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Showing content with the highest reputation since 02/25/2016 in all areas

  1. Dazz

    Vpuniverse.com Site Rules

    Please do NOT Private Message or Instant Message our Developers & Table Authors VPUniverse was created to make a better place for development and table creation. We want this site to remain a safe haven where developers, artists, script guru's and table creators can develop without the harassment that other sites have tolerated in the past. Our developers do what they do for our hobby. Our developers normally do not get anything in return for their time and effort except for our thanks. People need to understand that pressuring our developers to make a certain table, to update a table, or asking about progress on tables they have under construction pushes this hobby in the wrong direction. On VPUniverse.com we encourage our Developers to make continual updates regarding their Works In Progress and to keep the community informed. Our developers DO NOT NEED to be constantly reminded that people are looking forward to their creations. Pressuring our developers makes them to NOT want to continue working on their projects. Many authors work much better and efficiently without having hundreds of PM's clogging up their inbox's and the constant hounding for tables or updates. Please DO NOT message developers regarding the following: 1. Works In Progress 2. Table Requests 3. Progress Updates 4. Asking for access to unreleased tables. In return for not bothering our developers; our developers promise to keep the community updated on their current Works In Progress. ** NOTE ** "PM" includes Private Messages and Instant Chat Messages.
    10 Points
  2. zebulon

    Vpcabs And Virtapin Myths And Truths

    I get how you're feeling... trust me, I more than get it. Over the past couple of years I've watched work that I've devoted a significant time and effort to get taken and retailed by others and other work that has been ported into open hardware and open source designs that have been released under a non-restrictive license. I've watched hardware and software ports come out where it blatantly relies upon the proprietary VID&PID numbers of copywritten products to even work....no one cares about that though. I see a guy posting in a thread about how wrong it is to sell a machine with the software installed and crying foul over the profiteering on the backs of other's hard work but no one seems to see the conflict of interest involved in that same guy selling his product and owning the site that hosts the software that he claims to be protecting.... no one cares about that either I see another guy in the same thread issuing complaints about the same thing while he posts in a different thread about how he can't easily upgrade his browser on his machine to utilize a new feature of some open sourced software because his version of windows isn't going to pass the genuine advantage verification....... but that's ok. I can't imagine that there is a commercial vendor of these machines out there that has never sold a machine that hasn't broken the rules. I don't think anyone in their right mind would just wake up one morning and think to themselves "I think I'll sink everything into building machines and selling them with no software on it" , that's just unrealistic. It's more likely to believe that someone builds one for themselves, their buddies see it and get them to build one for them (which would at least have some software on it to verify operation, if not a cloned drive of the original since that would be way easier and we all like to take the easy route in life when we can) and eventually a going concern is born. At that point I can believe that things settle into a more "legal" and "moral" method of operation. I guess my point is that life's too short to wrap yourself up in drama over how people treat each other. Personally, I don't condone taking advantage of others, but I don't think it's necessarily fair to single one entity out for something that is obviously going on throughout all of the facets of this hobby. I'm sure that had I posted this elsewhere someone else would chime in at this point and say "yeah but you're in bed with VPCabs" and I suppose they'd be right to a point, VPCabs is a customer of mine.... as are many of the members of the various forums out there. That doesn't mean that I'm in bed with them or that I'm even defending them, it's just my point of view. Just my .02 ....... which is in Canadian dollars so it's more like .015 ..... going back under my rock for awhile again, its safer and quieter there. Thanks everyone for letting me get that off my chest....
    9 Points
  3. DJRobX

    Code change to enable SAM LE driver board support

    Here's a new Vpinmame for testing. 1) Includes Toxie's fantastic ddraw=0 scaler (with a bug fix). 2) Fix TZ gumball machine when modulated solenoids are turned on. It actually uses a FAKE solenoid to pop out gumballs.! Grr I hate this code. 3) Fix DMD size (empty black bar) issue with WPT, TSPP, Ripleys, and probably others with mini-DMDs. This one has annoyed me for years. What's weird is there was a pre-existing tag for hidden DMD objects, but it only HID things when MAME_DEBUG was turned on (That HAD to be backwards!) and was only utilized by one capcom game. *Edit" B verson - fixed Monopoly & NBA vpm103016b.zip
    8 Points
  4. DJRobX

