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DJRobX last won the day on August 19

DJRobX had the most liked content!


About DJRobX

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    Advanced Member
  • Birthday 11/13/1974

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    Valencia, CA

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  1. XMEN ROM Colour Patch

    Damn! I saw the topic title and was hoping a link to a color patch was inside .... I haven't seen one yet, unfortunately.
  2. FYI, I ordered a couple of these optocoupler boards https://www.amazon.com/gp/product/B01K7HZEO2/ref=oh_aui_detailpage_o05_s00?ie=UTF8&psc=1 Thinking I was going to use them with a KL25Z's output. These boards actually want negative input, so they work perfectly with the Ledwiz. Running a fan, shaker and strobes off it and it seems to work pretty well. They aren't as great for the KL25Z, which sends positive power to turn a signal on.
  3. Sorry I didn't see this post. The mod that fixes this is super super simple. It's like 5 lines of code. You can find it on my github here: https://github.com/djrobx/DirectOutput/commit/e21d719d032b6a22ad2bb0411f4569550f8e210d We badly need an official maintainer of DOF since Swisslizard seems to be gone. I see you found it, good.... LOL
  4. My wiring diagram looks like Rusty's but there's only one 2.1 amp, the other two (that go to the playfield) are 2.0. The key difference in mine is that I have bass routing enabled in Speakers Properties in control panel, and I have my rears defined as small size speakers, and front (where the 2.1 amp is), as large:
  5. SAMBuild3.0 beta thread

    Yep, Freezy's the magic sauce in this case. And his DMDExt.dll is completely open source, so if he abandons the project it could still be done. Freezy popped up recently asking about crashing, I'm hoping this means he's going to do more work soon. I'd love to see support for non-SAM colorization go in.
  6. Don't forget his backhanded slap to everyone else who's releasing tables: "Table alone is awesome. Rare one with no major bugs" On behalf of myself and everyone who else who works on these things and PROVIDES THEM FREE OF CHARGE and might put something out that isn't perfect, let me sincerely apologize for the inconvenience these "major bugs" cause you. I'll be sure to issue you a full refund,
  7. SAMBuild3.0 beta thread

    If you had done stuff to try and troubleshoot the crashing, you may need to undo those things. Double check that Use External DLL is turned on for the color ROM in the VPinMame Setup, test, game options menu for Metallica LE color. Also make sure the Pin2DMD.PAL file is in the correct place in the altcolor folder. .
  8. SAMBuild3.0 beta thread

    I don't think there have been any changes recently that would negatively impact Freezy's DLL. I use his DLL myself, so my cab would break badly if that was messed up. There is a change that hopefully improves the stability a bit with some SAM games when his DLL is in use (fixed some intermittent TWD color crashing on my cab).
  9. SAMBuild3.0 beta thread

    Yeah on mine it is plenty sensitive. If i get anywhere near it, it sucks the ball down. Mike's post is from April 2017 when the bug was in place. It looks like I introduced the bug on April 2nd, and Carny fixed it May 24.
  10. SAMBuild3.0 beta thread

    @jesperpark I looked through there, there is some commentary about the coffin lock. I know there is an old version of VPM where this was broken, but I think it was fixed a while ago. I played the 3 different versions of Metallica LE that I have with the "latest" and they all worked fine.
  11. Pirates of the Caribbean

    I dunno, it looks pretty good on my LCD. There might be some missed palette switches, but for the most part it looks quite good, and it's a large improvement over the non-color patch. I could swear that in-frame coding was the first thing Freezy coded. It was kind of a trigger for me to start working on getting the serial mechanism to work.
  12. Happy to see you back Freezy! Your virtual color DMD driver has been one of the best things to hit my cab! For the JIT crashing - Please try the latest SAM beta builds. I believe there are issues with long memory jumps in the JIT code. My theory is that JIT starts up, allocates a small pool of memory, opens up DMDDevice.dll, and its dependent libraries, and then finally starts running the ROM. It then allocates more memory for generated code on the fly, but when DMDDevice is in use, the new blocks end up further away from the code it generated in the first page and this sometimes results in crashing. When you don't use DMDDevice the dynamically generated pages end up closer to the initial code page, so they don't crash. In x86 assembly you use different JMP instructions depending on the distance. I very recently changed it to pre-allocate a larger block on startup to prevent this issue, and it stopped crashing in TWD on my cab. There's still a bug in there somewhere. It's not an easy problem to solve. I'm far from an expert on dynamic recompliers (frankly I'm pretty proud of myself for having found and fixed as many issues with it as I have ). There's a reason I've put a bunch of effort into the JIT core in the first place - The serial LED support used in the LE games requires precise, responsive handling of IRQ events. The C++ core doesn't check for these events as frequently as the checks are costly. If JIT is off you may experience timing failures in the serial LED stuff which results in the lights dying, and the DMD frames running slow.
  13. SAMBuild3.0 beta thread

    Nobody has brought it up with me. If someone can give me details that would be helpful.
  14. Stern Sam - Pinmame Source Code

    It is the same structure, but instead of just getting a 0 or 1 you get 0-255. What the 0-255 represents depends on the table. Some lights will be a dimmable single-color at 0-255. Other tables use R,G,B values that get mixed together (white will be 255,255,255). The indexes aren't at any specific location, VPinMame doesn't know what color one light is, it is the table's responsibility to mix them. Load the Star Trek LE table and go to its script, you can find the mapping of light IDs to the specific color mixtures for lamps. Star Trek LE is the only one that really uses that method to a crazy extent. Other tables have more single lamps with just a few mixed ones.
  15. Hey @toxie, I made a couple small fixes to the surround code. Now that I have 7.1 going in its full glory I noticed a really odd positioning thing, seems to be a DirectSound "feature" of some sort that changes the behavior very significantly if either the fade or pan was exactly at 0. Added a tiny fudge factor to keep that from happening, and it works much better now. Also fixed an issue with the backglass device not routing correctly if you only have 1 card. It was sharing the one instance which isn't really what you want in the case of a 3D sound mode. Super pumped with my setup now. I can *FINALLY* use my cab's subwoofer with the table audio and Vpinmame at the same time using the bass routing feature of my sound card. Other thing of note to people trying this: Pick the actual sound card, not "Primary Driver". Primary Driver works fine, but it will cause VPinMame's audio to get a little quieter. That :"little quieter" becomes significantly quieter if you enable your sound card's enhancements like bass routing. It all works beautifully as long as you pick the sound card's actual output.