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pup_capture [2020/05/18 12:34]
A User Not Logged in
pup_capture [2021/08/20 12:57] (current)
pinupadmin
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 ====== Creating PUP-Packs ====== ====== Creating PUP-Packs ======
  
-PinUP Player is allows interactive videos / audio / media to be played on your backglass / dmd / topper when events happen during gameplay. Like hit a drop target, play a certain video, or start multiball and have awesome video/music follow the mode along. There are so many options, and making them is super simple once you get the hang of it.+PinUP Player is allows interactive videos / audio / media to be played on your backglass / dmd / topper when events happen during gameplay. Like when you hit a drop target, PuP will play a certain video. If a specific DMD image for multiball is seen by PuPit will start an have awesome looping video and play a separate music file.
  
-Watch these videos to get a basic idea on how to create PuP-Packs:+There are many options and features to use, and making them is super simple once you get the hang of it.
  
-part1: [[https://youtu.be/iYvk_FSwGXQ|https://youtu.be/iYvk_FSwGXQ]]+----
  
-part2: [[https://youtu.be/WGPRnLWvFeI|https://youtu.be/WGPRnLWvFeI]] +<font 18px/inherit;;inherit;;inherit>**PUPCapture (Rom based Tables only)**</font>
- +
-**PUPCapture**+
  
 The easiest method when dealing with ROM based games, is to use "PUPCapture" method… it is a neat feature that will scan the DMD in real time and find matching 'boxes' that can trigger video plays with PuPlayer! You simple create a set of 'trigger' screens that then translate to events that PinUP Player will react to. The easiest method when dealing with ROM based games, is to use "PUPCapture" method… it is a neat feature that will scan the DMD in real time and find matching 'boxes' that can trigger video plays with PuPlayer! You simple create a set of 'trigger' screens that then translate to events that PinUP Player will react to.
  
-//Note: if you are using PuPcapture method, you must create a text file (empty) inside the PuPCapture subfolder of your pack. This file must be called "ExactColorMatch.txt" without quotes. This will use the new method for matching with pupcaps/dmdext.//+//Note: if you are using PuPcapture method, you must create a text file (empty) inside the PuPCapture subfolder of your pack. This file must be called //"**ExactColorMatch.txt**"// without quotes. This will use the new method for matching with pupcaps/dmdext.//
  
 PUPCapture makes it a lot easier for ROM based tables, as dealing with states and switches / lights can be difficult and restricting. PUPCapture makes it a lot easier for ROM based tables, as dealing with states and switches / lights can be difficult and restricting.
- 
-\\ 
- 
-<font 22px/inherit;;inherit;;inherit>**PUP-Pack Editor **</font><font 22px/inherit;;inherit;;inherit>**(this info is always a WIP)**</font> 
  
 ---- ----
  
-**<font 18px/inherit;;inherit;;inherit>PLAYACTION</font>**+<font 16px/inherit;;inherit;;inherit>**Watch these videos to get a basic idea on how to create PuP-Packs:**</font>
  
-**Normal**+(Note: many features have been added since these videos were made)
  
--plays the file until it ends+part1: [[https://youtu.be/iYvk_FSwGXQ|https://youtu.be/iYvk_FSwGXQ]]
  
