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Showing content with the highest reputation since 05/20/2017 in all areas

  1. 8 points
    lucky1

    ACDC LE 1.68

    Version 1.0.2

    199 downloads

    ROM File patch for Stern ACDC LE by PinballMike To create the needed ROM file you can use bspatch (http://www.daemonology.net/bsdiff/) Place the .pal file in your ..\vpinmame\altcolor\acd_168hc\ folder named pin2dmd.pal Patch needs vpinmame V2.8, latest dmddevice.dll and pin2dmd firmware >= V2.36. THIS PATCH DOES NOT WORK FOR REAL PINBALL MACHINES ! PLEASE CONTACT THE AUTHOR IF YOU NEED IT FOR A REAL PIN !
  2. 5 points
    Javier15

    Austin Powers (Stern 2001)

    Version 1.0

    15 downloads

    Based in Austin Powers Stern Script: Javier and 32Assassin Plastics and Playfield: DStruct Models: Francisco666 and Rom Physics: ClarkKent Use several resources and techniques of some authors more than I know. I want to thank DevTeam for all the time and dedication they have for the VP scene and all of those who contribute their bit because without them VP today would not be what it is. THANKS!!! I apologize if I forget to mention someone The table has to play in VPX_3_beta_rev3069 or bigger.
  3. 4 points
    CarnyPriest

    SAMBuild2.9 beta thread

    Latest update should fix issues with TWD LE. Please report your S.A.M.-related findings in this thread. Huge thanks to @Ginsonic for all of the testing. official rev 4284 SAMBuild_r4284.zip
  4. 4 points
    malenko

    Street Fighter II

    this is taking longer because Im not just picking colors, Im redrawing the bulk of it. for example, this is Ryu's in game animation: And this is my redraw:
  5. 4 points
    Wildman

    ACDC Premium (Stern 2012)

    Version 1.1

    473 downloads

    ACDC Premium (Stern 2012) hi rez
  6. 3 points
    Thalamus

    SAMBuild2.9 beta thread

    @Ginsonic I feel we need to thank you as well - nice debug report ... thank you !
  7. 3 points
    malenko

    Street Fighter II

    And Guile's trigger animation is complete!
  8. 3 points

    Version 1.0.0

    70 downloads

    No Fear Dangerous Sports (Williams 1995) HI REZ
  9. 2 points
    lucky1

    SAMBuild2.9 beta thread

    Yes, Freezy wrote a .NET based dmddevice.dll which has a very nice looking onscreen display and also supports all real dmds available for vpins. He started to write this driver because he bought a pindmd3 and found out that the colored roms are not working with it. Then he contacted me about the colorization code, which made me think why should I. But the next thought was it could be good for the colorization if more could join us and who cares aboutNoah anyways. Current drawback is that it is not supporting latest pin2dmd editor colorizations like TSPP but I already sent him infos about that. It also stutters on my cab using pin2dmd while my driver runs smooth. May be caused by .NET and multithreading Freezy uses. I would recommend Freezy´s driver for LCD and pindmd3 users but mine for pin2dmd.
  10. 2 points
    malenko

    Pin2Dmd Editor

    its CLUTCH to know you can still copy / paste the masks between frames. So I take this frame And define the colors and masks and I get this: I can copy that data (that looks like this) And paste it onto this frame: And get this: Then I just need to color in the X with the last section of the palette: I can get the sequence done in about 10 minutes as opposed to MUCH longer.
  11. 2 points
    malenko

    Street Fighter II

    I finally figured it out. I think a better way to explain it is "make the first color of each block your masking color" , the other 3 colors are then used for shading.
  12. 2 points
    pinovogel

    The Shadow

    I starting with the shadow i dont know if i ever finished the whole game.There are much complicated scene's but iam still learning and it takes much time to colorize. There a lot of dynamic scenes and thats still a problem for me. Here some scene that i have done.
  13. 2 points
    malenko

    Street Fighter II

    The plan for now is to release it for Vpins and beg for donations to make me want to color and share more pins, T2 is next. For now, its nearing time to start these:
  14. 2 points
    malenko

