(Topic ID: 50742)

Pinball-Browser : Customize your game !


By oga83

5 years ago



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#2436 1 year ago

I had a PM from someone who can't succeed to upgrade Aerosmith with a Pinball-Browser-modified .spk firmware.
Does anyone else had similar issues with this game ?

3 weeks later
#2447 1 year ago
Quoted from cscmtp:

I just got a Kiss LE which had NOT been updated with the newest 1.30 code. So I downloaded that code and then used pinball browser to change the songs. I took a flash drive and formatted clean using the FAT32 format, and copied the files. I then got it to see the file, it ran through the update, but at the end it said failed. I am trying it again, but any suggestions or ideas of what went wrong?

The 1.30 firmware is bigger than 4Gb. The game can only read FAT32 usb sticks and such a big file can't be used.
That's the reason why it is splitted in 2 files by Stern (.000 and .001).
When Pinball Browser opens these files, it extracts the .spk file in which your changes will be saved (songs, images, ...).
However, you can't use this .spk file to upgrade your game (because it's bigger than 4Gb) : You have to convert it back to .000 and .001 files.
To do this, use the "Pack firmware for USB stick" (click on the arrow on the right of the Open button). This can't be done automatically because it takes time.
Copy the .000 and .001 file on your USB stick and upgrade the game with them.

In brief :
- Open the .000 file with Pinball Browser
- Work on the .spk file
- Once you're done, use the "Pack firmware for USB stick"
- Upgrade your game with the new .000 and .001 files.

As explained in the FAQ, instead of using the .000/.001/.spk files, it is better to work on a game SD card image.

Quoted from cscmtp:

also when you save the pinball browser file usin the floppy disk icon at the top right, where on the computer does it save?

It depends on the game. For Spike, you don't need to use it : it just signs the firmware which is done automatically anyway.
When you open a Spike firmware, you have a popup message that says "Every modification you make on this firmware is immediately written to the file". If you want to work on a different file, use the Windows explorer to copy it.

1 week later
#2455 1 year ago
Quoted from ATLpb:

A couple dedicated threads exist on custom sounds but no repository that I’m aware of

Pinball Browser has an online repository for macros
(Binaries should not be shared as it might infringe copyrights)

repo (resized).png

1 week later
#2473 1 year ago
Quoted from Wiww:

Hi, I'm having trouble viewing Spike videos in Pinball Browser. I put ffmpeg in the folder as instructed, but when I load the ROM into PB and click the "Videos" button, all I see is an empty tab. The controls are there, but there's no video.

Did you copy ffmpeg.exe (and not the tar, bz2 or zip file) into the Pinball Browser directory ?

On the ffmpeg.org site, do not click on the big Download button. Instead, click on "More downloading options", then on the Windows blue icon, and finally on "Windows build".
You should arrive here.
Select your Windows version (32 or 64 bits) and click on "Download build".
Once you have downloaded the zip file, extract ffmpeg.exe from the "bin" directory and copy it into the Pinball Browser directory.

sw089 (resized).png

#2474 1 year ago
Quoted from Sinestro:

Pinball Browser converts assets for you now days. You no longer need to use 3rd party software.

I assume you are talking about Audacity or other sound softwares.
Depending on the firmware, Pinball Browser still needs ffmpeg.exe to display/import videos.

1 week later
#2483 1 year ago
Quoted from pinballpete:

Anybody have luck altering Star Wars LE .93 code? The original file is split into 3 parts, but when Pinball browser consolidates the code it makes it into 2 parts. When I tried the update using these 2 parts the install would fail, and I would be forced to reburn the image of the original SD card to recover to a bootable game. I would love to find a way to add music to the .93 code. Any ideas?

Check that your usb stick is FAT32-formatted (and not FAT16).

If it still does work :
- Make sure you only copy the .000 and .001 on your usb stick (don't copy the initial .002 file)
- Try to rename the files xxx.003.000 and xxx.003.001 to xxx.002.000 and xxx.002.001

[EDIT]
The files on your USB stick should have the following sizes :
xxx.000 : 4 000 000 000 bytes
xxx.001 : 183 007 232 bytes
To check the size, right click on the file, click on Properties, check "Size" and not "Size on disk"

#2487 1 year ago
Quoted from cscmtp:

someone remind me, its been a while, when you make your changes in pinball browser, is the only file you need to put on your flash drive to upload into the pin the DAT file or do you need to have the SPK and DAT file? Or is there another file I'm forgetting?

The .dat file is not needed to upgrade the game.
- For Sam games, copy the .bin file
- For Spike games, copy the .spk (when <4Gb) or the .000, .001 files; But it's easier and more efficient to work on a SD-card image (see FAQ)

#2489 1 year ago
Quoted from bwrightmcse:

I used my games SD card using read only mode and using the PB Browser imported a fresh image (.img)
Modified the fresh image with new songs, and saved, fresh formatted the thumbdrive and copied the new build and tested, no go...

The modified image must be written to a SD-card, not a use thumbdrive.
Do not use the original SD-card (keep it as a backup); use a new SD-card; no need to format it.
Use the "Write to SD" function in the SmartDmd tab (I know it should also be in the 'Open/save' dropdown menu and I'll add it in a future version).

