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Showing content with the highest reputation since 01/19/2018 in all areas

  1. 5 points

    Version 1.0.0


    Wildmans light tester....OK this is what i made and been using since i started making db2s to find those pesky id's that are hard to find... so many times manuals dont show you the ID,s..Which is mostly BALLY and GOTTLIEB...they suck LOL.. Anyways enjoy,,, after a while you can actually see the lights and figure out the Id's easy... This is a DB2S file; To use it in simply change the name of the file to the same as the table then run ,,,ENJOY
  2. 4 points
    alrighty... so here is where I'm at with a new idea that could/should take PuP displays to a whole new LEVEL... We're talking about a fully dynamic environment for backglasses and more (dmd, gamelogic....etc) on the technical side: I've written a very small HTTP Server with an embedded WebSocket Server (designed to run local access only during gameplay) ok... so what does that allow someone to do? Well so many things that I haven't thought about it all yet But in its basic form. A PuP display can actually setup to be a 'chrome' embedded browser (to the user it doesn't look like a browser, its bordless/toolbarless). So now, this local embedded browser connects to the PuPServer via http and websockets. Http to grab any HTML5/GameEngine/Javascipt/Files/Images...you name it... and it will also connect via websockets to get instant (server pushed) websockets messages. (realtime VPINMAME messages like lights, solenoids...switches) So we could create the most 'awesom-ness' dynamic backglass....and more. so with html5/javascript we're using current 'tech' and can use/reuse all sorts of different libraries for game engines and more.... this I think is important and moving to new stuff, you don't want to be stuck with a certain way. anything you learn about using this method is helping you in the 'real-world' of html5/javascript/web design! Here are just some examples of free htm5 games engines and such...browse some sample projects and code... https://phaser.io/examples/v2/category/bitmapdata http://pixijs.io/examples/#/demos/blendmodes.js http://greweb.me/illuminated.js/#{"lights":[],"objects":[],"globals":{"maskcolor":"rgba(0,0,0,0.9)"}} this is all 'WIP' ideas/thoughts.... but I have a working prototype. I'm NOT a web-designer, so it'd be great to get some feedback/testers/devs who are 'stronger' in web-dev/html5/javascripting/game engines. Backglasses are just the start... you could run 'anything' in a browser, and interfaced to VPX then all sorts of ideas are possible like original game-logic, interactive html-sub-games during play.... etc. whew..... hopefully that makes sense.....btw: I know this will required MORE system resources, but its 2018.... need to look ahead, and people always need an excuse to 'upgrade' their hardware looking for any opinions... good or bad... and ideas that I maybe haven't thought about....
  3. 4 points
    This is definitely a step in the right direction. This would hopefully allow for a Backglass or Topper,etc that would have almost anything you wanted...but utilizing today's hardware and looking slick and smooth. Imagine much better looking T3, Scared Stiff, Circus Voltaire,Fast Break backglass with real-time moving elements for rom based tables. For original tables, you could do some really neat little games mixed in, movies, anything really. You should also be able to use "proper" LAYERS for a backglass with videos and scoring,etc...much more in line with what you would see in a JJP backglass. This may also pave the way for a B2S Server replacement that was eventually needed at some point...while hopefully keeping B2S Server separate for legacy stuff. While daunting at first... this could lead to some amazing stuff.
  4. 3 points

    Version 1.0.0


    Sure Shot (Taito 1981) Hi Rez Thanks to Akiles for the pic..
  5. 3 points
    LOL, when NailBuster and I were discussing this, I mentioned that the T3 backglass was an example of why this might be a good idea. There's an endless number of HTML libraries for doing anything you can think of. Sky's the limit. And yeah you're also thinking the same way we are about it being a B2S server replacement. Thing is that the B2S server does a pretty good job of serving as a plugin host that can monitor VPM traffic, even when the .directb2s file is not available. The alternative is to add a plugin architecture to VPM, but that still leaves a need for some direct method for non-VPM tables.
  6. 3 points

    star wars data east

    primeras pruebas en la máquina, estoy muy contento con el resultado, aunque todavía no está completo y hay cosas para pulir. Necesito aprender más incluso con las escenas que contienen signos de puntuación y el uso de máscaras Saludos
  7. 3 points

    Version 1.0.0


    Freddy - A Nightmare on Elm Street (Gottlieb) HI REZ authentic and fantasy ( Flashers )
  8. 3 points

