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  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.
    11 Points
  2. Gronimod

    Wip - The Walking Dead Pro - Groni Pinball

    Hey everyone Now that my AFM Table is finished and the LOTR Table also makes some very nice progress, I decided to work a little on my new favorite Pinball Machine. The Walking Dead got me addicted from the first time I played it in a Bar around the corner. I just wanted to create a WIP Topic for this, when it is in a good progress. First I wanne thank Paulo for great ressources he sended to me and also every request I had at him, he did so good!!! Thanks my friend! As you can see on the table the left exit ramp needs to be modeled and much little details. The prison is working very well and also the prison walker is waiting modeled behind the door. The Well Walker is scanned in 3D and also moves good I spend 4 Weeks to do the Playfield in HQ and worked on a new Lightinsert system to make them more real (important on this table). Also I started the script and bring some life into the table. Also I created a very nice Stern Mechanical Soundset which Paulo records on his TWD. I would say the table is at 70% Hope you like it Best Regards Groni
    10 Points
  3. 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
  4. 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
  5. 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
  6. Gronimod

    Wip - The Walking Dead Pro - Groni Pinball

    Here is another Status update. I added so much stuff I can´t remember Added Lights to the Well Walker and the Prison Added Mezel Mods Added Mod Menu, so you can select the mod you like Reduced some Meshes and optimized Textures for better performance I also added the Fishtank Lights to the table. But they are not active on the Pro Rom. I can test them in the Lamp Menu but in the game they simply do nothing. If someone knows how to activate them somehow, just let me know. And many more At the moment I am working on some real shiny ramps since I am not happy with the actual one. Hope you like it
    8 Points
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. ninuzzu

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

    Thanks lucky1. Yes I will update it
    7 Points
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. Gronimod

    Wip - The Walking Dead Pro - Groni Pinball

    Fishtank finished Added "No Santuary" Mod. All Mods can be disabled as usual
    6 Points
  21. Gronimod

    Wip - The Walking Dead Pro - Groni Pinball

    Ok so the Fishtank Lights working also now
    6 Points
  22. 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
  23. lucky1

