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Intro to Pin2DMD Editor for ROM Colorization

Quick and dirty introduction to the coloring features of the Pin2DMD Editor.

Here is a short introduction to the coloring features of pin2dmd with the editor. 

There are currently three ways to color a animation. All are controlled by keyframes. The first step is to find a keyframe at the beginning of a animation scene which is unique and hits reproducible. To achieve that you can either use  a plane or a combination of plane and mask.
1 of 10 masks can be defined to blank out areas which are dynamic and lead to unreproducible keyframes. To use a masked keyframe you have to activate the Mask checkbox choose or edit one of the masks and assign a keyframe with the Mask checkbox activated. 

If you found a usable keyframe you can use it to either

1. Simply assign a palette (Add PalSwitch) (same color depth as the original)
2. Start playback of a replacement scene (Add  FrameSeq) (16 colors)
3. Add content and/or color information to the scene (Add Color Mask) (16 colors)

For a PalSwitch you can assign the duration how long the palette should be active until it switches back to the default palette. You can play forward in your recording and press fetch duration at the point you want to switch back to the default palette. You can change the colors of a palette by ctrl clicking in the color you want to change.

To generate a FrameSeq you can cut a existing scene using mark start / mark end / cut. Normally the starting point is equal to the picture used for the keyframe. Then you edit the scene with a 16 color palette. You can change everything here

To generate a Color Mask scene you also use mark start / mark end / cut and then activate the ColMask checkbox
After that you can also use the edit tools, but the content coming from the recording is not editable but you can modify the colors of areas by assigning a different color group. You have 4 groups of 4 colors here. Colors 1-2-3-4 are the standard/original colors. e.g by drawing with color 5,9 or 13 you change the color of pixels having color 0 etc.

Since Color Mask needs to be frame sync to the content coming from PinMame/Real Pinball machine it is the most complicated to be used. Preferably use option 1 or 2 and use option 3 only for scenes with dynamic content like score numbers.

 


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