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Showing content with the highest reputation since 12/24/2016 in all areas

  1. Westworld

    B2S Server - new feature - aspect ratio

    modifications compared to last official version (based on trunk 14 https://sourceforge.net/projects/b2s-backglass/): 1) Bug fix: Alternate tablename.res (replacing screenres.txt) failed for Server running as EXE 2) Bug fix/feature: support alternative ways to find direct2BS based on gamename 3) feature: proportional aspect ratio for backglass as option per table 1) Bug open for long (such as in http://www.vpforums.org/index.php?showtopic=23072&page=8) B2SServer, running as DLL, allows to overwrite screenres.txt with tablename.res to use alternative backglass settings. This never worked if running as EXE. Fixed. 2) exe mode fails on some computers for some tables in exclusive mode called via Pinballx If this happens, you get an error message saying "File 'C:\Games\Visual Pinball\Tables\.Direct2BS' not found. Please rename...". The error happens because the server cannot detect the table name, so cannot find the file. To solve this, the direct2BS file search path was changed, new rule: try to find tablename.direct2BS. If not existing, try to find gamename.direct2BS (=ROM name) If not existing, continue with Hyperpin/PinballX XML file and: find in XML tablename, if found try to find description.direct2BS (like "Charlie's Angels (Gottlieb 1978).direct2BS") If not existing, find in XML inside <game> the node <rom> with gamename. If found try to find description.direct2BS If not existing, find in XML inside <game> the node <gamename> with gamename. If found try to find description.direct2BS Node <rom> is already existing in some PinballX database files, which will solve the issue without any manual option. If not, just enter the ROM name (=gamename). If you do not want to use the <rom> setting for other reasons (as it might trigger different PinballX behavior), you can enter the new node "gamename". Example: <game name="The Machine - Bride Of Pinbot (Williams 1991)_rev1.1"> <description>The Machine - Bride Of Pin-Bot (Williams 1991)</description> <rom>bop_L8</rom> Example 2: <game name="The Machine - Bride Of Pinbot (Williams 1991)_rev1.1"> <description>The Machine - Bride Of Pin-Bot (Williams 1991)</description> <gamename>bop_L8</gamename> In both cases, if used gamename = bop_L8, it will try to launch The Machine - Bride Of Pin-Bot (Williams 1991).direct2BS Just in case, if the search still fails, you can enable a debug log. Open file B2STableSettings.xml (in folder tables) Check for entry: <LogPath>C:\Users\Flipper\Desktop\log</LogPath> If the entry is missing, add it, define a valid path, like to a folder on your desktop Insert: <IsBackglassSearchLogOn>1</IsBackglassSearchLogOn> Now launch the table from PinballX. Wait for the error message, confirm and quit PinballX. In your log folder you find a file named BackglassSearchPath.txt. If the content does not help you to understand the issue, post the content here. 3) New Feature - proportional backglass While most of us are using 16:9 screens to display the backglass, pinballs of the 70's or 80's used more a 1:1 glass. As result of the stretching we get fat faces and weird looking design. Similar as watching an old TV Show, made for 4:3 television on a 16:9 LCD TV. Goal is to make it easy to get a better display for these older tables. How to setup: Open your ScreenRes.txt file It should have 12 lines. Add 5 more: x x xx xx C:\path The first two defines the position of the alternative scaled picture, starting by 0/0. For a Full HD (1920x1080) screen, a good value is 250/0 The next two values defines the size of the alternative scaled picture. For a Full HD (1920x1080) screen, a good value is 1420/1080 (500 pixel smaller, with 1420/1080 we get closer to 1:1, even it is still slightly stretched. Of course you can adapt the values as you prefer. As it is 500 smaller, we used a starting position of 250 in the first pair). The last value is a path to a background picture, used to have a frame around the scaled image. If you keep this line empty the frame will be black. Everything else unchanged. As the first 12 lines stays unchanged, ever other tool will continue to work, such as PinballX or PBXRecorder. Last step: Run PinballX setup, turn off "Auto Position DirectB2S" in Display Settings. Alternativ write lock ScreenRes.txt file, else PinballX will overwrite it. How it works: (repeat this for every table) start your table as normally, click on the backglass screen, press "S" on your keyboard to get the settings dialog. Click the "Small" button. Click Save Settings. Restart your table. Tip: Sometimes you might want an exception. A special table with another background/color - or different size. Easy. Duplicate your ScreenRes.txt file and rename it as tablename.res. Note: .res, not .txt! Modify the values as you like, different scaling, different background picture. When a .res file with the same name as the table exists, it will automatically replace the default screenres.txt BackglassServer.exe and example background.png, as well as modified source code is enclosed. Also a backglass using the enclosed background as example. b2sbackglassserverexe_source.zip B2SBackglassServerEXE.zip
    4 Points
  2. DJRobX