-**Loop** +part2: [[https://youtu.be/WGPRnLWvFeI|https://youtu.be/WGPRnLWvFeI]]
- +
--plays the file in a Loop +
- +
-**SplashReset** +
- +
--meant to be used with a Looping fileIf this is triggered while a Looping file is currently playing…then the SplashReset file will play to its end, and then the original Looping file will resume from its beginning (there may be a pause when the Looping file begins again). This can be handy, but you would be better using SetBG in most cases to do something similar. +
- +
-**SplashReturn** +
- +
--meant to be used with a Looping file. If this is triggered while a Looping file is currently playing…then the SplashReturn file will play to its end, and then the original Looping file will resume from where it left off (there may be a pause when the Looping file begins again). This can be handy, but you would be better using SetBG in most cases to do something similar. +
- +
-**StopPlayer** +
- +
--will stop whatever file is currently playing. Priority MUST be HIGHER than the file currently playing for this to work! +
- +
-**StopFile** +
- +
--will stop ONLY the file specified in PlayFile (if it's playing). This has no effect on other files that are playing. +
- +
-**SetBG** +
- +
--"Set Background" will set a new default looping "Background" file. When other files are done playing, then this new SetBG file will be played in a loop. ExampleThis can be handy for setting a new looping "mode" video, so that new other video events during the new mode will fall back to this SetBG video. Then you can change SetBG again to the main game mode video when the mode is completed. +
- +
-**​​​​PlaySSF** +
- +
--used to play WAV files for Surround Sound Feedback. (You don't want these sounds playing from your front backbox speakers)The settings for the 3D position of the sound files are set in COUNTER. The format is in X,Z,Y. Example: "-2,1,-8". X values range from -10 (left), 0 (center), 10 (right). Z values don't ever change and stay at 1. Y values range from 0 (top), -5 (center), -10 (bottom). NOTE: This currently will only work with the DEFAULT sound card in Windows. Additional sound card devices are not yet supported! +
- +
-**SkipSamePri** +
- +
--this will ignore the trigger if the file playing has the same Priority. This is nice for events such as Jackpot videos or others that will play very often, and you don't want to have them constantly interrupting each other. "Normal" PlayAction files with the same Priority will interrupt each other no matter the Rest Seconds. Using SkipSamePri will not play the new file (with same the Priority) if the current file is still playing and allows for smoother non-interruptive action for common events. +
- +
-=====   =====+
  
 ---- ----
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 ===== Adding PUP-Pack support (PUPEvent) to a Table Script: ===== ===== Adding PUP-Pack support (PUPEvent) to a Table Script: =====
  
-With an **original table** (not rom based), it's super easy to add PuP-Pack support to any table! All you need to do is copy the code below to your table script. After that, you just use ONE simple command on your table script for each PUP Event you want to trigger in the PuP-Pack.+With an **original VP table** (not rom based), it's super easy to add PuP-Pack support to any table! 
 + 
 +All you need to do is copy the code below to your table script. After that, you just use ONE simple command on your table script for each PUP Event you want to trigger in the PuP-Pack.
  
 That's it! That's it!
Line 75: Line 39:
 **This is the RECOMMENDED method of adding PuP and PuP-Pack support to an original table!** **This is the RECOMMENDED method of adding PuP and PuP-Pack support to an original table!**
  
-   * you will only need ONE command to trigger pup events. Super easy!  (pupevent xxx)+   * you will only need ONE command to trigger pup events from the PuP-Pack (pupevent xxx)
   * this allows for the table to run without PuP installed if the player disables that option   * this allows for the table to run without PuP installed if the player disables that option
   * this will not require B2S Server or use DOF commands   * this will not require B2S Server or use DOF commands
   * allows the use of more powerful and easy to use features in the PuP-Pack Editor   * allows the use of more powerful and easy to use features in the PuP-Pack Editor
-  * allows the player more options for custom setups using the PuP-Pack Editor, and custom pinupplayer.ini files+  * allows the player more options for custom setups using the PuP-Pack Editor (no need to edit the table script anymore) 
 +  * allows the use of custom pinupplayer.ini files in the Pup-Pack (to allow different pup display settings per table)
  
-Just copy everything here in your table script under OPTION EXPLICIT<code>+**(NOTE:**  This does NOT inlcude PUPDMD support. You need to integrate the PUPDMD Framework separately to use those features) 
 + 
 +**Just copy everything here in to your table script under OPTION EXPLICIT** 
 +<code>
  
 ' COPY EVERYTHING BELOW TO THE TOP OF YOUR TABLE SCRIPT UNDER OPTION EXPLICIT ' COPY EVERYTHING BELOW TO THE TOP OF YOUR TABLE SCRIPT UNDER OPTION EXPLICIT
 +
 +'****** PuP Variables ******
 +
 +Dim usePUP: Dim cPuPPack: Dim PuPlayer: Dim PUPStatus: PUPStatus=false ' dont edit this line!!!
  