    Street Fighter II

    E Honda's Trigger is 100% done M Bison's trigger is 100% done Ryu's trigger is 100% done Capcom / Street Fighter logo is 100% done I do not think its possible to redo the "result screen" at this time, I need to mask the amount of fighters defeated and remaining, and redraw the rest of the frame.
  15. 2 points
    If you are wondering how to make BG I will show you the steps in making one 1.. you need to start with a picture of a BG...for ex. You will start with that a pic you found on the internet or a picture you took.. then you have to use your favorite image program like Photoshop or gimp or what ever you use crop it and then skew it ....make it look like a BG.. and clean up the image...and cut out snippets if you choose to.. Example of a snippet snippets are fun to use to give a better look for lights IMO and some guys dont like them its your choice...its your BG lol this tut is fast cause you should have some skills with paint programs.. so basically you will spend anywhere from a hr or 2 to days making it look great quick example is one that i worked on it took 4.5 hrs to make it and clean it up...Watch the animated gif ... its is fun but alot of hrs.. but nothing compared to the guys that make the awesome tables that are built and coded by great authors that spend months making a table.. so give credit / thanks to these guy that spend so much time making this shit for you to enjoy Thats what keep us making more...This is a hobby on OUR OWN TIME....... as you will see its no automated program lol....hrs of labor of love for pinball go into all you use and play and enjoy ....SO SAY THANKS FOR ALL THE FREE SHIT YOU DOWNLOAD OK next is after you make your BG and all nice and made snippets if you wanted them not necessary .... you will need to take all that and go into the B2S Backglass Designer That the next tut
  16. 2 points
    TerryRed

    Addressable Rgb's

    I've had a bunch of people asking me for a tutorial for the addressable LED strips and matrix.. There’s just soooo much information on it, that I simply can't do a full "guide"....but I typed out a little "guide" that follows what "I" did to get my addressable LED strips up and running for me. This is by no means complete or perfect, as no two setups are the same....but I thought this would help alot of people by having this laid out out in my own plain words. This only covers the software portion of my setup. You still need to "Read the manual" as Swisslizard says.... My setup for DOF was only an Led-wiz and a Teensy for addressable leds. You will need to flash the Teensy with the custom firmware from Swisslizard: https://github.com/DirectOutput/TeensyStripController/wiki/Software:-Teensy-Firmware For software I recommend installing the VP 10 (X) all in one installer. That will setup your B2S server,etc...., and you’ll have VPX if you want to use it. http://www.vpforums.org/index.php?app=downloads&showfile=11573 http://vpinball.com/VPBdownloads/vpx-installer/ Then you need to install and setup DOF R3 beta. You need to find the newest version posted somewhere in the VPUniverse forums like the “addressable leds” thread. http://vpuniverse.com/forums/topic/2180-addressable-rgbs/page-19 You will have to read the DOF3 Wiki page to install DOF and have it enabled in the B2S Server: http://pinball.weilenmann.net/docu/DirectOutputWIP/index.html ...when it’s installed, you should have DOF R3 installed in c:\DirectOutput folder. You need to install the DOF plug-in for Pinball X. (If you want addressable leds in Pinball X) http://pinball.weilenmann.net/docu/DirectOutputWIP/pbx.html You will need to have a “c:\DirectOutput\config” folder. DOF Config Tool: http://configtool.vpuniverse.com/login.php Normally you would setup your DOF devices on the DOF config tool site. This site will basically generate config files for ALL of the VP tables. It basically maps the lights and feedback, etc to work with whatever arrangement you have for your devices (my LED-Wiz is setup different than other people for example). You would then copy those files to your “c:\DirectOuput\config” folder. In your “c:\DirectOutput\config” folder you will need the following files (I’ll explain each): ------------------------------- cabinet.xml -this is a file you MUST create yourself and edit for your setup. -You configure your led strips and back matrix in here.(left side, right side and back are all considered a separate matrix) http://pinball.weilenmann.net/docu/DirectOutputWIP/toy_builtin.html#use_DirectOutput_Cab_Toys_Hardware_LedStrip -You also create the “Led-Wiz equivalent outputs” in here... which would match up with your WS2811 controller outputs on the DOF config tool site. This is basically mapping your LED strip effects (currently only PFLeftFlasherMX, PFRightFlasherMX, and PFBackFlasherMX) to those outputs. Its confusing, but even all the other “effects” use these 3 outputs. http://pinball.weilenmann.net/docu/DirectOutputWIP/toy_builtin.html#use_DirectOutput_Cab_Toys_LWEquivalent_LedWizEquivalent -it also tells DOF what your addressable led config file is for VP tables,etc.. (normally directoutputconfig30.ini, created by the DOF config tool) ------------------------------------ directoutputconfig.ini -this is basically all the table config / mappings for Led-Wiz, sainsmart,etc for VP. Created by the DOF config tool. ------------------------------------ directoutputconfig30.ini -this is the table config / mappings for your WS2811 controller (Teensy, etc), and addressable leds. Created by DOF config tool. ------------------------------------ GlobalConfig_b2SServer.xml -this tells DOF what files you are using, where they are, etc.. You MUST create this for yourself using the GlobalConfigEditor.exe ------------------------------------ GlobalConfig_PinballX.xml -for me, I just made a copy of the file GlobalConfig_b2SServer.xml, and renamed it GlobalConfig_PinballX.xml. Needed for Pinball X addressable LED effects. ------------------------------------- tablemappings.xml -created by DOF config tool ------------------------------------ So in my case, I first had my Led-Wiz all configured and running for DOF, and I also used the DOF config Tool to create the directoutputconfig.ini, and tablemappings.xml files. I did NOT need a cabinet.xml file for Led-Wiz. When it came to addressable LEDs, then I needed the cabinet.xml, directoutputconfig30.ini, and GlobalConfig_PinballX.xml files in my “c:\DirectOutput\config” folder. Here’s the thing.... if you want to have addressable LEDS with Pinball X, and want a lot of the extra effects in VP (beacons, strobes, etc) you will need to use randr’s configs files (not sure if gech’s gives you Pinball X) in order to see them. (Pinball X is also considered a “table” in DOF) In my case, I needed to have a cabinet.xml and directoutputconfig30.ini that sets up everything for the addressable leds to match randr’s setup. If I used the DOF config tool to create my own directoutputconfig30.ini, it would work, but I wouldn’t get Pinball X effects or the extra effects in the tables. My cabinet.xml was based on randr’s, but I ONLY kept his Led-Wiz equivalent Outputs” sections. The portions needed for Teensy and addressable LED strips, etc had to be configured to my particular setup. http://pinball.weilenmann.net/docu/DirectOutputWIP/toy_builtin.html#use_DirectOutput_Cab_Toys_Hardware_LedStrip After all this was done. I was good to go! If I want to edit any DOF effects, etc in any table after this (and still keep randr's extra effects,etc)... I will have to manually do it by editing the directoutputconfig30.ini file directly, and not with DOF config tool..... that is until they have all been added into the database. Here is a dropbox link to my “DirectOutput/config” files. https://www.dropbox.com/sh/te4t6gtuv5flt2t/AABM-5p8qe6J2lpo8fYbeezRa?dl=0 These were configured for my system (I only control Led-Wiz and Teensy in DOF) , but the two main files you will need specifically for addressable leds in Pinball X and extra effects and shapes like randr’s (after you are all setup) are the cabinet.xml (you need to edit your Led strip layout) and the directoutputconfig30.ini files (this gives you the extra shapes and effects). This is by no means a complete and perfect “guide”, but its pretty much all I can help out with in my own words. Hope this helps....
  17. 2 points

