


Edited by freezy, 19 March 2021 - 07:50 AM.
Posted 25 January 2017 - 11:54 PM



Edited by freezy, 19 March 2021 - 07:50 AM.
Posted 26 January 2017 - 08:30 AM
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Posted 26 January 2017 - 09:04 AM
Thanks as always for the amazing work and continuing to push the envelope. AC/DC and Mustang are available too and look amazing.
@ Freezy You forgot to mention the other colorization authors like PinballMikeD who did the first version of Metallica and ACDC.
The color version of Family Guy was done by monster_bash.
Shrek done by Toon and Pirates of the Carribean by Sironzolot are afaik currently only supported with pin2dmd hardware and not correctly working with Freezys dmddevice.dll
Posted 26 January 2017 - 02:00 PM
Create
As mentioned before, DMD coloring is not exclusive to SAM ROMs. You can color any ROM using ******* Editor written by Steve. Download the Windows or Mac version here.The first thing you need to do is get or create a frame dump of the game you want to colorize. You can do that by creating a folder called DmdDump where VPM is located. In order to record frames, enable "Show DMD" AND "Use external DMD" in VPM. Finally, use Gzip to compress the resulting .txt file in order to load it into ******* Editor.The goal of the frame dump is to get all available frames of the game. So you basically need to finish the game by playing through all modes while recording. The debug mode in VPX should be helpful to achieve this.Once you have the frame dump, you can start coloring. There is a tutorial on how to do that here and the manual can be found here.If you're going for a SAM ROM, you can also use Pinball Browser. Here's an introduction. You'll need the full version of the software. Buy it, it's cheap and you're supporting a guy who has done awesome work for the pinball community.
Since I saw this I did a little digging and tried to do a colorization on my own. From what I can tell the reason SAM games are easy is due to being able to load them up in Pinball Browser and see all of the frames and colorize them there. As far as I know there really isn't an easy way to get full dumps of other games. Using the ******* Editor it looks like it uses PinMAME dumps which are recorded while playing. This way isn't going to get you all of the frames necessary for colorization. Especially if you suck at the game.... I could be wrong about this as I just really started digging into it. We need a program that will allow us to just load the ROM and dump the frames.
Is there a specific reason why the dll and ini need to be placed in the SysWoW64 folder? Would make more sense to keep it in the PinMAME folder.
Edited by Xendo, 26 January 2017 - 02:32 PM.
Posted 26 January 2017 - 03:11 PM
Thanks as always for the amazing work and continuing to push the envelope. AC/DC and Mustang are available too and look amazing.
@ Freezy You forgot to mention the other colorization authors like PinballMikeD who did the first version of Metallica and ACDC.
The color version of Family Guy was done by monster_bash.
Shrek done by Toon and Pirates of the Carribean by Sironzolot are afaik currently only supported with ******* hardware and not correctly working with Freezys dmddevice.dll
I've got to load up that Family Guy one! Thanks... I'd give the Shrek and POTC a go to if they worked on the pinDMD3.
Create
As mentioned before, DMD coloring is not exclusive to SAM ROMs. You can color any ROM using ******* Editor written by Steve. Download the Windows or Mac version here.The first thing you need to do is get or create a frame dump of the game you want to colorize. You can do that by creating a folder called DmdDump where VPM is located. In order to record frames, enable "Show DMD" AND "Use external DMD" in VPM. Finally, use Gzip to compress the resulting .txt file in order to load it into ******* Editor.The goal of the frame dump is to get all available frames of the game. So you basically need to finish the game by playing through all modes while recording. The debug mode in VPX should be helpful to achieve this.Once you have the frame dump, you can start coloring. There is a tutorial on how to do that here and the manual can be found here.If you're going for a SAM ROM, you can also use Pinball Browser. Here's an introduction. You'll need the full version of the software. Buy it, it's cheap and you're supporting a guy who has done awesome work for the pinball community.
Since I saw this I did a little digging and tried to do a colorization on my own. From what I can tell the reason SAM games are easy is due to being able to load them up in Pinball Browser and see all of the frames and colorize them there. As far as I know there really isn't an easy way to get full dumps of other games. Using the ******* Editor it looks like it uses PinMAME dumps which are recorded while playing. This way isn't going to get you all of the frames necessary for colorization. Especially if you suck at the game.... I could be wrong about this as I just really started digging into it. We need a program that will allow us to just load the ROM and dump the frames.
Is there a specific reason why the dll and ini need to be placed in the SysWoW64 folder? Would make more sense to keep it in the PinMAME folder.