 '*************************** PuP Settings for this table ******************************** '*************************** PuP Settings for this table ********************************
- 
-Dim usePUP: Dim cPuPPack 
  
 usePUP   = true               ' enable Pinup Player functions for this table usePUP   = true               ' enable Pinup Player functions for this table
 cPuPPack = "pup-pack_name"    ' name of the PuP-Pack / PuPVideos folder for this table cPuPPack = "pup-pack_name"    ' name of the PuP-Pack / PuPVideos folder for this table
- 
-'************ PuP-Pack Startup ************** 
- 
-PuPStart(cPuPPack)    'Check for PuP - If found, then start Pinup Player / PuP-Pack 
  
 '//////////////////// PINUP PLAYER: STARTUP & CONTROL SECTION ////////////////////////// '//////////////////// PINUP PLAYER: STARTUP & CONTROL SECTION //////////////////////////
  
 ' This is used for the startup and control of Pinup Player ' This is used for the startup and control of Pinup Player
- 
-Dim PuPlayer 
-Dim PUPStatus 
-PUPStatus=false 
  
 Sub PuPStart(cPuPPack) Sub PuPStart(cPuPPack)
Line 119: Line 81:
  
 Sub pupevent(EventNum) Sub pupevent(EventNum)
-    if PUPStatus=false then Exit Sub +    if (usePUP=false or PUPStatus=falsethen Exit Sub
-    if usePUP=false then Exit Sub+
     PuPlayer.B2SData "E"&EventNum, 'send event to Pup-Pack     PuPlayer.B2SData "E"&EventNum, 'send event to Pup-Pack
 End Sub End Sub
Line 134: Line 95:
 ' This will trigger E102 from the table's PuP-Pack ' This will trigger E102 from the table's PuP-Pack
  
-' DO NOT use any Exxx triggers already used for DOF to avoid any posible confusion+' DO NOT use any Exxx triggers already used for DOF (if used) to avoid any possible confusion 
 + 
 +'************ PuP-Pack Startup ************** 
 + 
 +PuPStart(cPuPPack) 'Check for PuP - If found, then start Pinup Player / PuP-Pack 
 </code> </code>
  
Line 149: Line 115:
 This will trigger E102 in the PuP-Pack This will trigger E102 in the PuP-Pack
  
-DO NOT use any Exxx triggers already used for DOF on the table (if used) to avoid any posible confusion+DO NOT use any Exxx triggers already used for DOF on the table (if used) to avoid any possible confusion
  
