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Render dimmed DMD using shaded palette #392
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@vbousquet Why did you remove that code again? Now the mini DMD colors for Simpsons Pinball Party are wrong again, and generally the dmd_perc33 and dmd_perc66 values don't show any effect in any DMD anymore. 🙁 |
With this code, at least the mini DMDs can be adjusted in brightness: The main game DMD has "full" DMD state. Haven't found the code where this is genereated yet... |
I changed it because it broke WPT mini DMD. I think the problem is that I did not fully refactored internal rendering when I added PWM support for DMD (and SAM mini DMD, but not for Whitestar mini DMD), therefore each time one of us fix a DMD, he may also break another one. I did not know there was an Red/Green mini DMD in Pinball Party, so the change I made broke it... The solution would be to keepcolor for SE miniDMD as they are not PWM shaded, and don't keepcolor for SAM miniDMD as they are shaded. To move forward, after having a look, I dont think the RGB565 (as toxie tried for alphanum) is possible as most drivers rely on a paletted rendering. So, we are likely stucked to paletted rendering, keeping the base palette untouched to avoid breaking all drivers. Then for PWM shaded parts (alphanum, DMD, SAM miniDMD), we need to use one or more group of palette shades. For the time being, we are using only one palette of 48 shades at the end of the main palette. This block does not apply dmd_perc33 / dmd_perc66 because shaded alphanum did not applied these ( dmd_perc33 / dmd_perc66 are indeed applied for VPM). So either we keep only one 48 shade palette for Alpha/DMD and decide to apply dmd_perc33 / dmd_perc66 or not, or we go to create 2 palettes of 48 shades, one for alphanum without dmd_perc33 / dmd_perc66 and one for DMD with dmd_perc33 / dmd_perc66. I think we also need to have a look to the alpanum unshaded level (as alphanum shades starts at 0, so below unlit state) Edit: we wrote at the same time, having a look to your code fix |
The DMD state is generated through |
This seems intentional from the game code. If you add So it fades from previous screen, then fades the logo down and show the 'Pinball Party' at full brightness |
What I propose is that I will do the following fix:
And hopefully, we should be good ! |
Just merged the fix |
Unfortunately, Hoops still looks exactly the same as the 2 screenshots above (VPM 'nothing' and PinMAME(32) with the additional segments 'nothing'). |
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