    Version 1.0

    230 downloads

    Teenage Mutant Ninja Turtles (Data East 1991) 2 and 3 screen versions Noticed there was no Hi Rez version out there.....Enjoy
  18. 1 point
    malenko

    Street Fighter II

    so I started coloring the game yesterday, no promises I'll ever finish. Plan is to start with just coloring the frames, long term is to redo the admittedly bad animations. Animations: Gottlieb / Premier Logo 100% Street Fighter / Capcom Logo 85% ChunLi Skill shot 0% Bracelet Throw 0% BT Result Early 0% BT Result Bullseye 0% BT Result Late 0% Defeat Honda Trigger 100% Defeat Honda Result 0% Defeat Guile Trigger 100% Defeat Guile Result 0% Defeat Bison Trigger 100% Defeat Bison Result 0% Defeat Zangief Trigger 100% Defeat Zangief Result 0% Defeat Dhalsim Trigger 100% Defeat Dhalsim Result 0% Defeat Vega Trigger 100% Defeat Vega Result 0% Defeat ChunLi Trigger 0% Defeat ChunLi Result 0% Defeat Ken Trigger 100% Defeat Ken Result 0% Defeat Ryu Trigger 100% Defeat Ryu Result 0% Defeat Vega Trigger 100% Defeat Vega Result 0% Defeat Blanka Trigger 0% Defeat Blanka Result 0% Defeat Balrog Trigger 100% Defeat Balrog Result 0% Barrel Break 0% Car Smash 1 0% Car Smash 2 0% Car Smash 3 0% light car smash 0% Yoga Flame point shot 100%
  19. 1 point
    toxie

