Content Provider lucky1 Posted February 3, 2021 Author Content Provider Share Posted February 3, 2021 Just uploaded a new build of the editor. Please test. Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 4, 2021 Author Content Provider Share Posted February 4, 2021 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 Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 4, 2021 Author Content Provider Share Posted February 4, 2021 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 Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 5, 2021 Author Content Provider Share Posted February 5, 2021 There was a problem with the build from last night. I just uploaded a new one Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 6, 2021 Author Content Provider Share Posted February 6, 2021 With the first 64 color project already released and extensive testing here it is time to move 4.x firmware and the toolset out of beta state. All links in the first post changed accordingly. Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 6, 2021 Author Content Provider Share Posted February 6, 2021 2 hours ago, sprudeldudel said: Awesome news. Big report on editor v20210205: when using the "smart" option, while coloriong a replace-scene. after switching from one scene to another, "smart" remains checked, but the option is not functional. to reproduce: 1. select replace scene 2. check "smart" 3. color something with the "box"-tool 4. switch to another "replace" scene 5. color something without changing tools. --> smart will remain checked, but not be in effect. Fixed in the latest upload. Could you please add a issue to the github repository in the future to collect the bugs you detect ? I don´t think that it is the right place here. https://github.com/sker65/go-dmd-clock/issues Thanks ! Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 7, 2021 Author Content Provider Share Posted February 7, 2021 I fixed the SmartDraw function for 16shade sources and also changed the beahiour of the Smart checkbox when changing scenes to keeping it enabled when changing from on replacement scene to another. P.S. Just uploaded a new version with a fix for LCM hash calculation in 64 color mode Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 11, 2021 Author Content Provider Share Posted February 11, 2021 I just uploaded a new version of the editor with the following features added: - adjustable playback speed - possibility to change hash and scene of existing keyframes - possibility to mark and delete multiple keyframes at once Link to comment Share on other sites More sharing options...
sudsy7 Posted February 13, 2021 Share Posted February 13, 2021 On 2/11/2021 at 1:33 PM, lucky1 said: - possibility to change hash and scene of existing keyframes Can you explain how this works? Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 13, 2021 Author Content Provider Share Posted February 13, 2021 2 hours ago, sudsy7 said: Can you explain how this works? select keyframe change selected scene press color scene button to change scene or select different hash press Set Hash button Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 13, 2021 Author Content Provider Share Posted February 13, 2021 just uploaded V4.06 which fixes LCM for DE128x16, DE, WHITESTAR, SLEIC and SEGA192x64 Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 17, 2021 Author Content Provider Share Posted February 17, 2021 V4.07 with an optimized input routine for DE128x16 is up on github Link to comment Share on other sites More sharing options...
ebor Posted February 18, 2021 Share Posted February 18, 2021 Hello, For information, impossible to activate my STL32 after updating to v4.07 firmware. OK with v4.05. Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 18, 2021 Author Content Provider Share Posted February 18, 2021 Did not change anything about the activation. Please download again and try again. Link to comment Share on other sites More sharing options...
ebor Posted February 19, 2021 Share Posted February 19, 2021 I downloaded version 4.07 again and it's now ok. Thx? Link to comment Share on other sites More sharing options...
sudsy7 Posted February 21, 2021 Share Posted February 21, 2021 Is there a way (or could there be) to export an LCM scene including the hashes, so that it could be imported by another user? This would make it possible for multiple people to work on scenes and then trade them with each other. Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 24, 2021 Author Content Provider Share Posted February 24, 2021 On 2/21/2021 at 11:50 PM, sudsy7 said: Is there a way (or could there be) to export an LCM scene including the hashes, so that it could be imported by another user? This would make it possible for multiple people to work on scenes and then trade them with each other. I changed the "Save Scene" format to save all the information. Use "Load Recording(s)/Scene(s)" to import it with all Mask and Hash data. Use "Import Scene(s)" to import only the frame data. Updated version on google drive. Please test Link to comment Share on other sites More sharing options...