    Code change to enable SAM LE driver board support

    Yep, that's exactly right. The contributors of this community are super impressive. Best example was when I was working on the LE RGB lights. I had finally figured out how to get the data, but I had a lot of work ahead of me to move that data into something VP could use, and I badly needed a diagnostic table, I made a post about it one evening. By the time I woke up the next morning, GTXJoe had created a test table, and Toxie provided some skeleton code. Those things would have taken me weeks to sort out. I don't think I've ever had such excellent support, even in my professional development career where people are getting paid! Once I finally had a test build, Fren ran with it and made that freaking amazing ST:LE table. Incredible teamwork. Such support definitely helps motivate me to keep going.. And of course nothing makes me happier than seeing all the great tables that utilize the new features like TWD LE, Mustang LE, Metallica LE, Scared Stiff, and forthcoming tables like AC/DC LE. I've been enjoying VP for a long time and I'm glad I found a niche where I could give something of significant value back.
    4 Points
  3. Wildman

    No Good Gofers(Williams 1997)

    Version 1.1

    577 downloads

    No Good Gofers(Williams 1997)
    4 Points
  4. So I found out what was going on with the "No DMD device driver found" error I was seeing. I found that I am not able to load DMDDevice.dll if the table script loads VPinMame.Controller directly, it would only work through B2S.Server. The LoadLibraryEx call in VPM currently limits the DLL search to only the specified folder. So it would find the DMDDevice.dll, but then it couldn't locate a DLL it depended on (mscoree.dll). If loading through B2S, it - also being a .NET dll - loads this DLL first, so it bypasses the issue. Changing the LoadLibraryEx line to: hModule = LoadLibraryEx(filename,NULL,LOAD_LIBRARY_SEARCH_DLL_LOAD_DIR | LOAD_LIBRARY_SEARCH_DEFAULT_DIRS); appears to take care of it and allows me to load VPM directly with the external DMD working. I committed the fix to Carny's repo.
    3 Points
  5. tjc02002

    Frame For Pin2Dmd

    I designed this 3D printable frame. It is 2 identical pieces and also has mounts for uncle Sashs v2 board(will also fit v3 but not using direct panel connector)and a 12-5v regulator(for use in a real pinball machine). It's also got screw locations to add a piece of tinted acrylic to the front(I'm doing this this weekend). This is designed to fit into a real pinball machine. I'll load the design files up when I get home if anyone is interested. Oh and this design uses the bare panels without the plastic bracket. I was a little worried about space in a wpc95 install with the acrylic sheet in front as well(looked tight in my MM without the sheet).
    3 Points
  6. This is the link. It has been updated somewhat to try to accommodate modulated flashers. https://dl.dropboxusercontent.com/u/84075840/metallica-LE - mwr.vpx Get it while you can, this was just put here for testing the new VPM features (which are now working) and will be removed soon. It is not for sharing as I don't have OK' from Fren to put out mods of his table. -Mike
    3 Points
  7. Yeah something with the virtual DMD seems to be screwed up. Debugging as we speak.. PinDMD3 users: Is the sound still stuttering? EDIT: If it does, try this one. I've moved the output code to different thread so VPM doesn't get stalled while sending stuff to the DLL (also the virtual DMD bug mentioned above is fixed). DmdDevice.dll
    3 Points
  8. Westworld

    B2S Designer - Bug fix (LED image with blank)

