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Regular DMD dots changed after update to 3.6 v.1122 #372
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I have that too in regular mingw compiles. |
Problem is in core_dmd_render_internal: DMD_PAL(0) returns 32 where it should actually return 0. |
@TXT111 Could you please retry with version 1160? |
Thanks a lot for looking into this! |
Will check today when home from work. I'm in Australia +10 hours :)
…________________________________
From: Gerrit Volkenborn ***@***.***>
Sent: Wednesday, 20 November 2024 8:07 PM
To: vpinball/pinmame ***@***.***>
Cc: TXT111 ***@***.***>; Mention ***@***.***>
Subject: Re: [vpinball/pinmame] Regular DMD dots changed after update to 3.6 v.1122 (Issue #372)
@TXT111<https://github.com/TXT111> Could you please retry with version 1159?
https://github.com/vpinball/pinmame/actions/runs/11929881314
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Just ran v. 1159. Whilst it seems to improve the background dots on the 0% intensity settings, it does look like the 33% and 66% dots are also glowing/blooming brighter than when going back to v. 929. It's almost like dots have had their roundness and bloom increased.
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Sent: Thursday, November 21, 2024 8:59:50 AM
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Subject: Re: [vpinball/pinmame] Regular DMD dots changed after update to 3.6 v.1122 (Issue #372)
Will check today when home from work. I'm in Australia +10 hours :)
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From: Gerrit Volkenborn ***@***.***>
Sent: Wednesday, 20 November 2024 8:07 PM
To: vpinball/pinmame ***@***.***>
Cc: TXT111 ***@***.***>; Mention ***@***.***>
Subject: Re: [vpinball/pinmame] Regular DMD dots changed after update to 3.6 v.1122 (Issue #372)
@TXT111<https://github.com/TXT111> Could you please retry with version 1159?
https://github.com/vpinball/pinmame/actions/runs/11929881314
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Yes, that's because the antialias factor defaulted to 100 percent in 1159. |
Could I try 1160?
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Sent: Thursday, November 21, 2024 4:35:19 PM
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Subject: Re: [vpinball/pinmame] Regular DMD dots changed after update to 3.6 v.1122 (Issue #372)
Yes, that's because the antialias factor defaulted to 100 percent in 1159.
I fixed that in build 1160, and edited my post accordingly.
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But of course, I also updated the link! |
You'd better follow this issue here: #372 |
Would be useful to have some screenshots for these kinds of issues :-) |
I was just wondering if this is related to #346 ? |
Thanks, that clarifies things. Seems to be unrelated. |
Thanks a lot @volkenborn. Now the only thing still on my list regarding output rendering is that somehow dimmed segments render out way too dark in VPM. |
@volkenborn Thanks a lot for fixing my mess! @toxieainc Not sure what you are pointing at. The test I made while doing the latest change leads to the capture below. It's Bride of the pinbot's service menu with full luminance on first row, and faded second line (it blinks slowly between two faded levels). It seems right to me. |
The way too dark thing was maybe only with my own (no local modifications) builds? Have to double check again.. |
At work - Can't log in to Github (seen as malware).
I can confirm that v. 1160 fixes the issue with the dots returning again, no background colour applied, 33% & 66% intensity looks correct.
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Subject: Re: [vpinball/pinmame] Regular DMD dots changed after update to 3.6 v.1122 (Issue #372)
You'd better follow this issue here: #372<#372>
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But you're right @toxieainc - All the WPC, GTS3, and Alvin G. games with segment displays are not rendered correctly in VPinMAME! |
How do you get VPM to render these games ? |
I started them using the Test function of setup.exe |
And I can get the same bug as @toxieainc with the colors 119,255,119. Only the "off" intensity value changes the luminance. |
The code for rendering in this situation uses a RGB565 LUT instead of the palette like other rendering parts. I can revert this by using the same palette as the one used for faded DMD, but it seems intentional (@toxieainc you added it last march). Perhaps there is something missing to let PinMame handle the bitmap as RGB565 instead of paletted ? |
AFAIR i did it like that to support more brightness levels. |
Yeah, but it looks like PinMame process the data as paletted instead of RGB565. Do you know how to switch that ? Or should we use the DMD palette instead ? |
All kinds of weird. Back then when i implemented it like that (i just double checked my notes) it worked as intended with my local VPM build, but not the official github one (lit segments were waaaaay too dark). The issue above is new (so don't know if related), and i haven't looked into it in detail yet. So i just wonder why it could have ever worked for me then?! |
I can only suggest to remove some #ifdef VPINMAME because it looks just spot-on in regular console. Display test even does alternate runs with full-on and dimmed segments. |
At least we should really try to keep using the full available RGB range, as it was such an improvement back then to have really smooth fading. |
I have come across a strange change to my VPinMame DMD's.... - All of my normal "regular" (non-coloured, non Freezy, non PAC and non Serum based) DMD displays have lost their background dots. E,g. when I press 'F1' to bring up the VPinMame window, the '0' intensity settings used to show background dots if I set this between 8 to 15, but now it shows just like a 'blanket' colouring. They have lost the background dots. The 66% and 33% intensity settings seems to still contain dots. If I switch to 'Use Externall.dll' DMD's (the Freezy, the PAC and the Serum files) these look fine. Is there any setting in DmdDevice.ini file that would affect regular VPinmame DMD's dots? I recently updated my DMDText to 2.3.0 but this was happening before that update.... When I moved back to VPinMame 3.6 v. 992 the dots in the '0' intensity settings showed once again, so it seems like "something" has changed in 1122.
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