1 week later
#2497 1 year ago
Quoted from saddys:

Oga83, i want to buy a license for raspberry software and smartdmd, it's possible? Thanks a lot

Yes, this is possible.
More informations about SmartDmd here and here.
First, make sure that the demo version works on your Raspberry version.

#2509 1 year ago
Quoted from Coyote:

It's some kinda to string format code. My guess is that the code is pulling up that string, and using those commands ("%P1", "%u") to determine whether thedisplay shoudl show "x GEAR" or "x GEARS". Again, I'm just guessing, since I haven't actually seen the animation, that the +u% is going to be a number about how many you've collected.

You got it right

#2511 1 year ago
Quoted from gameroompinball:

To continue my topic above..
I figured out that the filled G-E-A-R-S letters (0x85F-0x863) are not what is being picked up when the targets are hit. It is actually pulling the completed letter from an alphabetic list: G is 0x1289, E is 0x1287, A is 0x1283, R is 1294, S is 1295.
The question is where do I find what is pointing to these location so I can change it to my new letters?

These images are part of a font. My guess is that there must be a string somewhere that points to the correct letters.
Did you try to modify the strings "GEARS TARGET", "GEARS:", "OBJ GEARS", "GEAR(S)" and some others ? ("Message" tab, "Search Firmware" button)

#2513 1 year ago
Quoted from dmieczko:

same question for SAM games - does anyone know a way to export sound files?

This is possible with Pinball Browser v6

export (resized).png

3 weeks later
#2533 1 year ago
Quoted from openpinballproj:

You crossed a 2^32 boundary. 2^32 - 1 = 4,294,967,295. I betcha that value works. Might be that stern is using a 64 bit value, and the pinball browser only supports a 32 bit value at this point.

Not exactly.
It is true that high scores are stored as 64 bits values in NvRam (on recent firmwares).
However, what is modified here is not the HS in NvRam. It's the default HS adjustment (which you can find in the Adjustment system menu).
Unfortunately, the adjustments values are 32-bit long, not 64... That's why you can't enter a value higher than 2^32.
There is a value multiplier (x10 in most cases) that allows a 'big' adjustment values to be stored (divided by 10) but I was not able to figure out exactly how it works on all games untill now. See this post and the following ones.


BTW, Pinball Browser can also modify "realtime" 64-bit HS (as opposed to "factory default HS" above) : for SAM games, you need the communication patch, and for Spike games, you need to work on the SD card (not a .spk file). Please note that it is not available for all games.

#2535 1 year ago
Quoted from cleland:

Anyone able to run version 6 on a Mac using Crossover? I am attempting to work on Spike Roms now and I get an error "Unhandled exception has occurred"
Details seem to pertain to Jit Debugging or something like that?

Please PM me the details

Quoted from cleland:

EDIT: By changing the sound output to "Legacy" under the config tab I am able to open and play KISS sounds, but not GOTG or Aerosmith.

This is required for XP but there are some limitations (for example, mp3 files can't be imported)

Quoted from cleland:

I'm still using my same "Bottle" Of Windows XP. Should I try using Windows 7 or 8 and 32 bit or 64 bit?

Quoted from cleland:

EDIT: I am trying to load directly from code I've downloaded from Stern's website. Should I be trying to load from the SD card in the game?

Yes, the result can be different

#2540 1 year ago
Quoted from deeplennon1:

I zeppelinified Game Of Thrones (Pro) yesterday and thought someone might appreciate what the song locations are.

It would be great if you could share online bookmarks in Pinball Browser.
More informations in the "Bookmarks" section of the FAQ

#2542 1 year ago

Pinball Browser v6.10 is now compatible with Spooky games
You can replace sounds or videos.

Just open the .zip file with Pinball Browser :

amh (resized).png

rzo (resized).png

#2543 1 year ago

Pinball Browser v6.10 is now compatible with Spooky games
You can replace sounds or videos.

Many thanks to pinsider hAbO for his help on this !

Just open the .zip file with Pinball Browser :

amh (resized).png

rzo (resized).png

1 week later
#2548 1 year ago
Quoted from Raknitz:

Anyone got a link for the last V5 plz ? cant find it anywhere on pinside

Only the latest version can be found on Pinside

#2565 1 year ago
Quoted from deeplennon1:

Should editing code, specifically importing 500mb of .wav files changing 25 or so sound files, double the size of it from 7gb to 15.5gb?

No, replacing a song should not modify the .img file size.

#2566 1 year ago
Quoted from Jason_Jehosaphat:

*** Sample Searching Help Sought ***
can you advise me on how to search more efficiently for specific samples? Pinball-Browser displays samples as "Requests" or "Scripts," and includes no description. This makes it impossible to scroll through to find the specific sample you're after, etc. There are a few different ways to display the listed samples - by length, by Request, by Script, etc - but none is very helpful in terms of identifying what you're looking at.

You'll find more informations about sound-requests, sound-scripts and bookmarks in the FAQ.
If someone has already shared his bookmarks for this game, you can download them (just click on the "sync" button) : you'll then have a direct access to a sound by its bookmark name.