    B2S Designer allows to import your own LED's as image to visualize special designs. As reported from STAT and gtxjoe in http://www.vpforums.org/index.php?showtopic=36726&hl= this worked fine for 0-9, but an empty image/background did not worked. Looks like a started, but unfinished feature in the Designer itself, the B2S Server fully supports it. I modified the source to allow importing pictures for 0-9 plus "empty". If you Cancel after importing the 10 possible digits it will use a white background for empty as before - or import 11 pictures to have your own background. Enclosed the compiled Designer and the modified source B2SBackglassDesigner.zip b2sbackglassdesigner_source.zip
    3 Points
  9. Nope, although it would nice to test it and give feedback. Spent quite a few hours rewriting it so PIN2DMD gets more optimized data. Will post a new binary as soon as Lucky1 validates it.
    3 Points
  10. Hey Terry... took me a couple of go's to get everything working but in the end everything that I had done wrong was all PEBKAC. I think these are the steps in the end that worked for me, I'll use Metallica as the the example which I just repeated for ACDC and Spiderman... haven't tried Avengers yet, having too much fun with Spiderman :). There is a general assumption here that everything else in your setup is already working... just updating to the latest files really. I also know you know more about this stuff than I do so everything I've written below I'm pretty sure you've tried so this may boil down to the difference of me being on a pinDMD3 and you being a virtual DMD, but I'll write what I've done in hopes it may help someone else too 1. Grabbed the latest dmddevice.dll 2. Updated to the latest SAM Build 2.8b02, 3. Added the dmddevice.dll and ini to my C:\Windows\syswow64 directory, this was annoying as I couldn't find the syswow64 directory under system32 like most documentation indicates it should, it was in the root of my windows directory all along. 4. Downloaded the patch and palette file for Metallica 5. Downloaded the bin to patch directly from the Stern Website http://sternpinball.com/game-code/metallica-pro 6. Downloaded the bsdiff tool for windows (The link from the bsdiff page for the windows port gives an error, I think this one should work) http://www.pokorra.de/coding/bsdiff.html 7. Created a folder in my vpinmame director to copy the palette file from the file in Step 4 C:\Visual Pinball\vpinmame\altcolor\mtl_170c 8. Extracted the .diff file from the file in step 4 to the directory where I extracted the bsdiff files from step 6 9. Updated name of the BIN file from step 5 to be MTL170.bin rather than MTL17.bin and copied it into the directory I created for the bsdiff files in step 6 10. I ran the command found in the readme from the file in step 4: bspatch MTL170.bin mtl170c.bin mtl170c_ByPinballMikeD.diff 11. I added the newly created mtl170c.bin file to a new zip file named mtl_170c.zip as directed by the readme file in step 4 12. I copied the new mtl_170c.zip from step 11 to my rom directory: C:\Visual Pinball\vpinmame\roms 13. I loaded the Metallica VPX file in the latest 10.2 version of VP and edited the script to change the cGameName = "mtl_170c" 14. I ran it! Note: I did test the ROM first from the pinMAME setup.exe and verified it loaded before getting it running through VP. Note2: In order to get the Spiderman file working I did have to rename the .dat file that was in the zip to the generic pin2dmd.pal file name rather than the game specific .dat file
    3 Points
  11. Update 2.8b02 Happy new year!
    3 Points
  12. Here is the latest universal DmdDevice.dll for monitors and all real DMDs. It has coloring enabled and if you're placing it into System32/SysWOW64 it should recognize VPM's altcolor folders. EDIT: I think I screwed again something up with the bit length while compiling. Let me fix first and I'll re-post it later.
    3 Points
  13. lucky1

    Color Palettes Collection

    Version 1.0.1

    134 downloads

    This is a collection of 141 different color palette files for pinball tables. To use with pinmame >= 2.8 use a dmddevice.dll with support to read color palette information from /altcolor/"tablename" directory structure, Put the palette file in that directory and rename it to pin2dmd.pal. Activate colorize option in pinmame settings. To edit the palette files use the latest pin2dmd.exe tool from https://github.com/lucky01/PIN2DMD/archive/master.zip For real pinball machines copy the file as pin2dmd.pal to your SD card.
    3 Points
  14. lucky1

