Anyone get Batman 1.08.0 to work with v8.20 ?
Quoted from pinballjah:I tried the code without changing the name of the original file and PB seemed to work ok. Not sure why changing the file name would matter? Maybe the original file was corrupt but it seems to be working again.
The filename has no impact on the sounds
Quoted from TonyScoots:Not sure 8.20 is Not working with Batman 1.08.0, I keep getting unknown firmware
Most likely, there is a problem with the file you're trying to open. Is it a .raw file ?
BM66-1.08 (resized).png
Quoted from noysboy:I opened up deadpool pro 1.08 but many of the sounds scripts are missing
I'll look into this
Quoted from noysboy:I opened up deadpool pro 1.08 but many of the sounds scripts are missing
That was just a display issue for some games
Fixed in Pinball Browser v8.21
With PB 8.20 I have issues with playing some sounds in JP Pro 1.07. For example sound request #50 script 0x5FD (0min00s951ms) and 0x4AA (0min01s054ms) are completely broken but the third script 0x48A (0min01s234ms) works. There are other sound requests that show the same problem.
Opening JP Pro 1.05 the same sounds work (different sound request though #44.
Update: just checked PB 8.21 and it shows the same issue. Some sounds are broken.
Quoted from fuzzel:With PB 8.20 I have issues with playing some sounds in JP Pro 1.07. For example sound request #50 script 0x5FD (0min00s951ms) and 0x4AA (0min01s054ms) are completely broken but the third script 0x48A (0min01s234ms) works. There are other sound requests that show the same problem.
Opening JP Pro 1.05 the same sounds work (different sound request though #44.
Update: just checked PB 8.21 and it shows the same issue. Some sounds are broken.
See here for an explanation
ok thanks. So to fix it would mean to replace the sound from a working version to the non working one?
Quoted from fuzzel:ok thanks. So to fix it would mean to replace the sound from a working version to the non working one?
this will not work. The decoding of the sound with a different codec does not work. Scrambled sounds are not modifable.
importing the sound may play it right in Pinball Browser but will scramble it in the game.
The problem is the missing codec.
Quoted from oga83:The filename has no impact on the sounds
Most likely, there is a problem with the file you're trying to open. Is it a .raw file ?
[quoted image]I'll look into this
Thank you works now
Quoted from fuzzel:With PB 8.20 I have issues with playing some sounds in JP Pro 1.07. For example sound request #50 script 0x5FD (0min00s951ms) and 0x4AA (0min01s054ms) are completely broken but the third script 0x48A (0min01s234ms) works. There are other sound requests that show the same problem.
Opening JP Pro 1.05 the same sounds work (different sound request though #44.
Update: just checked PB 8.21 and it shows the same issue. Some sounds are broken.
Same issue with Batman 1.08.0
is the versioning and differentiation between Pro and LE still working between images?
i did a sound mapping for Munsters 1.23 Pro that opend in Pinball browser with version MUN000.
Then i uploaded the mapping with bookmark sync. The problem now is when i open an LE image it will get the mapping from pro.
When i would do a mapping for an LE it would overwrite the pro mapping.
The sound scripts to differ between this two version.
Quoted from oga83:Pinball Browser v8.22 fixes a problem when rendering a scene with some firmwares
Can you check the link, having trouble downloading the file? Tried two separate browsers. Thanks.
Quoted from pinballjah:Can you check the link, having trouble downloading the file? Tried two separate browsers. Thanks.
for me the link works. tried edge, firefox and chrome
Quoted from cabal:is the versioning and differentiation between Pro and LE still working between images?
i did a sound mapping for Munsters 1.23 Pro that opend in Pinball browser with version MUN000.
Then i uploaded the mapping with bookmark sync. The problem now is when i open an LE image it will get the mapping from pro.
When i would do a mapping for an LE it would overwrite the pro mapping.
The sound scripts to differ between this two version.[quoted image][quoted image]
That's because the firmware version has not been correctly identified (0.00)
I'll try to find a fix and use the id instead (that is new since v8)
Quoted from oga83:That's because the firmware version has not been correctly identified (0.00)
I'll try to find a fix and use the id instead (that is new since v8)
thanks for looking into this
Quoted from pinballjah:Can you check the link, having trouble downloading the file? Tried two separate browsers. Thanks.