sudsy7 Posted February 25, 2021 Share Posted February 25, 2021 3 hours ago, lucky1 said: I changed the "Save Scene" format to save all the information. Use "Load Recording(s)/Scene(s)" to import it with all Mask and Hash data. Use "Import Scene(s)" to import only the frame data. Updated version on google drive. Please test Works like a charm - thank you! It's pretty clear that LCM scenes can easily get to be dozens or hundreds of frames (all with specific hashes). It's good to be able to exchange them so you can collaborate your efforts easily with others on a project. Link to comment Share on other sites More sharing options...
outhere Posted February 25, 2021 Share Posted February 25, 2021 Nice work on all the projects referencing pin2DMD (lucky1) Link to comment Share on other sites More sharing options...
Pinballuser Posted February 25, 2021 Share Posted February 25, 2021 can we have the option to cancel this I found some scenes that look different so I cut them, but the keyframe is the same and I get this option when I go to add the keyframe for the second scene instead of telling me its a duplicate scene. Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 25, 2021 Author Content Provider Share Posted February 25, 2021 3 hours ago, Pinballuser said: I found some scenes that look different so I cut them, but the keyframe is the same I don´t understand what is your issue. If they look different they don´t have the same hash / keyframe !? Please describe in detail what you think the problem is. The message you have is coming from this features requested by users which I think is useful. On 2/11/2021 at 7:33 PM, lucky1 said: - possibility to change hash and scene of existing keyframes - possibility to mark and delete multiple keyframes at once This is how they work On 2/13/2021 at 6:27 AM, lucky1 said: select keyframe change selected scene press color scene button to change scene or select different hash press Set Hash button If you don´t have a keyframe selected you should get the old duplicate keyframe message. You can deselect the keyframe by clicking the keyframe and then press ESC Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 25, 2021 Author Content Provider Share Posted February 25, 2021 6 hours ago, outhere said: Nice work on all the projects referencing pin2DMD (lucky1) Thanks ! More to come ... ? Link to comment Share on other sites More sharing options...
Pinballuser Posted February 25, 2021 Share Posted February 25, 2021 1 hour ago, lucky1 said: I don´t understand what is your issue. If they look different they don´t have the same hash / keyframe !? Please describe in detail what you think the problem is. The message you have is coming from this features requested by users which I think is useful. This is how they work If you don´t have a keyframe selected you should get the old duplicate keyframe message. You can deselect the keyframe by clicking the keyframe and then press ESC take at the left 800K and the right 800K they don't look the same I cut both thinking they would require their own keyframe. both share the same primary A7389E22 hash the other 3 hash numbers are different. I created the required keyframe for the left 800K. but when I tried to create the keyframe for the right one. I did not get the "Scene with hash already exists" . I got the keyframe moved from the left image to the right one. I thought this might be a bug after introducing the option - possibility to change hash and scene of existing keyframes I don't want this to go away, I like the option to hit cancel when I get this pop up Link to comment Share on other sites More sharing options...
Content Provider lucky1 Posted February 25, 2021 Author Content Provider Share Posted February 25, 2021 I can add a cancel button, but why would you want to create a second keyframe if assign them both to the same scene and could trigger both scenes with one single keyframe ? If you want to have them triggered individually choose the second hash. Link to comment Share on other sites More sharing options...
sudsy7 Posted February 25, 2021 Share Posted February 25, 2021 @lucky1, I am seeing an unexpected result using an LCM scene. Not sure if it might be exclusive to Capcom or a latency issue that would be common to all. What happens is the colormask scene immediately previous to the LCM scene seems to get "uncolored" momentarily before going on to the LCM scene. I think what is happening is the processor is working to load the LCM and while it is doing that it displays the last colormask scene "uncolored" until the LCM is ready to display. And it only does it some of the time - not every time, probably dependent on processor usage. The delay really wouldn't even be noticeable if the colormask scene would remain "colored" during the delay. So, my question is would it be possible to make the firmware keep the scene previous to an LCM scene persistently colored until the LCM scene is actually displayed? The particular LCM scene I have has 198 frames and uses 9 (out of the 25 available) masks for the hashes. Breakshot LCM Glitch.mp4 Link to comment Share on other sites More sharing options...
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