    Pin2Dmd Colorprism V2.0 Firmware

    New release on github V2.36 virtual pinball improvements - added support for modular dmddevice.dll driver interface. Currently supported by VPinMame 2.8, PinballX and UltraDMD with modified XDMD.DLL and XDMDNative.DLL - dmddevice.dll loads palette files from %pinmame dir%\altcolor\%machine name% directory copy your pin2dmd.pal and pin2dmd.fsq files to that directory - support for SmartDMD sidechannel protocol (e.g SpiderMan VE from Sharkky) - added support for pin2dmd colorization methods to DmdDevice.DLL from freezy. Now every VpinMame user with DMD on 3rd LCD screen, pindmdV3 or pin2dmd can use 16color palette files and colorization made with Pin2DMD.Exe tool, Pin2DMD Editor from Steve or PinballBrowser from Oga83. real pinball machine improvements - support for AlvinG and Spooky real pinball machines - support for signal enhancer on V3 shields (check setting for WPC, DataEast, Whitestar, Gottlieb and Spike real pinball machines) - faster frame update routine on alle machines except Gottlieb and CapCom - added support for SmartDMD sidechannel on SAM machines Pin2DMD.exe tool improvements - added advanced colorpicker to edit custom palettes. - import palettes as .dmc or .pal file - added offline mode for config. If no device is connected config files (pin2md.pal, pin2dmd.dat) are stored in directory Works also with (pin2dmd XL for sega machines) - added upload button to frontend - improved real pinball dump routine in pin2dmd.exe tool
    3 Points
  15. Ah nice find! Will update accordingly. Been playing around with network streaming, something cool coming up soon!
    2 Points
  16. bent98

    Code change to enable SAM LE driver board support

    I am waiting for my Ghostbusters Premium to get delivered in the next month so let me know if I can help.
    2 Points
  17. I was just looking at the lighting on some of the recently updated tables that are taking advantage of the modulated lighting... just wanted to stop by and say, again, thanks for all the work that's going on here... all the improvements are appreciated.
    2 Points
  18. Yes, those of you having crashes, please make sure it's really the DLL causing it. You can test that by unchecking "External DMD" in VPM, if it still crashes it's not the DLL. If you're using dmdext's DmdDevice,dll, look for an exception at the end of the log, that's another hint. If you don't see a log, make sure that DmdDevice.log.config is at the same location as the DLL. If the DLL is at a location you cannot write to as non-admin (e.g. SystemWOW64), edit DmdDevice.log.config and change the path of the log file to another folder. This is important, I can't fix stuff without a log.
    2 Points
  19. Thalamus

    Code change to enable SAM LE driver board support

    Well, we have a lot more to thank him for. But, I prefer not to single out any of the devs. As I see it they have a very healthy relationship - really working hard trying to please the community. A community that also is giving them something back ( Pssst - they love to play pinball as well ) by table creations, back-glasses, DOF adjustments, mods .... etc. ... etc ... in a quality that I didn't believe was possible only a year back. I'm baffled by the activity that is always seems to be going on. Just right now I feel there is a hotspot around B2S, Color DMD and maybe the new found "bug". In a couple of weeks it is probably something else. I'm so happy and grateful for everyone's work and I hope that I some day soon will also be able to participate in the contributing part of VP. Thank you all !
    2 Points
  20. @stefanaustria: Hmm yeah that would of course somehow be possible. Main problem is just that we can only have one nested level in .ini files. I'll figure something out. @Westworld that looks like a compilation issue. You're using 32-bit VPinMAME, right? Here's another build I've just tested. Make sure you run the 32-bit setup.exe. By the way: @DJRobX, you can now add ignorear = true to if you want the dots weirdly sized as well. And @CarnyPriest, H/VFlip are now switched. DmdDevice.dll
    2 Points
  21. toxie

    Code change to enable SAM LE driver board support

    Works with my own build, so the fix is fine. Its an ancient leftover from some optimization i did during VPX development. Really strange that it never lead to any other problems so far. We will enter the 10.3 cycle soon, Fuzzel wants to finish up some stuff first i think.
    2 Points
  22. Wildman

    Motor Show (Mr.Game 1989)

    Version 1.0.0

    42 downloads

    combined a couple diff pics to make this BG
    2 Points
  23. Version 1.0.0

    66 downloads

    Mary Shelley's Frankenstein (Sega 1995) HI REZ
    2 Points
  24. lucky1

    Pin2Dmd - Table Support

    It is possible, but only Sharkky has seriously started to do it.
    2 Points
  25. DozerAUS

