Does anyone have the LZ sd card image file prior to the latest 1.10 file that will work with PB? Thank you.
Quoted from pinballjah:Does anyone have the LZ sd card image file prior to the latest 1.10 file that will work with PB? Thank you.
sometimes you can go back in a version if you modify the link:
https://f002.backblazeb2.com/file/gamecode/led_zeppelin_pro-1_05_0.Release.8G.sdcard.raw.zip
https://f002.backblazeb2.com/file/gamecode/led_zeppelin_le-1_05_0.Release.8G.sdcard.raw.zip
here it seems to be working
Quoted from cabal:sometimes you can go back in a version if you modify the link:
https://f002.backblazeb2.com/file/gamecode/led_zeppelin_pro-1_05_0.Release.8G.sdcard.raw.zip
https://f002.backblazeb2.com/file/gamecode/led_zeppelin_le-1_05_0.Release.8G.sdcard.raw.zip
here it seems to be working
Thanks for posting! Appreciate it.
Hi all, I Just got a GB premium and have installed the 'mudflaps' modded music code. It's far superior to the orginal music, but I would like to take it even further and add some more movie music.
Problem is, I can't load in the .spk modded code file to the current version of pinball browser. The program wants an .img file. Has anyone had any experience with this? How do I load in the modded code (.spk) to pinball browser, or convert the .spk to an acceptable format for PB?
Thanks heaps.
UPDATE: Solved. Copied the modded SD card into pinball browser.
Quoted from cabal:sometimes you can go back in a version if you modify the link:
https://f002.backblazeb2.com/file/gamecode/led_zeppelin_pro-1_05_0.Release.8G.sdcard.raw.zip
https://f002.backblazeb2.com/file/gamecode/led_zeppelin_le-1_05_0.Release.8G.sdcard.raw.zip
here it seems to be working
Thanks for the files. I am running version 7.81 of PB. I am getting an error "Unknown firmware!" when I try to load the unzipped file. Any ideas? Thanks.
Quoted from pinballjah:Thanks for the files. I am running version 7.81 of PB. I am getting an error "Unknown firmware!" when I try to load the unzipped file. Any ideas? Thanks.
ah sorry, then i guess you need an even prior version. But the trick with the links only works for the last version. I am not sure what was the last version that lz worked with pinball browser.
Came across a new issue last night when changing the modified SD card. The Stern logo came up when I turned on the game but then it noted a code update was required and asked for an USB to be inserted. Have never had that error when swapping out the SD card. Anyone come across this before and have any idea what is causing it? I used Win32 Disk Manager to burn the SD card as Etcher does not seem to work when swapping out videos. Thanks for the help!
Quoted from pinballjah:Came across a new issue last night when changing the modified SD card. The Stern logo came up when I turned on the game but then it noted a code update was required and asked for an USB to be inserted. Have never had that error when swapping out the SD card. Anyone come across this before and have any idea what is causing it? I used Win32 Disk Manager to burn the SD card as Etcher does not seem to work when swapping out videos. Thanks for the help!
Yup, had that happen before when the image got corrupted somehow. When you open the image in the browser now, does it say Unknown Firmware?
Quoted from PoMC:Yup, had that happen before when the image got corrupted somehow. When you open the image in the browser now, does it say Unknown Firmware?
Your right, crap, now I lost a bunch of my changes. Did you find that happens often? Does it seem to relate to the size of the video file you are using as a replacement? Thanks for the assistance.
Quoted from pinballjah:Your right, crap, now I lost a bunch of my changes. Did you find that happens often? Does it seem to relate to the size of the video file you are using as a replacement? Thanks for the assistance.
Yeah, that royally sucks when it happens, and it did happen often to me. I did not notice a pattern of a certain change that caused it in my cases.
Now I manually backup the image file when making changes. After making a few changes, I got in the habit of exiting the image and then re-opening it again to be sure I didn't see the Unknown Firmware message. If you see that, it's hosed.
I have a folder named backup inside the image folder. Periodically copy the image in there to keep a safe backup.
Quoted from PoMC:Yeah, that royally sucks when it happens, and it did happen often to me. I did not notice a pattern of a certain change that caused it in my cases.
Now I manually backup the image file when making changes. After making a few changes, I got in the habit of exiting the image and then re-opening it again to be sure I didn't see the Unknown Firmware message. If you see that, it's hosed.