    Code change to enable SAM LE driver board support

    Some really fantastic news! Herweh has released the B2S sources. This allows us to fix some issues that were very painful to work around. Please test the following B2S build. It fixes: 1) Increases the lights to 400 from 251 to support games like Star Trek LE 2) Converts modulated solenoids to booleans internally so using the WPC/SAM modulated mode doesn't negatively impact or crash B2S. Full range should still be passed to DOF. 3) Passes GetRawDMD commands through to VPM, so dual controllers are not necessary for things like Cirqus Voltaire, or hopefully ... eventually native VPX DMD rendering. https://www.dropbox.com/s/5o61qx0gahc8r24/b2s102516b.zip?dl=0
    8 Points
  5. I have a WIP for TWDLE up on vpinball.com (Conversion of Fren's PRO table) - I thought I'd post it here as I can see some authors starting to convert it and I didn't want to double up on the same work. (Unless of course you want to make your own version). It's a couple of weeks out as it needs new mesh ramps and a couple of models and I'm in the middle of a work contract but all the mechs and RGB are in.
    7 Points
  6. DJRobX

    Code change to enable SAM LE driver board support

    Since lots of people seem interested in GI support, here's a build that supports ROM controlled GI for the rest of the SAMs, and WhiteStar tables like LOTR. Tested it with the TRON and LOTR Roms. Here's the script you need, it comes in over the existing VPM GI channel.. This is for TRON. You of course also want to remove the GIOn/GIOff calls from other parts of the script now that the ROM will do it. Sub UpdateGI(no, Enabled) Select Case no Case 0 'Top If Enabled Then GIOn Else GIOff End If End Select End Sub set GICallback = GetRef("UpdateGI") SAM and Whitestar control the GI with a relay on the IO board. So there's no dimming possible here (the real tables won't either!) vpm102416.zip
    7 Points
  7. Yep for sure. I'm 90% of the way there. I've discovered that the AIC interrupt controller emulation is woefully incomplete. It's supposed to manage concurrent activity (like timer and serial happening at the same time ), and re-fire pending IRQs when previous IRQs complete, but it's currently doing none of that. It's probably related to why we see those "not designed for this country" messages when we press buttons too quickly at boot. It's documented pretty clearly in Atmel's documentation. Should have it solved soon.
    7 Points
  8. DJRobX

    Code change to enable SAM LE driver board support

    Update: I'm getting LED output from ACDC and Metallica now. It's using a different write method (character by character). Both of them use the same output structure though. No hack will be needed for these two. I still have to figure out why the output is stalling after a few updates. Interrupt handling problem of some sort. But at least there's progress.
    7 Points
  9. lucky1

    Pin2Dmd Colorprism V2.0 Firmware

    New version 2.20 is out with exciting new features V2.20 !!! renamed palettes.dat to pin2dmd.pal !!! - completely reworked sync routine. Now resync is lossless. No artifacts on resync - working Stern Spike input for colorization with pinballbrowser - working Gottlieb input - New colorization feature : increase colordepth of 4 color animations to 16 Colors) . Working with dynamic frames (score display etc. ) Use latest editor version -> cut scene with "Mark Start" - "Mark End" - "Cut" and select scene -> Check ColMask -> -> edit scene with tools (only colors 4 to 15 available for drawing) -> Select Keyframe where to start playback of additional colors (same as startingpoint of scene) -> Assign Scene in FrameSeq Dropdown -> Add ColorMask -> export project and copy to device - increased number of detection masks to 10
    7 Points
  10. ninuzzu

    [Vp10] Spider-Man(Stern)(2007)(Ninuzzu)(V1.1)(Vp10)