#2569 1 year ago
Quoted from MightyGrave:

LoadHex,"comm120.hex"

You can't use comm120.hex with Pinball Browser 6.10 :
You always have to use the patch that is included with Pinball Browser (comm132.hex for Pinball Browser v6.11)

#2579 1 year ago
Quoted from Sinestro:

The author of PB is an amazing programmer and a great guy who is always there to help. If I could make a humble suggestion to him, it would be to check out Xojo, a modern VB-like language that creates cross platform apps (Mac, Windows, Linux, iOS, web) with a common language and IDE. No runtimes or any garbage like that, just pure native apps.
https://www.xojo.com

Thanks !
Xojo might be a good solution but as other products (I've used Xamarin with C#) there are always some specific adjustments and/or limitations for each platform.
Pinball Browser is written in C# on .Net (because I've been using C/C++ for decades and C# since itwas created).
Untill v5, it could partially run on Mono, which is an open source implementation of .Net, available on OS X and Linux (and many other platforms).
It is not native code but almost, thanks to the JIT compiler.
As PB was barely used on Mono, I did not take the time to ensure that v6 was still running on it.
If anyone has a Mac and want to do some tests, I can try to adjust PB if needed (I don't have a Mac and I'm not familiar with it).

#2582 1 year ago
Quoted from MightyGrave:

On the computer i work with is Pinballbrowser 5.80 intalled and I patched it with comm120.hex.

I thought you were using v6 because it is what appears on your screenshot.

Should I also use the Version 5.80 when I test the connection with my laptop?

No, v6 is ok.

Make sure that :
- You follow this tutorial to test your connection : https://pinside.com/pinball/forum/topic/acdc-display-and-modify-dot-matrix-images/page/25#post-1540898
- You cable is similar to the one in the above tutorial. In particular, you can't use a cable with a male-DB9 and a straight gender changer.
- There was no error when you installed the communication patch

#2583 1 year ago
Quoted from Eskaybee:

If you want me to dummy test some installs and PB stuff on Mac, shoot me a pm.

Thanks !

The test is really simple : Install mono and try to launch Pinball Browser.
PM me the errors you will see.

#2585 1 year ago
Quoted from MightyGrave:

ah ok made the connection-test with a male-D9 and a gender changer. So i have to buy a straight DB-9 cable....

Or you can cross the signals with 3 wires (DB9-pins 2->3, 3->2 and 5->5)

Quoted from MightyGrave:

For the serial connection from TLL Converter to MPU I use this cable

The link is probably wrong as this is not a TTL to RS232 cable

#2589 1 year ago
Quoted from MightyGrave:

I use this converter amazon.com link »
with the cable from the last link.

It looks good

#2590 1 year ago
Quoted from Eskaybee:

Im still a Mac gimp; just got Mac a week or two ago. But i installed mono but don't know where it is or how to run it. When I try to launch pb.exe its windows os and not supported. The mono site says to test the install open a file called hello.cs but I don't know what that is either or how to open it. Sorry not much help, but learning and trying

Try the following command in a console window :

mono path/Pinball-Browser.exe

(replace "path" with the path where you have unzipped Pinball Browser)

#2605 1 year ago
Quoted from MightyGrave:

But is PaletteMode1 not GPIO?

The PaletteMode macro is used to tell Pinball Browser how to store palette informations :
- 0 for In-Frame
- 1 for GPIO side-channel
- 2 for Serial side-channel
After running your macro with Pinball Browser, you can check which mode has been applied in the "Store colors" dropdown list (in the SmartDmd tab)

The PaletteCom macro is used to tell the communication patch how to send the palette informations to SmartDmd
- 1 for GPIO
- 2 for Serial

When using side-channel palettes, PaletteMode and PaletteCom must be identical

The SmartDmd configuration must also be consistent with these parameters : Select the corresponding mode in the "Color mode" dropdown list (in the SmartDmd configurator).

Before trying to use SmartDmd with side-channel palettes, you have to make sure that the communication patch is working (Test button in the Sam tab).

#2606 1 year ago
Quoted from Eskaybee:

any thoughts? Think license file will fix it? or maybe I'm doing something wrong with crossover + Mac?

Try another sound engine (in the Config tab)

#2608 1 year ago

The current version of Pinball Browser will not work on Mac without some modifications.
I have identified some parts of codes that are incompatible with the OS X file system.

#2610 1 year ago
Quoted from Psw757:

Is this something you would be willing to take donations for to help with development efforts?

It's not necessary. Mac users can make donations once it works.

#2618 1 year ago
Quoted from oga83:

The current version of Pinball Browser will not work on Mac without some modifications.
I have identified some parts of codes that are incompatible with the OS X file system.

I have made some modifications so that Pinball Browser can work on different platforms.
(I have only tested it on Linux because I don't have a Mac).

The beta version can be downloaded here (v6.20-Beta1).

To run it on a Mac, you need to install Mono.
Then, use the following command in a console windows :
mono --arch=32 Pinball-Browser.exe

The 'arch' parameter is necessary because mono-64bits is not well supported on Mac OS.

