(Topic ID: 130434)

Rob Zombie's Spook Show International

By Russell

8 years ago


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Topic Stats

  • 11,140 posts
  • 643 Pinsiders participating
  • Latest reply 11 hours ago by hawkmoon
  • Topic is favorited by 115 Pinsiders

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Topic index (key posts)

7 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #6177 Spooky mentions game #3! Posted by SpookyCharlie (7 years ago)

Post #6605 Gameplay and rules video from Spooky Pinball Posted by Jetzxi (7 years ago)

Post #7268 V019 changelog Posted by FawzmaGames (7 years ago)

Post #7366 Common trough issue caused by flipper switch description Posted by snakesnsparklers (7 years ago)

Post #9017 V21 Changelog Posted by GhostThruster (6 years ago)

Post #9409 V22 changelog Posted by FawzmaGames (6 years ago)

Post #10228 V23 / v24 changelogs Posted by snakesnsparklers (5 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#646 8 years ago
Quoted from Baiter:

Once artwork is revealed, buyers are obligated to put money down without being able to try it first for fear of losing a spot.

Please reread Charlie's post.

Quoted from SpookyCharlie:

They will be OFFERED (not sold) as received. This will ONLY happen after we've shown a completed package. Then it's $1,000 down to reserve your spot, and NOTHING until your game is done. You will at least see it before you buy it. I'm not "pre-order" money taking, or expecting anything sight unseen.

Baiter please see the words been used "Completed package" That usually means art, cabinet and playfield.

3 months later
#1127 8 years ago
Quoted from jwo825:

Great to see the little guys knocking the art package out of the park. So much better than just generic graphics and bad photoshop jobs. Was there any clue if the same artist is going to do the cab and/or playfield?

Yes to both.

#1128 8 years ago

Double post.

2 months later
#1624 8 years ago
Quoted from benheck:

The entire A/V system of pinHeck runs on a 80MHz microcontroller with just 32K of RAM.
AMH was a 128x32 display with 16 shades. That means 4 bits per pixel, meaning 1 byte can hold 2 pixels. Total screen RAM is 2K.
BUT it needs double buffering, so a second 2K bank copies the first and that's actually what gets sent to the DMD. This way you don't "see" the display being drawn.
Rob Zombie in color:
256 colors requires 1 byte per pixel, "only" twice as much. So we have the 4K to build a frame (2K + 2K from before) but now lack a second 4k for the buffer.
The trick was to build the frame on the MCU RAM, then clock out the RAM using the DMD cable to the FPGA. The FPGA itself has 2 buffers, one is the frame being loaded in from MCU, the other is what's currently being drawn on the screen.
Once the MCU has clocked out all the data (4096 bytes) it pulses a line to set a flag on the FPGA. When the FPGA is done drawing a frame to the LCD, if it sees that flag, it swaps banks for the next draw, and we see the new frame.
Since this data transfers only requires 3 lines, we have 4 spare on the DMD cable to use (the other 7 are all ground) These can set parameters and load banks. Therefore, dot shape and brightness can be controlled via the in-game menu, rather than buttons on back on FPGA.
It may be possible to stretch pinHeck even further, either as more vertical dots to use up the screen, or double resolution like MMR. This would require scan-line double buffering and other tricks I'm not going to bother with for the time being. I'm not sure how far we can push it before it run into bottlenecks either with the MCU or the SD card (RZSI runs up to 7 streams at once already)
This display should be fine for RZSI, Domino's, the other game Chuck is working on, and maybe a few after that.

giphy.gifgiphy.gif

#1688 8 years ago
Quoted from DefaultGen:

I don't care how long it is so long as it's not 1:15 of Rob Zombie concert clips and 10 seconds of quick pans of still pictures of the playfield.
I'm totally not calling out any other company's reveal videos though.

I can guarantee you there is no concert footage in this video.

#1859 8 years ago

More pics over on their website.

http://www.spookypinball.com/games-swag/

#1906 8 years ago
Quoted from benheck:

No sound effects yet but here is the video mode I animated and programmed personally:
» YouTube video
"Run over stuff with the Dragula for points!"

You missed the Bunny.

#1924 8 years ago
Quoted from Damonator:

Color DMD + Flipper Fidelity Sound - nice!
Cabinet Art is hands down the best in pinball EVER!

No ColorDMD in this game it's a Chroma-Corpse Color Display.

#2080 8 years ago
Quoted from jwilson:

some closeup photos

You can get your close up pictures here.

http://www.spookypinball.com/games-swag/

Spaulding.jpgSpaulding.jpg

Robot.jpgRobot.jpg

UPF.jpgUPF.jpg

LDG.jpgLDG.jpg

PF.jpgPF.jpg

1 week later
#3261 8 years ago

dup

#3262 8 years ago
Quoted from FawzmaGames:

yes, and I got a lot of flack for it; so I got fired and now I do Spooky stuff

Dont worry David I like your dots. Wait until they see Rob in 8Bit.

4 months later
#4701 7 years ago

From their Facebook page.

13124561_1082159455178614_5934972770722235927_n_(resized).jpg13124561_1082159455178614_5934972770722235927_n_(resized).jpg

1 month later
#5044 7 years ago
Quoted from jalpert:

"tooty fucking fruity."

Keeping play

2 weeks later
#5295 7 years ago
Quoted from 2Kaulitz:

Looks awesome you need get the topper for RZ

I like the topper he has above it now

1 month later
#5667 7 years ago
Quoted from Twilliams:

"It plays like an R rated movie that if I played better would be full X. I need to play better!"

Best review ever.

2 months later
#6437 7 years ago
Quoted from PinballManiac40:

can't believe you didn't ask me for help with that.

We could of had a unboxing party I think its the first one in Houston!

8 months later
#8747 6 years ago
Quoted from trilogybeer:

With the time limit on getting the video mode , it seems like a hurry up. I'm thinking there should be some sort of bonus for getting it . As is now there would be no reason to go for the video mode , I think most players would opt to craddle the ball and wait for the multiball to auto start .

Unless there is a special score if you miss everything

7 months later
#9749 6 years ago
Quoted from sulakd:

Ball-save error fixed in v23 beta. Back in business! Had a drain as a chop ball-save timer was turned in off and no crash now.

Pop your top!

5 months later
#10006 5 years ago

Nice, maybe some glow balls would be better in the dark.

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