Oga83,
Many thanks for your work.
It seems that it's impossible to open X-Men firmware V1.51 (Unknown firmware). It works fine with 1.50...
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Oga83,
Many thanks for your work.
It seems that it's impossible to open X-Men firmware V1.51 (Unknown firmware). It works fine with 1.50...
Quoted from oga83:I can't test it until I'm back home
What about the latest upgrade for STLE ?
Works fine !
I started to colorize X-Men firmware and I found a small problem.
For example:
1°) I create 4 palettes A,B,C & D.
2°) I link a frame with palette C
3°) I delete palette B
4°) I reopen my frame and it is now linked with palette D.
I suppose that frame is not linked with the name of the palette but with a number that is updated in the palette list when you modify it but not in the firmware.
Is it possible to populate the modification in the firmware ?
Oga,
I found 2 bugs in PinballBrowser:
1°) It seems that there is a problem of refresh of the display for pictures of type "Motion" with a palette attached.
Untitled-2.jpg
Picture "n+1" is displayed without clean-up of "n" one. See hand or ball on the attached picture. And in this example, I only colorized the first one. Colors of the following ones are "inherited" (Good side effect but I think that there are not really colorized). I cannot check if it is a bug a display or if PB has corrupted the firmware because I haven't yet a Raspberry to test.
2°) In X-Men firmware, some pictures have a very small width. In fact, less that the number of pixels used by PB to store the palette. If you try to attach a palette, an 'Unhanded exception occurs'. Is it not possible in this case to store the palette in multiple lines ?
Thank you for your help.
Quoted from luvthatapex2:Can you show a WIP video of what your colorized XMEN looks like in the game?
I understand there are tons of frames to go, but it would be very cool to see at least a few seconds of XMEN colorized on the LCD of your game.
I haven't yet received my Raspberry Pi and almost all big sequences are stored in "Motion" format for which I have a problem to edit (see above my example with Magneto).
So, for the moment, I work to define a palette of colors for each character, it's the task that takes the most time. When it's done, it's not difficult to do all frames of the character.
But when I will receive my Pi, no problem to post a WIP video.
Here is some static examples:
Quoted from jamieflowers:Any chance you can share this when you are done with Xmen? If I havent sold my game I would love to convert it to color.
I think that Oga said that it's possible to make macros that include all changes done. If it's true, yes, I will release them but it's not for tomorrow.
I defined a palette in greyscale as default one to have a usable result even all frames are not yet colorized.
Quoted from oga83:Be aware that these kind of animations inherits the palette of the frame they are being played over.
A final DMD frame is often made of a background frame and one or more animation frames.
SmartDmd will display the composite frame (without knowing how it has been built); thus, it will use the palette that is stored in the composite frame; most of the time it is the background frame (not the animation).
Your explanation is logic but quite annoying. it means we haven't any certainty of used palette for all frames with a transparency (typically the ones that will be displayed above another) and a single "foreground" frame can be displayed with multiple different palettes depending the background one.
Thus, the only solution to have full control of what is displayed is to use a unique palette for all frames but in this case, 16 colors is not enough. Is it a choice or is it a technical limitation to allow only 16 colors for each palette ?
Quoted from oga83:Most of the time, a given set of animation frames is always played over the same background : setting the palette into this background should work fine.
16 colors / palette is a technical limitation : A dmd frame on the pinball only has 16 grey levels.
Thank you Oga for your answer. When I will receive my Pi, I will take a look at which frames are displayed together and thus for which i must merge palettes in a single one.
Not really urgent but a kind of enhancement request for the future: We have the possibility to export multiple frames with one action but the import must be done frame by frame. It will be useful when a new firmware will be delivered (?) to be able to import multiple frames.
Must I reimport "Motion" frames from original firmware for which I already set a palette or the bug didn't alter the frame and it was just a problem of display ?
Quoted from kapsreiter:i think the problem is
every change in the "edit" image in the macro needs space
i exported the complete image and re imported it
so the macro ist just 1 line
I made a test and it seems that there is no difference between applying all changes to a frame at one time and re-import the frame
My example:
Original X-MEN 1.51: Contiguous free memory: 182335 - Total Free memory: 259165
After my modifications (same frames edited multiple times): Contiguous free memory: 39311 - Total Free memory: 136392
Original X-MEN 1.51 + all my modifications applied at one time for each frame: Contiguous free memory: 79095 - Total Free memory: 155925
Original X-MEN 1.51 + all my modifications applied by importing modified frames: Contiguous free memory: 79103 - Total Free memory: 155933
But in all cases, I have a problem because I colorized maybe 5% of the frames and I used 50% of the free memory.
Thanks Oga. The automatic link to the new version via the software itself doesn't work (403 - Forbidden) but your link in the first post is ok.
Another question, the limitation of free memory is a temporary limitation or it is impossible to solve ?
I don't understand how some people success to change an entire firmware with so few memory...
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