    OBA OBA (Taito 1978)

    Version 2.0


    OBA OBA (Taito 1978)
  9. 3 points

    Vortex (Taito 1983)

    Version 2.5


    Vortex (Taito 1983)
  10. 3 points

    Version 1.0


    Pirates Of the Caribbean (Stern 2006)
  11. 2 points



  12. 2 points



  13. 2 points



  14. 2 points

    Version 1.0.0


    Mousin Around (Bally 1989) HI REZ
  15. 2 points



  16. 2 points

    SAMBuild3.1 beta thread

    Latest SAMBuild for the version 3.1 cycle can be found in this post. The package includes the latest external DMD dlls if there has been a recent update. Or else find the external DMD dlls with the beta thread for the official VPinMAME build here: http://www.vpforums.org/index.php?showtopic=27063&page=1 OR at lucky1's GitHub repository for Pin2DMD here: https://github.com/lucky01/PIN2DMD/tree/master/integration/pinmame Copy the files into your VPM directory, and run setup.exe again. There, press the install button (with each new build) and remember to setup the defaults again! In case you have an external DMD connected that you want to use with VPM, please move the dlls from the respective subdirectory (Pin2DMD or PinDMD1 or PinDMD2 or PinDMD3) directly into your VPM directory! official rev r4466 Added AC/DC V1.70.0 Pro and LE Important note: SAMBuild_r4466.zip
  17. 2 points

    SAMBuild3.1 beta thread

    official rev r4466 Added AC/DC V1.70.0 Pro and LE Important note: SAMBuild_r4466.zip
  18. 2 points
    Upgraded AGAIN ...Total rebuild...Hi Rez Enjoy
  19. 2 points



    This includes a USA factory reproduction card based heavily on my NASCAR card. A pair of coinage cards are included. A nice, large race number "8" that looked pretty much like the one on the playfield is from an old blog post by Jade Gurss. Traced to vector. Thanks to Wildman for allowing me to extract the table title from his fine backglass. Traced to vector. I combined these images to make a "high-er" res wheel image. Vector-based NASCAR logo and registered trademark image found on Wikipedia. Thanks to coinoppartsetc.com and gameroomsuperstores.com for reference images. They were not good, but they were the best I could find. In other words, some guesswork was involved in reproducing the card. If I find a better image, I'll update. And, special thanks to Inkochnito for hosting the original NASCAR card. This work is free to use by the community without attribution. All sources are trademarks / copyrights of their respective owners. This is to be privately used in front-ends or for other non-commercial (or at least non-profit) pinball-related applications. I hold no responsibility for their misuse.
  20. 2 points



  21. 2 points

    existing godmd animations project?

    Here is all that i have... would love to add more so hope people add more links to share https://www.dropbox.com/sh/9xa6zh22j3b01w2/AAAgJty58SZAMVumvShiwylWa?dl=0
  22. 2 points
    As soon as the VPPlayer is started it will quit and does check for the R6034. https://mega.nz/#!CAJjhDRI!Uj2h14Noou-xQtpMW-o2ac6Cw73XKdUk-w4J-kWzdsE
  23. 2 points
    Hi everyone, I've been away from virtual pinball for quite some time now but a few days ago I found out that Stefan (Herweh) made the source code public. I am surprised to find that the old screen selection "bug" from my original B2S code is still in there. The backglass screen number that you enter into the screenres file is used in B2S to select the display with that number in it's name: DISPLAY1, DISPLAY2 ... A better solution would be to use the number in screenres to select a screen from the screen order as it is defined by the user. Number 1 should point to the first display, number 2 should point to the second display and so on. Same method as the old UVP and probably also PinballX is using. Here is a suggestion to any programmer who want to experiment with it. The screenshots are from the class B2SScreen in the b2sbackglassserver. Same changes must probably be made in the b2backglassserverexe as well. My changes are highlighted in the screenshots. Only problem with this change is that the old B2S.exe files may be displayed on the wrong screen for some users. Could be solved by storing the old b2s in a separate folder with it's on screenres file.
  24. 2 points

    Version potc_400al


  25. 2 points

    Version potc_300al


  26. 2 points

    Version 1.5


    This is the vpx version of the Terminator 3 table from Stern. There are a lot of Light and Flasher effects on the table, I like it Have Fun with that.
  27. 2 points