Not working for me either. Must be location specific DNS error.
Quoted from cabal:has anybody made a custom code and got it running?
i did try to modify TMNT 1.54 pro and switched some videos. But when the videos should be played i get a frozen screen. Sometimes the machine just restarts.
So i was wondering if others got something running and have it play?
I have not yet.
so it seems only to be specific for tmnt. I tried both pro and prem code both seem to have the same problem. Code is modifiable. and everything looks nice.
When back in the machine it fails to play the modded videos. The screen is frozen for a moment when the video should play, or it will just restart.
as i remember tmnt was the 1. one with the security fixes and it was a between patch. So maybe they have done something different there.
I'm having difficulties replacing callout sounds on Big Buck Hunter and I'm hoping someone can advise me what settings to check. One thing that might be relevant is that the sounds are indicated to be "Undersampled 2X" in Pinball Browser. I am using Audacity, and am converting a sound file to one track (mono), changing the Project Rate (Hz) to 24000, and exporting the file as a .wav file with encoding set as "SIgned 16-bit PCM) and no track metadata. The sounds import fine into Pinball Browser, and I can play them fine within Pinball Browswer. HOwever, once installed in the actual game, the sounds are silent. Does anyone have any ideas or suggestions of things to check, etc.? TIA.
Quoted from pinballjah:I got an indication on PB that version 8.22 was available for download. When I tried to download it, it downloaded some monitoring software instead. I think the link needs to be fixed. Thanks.
Sorry about this. That's one of my other projects. I have fixed it.
Quoted from DavidLee:I'm having difficulties replacing callout sounds on Big Buck Hunter and I'm hoping someone can advise me what settings to check. One thing that might be relevant is that the sounds are indicated to be "Undersampled 2X" in Pinball Browser. I am using Audacity, and am converting a sound file to one track (mono), changing the Project Rate (Hz) to 24000, and exporting the file as a .wav file with encoding set as "SIgned 16-bit PCM) and no track metadata. The sounds import fine into Pinball Browser, and I can play them fine within Pinball Browswer. HOwever, once installed in the actual game, the sounds are silent. Does anyone have any ideas or suggestions of things to check, etc.? TIA.
Sound replacement on SAM games is supposed to work, whatever the encoding method (undersampled 2x included, since v6.00)
Which version of Pinball Browser are you using ?
BTW, you don't have to convert the file before importing it with Pinball Browser : Pinball Browser will convert if for you
Quoted from cabal:so it seems only to be specific for tmnt. I tried both pro and prem code both seem to have the same problem. Code is modifiable. and everything looks nice.
When back in the machine it fails to play the modded videos. The screen is frozen for a moment when the video should play, or it will just restart.
as i remember tmnt was the 1. one with the security fixes and it was a between patch. So maybe they have done something different there.
Did you try to export a video and re-import it with the "Import file (no conversion)" function ?
Quoted from oga83:Sorry about this. That's one of my other projects. I have fixed it.
Thank you, no luck with the latest version of James Bond 0.84?
Quoted from pinballjah:Thank you, no luck with the latest version of James Bond 0.84?
Quoted from oga83:Sound replacement on SAM games is supposed to work, whatever the encoding method (undersampled 2x included, since v6.00)
Which version of Pinball Browser are you using ?
BTW, you don't have to convert the file before importing it with Pinball Browser : Pinball Browser will convert if for you
I figured out what the problem was. I was confused by the "Project Rate (Hz)" field vs. the Track Sample rate available from the top menus. The steps I followed instructed that I should change the "Project Rate (Hz)" in the bottom left of the main Audacity interface screen to 24000 (which I did). I included a screenshot of what that looks like in this post.
Project Rate (Hz) (resized).png
HOWEVER, what was missing was the Track Sample Rate, which remained at the level from the original source. You can see in the attached image "Track Sample Rate" that this value is 48000 Hz.
Track Sample Rate (resized).png
To fix the track so that it's sample rate is 24000, you need to go to the menu TRACKS > RESAMPLE... and change the value there to 24000.
Menu. Tracks - Resample (resized).png
I hope this helps others.
Quoted from oga83:Did you try to export a video and re-import it with the "Import file (no conversion)" function ?
just did some tests with Pinball Browser 8.23 and TMNT Pro 1.54:
when i export and the import the video without conversion it works.