    SAMBuild2.9 beta thread

    There is still a note in the VPM bugs.txt: Data East/Sega/Stern/Gottlieb DMD timing is not 100% accurate (although i think thats only true for GTS3 nowadays, but not really 100% sure). Apart from that you could try experimenting with 'MDRV_CPU_ADD(M65C02, 3579000/2)' in gts3.c (and/or also the 'MDRV_CPU_ADD(M65C02, 2000000)'), maybe the clock is still off (although it should be correct from the sources i know)??
  20. 1 point
    Joppnl

    Pin2Dmd - Table Support

    @lucky1 Wow....great! Tested the new dmddevice.dll and YES this works well with the pause menu within PBX! Slightly different behaviour compared to the dll before: Before when the pause button was pressed the in the PinballX gamemanager defined display video/graphic came up. Now with the new dll the last real running table display is stopped before entering the pause menu. But...both are perfect, can have a look at the flyer when I want to and no error message, haven't test the freezing of the colorDMD within SpidermanVE but as this was tested before and showed good results with the new win drivers I think this will be OK. Thank you for your (good & quick) support! PS: the pause key can be very usefull......if you want to have a look at the flyer..... take a beer...or want to let go the results of having a beer :-)
  21. 1 point
    CarnyPriest

    SAMBuild2.9 beta thread

    Thanks for the reports. The vpinmame.dll and pinmame.exe in this package are identical to r4284. If you just use these two files and you have already installed r4284 then there is no reason to download this package. This includes the latest dmddevice.dll for Pin2DMD and the 64bit build. The 64bit build is purely experimental. I'm not even sure it works. No way for me to test it. official rev 4285 SAMBuild_r4285.zip
  22. 1 point
    CarnyPriest

    SAMBuild2.9 beta thread

    The 64bit VPM would be for the 64bit VPX. I haven't seen a build for 64bit VPX in many months. As I understand it, no performance benefit was observed with 64bit as things stand. I'd recommend sticking with x86 build until some new development news comes out about it. Sent from my iPhone using Tapatalk
  23. 1 point
    CarnyPriest

    SAMBuild2.9 beta thread

    freezy's asked that bug reports be posted here: https://github.com/freezy/dmd-extensions/issues
  24. 1 point
    toxie

    SAMBuild2.9 beta thread

    Weird. @lucky1 needs to comment on that one, he changed some things with regard to GTS3 DMD emulation that may cause this.
  25. 1 point
    jesperpark