    Code change to enable SAM LE driver board support

    Happy New Year folks. I can't reproduce the Mustang or TWD issues on my cabinet sorry Umpa so I have no idea what may be causing this. The solenoid calls are standard in the script so it's weird. I actually had an opportunity to cradle the ball in both games when the light show was going crazy (which in turn was thrashing two ledwiz boards and a serial LED strip controller and it never double triggered. Mike, I'm not sure if this is the cause of your crash but whilst playing Metallica LE I had a crash to desktop as well. I looked at my crash.txt and one of the faulting modules was an Nvidia dll on my cabinet (Cannot remember exactly which one). My drivers were a year old so I updated them and have not had an issue since. I looked at your crash.txt which doesn't mention anything but vpinballx.exe but might be worth trying a driver update if you haven't done one for a while. You may have already fixed this but that snake jaw mech on your LE Met (on the version I have) isn't working properly. It did my head in trying to figure out how that worked but there is no need to drop the invisible wall for the jaw when the ball hits it using a "hit" event. The solenoids for the mech should do that automatically. Here is the code below that seems to make it work as intended. Sub SolSnakeJaw(enabled) If enabled Then snakejawf.rotatetostart JawLatch.isdropped = 1 Controller.Switch(56) = 1 End If End Sub Sub SnakeJawLatch(enabled) If enabled Then JawLatch.isdropped = 0 snakejawf.rotatetoend Controller.Switch(56) = 0 End If End Sub Sub JawLatch_hit() PlaySound "Target" Controller.Switch(55) = 1 me.timerenabled = 1 End Sub Sub JawLatch_timer() Controller.Switch(55) = 0 me.timerenabled = 0 End Sub Take the event for switch 55 out of the entry currently in your table. Sub sw54_Hit:Controller.Switch(54) = 1:Playsound "kicker_enter_center":controller.Switch (55) = 1: End Sub Sub sw54_unHit:Controller.Switch(55) = 0: End Sub and comment out Sub JawLatch_Hit:JawLatch.isdropped = 1:playsound SoundFX("target",DOFContactors):controller.Switch(56) = 0:SnakeJawF.RotateToStart:End Sub When you then hit the jaw when it is closed, it should drop automatically.
    2 Points
  26. SAMbuild 2.8b is now available:
    2 Points
  27. toxie

    Code change to enable SAM LE driver board support

    Is available in the UI now.
    2 Points
  28. toxie

    Code change to enable SAM LE driver board support

    I just introduced an additional optimization to the resampling. This should fix sound stutter issues with Gottliebs (especially GTS3), as these feature a ton of channels but most games do not use all of them.
    2 Points
  29. Also, the VPX-packaged version you mentioned above has coloring disabled. I'll release a new version shortly with coloring enabled again.
    2 Points
  30. sharkky

    Pin2Dmd Colorprism V2.0 Firmware

    This update is amazing Thanks a lot Lucky !!! You are a boss
    2 Points
  31. CarnyPriest

    SAMbuild

    Version 2.8b02

    1,569 downloads

    Unofficial Stern SAM enabled compile based on Visual PinMAME Same as official VPinMAME except 1. also supports Stern S.A.M. system including LE AUX board plus user customized full color DMD patches/mods for S.A.M. game code 2. also supports clones/hacks that have unique configurations in DOFConfigtool - blkou_hf, rambo, ratfink, missworld, penthouse Additional: r4167 - Added MotorDome (German) r4168 - Using GTS80BS2 sound for excalibr instead of (presumed correct) GTS80BS3 one PLAYERS NOTE: To align with official VPinMAME set naming from driver.c, the following were renamed: Iron Man & Iron Man Vault Edition im2 -> im X-Men xmen -> xmn The Avengers avg -> avs This will also require renaming the rom in VP table scripts Instructions for use: Install official Visual PinMAME http://www.vpforums.org/index.php?app=downloads&showfile=11571 Overwrite VPinMAME.dll with the SAMbuild version. Run Setup.exe again and press the 'Install' button. Copy the SAM.vbs file where you have your others vbs script files in your Visual Pinball/Scripts folder. In order for any user customized game code mods to load and run whether the mod adds full color DMD or a soundtrack remix, the game setting for the replacement game code set must have 'Ignore ROM CRC errors' enabled. PinMAME executable included for rom testing and auditing. Bass.dll from the official VPinMAME package must be in the same folder as PinMAME.exe. Compiled with VC2015 For stable release based on official 2.7 go here and then click "See Changelog" button and select June 30 v2.34.
    2 Points
  32. Wildman

    Totem (Gottlieb 1979)

    Version 1.1

    330 downloads

    Totem (Gottlieb 1979)
    2 Points
  33. thanks Sent from tapatalk
    1 Points
  34. gtxjoe

    don't start with hyperpin

    Use this version of FPLaunch http://www.vpforums.org/index.php?showtopic=23367&page=1
    1 Points
  35. allknowing2012

    New to all this/ where to begin?

