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Animated Backglasses


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#61 destruk

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Posted 26 July 2009 - 03:03 PM

QUOTE (Flying Dutchman @ Jul 26 2009, 01:08 AM) <{POST_SNAPBACK}>
Thanks all for your constructive responses .. I'll upload the complete .exe's in future + instructions on how to adjust the table to automatically start/stop the Backglass.
destruk, you know what I do now is a simple repetitive animation by putting several images playing continuously during gameplay, but do you also see a way to sync with the roms during a game?

That would be superb!

Cheers,
FD.

ps the backglassball for CV is also repetitive and unfortunately not controlled by gameplay .. wink.gif


If you can script some frame(s) to play at specific times, you could have an option to sync it with at least a few of the below circumstances - at least when the boom bumper is hit and the flippers are enabled, and/or when the Load Cannon switch is hit.

from the rulesheet:
Backglass. Full-sized, as there is no DMD. Following a recent
mini-trend of interactive backboxes on Williams games (Scared Stiff,
NBA Fastbreak, Safecracker), there is an orange cannonball in it. The
cannon fires:
* whenever you complete a marvel
* during Cannonball Run
* whenever the Boom! bumper is hit
* When the Load Cannon switch is tripped
* After getting a jackpot in any multiball

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#62 Flying Dutchman

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Posted 27 July 2009 - 08:03 AM

Thanks destruk ..

Indeed the change of animations could be a problem.
There could be one basic animation ('basic-animation') running all the time until a certain item got hit, change the animation to 'animationItem1' - once this is done change back to 'basic-animation'.
Is item 2 hit, change to 'animationItem2' then back to 'basic-animation' again. And so on.

Would you mind, if it is not too much of work, to script an example to I can try it out with 2 or three different animations?

As you said,the change of animation-sets could not be smoothly .. but it's worth a try! wink.gif

Cheers,
FD.

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#63 ynneBBenny

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Posted 27 July 2009 - 10:11 AM

Earlier in this thread I mentioned a flash exe (Projector file) as an alternative to the Irfanview method.
Both types of EXE can full screen and be told to open on another monitor, but the advantage with the flash projector exe is it can do more than just play a slide show of pictures like the irfanview slide show.
The flash exe could have all sorts of stored animations within it, that can be triggered as needed.
There wouldnt be much that the flash exe couldn't do.
I would have no trouble making the flash exe, its the linking from pinmame to the flash exe, in terms of coding that I cant do, although I know it can be done. I know its done via FScommand or Actionscript.




#64 Flying Dutchman

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Posted 27 July 2009 - 11:10 AM

WWW .. thanks for your response .. I've tried the 'Flash-builder' instead as well in the past: a good tool to combine multiple .swf files into an .exe but to my knowledge nothing more than IrFanView.

I could be wrong here ..

Cheers,
FD.

Edited by Flying Dutchman, 27 July 2009 - 11:14 AM.

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#65 ynneBBenny

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Posted 27 July 2009 - 11:26 AM

Ive used Flash and Swishmax for years now, and I will have to dissagree with you. Sorry
I suspect "Flash-builder" might be the micky mouse watch compared to a Rolex. smile.gif
I KNOW it can do all those things that Destruk previosly mentioned.


#66 Flying Dutchman

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Posted 27 July 2009 - 11:48 AM

I'm glad you disagree with me WWW, that means there's potential to it! wink.gif

I'd love to know if destruk would be able to fit/link the different scenario's into the table script to even get a more realistic Backbox view into gameplay! smile.gif
On the other hand .. if not possible, no harm done .. an Active Backglass as we present now already makes all the difference to gameplay.

You mainly look at the Table during gameplay .. due there's also already activity on the DMD you won't notice that the animation is 'slightly' repetitive.

Cheers,
FD.

Edited by Flying Dutchman, 27 July 2009 - 12:54 PM.

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#67 ynneBBenny

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Posted 29 July 2009 - 12:35 AM

If anyone has a particular backglass they would like made into an lights animated backglass exe, please upload it and I will make it for you.
I would prefer the picture to already be finished, and not have to play with it too much. I'll do the lighting and exe part.

#68 ValamirCleaver

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Posted 29 July 2009 - 04:25 AM

How exactly are you going to make ROM controlled based lighting on your backglass images? How do you plan to implement scoring reels or LED displays? Why are you going to recreate what seems to be the same effective net output of HyperPin?... huh.gif

#69 ynneBBenny

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Posted 29 July 2009 - 04:55 AM

QUOTE
Why are you going to recreate what seems to be the same effective net output of HyperPin?

I wasnt aware that Hyperpin displayed light animated backglasses?

Whats with the tone too?

#70 ValamirCleaver

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Posted 29 July 2009 - 06:43 AM

QUOTE (WWW @ Jul 28 2009, 09:55 PM) <{POST_SNAPBACK}>
I wasnt aware that Hyperpin displayed light animated backglasses?
HyperPin doesn't have ROM controlled based lighting on it's backglass images & given that you haven't described in your intended process how you plan to have ROM controlled based lighting on your backglass images is why I'm asking. Also, to reiterate, how do you plan to implement correctly positioned scoring reels or LED displays?

QUOTE
Whats with the tone too?
I don't recall typing a tone in my previous post, I just thought I was asking valid questions... huh.gif

#71 ynneBBenny

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Posted 29 July 2009 - 07:05 AM

QUOTE
HyperPin doesn't have ROM controlled based lighting on it's backglass images & given that you haven't described in your intended process how you plan to have ROM controlled based lighting on your backglass images is why I'm asking. Also, to reiterate, how do you plan to implement correctly positioned scoring reels or LED

For the moment I was only offering to make a simple non rom based, 4 frame light animation, and use the existing DMD from one of the FS tables that have been uploaded.
As to the other stuff, I will keep playing and experimenting.