    SAMBuild2.9 beta thread

    Try this thread: SAM Build with modular DMD drivers for pindmd1,2,3 and PIN2DMD End of page 19 start of page 20. Djrobx went into why this was happening, basically said Windows 10 fixes your issue. Going to 10 worked for me, I know sliderpoint and dozer were having same issues. Not sure if they were able to figure anything out, seemed to be random people had issues
  26. 1 point
    AC/DC LE for VPX. Such an amazing table. Gorgeous. I think it deserves something special.... how about some cool new addressable leds matrix effects, animation, letters and words that appear for almost everything throughout the table events. I present to you...my 1st ever DOF mod for a VP table. The AC/DC cabinet "FIRE" edition! I added in all the DOF for addressable leds, as well as a couple of beacon and FIRE button functions! (Arngrim already had the normal DOF stuff done) Some effects included are: - animated effects for the electric spinner, - animated effects for the bell - letters that light up (with effects) for each target (AC/DC, TNT, ROCK) and the AXE rollovers - animated effects and the word "FIRE" that show up when the cannon is ready to fire - side rail effects for each ramp - bumper and slingshot effects - side rail effects for drain - 5 flasher emulation on the side strips, positioned where they are on the playfield Here is a video demonstration a bunch of gameplay in my cabinet. You've never seen a VP table look quite like this.....
  27. 1 point
    For a while I've been wanting to add the use of Letters and Numbers with addressable leds for the Back PF MX. This can be used as a 5 flasher replacement, or to make and use words for certain events, triggers, etc... My first test of trying this was as a simple 5 flasher replacement with the Walking Dead LE table. You can see a video of that here: So now that I'm back from course with a bit of free time, I decided to try to make some kind of standard variables to use for this purpose for all tables. First I had to update and define all the Letters, Numbers, and Special Characters in the DirectOutputShapes.xml (which makes reference to the DirectOutputShapes.PNG file), since they've never been defined. I've attached the updated file. Letters are defined as LetterA, LetterB, etc. Numbers are Number0, Number1, etc. As far as the directoutputconfig30.ini file is concerned, it will see these "shapes" as SHPLetterA, SHPNumber1, etc. We can just use that if we want, but I wanted specific variables that can be used for letters and numbers that are easy to use and visibly see. So I defined the letters and numbers as their own variable in directoutputconfig30.ini, and I also defined my own variables for 5 Flashers with their own size. This needed to be done so that they could be used separately with any "shapes" for each table individually. This makes them different from the "emulated flashers" already defined for ALL tables by DOF Config Tool. edit: (updated to new variables now being used in DOF Config Tool) They are defined as flasherclo, flashercli, and so on. You can see what the variables section look like here: [Variables DOF] t = 60 I48 dt = 60 I48 strblft = White AH30 AL0 AT0 AW9 SHPCircle3 strbrgt = White AH30 AL91 AT0 AW9 SHPCircle3 flshemulo = AH100 AL0 AT0 AW14 SHPCircle3 flshemuli = AH100 AL20 AT0 AW14 SHPCircle3 flshemuc = AH100 AL40 AT0 AW14 SHPCircle3 flshemuri = AH100 AL60 AT0 AW14 SHPCircle3 flshemuro = AH100 AL80 AT0 AW14 SHPCircle3 flasherclo = AH100 AL0 AT0 AW14 flashercli = AH100 AL20 AT0 AW14 flashercc = AH100 AL40 AT0 AW14 flashercri = AH100 AL60 AT0 AW14 flashercro = AH100 AL80 AT0 AW14 LetterA = SHPLetterA LetterB = SHPLetterB LetterC = SHPLetterC LetterD = SHPLetterD LetterE = SHPLetterE LetterF = SHPLetterF LetterG = SHPLetterG LetterH = SHPLetterH LetterI = SHPLetterI LetterJ = SHPLetterJ LetterK = SHPLetterK LetterL = SHPLetterL LetterM = SHPLetterM LetterN = SHPLetterN LetterO = SHPLetterO LetterP = SHPLetterP LetterQ = SHPLetterQ LetterR = SHPLetterR LetterS = SHPLetterS LetterT = SHPLetterT LetterU = SHPLetterU LetterV = SHPLetterV LetterW = SHPLetterW LetterX = SHPLetterX LetterY = SHPLetterY LetterZ = SHPLetterZ Number0 = SHPNumber0 Number1 = SHPNumber1 Number2 = SHPNumber2 Number3 = SHPNumber3 Number4 = SHPNumber4 Number5 = SHPNumber5 Number6 = SHPNumber6 Number7 = SHPNumber7 Number8 = SHPNumber8 Number9 = SHPNumber9 So now, if I want to use a letter or number, I can simply refer to it as @LetterA@ or @Number1@ in the table config. I can also use them with @flasherclo@, etc In a table's "PF Back Flashers MX" in the DOF Config Tool, you just replace the current flasher values with the new Letters or Numbers that you want in your own custom config. As an example, here is Tales of the Arabian Nights original "PF Back Flashers": S16 Yellow nobool @flshemulo@ L15/S19 Red nobool @flshemulo@ L16/W43 Purple f200 @flshemulo@ L17/S10 Yellow @flshemuli@ L18/S17 Purple nobool @flshemuli@ L19/S27 Purple nobool @flshemuli@ L20/S28 Blue nobool @flshemuli@ L21/S22 Cyan nobool @flshemuc@ L22/S23 Red nobool @flshemuc@ L23/S11 Yellow @flshemuri@ L24/S20 Red nobool @flshemuri@ L25/S17 Purple nobool @flshemuri@ L26/S16 Yellow nobool @flshemuro@ L27/S24 Lime nobool @flshemuro@ L28/S26 Green nobool @flshemuro@ L29 Now here is the updated version that replaces the 5 flashers with the letters TOTAN: S16 Yellow @flasherclo@ @LetterT@ L15/S19 Red @flasherclo@ @LetterT@ L16/W43 Purple f200 @flasherclo@ @LetterT@ L17/S10 Yellow @flashercli@ @LetterO@ L18/S17 Purple @flashercli@ @LetterO@ L19/S27 Purple @flashercli@ @LetterO@ L20/S28 Blue @flashercli@ @LetterO@ L21/S22 Cyan @flashercc@ @LetterT@ L22/S23 Red @flashercc@ @LetterT@ L23/S11 Yellow @flashercri@ @LetterA@ L24/S20 Red @flashercri@ @LetterA@ L25/S17 Purple @flashercri@ @LetterA@ L26/S16 Yellow @flashercro@ @LetterN@ L27/S24 Lime @flashercro@ @LetterN@ L28/S26 Green @flashercro@ @LetterN@ L29 Since this is saved with your own custom config in DOF Config Tool, it will be used each time you update your table configs