    Thanks lucky1. Yes I will update it
    7 Points
  11. Gronimod

    Wip - The Walking Dead Pro - Groni Pinball

    Hey Guys, yeah coolball is correct I didn´t have time at the moment for pinball. I have to control the release of my single and also record alot of musicians in my studio. When I am done with all the recordings and masterings I will return to pinball. Not much left on the table to do. Just some modeling of the ramps and some details. Also the GI have to be scripted. I guess it will be a matter of some weeks until I return to it. Fren will soon release his TWD. Also looking very promising!
    7 Points
  12. sharkky

    Avenger Wip

    Hi, I start the Avenger's colorization, this is a big job because there are many frames edit : WIP 99% edit 2 : add link of the project edit 3 : new link with V3 by including xml file for pin2dmd editor My project => https://www.dropbox.com/s/9ftbd58xw7frhfi/Avengers170ColorBySharkkyV3.rar?dl=0 ++
    6 Points
  13. Hi, this just a build aligned with the latest beta build at VPF. All of DJRobX's latest commits have been incorporated into the official source and the SAM improvements are now incorporated in the SAM driver as well. In terms of features, the only thing of note added here on top of the latest DJRobX test build is PinSound support. If you use a real DMD be sure to get the latest dmddevice.dll file for your controller board in the beta distribution at VPF. VPinMAME_SAM_2.45.zip
    6 Points
  14. DJRobX

    Code change to enable SAM LE driver board support

    New build: 1) Fix CSI & IJ (again) 2) Fix sound stuttering in SF2 and other heavily divided IRQ systems 3) Fix Walking Dead LE lights. Turns out there's two more banks of lights. There's also something writing garbage, so I filter that out if I see malformed data. vpm111116.zip
    6 Points
  15. You need the latest (read: released like 2 hours ago) build of the 10.2 beta from VPF https://www.dropbox.com/s/1gi8elt4u06rtoo/Tron Legacy (Stern 2011)1.3f.vpx?dl=0 I'll delete the link once ICP updates his upload
    6 Points
  16. Wildman

    Twilight Zone (Bally 1993)

    File Name: Twilight Zone (Bally 1993) File Submitter: Wildman File Submitted: 22 Jun 2016 File Category: B2S Backglasses Twilight Zone (Bally 1993) Hi Rez Click here to download this file
    6 Points
  17. steve45

    Pin2Dmd Editor

    I'm proud to announce that the first editor manual is available on the new pin2dmd website: http://pin2dmd.com/editor/ Its the first version and was partly pulled from old documentation of german goDMD website translated by google, so be patient :-) Feel free to send in improvements if you like. If I have time I will also complete the written documentation with a couple of how to video's that actually show how to create a colored scene etc. Have fun. Steve
    6 Points
  18. Here is a testing version based on the latest version of Carny´s SamBuild for pindmd3 and pindmd1 It uses a modular driver interface for external DMD devices I have been working on. Simply put the dmddevice.dll and other related dlls into your vpinmame directory according to the device you have attached to your cab, pindmd2 driver is already tested and should work. Please report if pindmd3 and pindmd1 are also working since I couldn´t test.. If it works it could save Carny and Toxie a little time needed to make different builds Now also includes DLLs for PinballX and UltraDMD which support the dmddevice.dll driver interface PIN2DMD driver looks for pin2dmd.pal file in a subdirectory of your pinMame installation directory called altcolor/GameName e.g. you have to copy your palette file for TZ_92 into PinMame/altcolor/tz_92/ named pin2dmd.pal vpinmame_sam_latest.zip vpinmame_sam_2.36.zip
    5 Points
  19. Wildman

    Wildman Backglass King

    ...Its comments like that keep me motivated to make more BG.....Just a simple is all I ask ....Glad guys are enjoying them and making the pinball experience real...... just wish more guys would thank authors more for all their hard work....most have no clue how many hrs are spent making all this shit lol....
    5 Points
  20. 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.
    5 Points
  21. lucky1