    Version 1.0.1


    Based on the Data East Hook table. Credits: Dark, Akilles, Zani, Cesar Emanuel, Dev Team, JPSalas, sorry for not remembering all those who contribute to the game and the community. Enjoy the game !! https://www.youtube.com/watch?v=UeAHMg8_hR0
  28. 2 points



  29. 2 points

    Version 3.2


    Thanks to the nice work before to all people making this table for VP10. This is one of my favorit, so I must optimize it and hope you enjoy my work.
  30. 2 points




    File imported by an administrator
  31. 2 points

    Version 3.0


    Charlies Angels(Gottlieb)(1978)
  32. 2 points

    Version 3.0


    Earthshaker(Williams 1989) 2 and 3 screen ...pick your poison Total rebuild...Hi Rez
  33. 1 point

    SAMBuild3.1 beta thread

    I'm aware that there is new game code for AC/DC. I'll do a build soon.
  34. 1 point

    star wars data east

    Soy de Argentina
  35. 1 point

    Tee'd Off

    Well this was a nightmare. If I hadn't accidentally seen a window that launched behind everything that was open trying to make this work, I would never have noticed it was having compatibility issues. I ran the windows 8 compatibility and it selected one that actually allowed ST Link to connect. Windows can be a major pain in the ... But the instructions didn't describe any of what I had to do to get this done. Now back to being confused about trying to get the colorizing done and hopefully uploaded some time.
  36. 1 point
    It's working now you right i just installed the upgrade and it work well. All my problem is solved Thanks !
  37. 1 point

    table evil dead romname

    I put it as an alias, you can change it in the table page in the configtool Envoyé de mon SM-A320FL en utilisant Tapatalk
  38. 1 point
    You're welcome. Well it's been a long process. It started out in Future pinball and spent a lot of time on that build, but so much trouble with physics it just was never good enough to play. Then decided to retheme a BSD from a JP Salas VP9 build and that used HyperDMD. Which I kind of got bored of and wasn't happy there either. Learnt about the P-ROC and there was a lot of bashing heads to get this working in VP nicely at the time. It's come a long way now, hence you also being able to play CCC. Started to learn the pyprocgame and build the game. Several VP10 versions later and many hours, designing, coding & testing The only thing stopping me build the actual machine is not having a workshop to do it, but at one point did go through and divvy up how much it would cost me. It will be made from scratch, it's slightly different from a BSD and I couldn't butcher that game for a retheme as it's my favorite pin. Have trouble finding one cheap enough now anyway, I missed the boat. It would need a few adjustments here and there for machine configuration, alot of this config is thrown together because it's virtual and not worried about coils blowing. I'd probably ship it around the country taking it to pinball shows we have in England (not many)
  39. 1 point
    Here you go guys. My 3 part video for PinUP Player setup and install. I go through and show EVERYTHING you need to do for setup BEFORE you install PuP. Then I show the entire install and configure process. Then I explain the features and demonstrate a test for each system. I highly recommend watching the entire 3 videos to better understand how it all should be setup, and how PuP works. Part 1: Setup your System BEFORE installing PuP Part 2: Install and Configure PuP. Explain features. Part 3: Demo and Test of each Pinball system that works with PuP.
  40. 1 point

    SAMBuild3.1 beta thread

    Ah. You're on that site
  41. 1 point

    Version 1


  42. 1 point

    OXO (Williams 1973)

    Version 1.0.0


    OXO (Williams 1973) OXO is a Williams tic-tac-toe game that has fun game play and excellent shots coupled with awesome Christian Marche artwork. The basic premise is to achieve a tic-tac-toe with either X s or O's and then land the ball in either saucer for a 5000 point bonus and an extra ball. Lighting all of the tic-tac-toe squares will enable a replay special with either the left or right middle roll overs. HauntFreaks has pulled out all of the stops on this one! His artwork is incredible and the details that he added like primitive cut outs for the targets and leaf switches really enhance the table. He has also made a new B2S backglass for the table that will also be available to download and that backglass also has third monitor DMD artwork. This table has a few new features to it that include full integration of DOF for those who have chime units as well as a new (at least for my tables) post-it note with the ablility to enter initials. There are three user variables that can be altered to change the playing epxperience. They are all located near the top of the script and include: FreePlay - set to True for free play or False if you want to coint up ShowBallShadow - set to True to turn on to enable ball shadows or to False to to deactivate them PinkFLipperColor- set to True to use pink rubbers on the flippers or set to False to use white rubbers. Here's the tean that brought you this table Script: Scottacus Artwork: Hauntfreaks Beta Testing: Xenonph and Thalamus Chime Testing: Bord Special thanks to Fren for his excellent VP9 OXO table that got this whole project started! HauntFreaks has released a new directb2s backglass and wheel logo that goes along with the new artwork for this table
  43. 1 point

