already reported that 5 posts prior to yours.

The tip by lucky1 for using the fill tool is a good one though - I can see how the rectangle tool could get a person into trouble with the LCM mode.

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6 hours ago, sudsy7 said:

They do indeed work.  I already reported that 5 posts prior to yours.

The tip by lucky1 for using the fill tool is a good one though - I can see how the rectangle tool could get a person into trouble with the LCM mode.

I have no doubt that they work 

take a look at this 2 images

Unless their is a PIN2DMD Editor feature I don't know about

the 8 Ball (stripes and solids) game  releases balls at random (based on the target you hit)

The mask over the first ball is going to trigger the same keyframe regardless of what the rest of  ball are

the first ball will have the correct color but the rest of the  balls are not going to have correct colors.

when I said it does not work,  I ment that you cannot trigger a pallet that applies the correct color to each ball.

again  their might be a PIn2DMD editor option  that  accounts for this

as Lucky stated   --> LCM scene which then loads his own masks to detect the position and value of the balls. 

if by position he means that the LCM scene can read the number of the ball and apply  the correct color.  

then this is something I need to learn how to do.

2.PNG

3.PNG

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54 minutes ago, Pinballuser said:

if by position he means that the LCM scene can read the number of the ball and apply  the correct color.

If the mask covers only one ball you will get different hashes for different numbers and you can apply different colormasks which use different colors for that area .

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1 hour ago, Pinballuser said:

I have no doubt that they work 

take a look at this 2 images

Unless their is a PIN2DMD Editor feature I don't know about

the 8 Ball (stripes and solids) game  releases balls at random (based on the target you hit)

The mask over the first ball is going to trigger the same keyframe regardless of what the rest of  ball are

the first ball will have the correct color but the rest of the  balls are not going to have correct colors.

You now say you have no doubt that they will work, but before you said the masks I was using to create my key frame are not going to work - do you see how that is a contradiction?  I don't think you fully understand how the the LCM works.  Those frames you show will all have the correct color balls if you use the LCM mode - every single one of them.  BUT, you have to assign a hash for each one of them in all 7 positions - this means you will have 49 frames to cover all the permutations - each one will mask a single ball (that you will color correctly) in a particular position with a set mask for hashing and when the machine detects that hash, the ball will be colored correctly, regardless if there is one, two, three,  or all seven balls in the rack, AND regardless of what order they are in.  Believe me, it works, I just did it.

The only ball that you will have to fudge is the rolling ball because it is not distinctive - it is a generic ball with no number on it - all together there are another 49 unique positions/configurations for it.   That ball you will have to choose a neutral color for - I made mine white/gray.

This is just for the stripes - you will have to do the same for the solids.

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OK here is a problem with the 64 colors on WPC.

To begin with I created a fully white screen by making a one frame scene, turned into "replace" colored the whole thing white and turned it back into "color mask". This gives me a fully white screen in color mask mode, which will nice show me the location of all masks.

I created my palette "att_general" and associated it with my new scene via the "PAL" button.

On that I created this color mask which is to be applied to the "Grand Champion" scene, using all the 100% dots of the respective section of the palette.

image.thumb.png.981869420e067d117767a355b6ec5794.png

When I apply this to the Grand Champion Scene, by CTRL-C on the screen above and CTRL-V on the screen below, my grand champion scene looks exactly as I imagine it:

image.thumb.png.8fbd089ad574032dd6f90c5282dbec77.png

Apart from the less-than-average score, it is exactly like i want it. All dots pull the related colors from the 100% intensity of the respective section of the palette. The title does this with the gold shades, the initials do it with the red shades and the score appears with the white/gray gradient.

After I create a *.pal & *.fsq from the project and place it in my PIN2DMD, the result is this:

image.thumb.png.03dbd437e4ce5acf2486e13b054f6d6c.png

The scene is triggered correctly. The top row is always correct. The Initials display weird with white where there should be none. The score is sometimes white, sometimes red. This photo is the red version.

I am running colorprism 4.04 and using the JAn 17th version of the 64 bit editor. The pin2dmd is an evo, rather new.

Is this intended behaviour or a bug?

 

 

 

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1 hour ago, sprudeldudel said:

The scene is triggered correctly. The top row is always correct. The Initials display weird with white where there should be none. The score is sometimes white, sometimes red. This photo is the red version.

I am running colorprism 4.04 and using the JAn 17th version of the 64 bit editor. The pin2dmd is an evo, rather new.

Is this intended behaviour or a bug?

Please try v4.05 from github I just uploaded 

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editor bug: when copying a selection from a scene (in my case from a "replace" scene" to another (also "replace scene") the cursor will remain in the arrow-mode. reselecting the "selection"-tool will not give me the selection tool. cursor gets stuck in "arrow-mode

 

to reproduce:

1. create a scene in replace mode (source scene)

2. create aanother scene in replace mode (target scene)

3. goto souce scene, choose select-tool. select a square of screen.

4. goto target scene. do edit "paste over".

5. place copied fragment into target scene.

7. select the "selection"-tool again. try to selct a square of stuff. this doesnt work. the cirsor is still the cursor from "paste over" (the four-diurectional eerrors.

video attached. editor v 20210117 64 bit.

edit: sometimes (not often) it snaps back into normal, but that i cannot reproduce unfortunately. i usually then close and re open the editor and re load the project. 

 

 

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press SHIFT-CTRL-A to reset the selection before step 7

I try to add that to the button function , that the selection gets automatically removed when clicked again.

Will be changed in the next release

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11 hours ago, lucky1 said:

Just uploaded a new build of the editor. Please test.

Thank you. :) I downloaded and started it up. copying works, but "CTRL-A" is still required when re-selecting the section tool after using "paste over". The cursor, however, is back to "arrow".

Copy/pasting scene names using the "CTRL-C" and CTRL-V" is still not working.

Another thing I noticed is an instant crash when selecting the option to "remove unused pallettes". Editor 3.0.0.0. v 20210203. Java 64bit jre1.8.0_281.

crash report attached.

BTW: where can i rwd on how to import gif or png images into the replace-scenes?

 

 

crash on removing unused palettes.txt

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5 hours ago, sprudeldudel said:

Copy/pasting scene names using the "CTRL-C" and CTRL-V" is still not working.

CTRL-C and CTRL-V is globally bound to display content. I don´t think I change that.

Instant crash will be fixed in next build

First of all only Gif is supported. To import a Gif just load it as a scene.

Make sure it has the right resolution and color depth. Simply use a gif export with dot size 1 as template.

Currently only 16 colors supported by GIF import

 

 

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2 hours ago, sprudeldudel said:

Thank you for this info. The manual coloration was the thing I was going to ease by importing a gif. :) Anyway thanks for clarifying.

I uploaded a updated version which fixes gif import and the crash

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