I have a folder named backup inside the image folder. Periodically copy the image in there to keep a safe backup.
Is it the image file (MP4) that is getting corrupt or the SD card file? Thanks.
Quoted from pinballjah:Is it the image file (MP4) that is getting corrupt or the SD card file? Thanks.
An image file is .img
MP4 is a video file.
If any part if the SD card .img backup that you make is corrupt the whole thing is corrupt. Doesn't matter what piece corrupted it. There isn't a practical way to open a corrupt img file and fix it.
This is a redo of the mudflaps music mod for Ghostbusters Premium and LE.
In addition to the tunes replaced by mudflaps, I've replacing another 20 or so stock tracks with relevant movie soundtrack themes.
This mod won't be for everyone, but for those who prefer the movie themes, you now have slimer, gozer, zool, terror dogs and marshmallow man themes in the game linked to the relevant modes, among others. I've also replaced the soundtrack ghostbusters theme with a higher quality version, and swapped "Magic" from cross the streams mode to Storage Facility Multiball mode, as to me that's more in line with the movie.
There are still a couple of stock tracks in the game that I haven't figured out yet, in terms of which mode they relate to, so I may update the code again in future.
For now, here is the link for those who are interested: https://drive.google.com/file/d/1Pro9ZMmORz9rh9NVEQwT95iMJw8uqaEF/view?usp=sharing
Quoted from njvc:This is a redo of the mudflaps music mod for Ghostbusters Premium and LE.
In addition to the tunes replaced by mudflaps, I've replacing another 20 or so stock tracks with relevant movie soundtrack themes.
This mod won't be for everyone, but for those who prefer the movie themes, you now have slimer, gozer, zool, terror dogs and marshmallow man themes in the game linked to the relevant modes, among others. I've also replaced the soundtrack ghostbusters theme with a higher quality version, and swapped "Magic" from cross the streams mode to Storage Facility Multiball mode, as to me that's more in line with the movie.
There are still a couple of stock tracks in the game that I haven't figured out yet, in terms of which mode they relate to, so I may update the code again in future.
For now, here is the link for those who are interested: https://drive.google.com/file/d/1Pro9ZMmORz9rh9NVEQwT95iMJw8uqaEF/view?usp=sharing
Are you able to post a YouTube video?
Video editing question, when I am editing existing MP4 videos, the original MP4 file is approximately 100MB. After I delete a segment of the video to make it shorter, and I save the file as a new MP4, it typically increases in size to 300MB. I am using the Movie Maker app to edit the files and saving them at 720p. Any ideas how I can keep the MP4 below 100MB? I think the files have to be in MP4 format to be consistent with the files I am replacing in PB. Thanks for the assistance.
Quoted from pinballjah:Video editing question, when I am editing existing MP4 videos, the original MP4 file is approximately 100MB. After I delete a segment of the video to make it shorter, and I save the file as a new MP4, it typically increases in size to 300MB. I am using the Movie Maker app to edit the files and saving them at 720p. Any ideas how I can keep the MP4 below 100MB? I think the files have to be in MP4 format to be consistent with the files I am replacing in PB. Thanks for the assistance.
editing videos will in a normal case result in a reencoding. The size of the File you will depends a lot on the codec you use.
There are two options in Pinball Browser, one with encoding "import Video...." and the other one "import Video no conversion".
What i have understood is that if you use the first option it will import the video with encoding it with the right codec and does cut it if it has overlength.
the 2nd options you will need to match codec, size, length as good as possible that the videos will work.
Quoted from cabal:editing videos will in a normal case result in a reencoding. The size of the File you will depends a lot on the codec you use.
There are two options in Pinball Browser, one with encoding "import Video...." and the other one "import Video no conversion".
What i have understood is that if you use the first option it will import the video with encoding it with the right codec and does cut it if it has overlength.
the 2nd options you will need to match codec, size, length as good as possible that the videos will work.
Ok, thanks. I have been using the import video method and it seems to work ok. I was concerned if the new video was too large it might cause the file to become bad.
I am attempting to utilize the ACDC 1.68LE macro on the repository to create a macro for 1.70 pro. Does anyone have a link to the 1.68 LE code? All that is available from the Stern site is 1.70s. I am pretty sure I need to compare the codes of the 1.68LE to the 1.70 pro. Find the correct ShiftIds necessary to map the LE coloring onto the Pro code.