Let me know how it works !

#2622 1 year ago
Quoted from lucky1:

Starts up fine on High Sierra. Do you have a hint how to make sound playback work ?

Quoted from Eskaybee:

Got it working too. But also not getting sound with config > sound > set as Legacy. Sound does work with crossover when set as legacy.

I was expecting that some functions would fail with this beta version.
I'll look into it.

[EDIT] Does "sudo mono --arch=32 Pinball-Browser.exe" works better ?

#2624 1 year ago
Quoted from snakesnsparklers:

What version of PB can export sounds and where can I download it?

v6

#2628 1 year ago
Quoted from Eskaybee:

Yea, but the sound isn't working, but Olivier is working on it. Hopefully soon
Also, I had to perform these commands in terminal to get it working:
cd /Users/breitel/Downloads/PinballBrowser620-Beta1
MONO_PATH=/Library/Frameworks/
mono --arch=32 Pinball-Browser.exe
...then it takes about 30 secs to load. It's close to working, just need sound now

Does "sudo mono --arch=32 Pinball-Browser.exe" works better ?
Can you export a sound and play it with sound ?

#2630 1 year ago

Please send me the exported file that does not work.

#2635 1 year ago
Quoted from delt31:

how did you do that?

export (resized).png

#2642 1 year ago
Quoted from j_m_:

silly question:
if you're attempted to change the graphics using the default stern [grayscale] palette, do you need any of the following at the top of the macro file (or is this explicitly for use with the smartdmd product)?
LoadHex,"comm132.hex"
-- the following 2 lines are for Side-Channel
--PaletteMode,1
--PaletteComm,2
-- the following line is for In-Frame
--PaletteMode,0

If you don't use palettes, you don't need to use a side-channel (in-frame, serial or GPIO)
Thus, you don't need these macros.

#2643 1 year ago
Quoted from Eskaybee:

disregard screenshot. It does play the sound file, it just doesn't make a sound. This is on Config > Legacy

If it is playing without any sound, maybe a channel volume needs to be adjusted somewhere.
Is there a kind of mixer on the mac where you can adjust the volume for each channel (microphone, line, ...) ?

#2645 1 year ago
Quoted from oga83:

If it is playing without any sound, maybe a channel volume needs to be adjusted somewhere.
Is there a kind of mixer on the mac where you can adjust the volume for each channel (microphone, line, ...) ?

On Linux, the mono sound player is based on Alsa. It's probably the same on Mac.
You can check that Alsa is working with the following commands :
aplay Filename
speaker-test
You can display the mixer volume with : alsamixer
You may need to install the alsa-utils package.

#2647 1 year ago
Quoted from lucky1:

As far as I know there is no alsa port for OSX. OSX uses Coreaudio instead.
Maybe it is possible to configure mono to use coreaudio

This is too bad : Mono uses Alsa on Unix/Linux platforms. It can't use CoreAudio.
It's weird that Mono plays the file with no sounds and no errors.
I'll try to write some specific code for Mac OS in Pinball Browser.

#2649 1 year ago
Quoted from Max_Badazz:

seems to be an issue with editing Guardians ..... I open up the spike file, change out two songs (Hooked on a feeling and ain't no mountain as these are boring during game play). I import two new songs from the GotG soundtrack that I edited for length (kept in stereo). Listen to make sure the upload works, then hit save. I get a popup that the application is not responding then it stops. Any time after pressing the save button does nothing.
Any ideas on this (using 6.11)
Thanks

Which version ? Pro, Le, Premium ?
Are you trying to open a .spk or an .img ? (.img is highly recommanded)

Normally, there is no need to use the "Save" button (as mentionned in a pop up message when you open a Spike firmware).
Everything is done automatically. Does it hang when you close Pinball Browser without using the Save button ?

#2651 1 year ago
Quoted from Max_Badazz:

however that size file can not be loaded on a thumb drive

See "2 - Open an .spk" in the FAQ

#2654 1 year ago
Quoted from Max_Badazz:

Looks like I got: guardians-0_85_0.001.000 .... I'll load that up tonight and give it a whirl. Thanks!

You should consider working on a copy of the game SD card : it's easier and a lot faster (no need to unpack, pack, upgrade the game)

#2660 1 year ago
Quoted from MightyGrave:

My problem still exist :+ ... No colored frames

Quoted from oga83:

Before trying to use SmartDmd with side-channel palettes, you have to make sure that the communication patch is working (Test button in the Sam tab).

Did you do this test ?
Do you have leds on your TTL/RS232 adaptor and can you see them blinking when an animation with a palette is playing ?
Did you check your serial TTL connections on the Raspberry again ?
Are you sure that your macro is designed for side-channel ?

Quoted from MightyGrave:

Short question will a rasbpi b work with the serial
side channel or is b+ a must? Cause i use a - model b.

A Rpi B+ v1.2 with a Broadcom chipset is recommanded but if you can see the DMD image on you LCD with your Raspberry, the serial side-channel should also work.

Quoted from MightyGrave:

Also should i check image Version? Took the latest

If you mean the SD image, you have to use the latest.