with DOF Config Tool. edit: Now DOF Config Tool adds in the new variables to your *30.ini file and also includes the updated DirectOutputShapes.xml If you want to try this out, make sure you back up your files first as always!!! How to add letters / numbers to your table's flashers: - copy over my updated DirectOutputShapes.xml to your DirectOutput folder (only need to do this once. You now get this when you Generate a file in DOF Config Tool). - update your table's config with the DOF Config Tool in the "PF Back Flashers MX" section for your table. Configure it with the letters you want to use. Then save and generate a new directoutputconfig30.ini file. - copy over your new directoutputconfig30.ini file to your DirectOutput folder and it should work Here are the configs I have made for the PF Back Flashers MX sections for a few tables so far... Tales of the Arabian Nights: Will display “TOTAN” S16 Yellow @flasherclo@ @LetterT@ L15/S19 Red @flasherclo@ @LetterT@ L16/W43 Purple f200 @flasherclo@ @LetterT@ L17/S10 Yellow @flashercli@ @LetterO@ L18/S17 Purple @flashercli@ @LetterO@ L19/S27 Purple @flashercli@ @LetterO@ L20/S28 Blue @flashercli@ @LetterO@ L21/S22 Cyan @flashercc@ @LetterT@ L22/S23 Red @flashercc@ @LetterT@ L23/S11 Yellow @flashercri@ @LetterA@ L24/S20 Red @flashercri@ @LetterA@ L25/S17 Purple @flashercri@ @LetterA@ L26/S16 Yellow @flashercro@ @LetterN@ L27/S24 Lime @flashercro@ @LetterN@ L28/S26 Green @flashercro@ @LetterN@ L29 ACDC LE: Displays “AC / DC” S13 Blue @flashercli@ @LetterA@ L5/S17 Yellow nobool @flashercli@ @LetterA@ L6/S21 Yellow nobool @flashercli@ @LetterA@ L7/S20 Red nobool @flashercli@ @LetterC@ L8/S27 Yellow nobool @flashercli@ @LetterC@ L9/S28 Yellow nobool @flashercli@ @LetterC@ L10/W33 Red @flashercli@ @LetterC@ L11/S9 Yellow @flashercc@ SHPForwardSlash L12/S23 Yellow nobool @flashercc@ SHPForwardSlash L13/S26 Blue nobool @flashercc@ SHPForwardSlash L14/W38 White f200 @flashercc@ SHPForwardSlash L15/S11 Yellow @flashercri@ @LetterD@ L16/S29 Yellow nobool @flashercri@ @LetterD@ L17/W39 White f200 @flashercri@ @LetterD@ L18/S10 Yellow @flashercro@ @LetterC@ L19/S14 Blue @flashercro@ @LetterC@ L20/S22 Yellow nobool @flashercro@ @LetterC@ L21/S30 White nobool @flashercro@ @LetterC@ L22/S31 Red nobool @flashercro@ @LetterC@ L23/W40 White f200 @flashercro@ @LetterC@ L24 Theatre of Magic: Displays “MAGIC" S20 Magenta @flasherclo@ @LetterM@ L1/S25 Magenta @flasherclo@ @LetterM@ L2/W53 Purple f200 @flasherclo@ @LetterM@ L3/W54 Purple f200 @flasherclo@ @LetterM@ L4/S9 Red @flashercli@ @LetterA@ L1/S26 Red @flashercli@ @LetterA@ L2/S27 Yellow @flashercli@ @LetterA@ L3/S25 Blue @flashercli@ @LetterA@ L4/S28 White @flashercc@ @LetterG@ L1/S10 Red @flashercri@ @LetterI@ L1/S24 Magenta @flashercri@ @LetterI@ L2/S27 Yellow @flashercri@ @LetterI@ L3/S28 Blue @flashercri@ @LetterI@ L4/W66 Yellow f200 @flashercri@ @LetterI@ L5/S20 Magenta @flashercro@ @LetterC@ L1/S24 Magenta @flashercro@ @LetterC@ L2/S28 Blue @flashercro@ @LetterC@ L3/W67 Yellow f200 @flashercro@ @LetterC@ L4 Walking Dead LE: Displays “DEAD" S9 Red @flasherclo@ @LetterD@ L0/S13 Yellow @flasherclo@ @LetterD@ L1/S28 Red nobool @flasherclo@ @LetterD@ L2/S31 White nobool @flasherclo@ @LetterD@ L3/W41 Red f200 @flasherclo@ @LetterD@ L4/S25 Yellow nobool @flashercli@ @LetterE@ L0/S27 Red nobool @flashercli@ @LetterE@ L1/S32 White nobool @flashercli@ @LetterE@ L2/S11 Red @flashercc@ @LetterA@ L0/S19 Red nobool @flashercc@ @LetterA@ L1/S26 Red nobool @flashercc@ @LetterA@ L2/S25 Yellow nobool @flashercri@ @LetterD@ L0/S27 Red nobool @flashercri@ @LetterD@ L1/W12 Yellow f200 @flashercri@ @LetterD@ L2/W36 White f200 @flashercri@ @LetterD@ L3/S10 Red @flashercro@ SHPCircle3 L0/S14 Yellow @flashercro@ SHPCircle3 L1/S20 Blue nobool @flashercro@ SHPCircle3 L2/S29 Red nobool @flashercro@ SHPCircle3 L3/W13 Yellow f200 @flashercro@ SHPCircle6 L4/W37 White f200 @flashercro@ SHPCircle3 L5/W39 Red f200 @flashercro@ SHPCircle3 L6 Metallica Monster: Displays “METAL" S13 Coral @flasherclo@ @LetterM@ L7/S19 White nobool @flasherclo@ @LetterM@ L8/S26 Orange nobool @flasherclo@ @LetterM@ L9/S23 Red nobool @flashercli@ @LetterE@ L10/S28 White nobool @flashercli@ @LetterE@ L11/S25 Green nobool @flashercc@ @LetterT@ L12/S31 Red nobool @flashercc@ @LetterT@ L13/S32 Blue nobool @flashercc@ @LetterT@ L14/W44 Orange f200 @flashercc@ @LetterT@ L15/S27 White nobool @flashercri@ @LetterA@ L16/S30 Green nobool @flashercri@ @LetterA@ L17/W45 Orange f200 @flashercri@ @LetterA@ L18/S14 Coral @flashercro@ @LetterL@ L19/S29 Coral nobool @flashercro@ @LetterL@ L20/W46 Orange f200 @flashercro@ @LetterL@ L21 edit: Arngrim has now added the new DirectOutputShapes.xml to your download when you update through DOF Config Tool, as well as adding in support for letters, numbers,etc... What a cool dude! Here's a video that shows a quick demo of simple 5 flasher replacemets for TOTAN, TOM, and TWD.
  28. 1 point
    I said it was coming.... AC/DC LE for VPX. Such an amazing table. Gorgeous. I think it deserves something special.... how about some cool new addressable leds matrix effects, animation, letters and words that appear for almost everything throughout the table events. I present to you...my 1st ever DOF mod for a VP table. The AC/DC cabinet "FIRE" edition! I added in all the DOF for addressable leds, as well as a couple of beacon and FIRE button functions! (Arngrim already had the normal DOF stuff done) Some effects included are: - animated effects for the electric spinner, - animated effects for the bell - letters that light up (with effects) for each target (AC/DC, TNT, ROCK) and the AXE rollovers - animated effects and the word "FIRE" that show up when the cannon is ready to fire - side rail effects for each ramp - bumper and slingshot effects - side rail effects for drain - 5 flasher emulation on the side strips, positioned where they are on the playfield Here is a video demonstration a bunch of gameplay in my cabinet. You've never seen a VP table look quite like this.....
  29. 1 point
    Joppnl