To get around the sucking at the game part you can run the game in debug mode as freezy had suggested, this will allow you to manipulate the game to get to all the frames... though I suppose you'd have to have a sounds fundamental understanding of the rules and all the modes. Going by the flashing lights on the table will only get you so far I'm guessing. For example there isn't any indication on MM that Barnyard Multiball exists I don't think, you need to know to collect all the animals on the catapult. Or on games with 'sneaky' locks, unless you know they're there you could miss those frames.
As far as placing the in the syswow folder, I had that explained to me that all programs in windows will check there for a .dll so you only really need to put it in the one place... I imagine someone can correct me or say that more eloquently.
Edited by roar, 26 January 2017 - 03:11 PM.
Posted 26 January 2017 - 06:16 PM
Posted 26 January 2017 - 07:04 PM
There is no program that can dump all the frames, so you have to play the game to obtain a usable dump.
You can add a wall between the flippers and the outlanes and you can play forever.
Make that wall collidable to get the drain animations too
Map a free keyboard key to that wall and you're in total control.
These sound like the perfect combination... I know how to add walls, but not sure how to map them to control them.
Posted 26 January 2017 - 07:42 PM
You can also throw balls in debug mode and add a hole where they get killed without pinmame recognizing them.
You even can use setup.exe in vpinmame folder and trigger the switch matrix directly using the Keyboard
1 2 3 4 5 6 7 8
---------------
Q,W,E,R,T,Y,U,I Select Column 1-8
A,S,D,F,G,H,J,K Select Row 1-8
For example, to toggle switch 34 (Col 3, Row 4) press E while holding F!
If the game has a simulator, press "Del" key to toggle between simulator keys
and the switch keys.
Posted 11 February 2017 - 12:23 AM
i get color pindmd3 under setup\test but when i actually load the table and play single color
any thoughts?
Did you edit the script for the table to use the colour rom? Search the script for cgamename, it is likely referencing a different rom than you have working in the setup/test.
Posted 11 February 2017 - 12:25 AM
I got color working now but next issue is it displays on both DMD and main screen. I hit f3 and all is good till I reload table or load new table.i get color pindmd3 under setup\test but when i actually load the table and play single color
any thoughts?
Did you edit the script for the table to use the colour rom? Search the script for cgamename, it is likely referencing a different rom than you have working in the setup/test.
Posted 11 February 2017 - 12:35 AM
check your dmddevice.ini
You probably have virtualdmd enabled.
More details here:
https://github.com/f.../dmd-extensions
Edited by roar, 11 February 2017 - 12:37 AM.
Posted 14 February 2017 - 11:55 PM
For those having crashes, try this build. I'll release a new version when the other GitHub issues are resolved.
Posted 15 February 2017 - 01:18 AM
I just tried a few of these out, but I get crashes. Tried your last build but same results.
This is in the DMDDevice.log. Any advice on what to try? (I've tied to put the files only in the variety of suggested locations, system32, syswow64, etc no change)
Thanks
-Mike
[1] 2017/02/14 17:00:45.959 INFO | Determined color path from assembly path: D:\VP\altcolor [1] 2017/02/14 17:00:45.974 INFO | Launching VPinMAME API. [1] 2017/02/14 17:00:45.974 INFO | [vpm] Open() [1] 2017/02/14 17:00:45.974 INFO | [vpm] Set_4_Colors_Palette() [1] 2017/02/14 17:00:45.974 INFO | Setting palette to 4 colors... [1] 2017/02/14 17:00:45.974 INFO | [vpm] PM_GameSettings(1) [1] 2017/02/14 17:00:45.974 INFO | Enabling game colorization [1] 2017/02/14 17:00:45.974 INFO | Setting game name: smanve_101c [1] 2017/02/14 17:00:45.974 INFO | Setting color: #FFFF5820 [1] 2017/02/14 17:00:45.991 ERROR | System.BadImageFormatException: Could not load file or assembly 'dmdext, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'dmdext, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null' at PinMameDevice.DmdExt.Init() at PinMameDevice.DmdDevice.GameSettings(String gameName, UInt64 hardwareGeneration, IntPtr options) WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].
Posted 15 February 2017 - 10:17 AM
That's really a weird error. It usually means some 32/64-bit conflict. You're using normal 32-bit VPM, right? I've manually cleaned my build folder and recompiled again, if the attached build works, then fuck you Visual Studio...
Posted 15 February 2017 - 11:54 AM
That's really a weird error. It usually means some 32/64-bit conflict. You're using normal 32-bit VPM, right? I've manually cleaned my build folder and recompiled again, if the attached build works, then fuck you Visual Studio...
I don't know why but this post made me laugh! I picture freezy going full out office space on VIsual Studio!
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