    Pin2Dmd Colorprism V2.0 Firmware

    We proudly announce the version 2.X of our device firmware with colorprism technology and support for the pin2dmd editor by Steve. You can download the latest version here https://github.com/lucky01/PIN2DMD/archive/master.zip To upgrade or install follow the instructions from here https://github.com/lucky01/PIN2DMD/blob/master/documentation/Pin2DMD%20installation%20-%20FW%20and%20Driver.pdf When you start the device for the first time you get a unique ID displayed starting with #. You have to request a activation key to make it work. Members of the hall of fame and content contributors get the key for free by sending me a PM. For the rest, we kindly request to send your UID and username with the donation link in my signature below. You have to place the key file in your pin2dmd.exe directory or rename it to pin2dmd.key and copy it to your sd card. Featurelist: - Pinball Browser / SmartDMD color switching for full color Stern ROMS - Frame colorization with PIN2DMD Editor by Steve (beta) for all pinball machines - Visual Pinball / PinMame USB input - Future Pinball with DMD interceptor DLL - Unit3d Pinball - Ultra DMD (currently 16 shades) - XDMD (full color) - PinballX (full color with latest version) - WPC real pinball input - Stern real pinball input - Whitestar real pinball input - DataEast real pinball input - WPC95 real pinball input - WPC PinLED - Stern Spike real pinball input - Gottlieb real pinball input - Capcom real pinball input - WCID Windows automated driver installation Changelog V2.36 virtual pinball improvements - added support for modular dmddevice.dll driver interface. Currently supported by VPinMame 2.8, PinballX and UltraDMD with modified XDMD.DLL and XDMDNative.DLL - dmddevice.dll loads palette files from %pinmame dir%\altcolor\%machine name% directory copy your pin2dmd.pal and pin2dmd.fsq files to that directory - support for SmartDMD sidechannel protocol (e.g SpiderMan VE from Sharkky) - added support for pin2dmd colorization methods to DmdDevice.DLL from freezy. Now every VpinMame user with DMD on 3rd LCD screen, pindmdV3 or pin2dmd can use 16color palette files and colorization made with Pin2DMD.Exe tool, Pin2DMD Editor from Steve or PinballBrowser from Oga83. real pinball machine improvements - support for AlvinG and Spooky real pinball machines - support for signal enhancer on V3 shields (check setting for WPC, DataEast, Whitestar, Gottlieb and Spike real pinball machines) - faster frame update routine on alle machines except Gottlieb and CapCom - added support for SmartDMD sidechannel on SAM machines Pin2DMD.exe tool improvements - added advanced colorpicker to edit custom palettes. - import palettes as .dmc or .pal file - added offline mode for config. If no device is connected config files (pin2md.pal, pin2dmd.dat) are stored in directory Works also with (pin2dmd XL for sega machines) - added upload button to frontend - improved real pinball dump routine in pin2dmd.exe tool V2.35 - internal release for testing Spooky Pinball real pinball input V2.33 - sync fix for Stern Spike - changed sync for Gottlieb - changed wifi reset (new upgrade procedure for wifi chip) V2.32 !! removed redundant device modes (PinLED,WPC95 => Bally/Williams, Classic Pinmame) You may need to reconfigure your device using e.g. pin2dmd.exe - added realpin Capcom support - added realpin Gottlieb mode for early machines (1992) - adjusted Gottlieb modes to latest vpinmame palettes - added onscreen menu (hold config/blue button during boot) for basic config (only custom controller) - first release with wifi html interface (see flash.md) for basic config (only custom controller) - added reset function for wifi (hold menu and press option button) (only custom controller) - added support for serial port for control of additional sub devices and Stern SAM palette switching (only custom controller) V2.31 - internal release V2.30 - added evaluation mode - stable release V2.27-2.29 - several mods to improve sync on Stern SAM V2.26 - revert sync of SAM machines back to OE (pre 2.23) Reported problems from older machines were power supply related. V2.25 - fix display update for vpin V2.24 - fix for display errors reported on SAM machines V2.23 - sync fix for older Stern SAM machines V2.22 - fix for vpin full color mode V2.21 - fix for usb activation 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 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 V2.12 - fix for random pixel - fix for sync on G-R-B panels V2.11 - fix of frame replacement routine - sync on lowest bit in Spike mode V2.10 - fix of Whitestar input from real pin - change autosync to resync only on two successive errors - first implementation of wifi module (EPS8266) on UART4 (PC10/PC11) V2.09 - show list of parameters of pin2dmd.exe when invalid parameter is used - change devicemode without reboot (for editor preview) V2.08 - fallback to default palette if invalid palette is adressed - added /l option for brightness to tool - use paletteID instead of key for smartDMD V2.07 - fix in display update routine V2.06 - fix for black display when no valid key present V2.05 - massive speedup of color calculation routine - new timing for output routine for better handling of lower brightness - added file upload feature to tool using /u srcfile destfile - added import of dmc palettes for real pins - added save palettes.dat button for real pins - seperation of interrupt routines for different device modes - added Stern Spike and WPC pinled mode for testing (alpha) V2.04 - fix for old config files (palettes.dat / pin2dmd.dat) - added automatic resync. Check status of red LED off = no resync necessary = OK on = sporadic resync = OK blinking = constant resync = not ok V2.03 - sync fix for Stern pinball machines - increased color depth - first working version with keyframe detection from new upcoming editor - full color support for XDMD (PinballX / UltraDMD) - added orange to standard palettes V2.02 - new sync routine for real pinball machines using lossless doublebuffer V2.00 - added usb dump for real pinball machines
    5 Points
  24. 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
  25. 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
  26. 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
  27. 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
  28. toxie

    Code change to enable SAM LE driver board support

    There might be some news incoming on the last part soon!
    5 Points
  29. 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
  30. 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
  31. Screw this, I'm making my own Mustang LE with BlackJack, Hookers and the XB GT Interceptor from Mad Max 2.
    5 Points
  32. 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
  33. 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
  34. 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
  35. 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
  36. sharkky

    Avenger Wip

    advancement 99%
    5 Points
  37. Tom

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

    Working on new primitive toys Venom
    5 Points
  38. File Name: Monday Night Football (Data East 1989) Resources File Submitter: Dazz File Submitted: 11 Feb 2016 File Category: Playfield Resources Monday Night Football (Data East 1989) Resources by top1percent Special Request: Anyone is free to use these resources to build. We request that any re-creations using these resources to be released on VPUniverse.com. Playfield in download all other resources on Dropbox link. Click here to download this file
    5 Points
  39. Gronimod

    Wip - The Walking Dead Pro - Groni Pinball

    Here is another WIP. Added new Ramps. The entering Ramps are the old one, which have to be remodeled again. And the outer exit ramps are the new one. Added Fishtank with Walker Heads. The Tank still need some details like LED´s and of course lightning optimization. Added Pinblades Mod And again so much stuff I can´t remember
    5 Points
  40. Gronimod