    Topper Videos

    Thanks a lot for your work. Really a true add-on for the VP!
  30. 1 point
    Awesome! Great job! Sent from my SAMSUNG-SM-G935A using Tapatalk
  31. 1 point
    Now I'm finally back home after 4 months...and I'm going to be really busy getting my house ready to sell....but I figured I'd pass along some recent updates that have been going on. First was my latest DOFLinx mod of DRAKKO's excellent Wipeout for Future Pinball. A video demo can be seen here: Next, is a big update of Pinball X. Now it supports video toppers. A video topper is displayed on a screen above your backglass screen. You can have Pinball X display a video here while browsing, but also while actually playing your game. For me, I make use of this for the upper half of my dual middle screen. This makes my life soooo much easier. Now I finally have all of my media properly caught up and formatted to use with this for VPX, PFX2, and Future Pinball. A video demo can be seen here: Lastly... I decided to finally add in Letters and Shapes to DOF R3's *shapes.xml file to be used with addressable leds for all tables. After bugging poor Arngrim, he's added them to the DOF Config Tool! So now everyone can use them! Here's a quick video showing a few examples of a simple 5 flasher replacement for Tales of the Arabian Nights "TOTAN", Theatre of Magic "MAGIC", and Walking Dead "DEAD". I've also decided to try dabbling into doing DOF'ing for VP. I've added full effects and animation for addressable leds for ACDC LE for VPX. I'll have a video up soon enough to show that off!
  32. 1 point
    TerryRed