QUOTE
I don't recall typing a tone in my previous post, I just thought I was asking valid questions... huh.gif

Ok, maybe I didnt read it correctly. When you asked....
QUOTE
Why are you going to recreate what seems to be the same effective net output of HyperPin?... huh.gif
I read it as though it was a bad thing that we should even consider other ideas, and who the heck do you think you are to try other things. The smiley looked like you were taking the mickey. Ok I'll take your word for it. My mistake.

#72 Flying Dutchman

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Posted 29 July 2009 - 07:43 AM

WWW.. .. different people different opinions, different moods, that's what makes it so interesting communicating/working with different people, backgrounds from different countries wink.gif

We keep on doing the things we do with the Active Backglasses .. even if it's not as good as FP has yet build in I would like to continue with it because it adds a lot of gameplay for sure & that's what counts! smile.gif
I'll upload the one's on my site, I've done already when I get back in a weeks time.

If you create new ones, please send a copy by mail please as well so I know which ones are done .. (I already did IJ, Scared Stiff, AFM, BadCats (thanks UW!), CC, MM, Champion Pub, CV, Haunted House, Kiss, LOTR, Sharkey's Shootout,Tales From The Crypt, TAF, The Shadow).

Thanks again for your ongoing support.

Cheers,
FD.

ps. HyperPin doesn't have support yet for VP, only FP ..

Edited by Flying Dutchman, 29 July 2009 - 09:20 AM.

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#73 destruk

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Posted 29 July 2009 - 07:58 AM

Well, I got HyperPin to work with Visual Pinball - so it does support both, however last I head it doesn't work with spanned tables or alternate display profile switching. Maybe I'm wrong, but I couldn't get those to work here on my machine. It will load and run single screen VP tables, and dual screen future pinball tables though, with static backglass images for both.

I think there should be some way to get the animated backglasses here to work with rom control, to an extent - it's not as great as having inlaid active score displays or full 100% rom control of every aspect possible, but it is still better than a plain static image.

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#74 Flying Dutchman

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Posted 29 July 2009 - 09:17 AM

You're right there destruk .. it does support VP & 'static' backglasses .. what I actually meant is BBB is going to look into support it fully/automatically (.swf / .exe whatever method used best).

As said earlier if ROM support/integration would be possible to a certain extend .. fantastic!

Let's aim for that!

Also .. thanks for your support/help/suggestions/ideas on this destruk .. very much appreciated!

Cheers,
FD.

Edited by Flying Dutchman, 29 July 2009 - 09:21 AM.

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#75 ynneBBenny

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Posted 29 July 2009 - 10:10 AM

Here is a flash animation I did a few years ago. The same concept of movement behind a transparent PNG can be used for cannonball.
I can make it happen on a timer for the moment, and once we work out how pinmame can trigger it we can do that too.
You'll notice it displays the time from your computer settings. If it can get the time, i'm sure it can be made to get triggers from VPMame. I have a flash guru mate who has built GUI in flash that control other independant software. I'll hit him up for some hints too.
http://www.swishzone...mp;link_id=3113

If someone can upload me a Cirqus Voltaie back glass I know I can do that animation, and make it into an exe that launches on to the second monitor.

TEST

#76 wtiger

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Posted 30 July 2009 - 02:07 AM

QUOTE (WWW @ Jul 29 2009, 03:10 AM) <{POST_SNAPBACK}>
If someone can upload me a Cirqus Voltaie back glass I know I can do that animation, and make it into an exe that launches on to the second monitor.


I checked my files and I only have a couple low-res ones. sad.gif

#77 ynneBBenny

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Posted 30 July 2009 - 01:04 PM

I had a play 2nite with making flash based animation for Cirqus Voltaire. Kurt sent me some small pictures he had.
I must say I'm quite excited about its progress.
That been said, the attached file is a proof of concept and far from something anyone would use.
There is a bit more research to do, but its proven to be definately doable.
I see from some quick research that it is possible to get VB to control the flash and send it to certain parts of the time line.
Anyway check out the attached file and see if the concept (Far from perfect) excites you too. smile.gif

PS I'm first to admit my graphics skills get a 3 out of 10. If anyone wants to help with this, that would be great.
BTW I played a game of VP while running this screen and I didnt notice any lag or difference. I only have a cheap laptop with a basic video card too.

I went off this video for guidance

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  • Attached File  1234.zip   2.42MB   37 downloads


#78 Noah Fentz

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Posted 30 July 2009 - 01:29 PM

WOW!

That looks AWESOME!

If you can get VPM to work with that, you're absolutely, positively onto something.

Great job, Benny!

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#79 ynneBBenny

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Posted 30 July 2009 - 01:40 PM

Here is the working file if anyone wants to have a play. It open in swishmax2. You can download a fully working trial that last for two weeks.

Curently the swf loops, But it's possible to get it to stop and start and play individual amimations as regured. It can also be made to go to parts of the time line depending on keypresses. I think if pnmame can send VB keypress commands then we should be in bussiness.
My mate is yet to get back to me about his methods of getting VB to control flash, but I know he has done it many times.

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#80 destruk

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Posted 30 July 2009 - 05:26 PM

Looks good, however the spinwheel isn't motorized. The weight of the ball makes it move so it shouldn't start moving until the ball hits it.

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