#2665 1 year ago
Quoted from j_m_:

oga83
do you have any plans to correct this?

I'll always try to fix issues and improve Pinball Browser.
I don't know yet how to fix this one : it's not as simple as just cropping the file.
Firmware memory management is one of the most difficult part in Pinball Browser and some things need to be adjusted to avoid side effects.

#2666 1 year ago
Quoted from lucky1:

I found out that the file size generated by extend memory is a bit to large for the bootloader of SAM boards with 32M of Flash Memory. The file needs to be 33.292.288 instead of 33.554.416 .I reduced the file size of the ROM and then fix the checksum by hand after applying extend memory to make it work.

Can you please take a high-resolution picture of the flash memory area on the pcb ?
Which game was that ?

#2667 1 year ago

Some of you had troubles finding the game serial number while installing the communication patch.
I have added a topic for this in the FAQ.
The easiest method (when the serial tag is missing) is to use the following easter egg :
Press L, Press R, then release both
Then press and release :
8*L
R
4*L
R
7*L
2*R
where R and L are the right and left flipper buttons

#2669 1 year ago
Quoted from j_m_:

oga83
do you have any plans to correct this?

Fixed in v6.20

#2671 1 year ago
Quoted from waldo34:

Looking for some help!
Back attempting to get my ACDC working with PinballMike's macro. This script calls for commenting two lines but it gives me an error when running in PB. The line i'm having an issue with is "Entry,3,0x4110000,24321". If I leave it commented and only uncomment PaletteMode,1 it runs successfully however, after installed in my ACDC nothing happens (i just get the hum sound).
-- Pinball-Browser Macro for AC/DC v1.68
CheckVersion,"AC/DC",0x168
LoadHex,"comm132.hex"
-- The following 2 lines are for Side-Channel :
-- PaletteMode,1
-- Entry,3,0x4110000,24321

Your macro is outdated.
"Entry,3,..." is not used anymore (I think that comm116 was the last version to use it).
See "How do I configure Pinball Browser for side-channel palettes ?" in the FAQ

#2674 1 year ago
Quoted from Psw757:

any update for using this on the Mac? what is the preferred version 5.97 or the 6.20 update?
I was thinking about giving this a try on a raspberry pi3, anyone have any luck going this route?

You can use Pinball Browser with mono 32bits on Mac :
cd /Path-To-PinballBrowser
MONO_PATH=/Library/Frameworks/
sudo mono --arch=32 Pinball-Browser.exe

Pinball Browser also works on Raspberry Pi v3 with mono, but it's very slow.

#2676 1 year ago
Quoted from Psw757:

what version of the browser should I be using for best Mac performance? I have 5.97 now, but saw there is a newer version its asking me to download.
What will also allow me to export sounds?

Any version of Pinball Browser will work on Mac with Crossover or in a virtual machine like VMWare
The first version that will work with Mono (Mac or Linux) is v6.20
If you want to export sounds, you'll need at least v6.00

#2679 1 year ago
Quoted from Psw757:

well I think I finally got this working on my Mac via crossover. frustrating process!
whats the trick to adjusting sound value for a file with v6.20? keep getting cannot convert file when I use the drop down feature.

This function is only supported by the "Media Foundation" and "Windows Multimedia" sound engines (that you select in the Config tab in Pinball Browser).
If "Legacy" is the only one supported by Crossover, this function will fail with a confusing error message

#2684 1 year ago

When you modify a frame with the internal editor, it is strictly equivalent to an export+import.
Thus, there is no gain in compression when you export and reimport a frame.

Memory can get fragmented when you use the internal editor several time for the same frame (or when you import a frame several times).
To correct this, you can use the 'Macro/Optimize' feature : it merges all the modifications made to a frame into a single editor session (as if you modified the frame only once). If you then apply your macros on a stock firmware, the memory will be less fragmented.

The only way to reduce the size of a frame in memory is to keep in mind that a kind of RLE compression is used (for "compressed-x" or "motion-x" frames) : the more consecutive pixels (in a row or column) with the same color, the less memory is used. If you add a with pixel in the middle of a black column, the frame will use more memory.
When you modify a 'Raster' frame, the memory is not impacted.

I would not recommand to export+import a frame instead of using the internal editor as the resulting macro cannot easily be shared (because you also need the external image files).

#2690 1 year ago
Quoted from Ajonh:

Bonjour, tout d’abord merci pour ce super logiciel .
Mais par contre je n’arrive pas à faire la mise à jour de mon gardien de la galaxie.
J’ai bien modifier le fichier , ensuite créer un fichier de 3 gigas.
Mais lorsque je veux faire la maj impossible de la lancer .
Je suis bloqué sur cette étape ?
Y’a t’il un autre moyen de convertir le fichier spk ?

Quoted from Pinballpal:

I would like to update the Star Wars Code 1.0 like this pinsider did.
https://pinside.com/pinball/forum/topic/starwars-pro-sound-replacement-v-089
Could you please point me in the right direction. I do not want to brick the game in the process tho. Before I attempt this do you have to make a backup of your original SD card? Do you have to flash the SD card to do this or do you just update with a usb Fat 32 stick like normal?