    My reply was for the beginner (the OP), VPX is the easier one to install and run. No pm/fs/dt table versions .. just install with rom and directb2s and usually good to go. v9 tables can be old/new/broken/etc...
    1 Points
  36. Gravelrash

    PIN2DMD Minimal Breakout Requirements

    When first looking into PIN2DMD I was frustrated by the difficulties/cost of getting other peoples breakout boards / complete packages.. So I thought stuff it, I own a soldering iron, I'll wire up my own. Then I was very frustrated by the lack of information on required hardware connections to get PIN2DMD up and running. Especially as I had a unused STM32F4 board unused from an unrelated project and could borrow some RGB displays.. The information that was lacking was a quick and easy schematic to allow a quick prototype / point to point solution to be made. Yes there is a text file on the PIN2DMD github page, but that requires me to research pin labels to text and seems to be making it all needlessly hard for people who just want to get up and running with minimal resources. (Having never looked at an STMf407 whatever chip before). And what is there has added noise around extra features like Wifi modules etc so I have to wade through that as well. I didn't know what optionals were needed and which wasn't.. It actually began to feel like it was deliberately obsufated. So them I stumbled across the schematics posted in December by Mr UncleSash (Thank you so very much!), So that got me underway. So instead of presenting a problem, here's a solution. A start on the sort of information I was originally looking for. So if you can get hold of the requisite RGB displays, and an STM32F4 Discovery board here's the bare minimum 'breakout' required to make use of them with PIN2DMD (to my knowledge). Of course you've still gotta install the PIN2DMD firmware (V1.xx or V2.xx) on the STM32F4 Discovery but then you should be up and running. I have deliberately shown every trace on this diagram to facilitate anyone manually wiring as that's the intent.. Any errors spotted please tell me I'd appreciate it. Finally I used KiCAD which was a new tool to me, Attached is the files from that using its inbuilt 'archive tool.. I also used KiPart to make the sch parts which was very useful. Later. Pin2DMD Minimum.zip PIN2DMD Minimal V20170111.pdf
    1 Points
  37. apollo13 I tried to keep it simple. Default installation setup from Toxie for VPinballX 10.2, so official VPinMame without SAM. Setup for DMDExt as created by VPinBallX Installer. Then I replaced DMDDevice.dll and DMDExt.exe with the files provided here. As I wanted to reduce impact from other stuff I did it on a notebook, so no external DMD connected (there was never one connected, so no driver installed, etc) no PinballX installation, etc. Clean. Nothing installed in System32 or SystemWow64. I'll try the same on my cabinet next weekend. Using VPinMame Setup.exe and Test button works with the integrated virtual DMD, but not with the virtual DMD from DMDDevice.dll. At least how it looks for me now. I normally rarely use that, just thought it could be an easy way to record some DMD videos on a notebook sitting in living room, without the need to install tables, backglasses, etc. Just use the ROMs.
    1 Points
  38. Fuck me, how many posts do I need to type in twice because of this buggy IPBoard. Grmpf... Anyway, here's a new build. I've included dmdext.exe as well, so @bent98 please have a try with PBFX2. Also try crazy frame rates like --fps=120. @roar and @Jodannar, please check if you still got stuttering. I've benchmarked PinDMD3 a little and I'm getting around 8mbps on the bus which takes 1ms to send over a colored 2-bit frame. So as Lucky1 said, it's probably not a bandwidth issue. @Westworld the video problem should be fixed as well. DmdDevice.zip
    1 Points
  39. DJRobX

    Code change to enable SAM LE driver board support

    @toxie Looks like the collision code somehow pulls an invalid object. I found that this test is most effective when trying to debug if you use F11 to display only static objects. Then you can hear the balls knocking and such for a while then the error triggers.
    1 Points
  40. I would guess there to be quite a bit different about my table and It could be something with the number of balls on the table. Because I don't generally use the destroy/create ball and my newton ball is a real ball as well not the coded version, there are quite a few on the table that are active. If you are in multi-ball, you could have 3 on the table, plus 2 used for the newton ball and 1 under the apron for the sparky head movement. I think it might be possible to have 1 still in the coffin as well. total of 7 active balls on the table at once. Not sure, just throwing that out there. -Mike
    1 Points
  41. jesperpark