    Version 1.0.0


    This is basically a mod of my Fathom vintage Mod, anyways all credits go to unclewilly and 32assassin, who made the ancestors of this one. Inspiration came first by pics from the web of some Fathom LED Pimped table with all those repro plasics, playfields and backglasses, which have a total different touch than the original. Plus I had some more ideas and I thought it's a nice experiment. Table: - most changes you see anyways - changed the color scheme completely (blue, white and orange mostly) - made the bumper cup texture from scratch in PS - reworked and fine tuned all (mostly GI) lights and objects - recolored the previous playfield and plastics - apron modified - nicely baked in shadows to the playfield and plasics so nobody can use them in the future - environment map image that I got from Haunt - added ball and flipper shadows (Ninuzzu ?) inspired by Haunt - stole acorn nuts primitive from Ganjafarmer's F-14 (we think it's from dark?) - reworked plunger (rod, blue tip and blue spring) - blue wood on the right side - more polished ball image - and surely a lot of stuff I don't remember now. Backglass: - it needed a new (repro like) one, because the look is completely different now - new image stitched together from nowadays repro translight images from the web - based on the backglass from teamtecnic (?). The only blink blink left is for the fathom logo (yes, authentic would be static illumination, but this is anyways a new interpretation, so) Wheel image: - made from scratch Clean recources for future use (playfield and plasic decals) are in the image manager (unused). It was an experiment. Oh, please use with latest VPX4 beta!
  44. 1 point

    VPU Color ROM Patcher

    Version 0.01


    Use this program to quickly patch color ROMs. Download ROM and extract file (.bin) Download Color Patch (.diff) Select Original ROM (.bin) Select Color Patch for ROM (.diff) Enter name of ROM and ensure that you include .bin extension. Click Apply Patch Patched ROM will be placed in \mods\ folder where you have unzipped this app to. Right Click on the new ROM and select Send to > Compressed Folder. Make sure that filename is valid name from game list in PinMAME Setup. Please Note: ** I haven't done much testing of this. I patched a couple ROM's, but did not test them on my machine. I'm assuming they should work correctly. If you run into any issues; please let me know. Next version will have Auto zipping of completed ROM.
  45. 1 point

    Wheel Images by Laylow

    Version Final


    I'm done, collection ended..
  46. 1 point


    Version 3.0


    Unofficial Stern SAM enabled compile based on Visual PinMAME Same as official VPinMAME except 1. also supports full color DMD patches for S.A.M. game code that require side channel loading to use extended memory 2. also supports full clones that have unique configurations in DOFConfigtool - blkou_hf, ratfink, missworld, penthouse 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. 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. Compiled with VC2015 PLAYERS NOTE (for 2.8 or greater): 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 For stable release based on official 2.7 go here and then click "See Changelog" button and select June 30 v2.34.
  47. 1 point

    Version wof_401l


  48. 1 point

    Version wof_300l


  49. 1 point

    My 1St Cabinet Build

    Hello, Have been lurking for a few months and learning much. Thought it time I say g'day and show my first cabinet build.... 40 inch SAMSUNG table, 28 inch backglass. Currently running 70+ tables (including 1/2 dozen arcade games) via PinballX. The cab itself is 18mm White Satin MDF (I used 18mm to allow for recesses to take the non de-cased screens), the glass is museum grade Starfire toughened with polished edges (thankfully I use that in my work and could get it cheap), the legs are Bally and the computer is my son's left-over quad core something or other with a GTX560 GPU and Samsung SSD. Tables are a mix of 9.x and Physmod5. While the arcades are running under MAMEuiFX. My second cabinet build is nearing completion (seen below after coming out of the paint booth today) and it's identical to this one (was built in tandem), with the exception of having more computing power (i7/650GPU) . This machine will go to it's new home at my sister in-law's house, to start it's fit-out over the weekend. I look forward to learning more from this community and wish to thank those who put the effort into making VP possible. Cheers Rusty
  50. 1 point

    Viper (Stern 1981)

    Version 1.0


    Viper (Stern 1981)