See "How do I open a Spike firmware ?" in the FAQ

As explained in the FAQ, instead of using the .000/.001/.spk files, it is better and easier to work on a game SD card image.

#2692 1 year ago
Quoted from YeOldPinPlayer:

You should ALWAYS have a back-up of software you're working on. If something goes wrong you can go back to the original and make another copy to work on. Modifying your only working copy is an unnecessary risk.

This is correct and clearly indicated in the FAQ.
BTW, I've never heard of anyone who has bricked his game.

#2693 1 year ago
Quoted from delt31:

So I figured out how to export music from a file but how can you export the video file?

This is not possible with the current version.
It will be available in a future version.

#2695 1 year ago
Quoted from Pinballpal:

Awesome thanks. I wanted to have my code modified before my game arrived. Will modifying the .000 file on Star Wars 1.0 code work like you say in the faq or should I just wait for my game to arrive and modify the SD card image instead?

As explained in the FAQ, it is recommended to work with a copy of the game SD-card :
- it easier and faster
- you'll work on the whole game and not only on what's included in the .spk upgrade file

If you can't wait untill your game arrives , you can start with the .spk; And if you save your macros, you'll be able to apply your mods on the SD-card later.

1 week later
#2701 1 year ago
Quoted from cleland:

Can anyone help me out on how to "Shift" a macro to a newer version of code?
I'm working on GOTG and it used to be in version .85 the Request for a call out "Drop it" was Request 515, Script "0x7CA".
Now in the new .87 code it's located at Request 508, Script "0x7A5"
And everything is off by the same amount of lines it seems. I thought there was a command you can put at the beginning of the old macro to shift everything back in order? I don't want to go back line by line with the 400 things I've done so far.
Any help is greatly appreciated!

The ShiftId macro is described here

#2705 1 year ago
Quoted from thundergod76:

When I upgraded to PB v6.2 I'm unable to open the latest BM66 firmware

Do you mean that you can open the latest BM66 firmware with an older version of Pinball Browser ?

#2709 1 year ago
Quoted from luvthatapex2:

oga, are you able to load the latest ACDC code in pinball browser ?

No, I can't open AC/DC 1.70 and I've been working on this since a few days.
I just wanted to make sure that, for BM66, it was not an issue introduced in Pinball Browser v6.20 but rather something related to the new firmwares.

#2710 1 year ago
Quoted from thundergod76:

with PB V6.2 I keep getting the message asking me to install the "ffmpeg" file to view the videos even though I already have the "ffmpeg" file installed.

If the message is :
"ffmpeg.exe" or ffprobe.exe" not found
you also need ffprobe.exe in the same directory.
Click Yes and you'll be directed to the FFMpeg web site.

#2713 1 year ago
Quoted from thundergod76:

I got it! I needed to install all 3 files (ffmpeg, ffplay & ffprobe)

Only 2 files are needed : ffmpeg.exe and ffprobe.exe

10
#2716 1 year ago

I found the problem with AC/DC v1.70
This is not a big issue but a part of the firmware analysis code needs to be rewritten, so that it works for all Sam firmwares.
It should not take long.

11
#2718 1 year ago
Quoted from oga83:

No, I can't open AC/DC 1.70 and I've been working on this since a few days

Pinball Browser v6.30 can now open AC/DC 1.70

#2730 1 year ago
Quoted from Rensh:

In another thread Kapsreiter is reporting that his AC/DC was no longer booting after updating with PB. That’s why he looked for the original firmware.
Anyone else having same issue, eg a new release like 6.31 is required??
In any case, my advise is to first backup the firmware on your AC/DC on usb prior to updating.

To make things clear :
You can use Pinball Browser v6.30 with AC/DC 1.70 as long as you don't install the communication patch (function "Load patch" in the Sam tab).
The communication patch is only used for SmartDmd side-channel palettes and PinballMikeD mods.
If you modify songs, frames or anything else, you won't have any issues.

#2732 1 year ago
Quoted from MikeS:

Hi Oliver, Do you think you'll have a work around for the comm patch soon? Hoping it's an easy fix! Thanks again for the great product and support!

I have identified one of the issues but it's not an easy fix.
I still don't know when it will be fixed.

1 week later
#2735 1 year ago

Pinball Browser v6.40 with communication patch v1.40 now works with AC/DC v1.70

#2738 1 year ago
Quoted from jfh:

If I am changing the custom message and need a carriage return to separate the lines, how do I enter it? Is the pipe symbol changed by PB to the proper hex code?

How do you change the custom message ?
If you are using the "Search string" feature, then yes, Pinball Browser will convert the pipe character to a carriage return.
However, if the game does expect a string with a carriage return, this will not work and this character will simply be ignored.

#2740 1 year ago
Quoted from Darscot:

I tried this last night. I just wanted to change the default custom message from the local tournaments msg to what I wanted but noticed the carriage return doesnt work. Is there a way to enter a carriage return into the default?

Which message id did you modify ?

2 weeks later
#2757 1 year ago
Quoted from Coyote:

Because, Assembly language.