When i import my video without conversion it works (it has the same specs as original)
When i import my video normal the video (import video) does not work.
can you explain in short the the macro specs for this?
is behind the filename ,X,Y,Z the Z for the conversion/non conversion Flag?
Y = Frames?
can i import a video without giving the Y
Video,69,"69.mp4",0,,1 something like this?
update:
did some more tests, macros seem not to work in any way.
For those that are using Pinball Browser and plan to make changes to James Bond (Pro/Premium/LE) , I have started a new thread to discuss code changes you plan to make and share ideas with others. See link below. Thanks.
https://pinside.com/pinball/forum/topic/pinball-browser-james-bond-discussion-thread-#post-7393338
Quoted from cabal:just did some tests with Pinball Browser 8.23 and TMNT Pro 1.54:
when i export and the import the video without conversion it works.
When i import my video without conversion it works (it has the same specs as original)
When i import my video normal the video (import video) does not work.
can you explain in short the the macro specs for this?
is behind the filename ,X,Y,Z the Z for the conversion/non conversion Flag?
Y = Frames?
can i import a video without giving the Y
Video,69,"69.mp4",0,,1 something like this?
update:
did some more tests, macros seem not to work in any way.
It seems there was an error in the post describing this macro (and a bug in the Import menu function that generates an incorrect macro)
The correct syntax for this macro seems to be :
- To import a video without conversion :
Video,Id,Filename,1
- To import a video with conversion :
Video,Id,Filename
or Video,Id,Filename,StartFrame
or Video,Id,Filename,StartFrame,EndFrame
I'll fix the macro that is created when you manually import a video in the next version.
The syntax will then be :
Video,Id,Filename,noconversion
or Video,Id,Filename
or Video,Id,Filename,StartFrame
or Video,Id,Filename,StartFrame,EndFrame
Quoted from oga83:It seems there was an error in the post describing this macro (and a bug in the Import menu function that generates an incorrect macro)
The correct syntax for this macro seems to be :
- To import a video without conversion :
Video,Id,Filename,1
- To import a video with conversion :
Video,Id,Filename
or Video,Id,Filename,StartFrame
or Video,Id,Filename,StartFrame,EndFrame
I'll fix the macro that is created when you manually import a video in the next version.
The syntax will then be :
Video,Id,Filename,noconversion
or Video,Id,Filename
or Video,Id,Filename,StartFrame
or Video,Id,Filename,StartFrame,EndFrame
thank you very much, i do love the macros, they make live so much easier.
I haven't used this software in awhile and when I opened it I was prompted to upgrade from v7 to v8.23. Now that I've upgraded it appears to have killed my license. It looks like it's now a yearly subscription model as opposed to a one time license?
Anyone know if it can be downgraded? It's a little annoying that there wasn't anything that warned me that an upgrade to the new version would require a migration to a different licensing model.
I realize software takes a lot of time to design and maintain and I have no problem paying. My annoyance was with the lack of notification. Had I know the licensing model would have changed, I would have declined. I just wanted to change one song.
Quoted from Spyderturbo007:I haven't used this software in awhile and when I opened it I was prompted to upgrade from v7 to v8.23. Now that I've upgraded it appears to have killed my license. It looks like it's now a yearly subscription model as opposed to a one time license?
Anyone know if it can be downgraded? It's a little annoying that there wasn't anything that warned me that an upgrade to the new version would require a migration to a different licensing model.
I realize software takes a lot of time to design and maintain and I have no problem paying. My annoyance was with the lack of notification. Had I know the licensing model would have changed, I would have declined. I just wanted to change one song.
I'm sorry you were not aware of this
At the time Pinball Browser v8 was released, the new licensing scheme was explained here
You got your v8 subscription back in december 2021 as a free upgrade from Pinball Browser v7
Otherwise, when you subscribe to a new license, it's clearly indicated that it is a 1-year subscription
Anyway, you can still use Pinball Browser v7 : your v7 license is still valid and was not replaced by the v8 subscription
Hello everyone,
The website is not loading for me. Anyone else having any trouble?
Just looking to download the newest version and pay for a license.
Quoted from shaunpurslow:Hello everyone,
The website is not loading for me. Anyone else having any trouble?
Just looking to download the newest version and pay for a license.
I can confirm. I'm working on it
[EDIT] Fixed !