    PIN2DMD Christmas Charity 2016

    I took the chance to present the latest collection of the pin2dmd donations on the christmas market where the S.O.H. foundation had a booth. Many thanks to all pin2dmd users in the name of Rainer (president of S.O.H. foundation), his wife Alex and of course the children of the orphans home. Happy christmas.
    5 Points
  22. DJRobX

    Code change to enable SAM LE driver board support

    UGGGHH! B2s needs the GI level to be greater than 4 to turn the light on. Here's an update to VPM to now return GI as 0 or 9. I could change B2S to be more sensitive, but that might make existing backglasses have bad behavior. TABLE AUTHORS: If you have updated tables to use ROM controlled GI in WhiteStar or SAM, please change it to check for GI state greater than 0, instead of being equal to 1. Toxie/Carny, please pick up this change and publish new builds, as it may require modification of tables people are building tables against the betas. Thank you. vpm112916.zip For most regular users I recommend sticking with the previous build for now. The only change is the GI thing to fix DirectB2Ses that haven't been released yet. It may break the GI lighting on some tables that have just started to use the new GI routine.
    5 Points
  23. Thank you for the encouragement guys, it's really appreciated. OK, as promised here is a build to test. 1) Timing calculations tweaked. After rigorous testing I no longer see any attempts to throttle if there is not enough CPU to warrant it. 2) Post the actual build that I did testing against on the same machine! 3) In case #1 still fails, there is now an option in the registry: freeware\visual vpinmame\globals\low_latency_throttle Set to 0 to stop it from trying to evenly distribute the CPU usage. 4) Since I was adding a setting, why not add one more. I noticed a few people are trying to nail down ball stutter issues and are trying to use CPU affinity tools. There is merit to that approach as I've found some documented cases of timing problems ("sleep" lasting much longer than typical) when the OS switches threads around different CPUs that are solved by locking a thread to a single core. One problem is tools can't separate VPM from VP since they're one application. So we really need some help from the applications themselves if we want to dedicate these separate processes to their own cores. So you can find a new setting: freeware\visual vpinmame\globals\cpu_affinity_mask Please note that it is a "mask'. So if you want CPU #1 only, set it to 1.. CPU #4 only is 8. CPU's 1 and 4 is 9, etc. To get full use of this we will want a similar setting on the VP side. I have a simple code patch for that that I will give the VP devs. I also have added a setting to B2S so we can separate these things without external tools. 5) Fix Metallica LE and ACDC LE led strings. Let me know how it goes. vpm112716.zip
    5 Points
  24. thanks here is a WIP version of SPP VPX with the GI controller working http://vpinball.com/forums/topic/simpsons-pinball-party-wip-2-0/
    5 Points
  25. toxie

    Code change to enable SAM LE driver board support

    There might be some news incoming on the last part soon!
    5 Points
  26. DJRobX