No, assembly language is not the problem (even if the adsp processor code is not easy to read).
DCS, which is a proprietary system, is the difficulty.
I've been reversing the code for a while but I'm still missing a lot of informations.

#2759 1 year ago
Quoted from lurch:

Check this out. http://www.edcheung.com/album/album07/Pinball/wpc_sound.htm
Granted he is literally a rocket scientist... It can be done.

I've already seen this before; this is impressive but the ADSP code has not been reversed (there is an ADSP processor on the board that runs the code).
AFAIK the DCS encoding system is still to be understood. Without this, it is not possible to modify the sounds in the roms.
Anyway, I agree : It can be done !

1 week later
#2767 1 year ago
Quoted from Ramzr1:

I have copied the files from the SD card per pinball supernovas instructions. but I can not get Pinball browser to open them

This will not work and you need to make an image of your SD card.
You can do this by using the "Read image from..." in the drop down menu right next to the open button.
Please read "How do I open a Spike firmware" in the FAQ

#2768 1 year ago
Quoted from paynemic:

Is there a definitive answer on adding tracks to the new Star Wars premium? Seems like that topic went quiet

What do you mean ? I'm not aware of anything about this

1 month later
#2806 11 months ago
Quoted from delt31:

With all of these updates what remains the best format for songs you want to inject into games? I'm looking for best quality so it sounds like stock. Flac is generally the best but not sure the program can handle... What have you guys found?

You'll get the best results with a lossless format sampled at 24000Hz (or a multiple), mono or stereo, like PCM (most .WAV files are PCM encoded) or FLAC. You can import FLAC files with Pinball Browser, provided you don't use the "Legacy" or "Mac-OS" sound engines (Config tab).

2 months later
#2816 9 months ago
Quoted from thundergod76:

oga83 How close are we to being able to swap out video clips in the Spike 2 system?

I've not been working on this as I've had almost no requests.
Is anyone else interested in this ?

4 weeks later
#2829 8 months ago
Quoted from docquest:

Can DMD images be changed on a Sega Whitestar game using Pinball browser?

No, this is not possible

2 weeks later
#2851 7 months ago
Quoted from cyberkryten:

I'm giving PB the entire IMG file that the High Scores tab would show the current ones, without having to use the comms patch.
I know the scores are in the IMG file, because I can find and decode them (partition 5 which is /dev/rdisk2s5).
Is there an option/method to copy those out and then store them again using Pinball-Browser without the comms patch?

I don't have the GOTG SD card image, but you should be able to modify high scores runtime values like this :
High Scores tab / Select your high score / Click on Edit / Change the score in the Pinball Value / Click o Set

hs (resized).png
#2852 7 months ago
Quoted from FalconPunch:

Looks like Pinball browser will need an update to support Deadpool firmware
comes up with 'unknown firmware'

Did you try to open a .spk file or an image of the SD card ?

#2859 7 months ago
Quoted from thundergod76:

I found the problem. Windows 10 is creating multiple partitions for the SD card. And these partitions are not large enough for the file. I'm using a 16GB Sandisk. I'm currently trying to learn how to create a single SD partition so this doesn't happen again. If anyone has some insight it would be appreciated.

You don't have, and should not, format your SD card.
The image file (.img) has to be written on the SD card with the "Disk Image" function in Pinball Browser (SmartDmd tab) or an image writer software like DiskImager.
See "How do I open a Spike firmware ?" in the FAQ

#2860 7 months ago
Quoted from FalconPunch:

Looks like Pinball browser will need an update to support Deadpool firmware
comes up with 'unknown firmware'

Confirmed and I'm on it.
This is an integer overflow issue...
Deadwood is the biggest firmware ever made (I'm really talking about the firmware, not the .spk file).

#2862 7 months ago
Quoted from thundergod76:

I always use the Disk Image "write to SD" tab in PB

Sorry, I should have noticed this on your screenshot...

Quoted from thundergod76:

As soon as I deleted one of the partitions there was enough room. What I don't understand is why when I insert my SD card multiple windows pop up. These windows are drives labeled F, G, H, I and J. All I want is my entire 16G SD card to read on a single drive. Never had this problem with Windows 7.

You can prevent Windows from opening these partitions by holding the "Shift" key while inserting the SD card.
For a permanent solution, you can disable "Auto Play" for memory cards in the control panel.

3 weeks later
#2870 6 months ago

Soon

#2874 6 months ago

Pinball Browser v6.50 is ready !
It can now open huge firmwares like Deadwood.

2 weeks later
#2889 6 months ago
Quoted from Jason_Jehosaphat:

Adding Sound Requests to Your Code? Is it Possible with Pinball Browser?

No, it is not possible to add a new sound request with Pinball Browser.
You have to use an existing one. How is it started ?

#2891 6 months ago
Quoted from dmj1977:

it pops the attached error up

This message means that Pinball Browser can't read it's configuration file (Pinball-Browser.xml).
Is this file write-protected ? (right click on the file, Properties, Attributes, the 'read-only' checkbox should be unchecked)
Try to reboot your computer.
You can also delete this file, Pinball Browser will recreate it.

1 month later
#2914 4 months ago
Quoted from Psw757:

Same here...tried this tonight.
Is there some sort of patch needed to open Beatles?

