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Super Mario Bros colorization


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Hello Everyone

I worke on the actual colorization for Super Mario Bros pinball. I will post all information in this thread.

 

Work done so far V1.0 :

 

Colored Castle destroy 1, upgraded background.

Created 6 New castle destroy scenes (2-7)

 

Update done 1.01:

Castle 1 Reworked

(all Castle scenes were reworked from me to have the exact length)

Invincible scenes 1/2/3

Raise shield scene

Extraball scene (mushroom)

 

Update 1.02 done:

Ligth Kiksave

Updatet Raise Shield

Advance Shell 1 and 2

 

Update 1.03:

Advance Shell 3 and 4

Changed some Mario into Luigi

Try to work on the roulett wich doesn't worked well. (will fix this in another Update)

 

Update 1.04:

Advance Shell 5

Select Bumper or Ghost House

 

Update 1.05:

Gohsts Mode Implementet

Selection Bomb or Exclamation

 

Update 1.06:

36 Colorized Selection animations

Implemented

 

Update 1.07:

Mega-Bumper mode Replaced

1 Million frame colorized

 

Update 1.08:

Changed Text from Megabumpers mode from shot and to shoot the Bumpers

Implemented Bomb Mode

 

New Version V1.10

 

Background Player 1

Yoshi Mode Colored

Ghost house awarde colored

1 Million colored

30 Million Colored

Castle scenes shorten again

 

Vpin and Real Pin export:

https://www.dropbox.com/scl/fo/hytljqst0eop1rslbyzk2/h?dl=0&rlkey=r4ow7m44rkm0w66s5sezs4cgu

 

Errors known/ heard:

Selection animation run to long because not all modes are colorized therfore wil not be interuppted until the end.

Will be fix atumaticly after al modes are colorized.

 

Not all Shell scenes are triggered

Roulett not working properly

end Mario color Problems

 

Settings needed

Pin2dmd with sw 4.49

Set to Gottlieb V1

G-Rom V3

Pin set to English

Checksum: 5E86

 

Work done from ScottyC in this project:

 

 


 

 

 

 

 

Edited by Lucxor
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8 minutes ago, Lucxor said:

Hello Everyone

I am realy new to this. I worked on the actual colorization for Super Mario Bros pinball

 

Work done so far.

Colored Castle destroy 1, upgraded background.

Created 6 New castle destroy scenes (2-7)

 

Work in Progress

Yoshi replacment scene

 

Test files atached

pin2dmd.fsq 2.8 MB · 0 downloads pin2dmd.pal 7.18 kB · 0 downloads

Lucxor also published the vpin export on pinside.

Link here https://www.dropbox.com/sh/9i0finxf1l8pzav/AADCQECJYaM-YiAueH_EqKDga?dl=0

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48 minutes ago, Terranigma said:

Hi Lucxor, have been following your updates on pinside, awesome work!

You should post your progress gifs in the thread.

Hey Terranigma

Thank you. Here are the gifs of the work done so far.

Castle.gif

Castle 2 gif.gif

Castle 4 castle.gif

Castle 5 Gif.gif

Castle 6 gif.gif

Castle 7 gif.gif

Castle 3 Gif.gif

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  • 2 weeks later...

So i have loot more work on yoshi as i tought.

Maybe someone can help me or can give me some advice if there is an easyer way to do that.

Luckily there are good trigers like the yoshi and the value wich is counting down. but i can not only replace the howle scene because if you hit the target the scene is stopping and after count wich is rewarding you,  it runs where it stoped.

first problem.

i worked with replace masked but for every count there are like 3 Frames so the scene is about 500-700 Frames long. so i will have around 130 scenes and the same amount of keyframes i hav to create. is there a easyer way?

second problem

It seems that there are diffrente counts displayed and diffrent times wich this are displayed when yoshi gets activated. so in 2 plays there are diffrent long scense like there it starts with 24 millions in the first dump i have done this is displayed 36 frames Long, but in the second dump it is only displayed 7 frames long, what makes it realy difficult to make a nice working scene.

i atached some pictures maybe someone wich works longer with the editor could help or have an advice. or just can tell me that this is how i have tho work with ? so i can do it but if there is any faster way im open for advice :)

 

Screenshot (10).png

Screenshot (11).png

 

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  • 10 months later...

Hello again

 

As I Had no time and my Mario is in parts for a cabswap for some months now I wasn't able to work on the files. 

I shared the work with diffrent people how askt to work further but did not hear any news. For the ones how are looking for the in work files you can contact me and I'm happy to send you these for your pin2dmd. 

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  • 6 months later...
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17 hours ago, simox said:

Hello mate im new on this fantastic Word, and i want to colorize my super Mario Pinball.

 

Can you help me? Thanks

 

You need to build / buy a pin2dmd , set it to Gottlieb V1 in the onscreen menu, and copy the files from the first post to the microsd which goes into the slot on the pin2dmd. 

www.pin2dmd.com

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Thank so First i Will download the 2 files fsq and PAL then ill try to buy a pin2dmd thanks so much!

 

Someone told me that the project Is not complete and some scene missed...Is that right?

 

Thanks

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  • 8 months later...

Hello Everyone

 

I have some time and would like to Color the Ligth the Fuse.

I would like to use the LRM tool, but i don't get it how it works. is there any tourtorials?

I wansn't able to finde them but i also suck in using the search tool.

Would prefer help in German but english works as well.

Any help is apreciated.

Thanks

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6 hours ago, Lucxor said:

I always use the dump from the machine. Think these are raw and txt together.

 

Right, but you need to select when you load the dumps into your project.

 

6 hours ago, Lucxor said:

I know these instruction but i don't get what i exactly have to do. But seems i need to work it out to understand.

 

The L-Mask defines the areas which are replaced .  To areas which are not masked there a colormask is applied.

The D-Mask in a LRM scene is used to mark the area used for detection of the frame. Just like in LCM scenes.

If you check the D-Mask the picture is switched to he linked frame, which is used for detection and hash hash generation.

Because of the fact that you can replace parts of the frame, which would modify the hash, you can´t use that frame for detection.

That what the linked frame is for.

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Replace Sequence can only be used for 128 frames because of the storage space for the hashes.

A normal replace scene, LRM and replace no retrigger  can have more than 128 frames.

You can use LRM in the same way as Replace Sequence by just keeping the L-Mask fully filled.

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Thanks for explaining.

As i said im not familiar with LRM

Jet so i was using the Replace no Retrigger option until now.

Seems a lot easyier for me. Just set one hash for replace a howl scene. And don't habe to mess around wich color overlaps the other.

I always draw every frame.

Edited by Lucxor
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Hello

 

No its not up to date.

I first wanted to creat the scenes and test them befor i upload it.

 

I finished the 3 Invincible scene today and thinking about to update the files next to bring it to the actuall status.

 

I will let you know and share it here.

 

 

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So here are the files with the new Scenes Implementet i have done so far.
have testet the scenes seperatly.
I havent't test the full Project jet.
Its the first try to implement them complete.
This is with scottys work and my Scenes.

Edited by Lucxor
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6 hours ago, dragon44 said:

I think it is fantastic that you have resumed this great project. I already told you in the day that I loved it. Thanks for your time

It is always motivating if someone apreciate the work i do. Thank you

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