    Code change to enable SAM LE driver board support

    New update: WPC modulated solenoid support. I've only tested it on Scared Stiff so far but it seems to work pretty well. I'm also going to include my badly modified table, which is a mod of an apparently abandoned table by Shoopity. If someone has an issue with me posting this table please let me know and I'll happily remove it, it's just hard to explain/share how the new feature works without it. . Remember folks, I don't know what I'm doing with VP, but the light show looks pretty close to what I saw on videos. WPC is quite a bit trickier to get right. It doesn't write to solenoids in a predictable pattern like SAM. Instead I poll the current status of the soleniods at specific intervals (every few IRQ calls, around 400hz) and collect the bit history there. I must have spent all day looking for the best sampling frequency, and history depth to get mid-brightness dimming to look stable. The best example is the pop bumpers. When you hit them the ROM will make an electric buzzing noise, then fade them up and down. If the timing is at all wrong they will flicker. What I have is the best compromise between stable brightness levels and speedy "flickering" that I could come up with. Pretty happy with the result, anyway. I had no idea what I was missing before. ssmodsol.zip vpm102016c.zip
    5 Points
  27. Here's an updated video of the Mustang game with the new PWM flasher implementation. You can see the fade effect at the start of each ball launch up the back right of the table (skillshot flasher) and also toward the end of the video when the two rear and under turntable bumper flashers start to pulse. The table has been shipped off to Dark who is going to convert the ramps to proper 3D objects so that will really take it up a couple of notches. I can also confirm that the PWM solenoid gradients work with DOF as well so you can finally get the proper flasher effects on devices controlled by DOF. Being that solenoids are generally not RGB, you need to configure the ini files with entries that span this 3 inputs for an RGB light like so - (For a white flasher controlled by solenoid 30 you would do - S30 NoBool, S30 NoBool, S30 NoBool) which will turn Red / Green and Blue on to create white. (For Yellow - S30 NoBool, S30 NoBool, 0 ) - (For Blue - 0,0,S30 NoBool ) etc.
    5 Points
  28. Screw this, I'm making my own Mustang LE with BlackJack, Hookers and the XB GT Interceptor from Mad Max 2.
    5 Points
  29. Here's a current build of ST LE for testing purposes or anyone interested in trying it out. There's probably a couple bugs though I can't think of any. There may be a handful of things missing, off the top of my head I think just a bunch of flashers. They will be added soon but don't affect gameplay so not a huge deal to me yet. Lasers are in there, vengeance movement scripted, gates are scripted, left kicker and scoop are scripted, left outlane kickback is scripted, RGBs are scripted, the warp chaser lights and enterprise cabinet side chasers are scripted. Switched over the ramps to the LE style ramps (wireform) to accommodate the left scoop. Tweaked the physics a bit, changed the sounds. I haven't made a new apron yet but the lights are kind of laid over the top so you get some of the effect. I think the laser is pretty sweet, I adapted a demo script gtxjoe had made for moving balls in a circle and applied it to 120 VP light objects that circle the playfield. I don't really know how to get to the mode, I do know that if I complete a mode stack (3 of the same mode) it will come up quicker, so give that a try and see if you can get the laser to turn on. This has been fun, a needed distraction... DJRobX has done some amazing shit the past few weeks. https://www.dropbox.com/s/24df19sl29fr70v/stle 100116a.rar?dl=0
    5 Points
  30. Update: I got TWD LE to send LED data quickly by "transmitting" a bunch of 0xff's. Seems like as long as I send it a bunch of anything other than 0x00, TWD LE will start sending me the LED data pretty fast. This is good because the hack to enable the output wasn't clear on TWD as it was with Mustang LE. This technique doesn't work as well for Mustang. Mustang starts sending data faster than before, but still takes a while. So these games definitely are looking for input. Just need to figure out what it is that they want. I've also done work on the IJ and CSI problem. I got them working alongside the improved timer code. For some reason they don't like the deferred timer interrupts, even though it's clearly what's supposed to happen according to the ATMEL documentation, and the vast majority of roms play smoothly like they're supposed to when the interrupt controller is emulated. I can fake the old behavior by not sending a timer interrupt if the ARM core has IRQs are blocked. Once I do that, IJ and CSI work exactly like they used to (along with the sluggish emulation, but at least I didn't break anything). Since these are only two games, and old ones unlikely to get game code updates, I may look a programmatic hack so they run right.. The failure to launch ball is these games is really the "Not in this country" error message seen in other roms. I'm not sure why Stern went "evil" on these two games and just silently stopped allowing balls to launch (really a main loop of game code stops looping), but it's definitely that same 60hz zero crossing check. The IJ / CSI problem is less of a critical issue now that I'm able to make them work. I just didn't want to make changes that took away working games, since it's not really easy to switch VPM versions on a game by game basis .
    5 Points
  31. Wildman