I'm on it...

pasted_image (resized).png
1 week later
#2915 4 months ago

Pinball Browser v6.60 can now open The Beatles.
There are new features in the videos that are not implemented yet. It will take a little longer.

#2921 4 months ago
Quoted from ausretrogamer:

Wondering what this system exception message is when I exit PB (v6.60)?

It means that Pinball Browser cannot write to file Pinball-Browser.xml.
Are you running Pinball Browser directly from the .zip archive ?
Is this file write protected ?

#2922 4 months ago
Quoted from cyberkryten:

Hiscores are on the SD card, in Spike2 systems at least. I can find and decode them on my GoTG (partition 5 which is /dev/rdisk2s5) but they don't seem to be read/written by PB.

Depending on the game, Pinball Browser can read/write the high scores (since v5 for Spike games).
Here is an example for a GOT SD image :
GOT (resized).png
I'll look into it to see why it doesn't work on GotG.

2 weeks later
#2969 3 months ago
Quoted from paulofelipe:

For the Pin/PC communication, can I use a USB/USB cable instead of an RS232 cable?

No, this is not possible

1 week later
#2973 3 months ago
Quoted from vwallat99:

Quick question maybe it's already been answered or obvious but what would be recommended for quality of Voice Call outs or Voice overs when you edit/replace them? Same as music or audio files? Or would this be a little different?

You'll get the best results with a lossless format sampled at 24kHz (or a multiple), mono or stereo, like PCM (most .WAV files are PCM encoded) or FLAC.
You can import FLAC files with Pinball Browser, provided you don't use the "Legacy" or "Mac-OS" sound engines (Config tab).

#2974 3 months ago
Quoted from mettle64:

The videos are viewable but I'm not able to replace them. Any tips?

Videos can't be replaced on this gamie. I'm working on it

#2975 3 months ago

I'm excited to tell you you about a project I've been working on for months with Jay, Ron and Brian from Scorbit :
Scorbit thread on Pinside

In brief, it's a platform that will be able to transform any pinball machine into a connected device

It integrates a lot of things from SmartDmd and Pinball Browser.

I'm quite familiar with the hardware they've designed (I've helped design it), and it's quite powerful.
The opportunities to run different applications on it is pretty interesting.

The Scorbit team is committed to keeping the platform open for the community developers.
As the API will be open, I think it will bring some great enhancements to what we're doing...

1 week later
#2980 87 days ago
Quoted from pekilica:

Why sounds are missing if at least once sound request number missing?And how i can add them?

You can't add sound requests.
Which sound request is missing ? in which game ?

#2981 87 days ago
Quoted from pekilica:

Is there more versions except v6.60 for pinball browser still?

The latest version is v6.60 (from last december)

#2985 86 days ago
Quoted from pekilica:

For wheel of fortune there's missing requests 27-35 so no music files there.And for shrek there's missing request 411 and some mores(i didn't remember them)

That happens when Stern modifies the code and a sound-request is not used any longer.
Its slot is kept so that the following sound-requests keep the same position but it has no sound-script.
In this case, Pinball Browser does not display the empty sound-request in the list.
This is exactly what happens for Shrek sound-requests #411. I have not checked WOF but it should be the same.

Quoted from pekilica:

Plus why i can't change longer sounds?

See question "Why can't I change the duration of a sound ?" in the FAQ

Quoted from pekilica:

And where's the messeges"Each shot changes Fiona, Shrek and donkey forms in...","Potion problems","Each shot will explain ogres to donkey who do not understand in.."and "Ogres are onions"messages for shrek?

That, I can't tell because I don't know the game well enough.
Most often, the callouts are somewhere in the sound-scripts list.

#2986 86 days ago
Quoted from pekilica:

Plus why i can't change longer sounds?

See question "Why can't I change the duration of a sound ?" in the FAQ

#2987 86 days ago
Quoted from pekilica:

And where's the messeges"Each shot changes Fiona, Shrek and donkey forms in...","Potion problems","Each shot will explain ogres to donkey who do not understand in.."and "Ogres are onions"messages for shrek?

That, I can't tell because I don't know the game well enough.
Most often, the callouts are somewhere in the sound-scripts list.

#2993 86 days ago

I'm not sure if you are talking about sound callouts or text messages.
A good place to start it the FAQ. You'll find most of your answers :
- Messages : How can I modify the texts in my game ?
- Sound export : What are the differences between the free and the registered version ?
- Spk : How do I open a Spike firmware ?
Pinball Browser will not be able to add any new messages or sounds into a firmware; you can only modify what is shown.

4 weeks later
#3049 56 days ago
Quoted from gameroompinball:

if I have to manually group changes for the same item before running optimize?

You don't have to do it manually : that's exactly what the "Optimize" function will do.
Once you macro has been optimized, run it on a stock firmware.
See the question 'What is "Memory Optimization" ?' in the FAQ

#3053 51 days ago

Just remove these duplicate lines.

The optimization gathers all the image modifications that were made with the embedded editor into 1 single block.
It does not simplify multiple imports of the same image (although it should).

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