I have the necessary shifts needed to go from 1.68LE to 1.70LE (Rensh post). I just can't reverse it correctly to map the pro.
Quoted from Stebel:I am attempting to utilize the ACDC 1.68LE macro on the repository to create a macro for 1.70 pro. Does anyone have a link to the 1.68 LE code? All that is available from the Stern site is 1.70s. I am pretty sure I need to compare the codes of the 1.68LE to the 1.70 pro. Find the correct ShiftIds necessary to map the LE coloring onto the Pro code.
I have the necessary shifts needed to go from 1.68LE to 1.70LE (Rensh post). I just can't reverse it correctly to map the pro.
Yes I do
PMed you
Thanks to Ashram56 for the files. Was able to color ACDC Pro version 1.70 using MikeD's 1.68LE macro. I used the following ShiftIds
ShiftId,0,0x1a,0x40
ShiftId,0,0x1c,0x1a
ShiftId,0,0x38,ignored
ShiftId,0,0x3a,0x36
ShiftId,0,0x4e,0x58
ShiftId,0,0x64,0x70
ShiftId,0,0xb5,0xc4
ShiftId,0,0xb7,0xc8
ShiftId,0,0x5a1,ignored
ShiftId,0,0x5ab,0x5b2
ShiftId,0,0x1b96,0x1bc8
ShiftId,0,0x1ba7,0x1bdd
There is a few extra images that are new to the 1.70pro. All the new images are in the portals menu.
I am a rookie when it comes to pinball browser (under a week). For me to make any color changes to the missing portal colors. I had to run the 1.68LE with shiftids to make a new savable BIN. Then I loaded that newly saved BIN and started making color changes, creating a new small macro for just portal updates. I made a few other changes in colors besides the portal menu as well.
Thanks to everyone who I bothered with questions on pms.
Next challenge is to change 3 songs and then update the BIN to reflect the new song titles. Gotta have, Dirty Deeds, Big Balls and Shoot to Thrill.
Quoted from Stebel:Thanks to Ashram56 for the files. Was able to color ACDC Pro version 1.70 using MikeD's 1.68LE macro. I used the following ShiftIds
ShiftId,0,0x1a,0x40
ShiftId,0,0x1c,0x1a
ShiftId,0,0x38,ignored
ShiftId,0,0x3a,0x36
ShiftId,0,0x4e,0x58
ShiftId,0,0x64,0x70
ShiftId,0,0xb5,0xc4
ShiftId,0,0xb7,0xc8
ShiftId,0,0x5a1,ignored
ShiftId,0,0x5ab,0x5b2
ShiftId,0,0x1b96,0x1bc8
ShiftId,0,0x1ba7,0x1bdd
There is a few extra images that are new to the 1.70pro. All the new images are in the portals menu.
I am a rookie when it comes to pinball browser (under a week). For me to make any color changes to the missing portal colors. I had to run the 1.68LE with shiftids to make a new savable BIN. Then I loaded that newly saved BIN and started making color changes, creating a new small macro for just portal updates. I made a few other changes in colors besides the portal menu as well.
Thanks to everyone who I bothered with questions on pms.
Next challenge is to change 3 songs and then update the BIN to reflect the new song titles. Gotta have, Dirty Deeds, Big Balls and Shoot to Thrill.
Let me know how you make out w the song changes. I found AC/DC pretty tough with different sound clips for before the ball is launched and after. So getting the two to line up without a gap seems nearly impossible.
Quoted from pinballjah:Let me know how you make out w the song changes. I found AC/DC pretty tough with different sound clips for before the ball is launched and after. So getting the two to line up without a gap seems nearly impossible.
Trying to figure out what do with songs that are too long or short. With the short ones does everyone just loop the song to match length, not worry about the song cutting off mid way? Too long, are you trimming the intro, or just let it cut out and start again mid song?
Did some reading and when you change the main song, the clips generated from that song will be done automatically for sound bytes used in the game. I was hoping to just use Big Balls for when you get you initials up. This is a sound clip from one of the main songs. I will attempt to load the Big Balls in its place to see if it will work.
Quoted from Stebel:Trying to figure out what do with songs that are too long or short. With the short ones does everyone just loop the song to match length, not worry about the song cutting off mid way? Too long, are you trimming the intro, or just let it cut out and start again mid song?