 ---- ----
 +
 +<font 22px/inherit;;inherit;;inherit>**PUP-Pack Editor **</font><font 22px/inherit;;inherit;;inherit>**(this info is always a WIP)**</font>
 +
 +With the newest PuP-Pack Editor, you can START the PuP-Pack and FIRE any trigger right from the Editor without the need of a table running. This allows you to manage and test your PuP-Pack first before even starting any table code (PUPEvent) or pupcapture (rom based tables). Keep in mind, this only tests the PuP-Pack… not the communication from the table or pupcapture
 +
 +<font inherit/inherit;;#27ae60;;inherit>**Note: PuP-Packs should avoid using PuP displays 5-10 as they are designed for Popper FrontEnd. You should use pup 11-19 with custompos for additional pupdisplays.**</font>
 +
 +{{:7fb9a91c9eca3feb0bd4c85581365d03.png}}
 +
 +{{:d4cdc446f218f7ac411479c141a4798e.png}}
 +
 +**<font 18px/inherit;;inherit;;inherit>PLAYACTION</font>**
 +
 +**Normal**
 +
 +-plays the file until it ends
 +
 +**Loop**
 +
 +-plays the file in a Loop
 +
 +**SplashReset**
 +
 +-meant to be used with a Looping file. If this is triggered while a Looping file is currently playing…then the SplashReset file will play to its end, and then the original Looping file will resume from its beginning (there may be a pause when the Looping file begins again). This can be handy, but you would be better using SetBG in most cases to do something similar.
 +
 +**SplashReturn**
 +
 +-meant to be used with a Looping file. If this is triggered while a Looping file is currently playing…then the SplashReturn file will play to its end, and then the original Looping file will resume from where it left off (there may be a pause when the Looping file begins again). This can be handy, but you would be better using SetBG in most cases to do something similar.
 +
 +**StopPlayer**
 +
 +-will stop whatever file is currently playing. Priority MUST be HIGHER than the file currently playing for this to work!
 +
 +**StopFile**
 +
 +-will stop ONLY the file specified in PlayFile (if it's playing). This has no effect on other files that are playing.
 +
 +**SetBG**
 +
 +-"Set Background" will set a new default looping "Background" file. When other files are done playing, then this new SetBG file will be played in a loop. Example: This can be handy for setting a new looping "mode" video, so that new other video events during the new mode will fall back to this SetBG video. Then you can change SetBG again to the main game mode video when the mode is completed.
 +
 +**​​​​PlaySSF**
 +
 +-used to play WAV files for Surround Sound Feedback. (You don't want these sounds playing from your front / backbox speakers). The settings for the 3D position of the sound files are set in COUNTER. The format is in X,Z,Y. Example: "-2,1,-8". X values range from -10 (left), 0 (center), 10 (right). Z values don't ever change and stay at 1. Y values range from 0 (top), -5 (center), -10 (bottom). NOTE: This currently will only work with the DEFAULT sound card in Windows. Additional sound card / devices are not yet supported!
 +
 +**SkipSamePri**
 +
 +-this will ignore the trigger if the file playing has the same Priority. This is nice for events such as Jackpot videos or others that will play very often, and you don't want to have them constantly interrupting each other. "Normal" PlayAction files with the same Priority will interrupt each other no matter the Rest Seconds. Using SkipSamePri will not play the new file (with same the Priority) if the current file is still playing and allows for smoother non-interruptive action for common events.
 +
 +=====   =====
 +
 +===== PuPPack Screen Terminology: =====
 +
 +**Show** \\
 +This will use whatever settings are set for this screen’s “default” settings.
 +
 +**ForceON** \\
 +Forces the window to be the Top most window, and it stays on. A video is always going to be playing in this mode. When a new video starts or the current video restarts, the ForceON action happens and will force the window to be the Top window again.
 +
 +**ForcePoP** \\
 +Similar to ForceOn, except the vlc window opens and closes with each video played
 +
 +**ForceBack** \\
 +Keeps the video window always open, but under the other PuP screens. This can cause any PuP screen with this setting to get pushed behind your game window.
 +
 +**ForcePopBack** \\
 +Similar to ForceBack, except the vlc window opens and closes with each video played
 +
 +**CustomPos** \\
 +First number is always the screen. 1,<font inherit/inherit;;#e74c3c;;inherit>22.5</font>,<font inherit/inherit;;#2980b9;;inherit>45.3</font>,<font inherit/inherit;;#27ae60;;inherit>55.1</font>,<font inherit/inherit;;#8e44ad;;inherit>54.7</font> [pupid # source screen,xpos,ypos,width,height] values in % of pupdisplay.  You can watch this video to help understand:  https://www.youtube.com/watch?v=9FSBGFGWGgY
 +
 +====== Special Function Playlists ======
 +
 +Theres a few 'special' playlists that do things when you play something from them. Create the playlists (sub-folders) with the exact spelling and they will work once media is played.
 +
 +**PUPOverlays**  you put 32bit pngs in there and when you play them it will set them as current overlay frame.
 +
 +**PUPFrames**  you put 32bit pngs in there and when you play them it will set the background png (good for performance)
 +
 +**PUPAlphas**  you put 32bit pngs in there and when you play them it will set them as current overlay frame with alpha blending (performance, v1.4.5+)
 +
 +**PuPShapes **  you put 24bit bmps files in there and the pixel color (0,0) will be used as a mask to make a see=through shape. See twister puppack for example.
 +
 +These will usually be setup as a trigger with D0 (zero) so that on startup the frame is setup via the puppack.
 +
 +====== Media for PuP-Packs ======
 +
 +You should stick with 'normalized' media file format. MP4 files 1920×1080 30fps. Its important for file size and stability that all video media doesn't change fps or resolutions during play.
 +
 +The best solution is to run your pack through the pupStandardAllMedia_1080p_replaces.bat found here: [[https://nailbuster.com/uploads/PuPStandard_or_Resize.zip|https://nailbuster.com/uploads/PuPStandard_or_Resize.zip]]
 +
 +Read the readme.txt in root.
  
  
pup_capture.1589819696.txt.gz · Last modified: 2020/05/18 12:34 by A User Not Logged in