I'm trying to reverse engineer the sprite animations in deadpool LE 1.08, but I'm having a hard time figuring out how animations are being handled in the "scenes" tab. Scene 27 for example shows an image collection of 5 sprite sheets being used and then a frame transforms matrix. What is this matrix telling me? It doesn't seem to be pixel coordinates and I'm completely lost.
Also if I "render" the scene is writes out a 1 second blank .mp4 with the right canvas size, but that's it.
Any insight it whats going on here or how I could recreate these sprite animations?
Quoted from mlager8:I'm trying to reverse engineer the sprite animations in deadpool LE 1.08, but I'm having a hard time figuring out how animations are being handled in the "scenes" tab. Scene 27 for example shows an image collection of 5 sprite sheets being used and then a frame transforms matrix. What is this matrix telling me? It doesn't seem to be pixel coordinates and I'm completely lost.
Also if I "render" the scene is writes out a 1 second blank .mp4 with the right canvas size, but that's it.
Any insight it whats going on here or how I could recreate these sprite animations?
[quoted image]
best is to play around with the values. your screen size 1360x768
the pictures you try to modify are 2048x2048
the first values as i know are x and y with the referenz of the upper left corner.
what the others values i don't know, some of them you can not set if not used.
so in your case would say the picture is -94 pixel out of the screen on top.
Quoted from mlager8:I'm trying to reverse engineer the sprite animations in deadpool LE 1.08, but I'm having a hard time figuring out how animations are being handled in the "scenes" tab. Scene 27 for example shows an image collection of 5 sprite sheets being used and then a frame transforms matrix. What is this matrix telling me? It doesn't seem to be pixel coordinates and I'm completely lost.
Also if I "render" the scene is writes out a 1 second blank .mp4 with the right canvas size, but that's it.
Any insight it whats going on here or how I could recreate these sprite animations?
[quoted image]
You will find some explanations, and an example, in this post :
https://pinside.com/pinball/forum/topic/acdc-display-and-modify-dot-matrix-images/page/78#post-5740605
just had a look at the scene, it looks like more a fontmap. If you export the pictures, you get a lot of single movie frame pictures on one page. I am not sure if pinball Browser can modify this. You wold need to export the picture and try to modify each little picuture. Fonts seem to be work similar all letters are in one picture and you just take out the letter you want. But fonts are somehow supported in piball browser, but this does not look like it is.
This is really cool.
To be clear, do any of these awesome tools work on early Data East games (ones without DMDs)? Robocop, Laser War, etc?
For Bally/Williams, only the WPC games, correct?
cabal Yes, these are typical sprite sheets like you would find in any 2D video game, think old school mortal kombat, all the frames that make up the player animations are on one sheet.
I think you are right in that the frame transforms are telling me where the overall animation is being placed. What I am not seeing, is what the coordinates of the crop are for each single frame of the "lil Deadpool" animation, and how many frames it should be, where the next crop is ect.
oga83 I see the example you posted which lends itself to what cabal said, it's animation of one frame of text. My case however seems to be a frame sequence. Is there anyway to see info about that sequence? When I hit render, it writes out a blank mp4 that's less than 1 second and contains no information.
Quoted from ParkRangerPinball:To be clear, do any of these awesome tools work on early Data East games (ones without DMDs)? Robocop, Laser War, etc?
Mission Pinball Framework is probably better suited for that: https://missionpinball.org/
Quoted from ParkRangerPinball:This is really cool.
To be clear, do any of these awesome tools work on early Data East games (ones without DMDs)? Robocop, Laser War, etc?
For Bally/Williams, only the WPC games, correct?
For Data East, Pinsound is the best option and already have lots of free orchestrations for most games.
Quoted from mlager8:I see the example you posted which lends itself to what cabal said, it's animation of one frame of text. My case however seems to be a frame sequence. Is there anyway to see info about that sequence? When I hit render, it writes out a blank mp4 that's less than 1 second and contains no information.
IMO, this scene is not an animation
It's just a collection of sprites which must be animated by the code, not by the scene engine
That's the reason why the rendering yields nothing
Quoted from oga83:IMO, this scene is not an animation
It's just a collection of sprites which must be animated by the code, not by the scene engine
That's the reason why the rendering yields nothing
Oh man, that's dissapointing. Thanks for clearing that up though.
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