Did some reading and when you change the main song, the clips generated from that song will be done automatically for sound bytes used in the game. I was hoping to just use Big Balls for when you get you initials up. This is a sound clip from one of the main songs. I will attempt to load the Big Balls in its place to see if it will work.
When I added Shoot to Thrill, I had to do two separate sound files for ball launch and after ball launch. The ball launch sound file had to repeat in case the player didn't release the ball right away. So it had to be put in a loop and edited very carefully so it sounded ok as a repeat. Won't work for all songs. I don't think you can just replace one Request Number on PB and it will replace all of the Request Numbers for that song.
For example, I replaced War Machine with Shoot to Thrill. If you look at Request 214, it is 7s 500ms, which is the intro before the ball is launched. Request 215 plays after the ball is launched, so the two have to blend perfectly. Depending on when the player launches the ball, this will determine when Request 214 will cut off. Anyway, maybe there is an easier way. For games where the entire song continues (IM, Aerosmith), you don't have this splicing issue.
Quoted from pinballjah:When I added Shoot to Thrill, I had to do two separate sound files for ball launch and after ball launch. The ball launch sound file had to repeat in case the player didn't release the ball right away. So it had to be put in a loop and edited very carefully so it sounded ok as a repeat. Won't work for all songs. I don't think you can just replace one Request Number on PB and it will replace all of the Request Numbers for that song.
For example, I replaced War Machine with Shoot to Thrill. If you look at Request 214, it is 7s 500ms, which is the intro before the ball is launched. Request 215 plays after the ball is launched, so the two have to blend perfectly. Depending on when the player launches the ball, this will determine when Request 214 will cut off. Anyway, maybe there is an easier way. For games where the entire song continues (IM, Aerosmith), you don't have this splicing issue.
I have experimented with the songs. I understand the loop you are saying when the player doesn’t plunge the ball right away. I edited down shoot to thrill to 4:17 by trimming the start, and middle of the song. Trying to get splices to not seem too abrupt.
For Dirty Deeds, edited the song down to 3mins and looped it twice for Ain’t No Place.
Just changed the song request 304 and 307 (I only have a pro machine). I didn’t work on the clips at the other requests that are associated with 304 and 307. Playing the game, the other requests seem to be pretty smooth.
Last change was Big Balls to the end of the game song. It’s suppose to be 4 plus minutes. I clipped Big Balls into 2 minutes and looped it. If you go over the 4 minutes silence is ok for me.
Is it still possible to use Pinball Browser with a null modem cable to communicate directly to a Spike system? I see some old documentation about installing a communication patch and configuring using the Advanced tab in pinball browser, but neither of those seem to be present.
Quoted from berg0319:Is it still possible to use Pinball Browser with a null modem cable to communicate directly to a Spike system?
This is only possible with SAM games.
But it will be available for Spike games in the future.
CommPatch (resized).png
Pinball Browser v8 is available !
It is now compatible with all the latest Spike2 firmwares (and almost all of the older versions) :
Aerosmith v1.09.0
Avengers: Infinity Quest v1.03.0
Batman ’66 v1.05.0
Black Knight: Sword of Rage v1.11.0
Deadpool v1.06.0
Elvira’s House of Horrors v1.03.0
Game of Thrones v1.37.0
Ghostbusters v1.17.0
Godzilla v0.81.0
Guardians of the Galaxy v1.08.0
Iron Maiden v1.10.0
Jurassic Park v1.05.0
Kiss v1.41.0
Led Zeppelin v1.10.0
Pabst Can Crusher v1.02.0
Primus v1.03.0
Star Wars v1.10.0
Stranger Things v1.02.0
Teenage Mutant Ninja Turtles v1.50.0
The Beatles v1.15.0
The Mandalorian v1.00.0
The Munsters v1.03.0
WWE v1.35.0
Whoa Nellie v1.55.0
Some functions have been added or improved and a lot of issues have also been fixed.
Adding all these firmwares required a lot of work. This is the reason why it took so long.
Needless to say, Stern didn't help, so I can't guarantee that Pinball Browser will be able to open their future firmwares !
Going forward, v8 is available as a 1-year subscription.
If you want to keep using Pinball Browser v7, you can do it forever.
If your license is less than 1 year old, a free 1-year subscription to v8 has been added for you (from the date of your existing license).
Quoted from oga83:Pinball Browser v8 is available !