    Wip - The Walking Dead Pro - Groni Pinball

    Another Screenshot. I added the Inserts and tweaking some table details. What is left? Left Exit Ramp, New Backwall, Solenoid function for the Prisondoors, Plunger, Bicycle Girl Sign, Flashers, Prison Flashers and lots of little details. Hope you like it Groni
    5 Points
  41. CarnyPriest

    Pinmame Sam Build V2.25

    It's available for download. I forgot to mention that it is current to official r3804, so it has all the latest changes to work with Pin2DMD.
    5 Points
  42. Wildman

    No Good Gofers(Williams 1997)

    Version 1.1

    577 downloads

    No Good Gofers(Williams 1997)
    5 Points
  43. 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
  44. DJRobX

    Code change to enable SAM LE driver board support

    Ah, the Game On solenoids are handled really oddly in the WPC code. Had it nested incorrectly, and there was an off-by 1 issue ontop of it. This should fix that. vpm102916.zip
    4 Points
  45. Wildman

    Mexico 86 (Zaccaria 1986)

    Version 1.0.0

    38 downloads

    Mexico 86 (Zaccaria 1986)
    4 Points
  46. CarnyPriest

    SAMbuild

    Version 2.8b02

    1,554 downloads

    Unofficial Stern SAM enabled compile based on Visual PinMAME Same as official VPinMAME except 1. also supports Stern S.A.M. system including LE AUX board plus user customized full color DMD patches/mods for S.A.M. game code 2. also supports clones/hacks that have unique configurations in DOFConfigtool - blkou_hf, rambo, ratfink, missworld, penthouse Additional: r4167 - Added MotorDome (German) r4168 - Using GTS80BS2 sound for excalibr instead of (presumed correct) GTS80BS3 one PLAYERS NOTE: To align with official VPinMAME set naming from driver.c, the following were renamed: Iron Man & Iron Man Vault Edition im2 -> im X-Men xmen -> xmn The Avengers avg -> avs This will also require renaming the rom in VP table scripts Instructions for use: Install official Visual PinMAME http://www.vpforums.org/index.php?app=downloads&showfile=11571 Overwrite VPinMAME.dll with the SAMbuild version. Run Setup.exe again and press the 'Install' button. Copy the SAM.vbs file where you have your others vbs script files in your Visual Pinball/Scripts folder. In order for any user customized game code mods to load and run whether the mod adds full color DMD or a soundtrack remix, the game setting for the replacement game code set must have 'Ignore ROM CRC errors' enabled. PinMAME executable included for rom testing and auditing. Bass.dll from the official VPinMAME package must be in the same folder as PinMAME.exe. Compiled with VC2015 For stable release based on official 2.7 go here and then click "See Changelog" button and select June 30 v2.34.
    4 Points
  47. I feel pretty dumb. I spent a good 3-4 hours working on the lights and couldn't figure out how they worked. It wasn't making sense. I was reading lampstate(ii) as either a 1 or a 0.... til I figured out what the debug.print from the rom test table was telling me. THE god damn RGB values! It wasn't just on/off, it was intensity/off so you get 255 levels of intensity, which is how it blends the colors. Anyways, stupid. I would have made more progress if I figured that out earlier. I guess I'm not entirely observant. From what I can tell, everything is working so I feel safe proceeding... MOST of the lamps when you go into maintenance and do a lamp test appear to show rgb in color. So for instance, left ramp emblem lights up 84-85-86 which appears to be r-g-b, but some lamps aren't in the r-g-b order Here's the lamp list I sorted out, lamps in bold are the ones with the RGB out of order, and order corrected in brackets. Here's a quick attract mode video after I sorted the lamps out Really amazing work DJRobX and everyone else who has contributed solutions - this is what we needed
    4 Points
  48. Looks like I was just an idiot when I did this table. That's what happens when you do em quick...ok so there's an easy fix, select sw52 (on the right side) and assign it to surface: Ramp3, then just kind of move it over to the spinner area. I'm uploading a fixed version however it was made in 10.2 so I don't know for sure if it will work for everyone else. I also added environment and changed lighting slightly but no other changes. I can't believe how blurry that playfield is....
    4 Points
  49. Wildman

    Cactus Canyon Continued (Bally 1998)

    File Name: Cactus Canyon Continued (Bally 1998) File Submitter: Wildman File Submitted: 12 Jun 2016 File Category: B2S Backglasses Cactus Canyon Continued (Bally 1998) Hi Rez Thanks to ninuzzu for the Hi Rez BG Scan.. This BG is for the P-ROC / VPX version of table Click here to download this file
    4 Points
  50. Version 1.1

    796 downloads

    Last Action Hero (Data East 1993)
    4 Points