    Code change to enable SAM LE driver board support

    WooHoo!!! Sorry I just get excited when anyone finds a repeatable error It's the little things that get me by
    1 Points
  42. lucky1

    Pin2Dmd Editor

    First of all, Sharrky is the only one I know of who seriously started to color older machines which normally have 4 shades (colors). maybe he can make a video. Here is a short introduction to the coloring features of pin2dmd with the editor. There are currently three ways to color a animation. All are controlled by keyframes. The first step is to find a keyframe at the beginning of a animation scene which is unique and hits reproducible. To achieve that you can either use a plane or a combination of plane and mask. 1 of 10 masks can be defined to blank out areas which are dynamic and lead to unreproducible keyframes. To use a masked keyframe you have to activate the Mask checkbox choose or edit one of the masks and assign a keyframe with the Mask checkbox activated. If you found a usable keyframe you can use it to either 1. Simply assign a palette (Add PalSwitch) (same color depth as the original) 2. Start playback of a replacement scene (Add FrameSeq) (16 colors) 3. Add content and/or color information to the scene (Add Color Mask) (16 colors) For a PalSwitch you can assign the duration how long the palette should be active until it switches back to the default palette. You can play forward in your recording and press fetch duration at the point you want to switch back to the default palette. You can change the colors of a palette by ctrl clicking in the color you want to change. To generate a FrameSeq you can cut a existing scene using mark start / mark end / cut. Normally the starting point is equal to the picture used for the keyframe. Then you edit the scene with a 16 color palette. You can change everything here To generate a Color Mask scene you also use mark start / mark end / cut and then activate the ColMask checkbox After that you can also use the edit tools, but the content coming from the recording is not editable but you can modify the colors of areas by assigning a different color group. You have 4 groups of 4 colors here. Colors 1-2-3-4 are the standard/original colors. e.g by drawing with color 5,9 or 13 you change the color of pixels having color 0 etc. Since Color Mask needs to be frame sync to the content coming from PinMame/Real Pinball machine it is the most complicated to be used. Preferably use option 1 or 2 and use option 3 only for scenes with dynamic content like score numbers.
    1 Points
  43. TerryRed

    Code change to enable SAM LE driver board support

    Would changing the modulated solenoids "frames" or the led "frames" (I may have the wording wrong) in the B2S settings help at all with this? I know that for some B2S files changing the number of frames rendered helped alot with some tables.... (my wording may be off, and I don't have access to my cab atm)
    1 Points
  44. lucky1

    Mustang LE

    Version 1.45

    41 downloads

    ROM File patch for Stern Mustang LE by Sharkky To create the needed ROM file you can use bspatch (http://www.daemonology.net/bsdiff/) Place the pin2dmd.pal file in your ..\vpinmame\altcolor\mt_145hc\ folder. Patch needs vpinmame V2.8, latest dmddevice.dll and pin2dmd firmware >= V2.36.
    1 Points
  45. Vizzini

    Code change to enable SAM LE driver board support

    Thank you! I had only been copying the dll files over. I re-registered it and it is working! Now I finally see the products of all the effort on getting this to work! Spectacular! Much appreciated.
    1 Points
  46. Sounds cool. For now i did include the oversleep thing for VPM, and went with YieldProcessor (=_mm_pause) for VP due to the stutter.
    1 Points
  47. sharkky

    Spiderman Vault Edition smanve_101c

    Thanks senseless Edit : Add download link is my first post Don't forget : the latest firmware and tools of PIN2DMD are required Happy Christmas !
    1 Points
  48. 1 Points
  49. Dazz

    Anyone have full/complete PinMAME ROM set?

    I'd like to start a perpetual PinMAME ROM torrent based on our most recent version of PinMAME. If you have a full set that has been audited please let me know. Thanks!
    1 Points
  50. Wildman

    Gilligans Island (Midway 1991)

    Version 1.0

    707 downloads

    Gilligans Island (Midway 1991) not original but better..2 screen and 3 screen in rar...enjoy
    1 Points