It is now compatible with all the latest Spike2 firmwares (and almost all of the older versions) :
Aerosmith v1.09.0
Avengers: Infinity Quest v1.03.0
Batman ’66 v1.05.0
Black Knight: Sword of Rage v1.11.0
Deadpool v1.06.0
Elvira’s House of Horrors v1.03.0
Game of Thrones v1.37.0
Ghostbusters v1.17.0
Godzilla v0.81.0
Guardians of the Galaxy v1.08.0
Iron Maiden v1.10.0
Jurassic Park v1.05.0
Kiss v1.41.0
Led Zeppelin v1.10.0
Pabst Can Crusher v1.01.0
Primus v1.03.0
Star Wars v1.10.0
Stranger Things v1.02.0
Teenage Mutant Ninja Turtles v1.50.0
The Beatles v1.15.0
The Mandalorian v1.00.0
The Munsters v1.03.0
WWE v1.35.0
Whoa Nellie v1.55.0Some functions have been added or improved and a lot of issues have also been fixed.
Adding all these firmwares required a lot of work. This is the reason why it took so long.
Needless to say, Stern didn't help, so I can't guarantee that Pinball Browser will be able to open their future firmwares !
Going forward, v8 is available as a 1-year subscription.
If you want to keep using Pinball Browser v7, you can do it forever.
If your license is less than 1 year old, a free 1-year subscription to v8 has been added for you (from the date of your existing license).
Really awesome job!
Quoted from pinballjah:For the new 1.10 files, when you unzip the file from the Stern site it comes up as three separate files. Under the old system, it was one single file. Which file(s) do you load into PB v8? Thanks for the assistance.[quoted image]
have you downloaded the game code? or the Sd-card image?
i think preferable is the sd-card image.
Quoted from cabal:have you downloaded the game code? or the Sd-card image?
i think preferable is the sd-card image.
I am pretty sure this is the sd-card image file. This is what I usually make changes with. Thanks.
Quoted from pinballjah:For the new 1.10 files, when you unzip the file from the Stern site it comes up as three separate files. Under the old system, it was one single file. Which file(s) do you load into PB v8? Thanks for the assistance.[quoted image]
This is the .spk file.
You need an SD card image.
Download it from Stern's website here : https://f002.backblazeb2.com/file/gamecode/led_zeppelin_le-1_10_0.Release.8G.sdcard.raw.zip
Quoted from cleland:I’m on a Mac and have always used Crossover to run Pinball Browser just fine. With ver 8.0 im getting a no internet connection error when launching PB. oga83 did you change something with that in the update?
A lot of things have changed in the code so it's difficult to say what's going on with Pinball Browser running with Crossover.
The internet connection is required to register Pinball Browser. Once it's done, it is no longer necessary.
Is the connection available with Crossover ?
Looks like I needed to do some software updates on my end (which I generally avoid when things are working well). Updated my Mac OS and Crossover and was able to launch PB 8.0 and donate $20 to get back up and running. Thank you so much for all the hard work you put in oga83 now I can do some updates and contribute to the community.
How can I open a spk file with 8.0? Say I want to change sounds in Pabst Can Crusher? I have the stern code but it doesn't open.
Quoted from gameroompinball:How can I open a spk file with 8.0? Say I want to change sounds in Pabst Can Crusher? I have the stern code but it doesn't open.
You can't.
Download an SD card image from Stern's website here :
https://f002.backblazeb2.com/file/gamecode/can_crusher-1_01_0.iso.zip
Been playing around with this for a little while now working on potentially doing a ozy sound and visual swap of iron maiden. Looking at pervious post it was indicated that the song name images were in scene three. For the latest code version 1.10 they have moved these visuals to scene 28 just a heads up!
Quoted from oga83:v8.01 fixes a problem that could occur when importing a sound.
Thanks to timlah79 for providing detailed informations about this !
[EDIT]
v8.03 fixes the same problem for stereo sounds.
So, it looks like with GOTG 1.08 all of the Sound Request numbers are the same, but the Script values have changed.
How do I do the ""Shift Function"?
Example:
Request 417 was "0x39C" and is now "0x4CC"
Quoted from cleland:So, it looks like with GOTG 1.08 all of the Sound Request numbers are the same, but the Script values have changed.
How do I do the ""Shift Function"?
Example:
Request 417 was "0x39C" and is now "0x4CC"
TranslateId,1,0x39c,0x4cc
You can use the "Compare Firmware" (Spike tab).
This function will generate a macro like the one above for each sound that needs it.
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