    Hi Rez Backglasses

    Ok hope you all enjoying the batch of Hi Rez BG that been coming out???? Once again I am calling out for BG pics..... most cellphones will work if not blured lol..or Hi Rez camera try to get pics with no flash and in focus and take a bunch of pics from different angles pics lol and send them to me.... BG pics not lite by machine...no reflections are great i can fix if you take enough pics.. if you got real camera i can take the raw format or nef then i can adjust...whatever.. Comon man alot of you guys got the pins take the time to take the pics and i make great bg that you couldnt tell the diif from fake or real lol of course sometimes mine even look better then the real one LOL...But all joking a side PM me your pic collections so i can keep making great BG's....load them in the thread ..just give me shit to work with cause one day i will be done making them LOL Thanks for helping out..all the guys that have so far
    5 Points
  32. Wildman

    Fishtales (Williams 1992)

    File Name: Fishtales (Williams 1992) File Submitter: Wildman File Submitted: 05 Jun 2016 File Category: B2S Backglasses Fishtales (Williams 1992) Hi Rez Click here to download this file
    5 Points
  33. sharkky

    Avenger Wip

    advancement 99%
    5 Points
  34. Tom

    [Vp10] Spider-Man(Stern)(2007)(Ninuzzu)(V1.1)(Vp10)

    Working on new primitive toys Venom
    5 Points
  35. Wildman

    No Good Gofers(Williams 1997)

    Version 1.1

    599 downloads

    No Good Gofers(Williams 1997)
    5 Points
  36. Dazz

    Vpuniverse.com Site Rules

    Temporary and Disposable Email Services VPUniverse.com does not allow any registrations by users using Temporary and Disposable Email Services. Users using Temporary and Disposable Email Services will be flagged and possible account deletion without notice. Temporary and Disposable Email Services do not include Gmail, Hotmail, Yahoo, etc.
    5 Points
  37. Per request, I am updating the original post in the topic to include a set of builds related to my changes. I don't think I had planned for the journey ahead when I started this thread. VPM http://vpuniverse.com/forums/forums/topic/2933-sambuild29-beta-thread/ * LE Aux Board Support * WPC Modulated solenoids * Miscellaneous sound and graphics fixes * (12/17/16) Reduce GTS3 Vblank interrupts, to fix overly fast animations in Tee'd Off and possibly others. * Minor tweak to modulated solenoids (fix AFM monsters). B2S 11/26/16 (** Now included in official release and VP 10.2 installer **) http://www.vpforums.org/index.php?app=downloads&showfile=12553 * Fix intermittent string error when modulated solenoids are in use * Add support for 128 bit LED segments (for World Poker Tour) * Add some missing VPM interfaces * Increase number of supported lights DOF 12/06/16: https://www.dropbox.com/s/qncfdegwj899fby/dof120616.zip?dl=0 * Contains a small fix to prevent over-firing when modulated solenoids are in use * Fix to the fix - so combined effects like drop targets fire properly Please use these in conunction with official vP 10.2 or later. : http://www.vpforums.org/index.php?showtopic=35311 An updated core.vbs script included in VP 10.2 is required for some of the newer tables to work correctly. If you see errors related to "ModSol", then VP has picked up an old version of the core.vbs script. ---=== Original post from Sept 8 ===--- So it turns out, LE aux driver support is already present in sam.c. There's just a hack that's preventing it from working properly. Near line 512 in SAM.C look for: case 6: sam_bank[4]++; if ( sam_bank[4] == 1 && bank >= 0) Change the last line to: if (core_gameData->hw.gameSpecific1 == 0 && bank >= 0) And bam, you can see all 8 of the LE solenoids fire as Solenoid 33 through 40! Tested using the X-Men LE rom. Not much concern of this code change breaking something else. That block of code only updates the solenoids2 variable. The sam_bank[4] stuff appears to be some sort of hack that's also present on the other solenoid bank to prevent misfires. It causes it to ignore the first attempt to set the solenoid. But the way the ROM is updating the LE driver bank, we miss the event if that hack is there. There are a couple conditional blocks of code below it for a SAM Mini-DMD. I'm guessing this connects to the same port on the SAM board. I added the check that hwgameSepcific1 is 0 to ensure that games with alternate hardware connected to that port doesn't trigger the solenoids.
    4 Points
  38. 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
  39. lucky1