    Addressable Rgb's

    OK. So after I updated the config file for addressable led shapes in DOF R3, and then me pestering poor Arngrim.... DOF Config Tool now supports the use of Letter and Number "Shapes" for addressable leds in VP. Here's a very quick demo of how they are used to do a simple 5 RGB flasher replacement with letters. Examples are "TOTAN" for Tales of Arabian Nights, "MAGIC" for Theatre of Magic, "DEAD" for walking Dead. I'll have a demo for full addressable led effects that make use of this new feature. It'll be my first DOF'ing for VP!
  33. 1 point
    senseless

    Cactus Canyon dump

    Version 1.0.0

    6 downloads

    PinMame DMD dump from Cactus Canyon . Can be used for coloring projects with pin2dmd editor.
  34. 1 point
    lucky1

    Pin2Dmd Editor

    Yes !
  35. 1 point
    CarnyPriest

    Pin2dmd not supported in newer vpm builds

    Wow! Thank you! But I don't mind donating for a good cause: I've had my device in a storage box since before all this came about. Just need to dig it out at some point and fetch the machine ID.
  36. 1 point
    lucky1

    Street Fighter II

    The dynamic scenes like defeated Honda can be colorized using ColMask mode. In this mode you have the palette devided into 4 blocks of 4 colors. Here is an example of what happens when drawing a rectangle with block 1 2 3 4 using the palette 0 (vga) The upper left square uses the color 1-4 which are also used by the rest of the picture. Upper right 5-8, lower left 9-12 and lower right 13-16. You can see that the content from the machine stays the same but the colors in the area change according to the block you selected the color from. Of course you are not limited to the rectangle tool. You can also choose the area with the fill tool or even a single pixel. That way you should be able to colorize Honda no matter what is written on the left.
  37. 1 point
    lucky1

    circus voltaire

    I uploaded some pinMame dumps you can use for your personal colorization project in the download section. TAFG, TZ and Getaway can also be found there
  38. 1 point
    lucky1

    StarTrek Premium / LE

    Absolutely right !! All the thank goes 100% to Sharkky.
  39. 1 point
    shadowshd

    StarTrek Premium / LE

    Thanks to Sharkky for this nice work ++
  40. 1 point
    freneticamnesic

    Wip - The Walking Dead Pro - Groni Pinball

    never released beta and nothing ever download at all
  41. 1 point
    lucky1

    Pin2dmd not supported in newer vpm builds

    You already found the way. Using the open source pindmd2 dmddevice.dll has exactly the same functionality as the old code with integrated drivers. Flickering is always a combination of using a newer version of vpinmame.dll and a older version of dmddevice.dll. Btw. members like you and Carny etc, who actively contribute to the vpin community and don´t want to donate, get a key for their device for free.
  42. 1 point
    Terry your guide is fantastic. I can't thank you enough.Great work. Very clear and helpful. It has made this FP setup so easy. Twice now! I just did a new setup for a clean install on Win10 and just followed this to the letter. Everything is working again. I noticed btw that this isn't listed on the VP forums/in their tutorials section? That pinkadia is inspiring too, and v.helpful to see the youtube videos of each individual system running. Anyway thanks again and all the best to you! Brutze
  43. 1 point
    stefanaustria

    No Fear Dangerous Sports (Williams 1995)

    awesome Man !
  44. 1 point
    Dazz

    wtf ??

    Welcome to the wonderful world of VPF sensorship... I still don't get why people continue to support that.
  45. 1 point
  46. 1 point

    Version 2.3

    1,607 downloads

    Thanks to freneticamnesic for there nice VP9 table and the permission for convert to VP10. And additionally special thank to GLX, gtxjo, Highlnder00 and anybody else where working on the previous versions before. In this table I have create some new scripts for an ballistic impulse to the "MAP" section and some sound scripts for moving parts. I have modified many Textures and Objects according to the real version of the table, and have created some special light effects, I hope you like it. Generally enjoy this nice table and have fun with 8 Ball Multiball
  47. 1 point

    Version 1.0

    269 downloads

    Faeton (Juegos Populares 1985)
  48. 0 points
  49. -1 points
    lucky1

    Twilight Zone

    Version 1.0.0

    16 downloads

    PinMame DMD dump from Twilight Zone