    Color Palettes Collection

    Version 1.0.1

    288 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.
    4 Points
  40. DJRobX

    Code change to enable SAM LE driver board support

    Good, at least now I know the algorithmic changes are working OK. The SAM problem seem to be a code optimization setting on THAT machine. Ugh. Try this build: vpm112816.zip
    4 Points
  41. Version 1.0.0

    64 downloads

    Spider-Man Vault Edition (Stern 2016)
    4 Points
  42. Wildman

    Meteor (Stern 1979)

    Version 1.0.0

    97 downloads

    Meteor (Stern 1979) Hi Rez .......Uses the 7 digit rom
    4 Points
  43. Yep, if a table is not coded to receive GI updates, nothing bad happens when VPM updates them. They just get ignored and all is well. The old "faked" GI code will continue to do what it does. There's a super remote possibility that someone attempted to connect GI updates in vain and that their "dead" code attempt will be woken up by the new VPM, but there's probably a 1% chance of that happening. We saw something like that with new solenoids in Star Trek Pro.
    4 Points
  44. 768 materials later....................... so close
    4 Points
  45. DozerAUS

    Code change to enable SAM LE driver board support

    Heya - you can do it with a light object but the placement will only work in cabinet mode as the ramp heights vary and you'll see it in desktop mode. I threw this together quickly tonight and it looks ok but I won't have time to finish it for quite a while. Just use a light and trace it around the outside of the ramp and make sure the falloff is large and sits outside the boundary of the light edges. Checkout the light named neon_off in my Cirqus Voltaire table for reference. These are being driven by your new VPM dll on ICP's Tron table.
    4 Points
  46. gtxjoe

    [Vp10] King Kong (Data East 1990)

    File Name: King Kong (Data East 1990) File Submitter: gtxjoe File Submitted: 07 Jul 2016 File Category: Visual Pinball 10 - Tables Link to B2S: Permission to Mod: Yes ROM Name: kiko_a10 VP Version: v10 Kong! The 8th Wonder of the World! Here is Release 1.0 of King Kong. There is still a lot more bling that can be added to this table, but since it has already been in the making on and off for about 3 years now, it's best to release it as is and let people enjoy it. Special thanks to: Dazz creating the King Kong WIP on VP9 and asking me to help with scripting the table. The two left ramps proved to be almost impossible to implement with VP9 and Physmod. With VPX, it was finally possible DStruct for sharing the FP resources Wildman for the Kong backglass Arngrim for DOF support Toxie and Fuzzel for VPX Thanks to the other authors that worked or were involved on this table WIP Click here to download this file
    4 Points
  47. Dazz

    Site Updates And/or Lack Thereof...

    Hello Everyone, I just wanted to apologize for the lack of updates to the site lately. I found out earlier this month that I'm being laid off from my job after 3 (+10) years and have been hyperfocused on getting a new job. My last day with the company I currently work for is scheduled to be next Friday, April 29. Today I have a 3rd interview and the VP of my current division gave a good recommendation for this position to the hiring manager and director. I feel that I actually have a few minutes to breathe and apologize for the lack of updates to the site. As soon as I have a job lined up, and don't have to worry about my family, I'll be able to put more focus into the site and getting things back into order around here. In the mean time if there is anything you guys need, site related, please let me know and I'll do what I can. Thanks, Dazz
    4 Points
  48. lucky1

    Change Startup Image Pin2Dmd ? Possible ?

    Maybe I will add a custom.logo function which get´s displayed after the pin2dmd splash in one of the next versions,
    4 Points
  49. Dann

    Color Bleeding Of Chinese Rgb Panels

    Before and after pics..
    4 Points
  50. Wildman

    Gilligans Island (Midway 1991)

    Version 1.0

    722 downloads

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