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View File Solar Ride (Gottlieb, 1979) I took 32assassin's build of Totem, and altered it to become Solar Ride. Playfield came from a French site regarding a restoration. Plastics, backglass image and machine certificate came from the machine I actually happen to have. Do note that there is only one slingshot on the original table, and this asymmetrical layout has been duplicated in this recreation. Submitter jferio Submitted 08/06/2017 Category Visual Pinball 10 - Tables ROM Name Link to B2S Link to Media Pack Permission to Mod VP Version
266 downloadsI took 32assassin's build of Totem, and altered it to become Solar Ride. Playfield came from a French site regarding a restoration. Plastics, backglass image and machine certificate came from the machine I actually happen to have. Do note that there is only one slingshot on the original table, and this asymmetrical layout has been duplicated in this recreation.
335 downloadsStandalone DLL and Setup.exe, changelog, and other updated docs Installation: Simply copy all of the files in the ZIP into your already existing Visual PinMAME directory. Overwrite already existing files there when asked. Run Setup.exe and press the 'Install' button. Also you may want to press the 'Setup Defaults' button to tweak the new options, like sound mode for example. NOTE: If you use an external hardware display/DMD (*******/PinDMD1/2/3), copy the respective files from the included subdirectories into the main directory to be able to use it. So no more need for separate builds like it was the case with 2.7 and before! NOTE2: In addition this also includes freezys new DMDext, which is still considered experimental for now, but can be used to universally drive external hardware displays/DMDs AND also provides a better windowed DMD/alphanumeric display for all desktop users! To use it, also copy the respective files from the included subdirectory DMDext into the main directory and select 'external DMD' in the VPM options/defaults.
CarnyPriest posted a topic in PinMAME DevelopmentFull series of builds updated to official revision 4028 includes the latest updates to the sound cores and DMD brightness fixes includes fixes for SAM LE Aux board; SAM playfield LED support, JIT compiler, and improved timings [DJRobX] everything up to but not including the development work on SAM flasher RGB dimming. Developers can go here for the DJRobX beta: 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 Approved!
8,122 downloadsUnofficial Stern SAM enabled compile based on Visual PinMAME Same as official VPinMAME except 1. also supports full color DMD patches for S.A.M. game code that require side channel loading to use extended memory 2. also supports full clones that have unique configurations in DOFConfigtool - blkou_hf, ratfink, missworld, penthouse Instructions for use: Install official Visual PinMAME http://www.vpforums.org/index.php?app=downloads&showfile=11571 Overwrite VPinMAME.dll with the SAMbuild version. Run Setup.exe again and press the 'Install' button. In order for any user customized game code mods to load and run whether the mod adds full color DMD or a soundtrack remix, the game setting for the replacement game code set must have 'Ignore ROM CRC errors' enabled. PinMAME executable included for rom testing and auditing. Compiled with VC2015 PLAYERS NOTE (for 2.8 or greater): To align with official VPinMAME set naming from driver.c, the following were renamed: Iron Man & Iron Man Vault Edition im2 -> im X-Men xmen -> xmn The Avengers avg -> avs This will also require renaming the rom in VP table scripts For stable release based on official 2.7 go here and then click "See Changelog" button and select June 30 v2.34.
Hi, I'm having problems with my pinDMD v1 and VPinMAME_3497_SAM_PINDMD1_UNITY_1.2. My real DMD works fine but it's displaying the software DMD too, I can turn it off in the script or through the Bb2S settings but it used to do this automatically. Is anyone else experiencing the same? edit: nevermind, got it sorted
Hi guys, I found a way to run the END key exactly how the switch of a pinball cab, ie it remains ON until it is pressed and goes OFF when released (at this time it becomes ON when pressed and returns to OFF at the next pressure). May be an idea to put it in the official version of VPM (maybe mapped in another key as suggested by Arngrim)? To activate this you need to edit these lines wpc\alvg.h(35): COREPORT_BITTOG( 0x0400, "Ticket", KEYCODE_END) wpc\bowlgames.c(479): COREPORT_BITTOG( 0x0100, "Coin Door", KEYCODE_END) wpc\gts3.h(69): COREPORT_BITTOG( 0x0040, "Coin Door", KEYCODE_END) wpc\taito.h(16): COREPORT_BITTOG( 0x0020, "Coin Door", KEYCODE_END) wpc\vd.c(141): COREPORT_BITTOG(0x8000, DEF_STR(Unknown),KEYCODE_END) wpc\wpc.h(20): COREPORT_BITTOG( 0x0100, "Coin Door", KEYCODE_END) wpc\zacproto.c(177): COREPORT_BITTOG(0x0002, "Coin Door", KEYCODE_END) wpc\zacproto.c(278): COREPORT_BITTOG(0x0002, "Coin Door", KEYCODE_END) wpc\zacproto.c(381): COREPORT_BITTOG(0x0002, "Coin Door", KEYCODE_END) by replacing COREPORT_BITTOG with COREPORT_BIT. If you want to try this patch easily here you can find the latest build recompiled. What do you think about this? VPinMAME_notoggle.zip
arngrim posted a file in PinMAME
40,997 downloadsUnofficial Stern SAM enabled compile based on VPinMAME For Pindmd version 1, use VPinMAME_SAM_PINDMD1_2.37 For Pindmd version 3, use VPinMAME_SAM_PINDMD3_2.37 [requires pinDMD.dll - http://www.pindmd.com] For all the others, use VPinMAME_SAM_NON_PINDMD__PINDMD2__PIN2DMD_2.37 EXPERIMENTAL - VPinMAME64_SAM_NON_PINDMD__PINDMD2__PIN2DMD_2.37 [requires Setup64.exe - http://www.vpforums.org/index.php?showtopic=27063&page=1] Runs with experimental 64bit version of Visual Pinball - http://www.vpforums.org/index.php?showtopic=30418&page=191#entry328328 Added: SAM.vbs The SAM.vbs is required for running tables using this VPinMAME version. Added: bass.dll for 32 bit/bass64.dll for 64 bit Instructions for use: Place the SAM.vbs file where you have your others vbs script files, in your Visual Pinball/Tables or your Visual Pinball/Script directory. Place the bass.dll file in the same folder as VPinMAME.dll *Note* Windows 7, 8 and 10 users may need to UNBLOCK this file once it has been placed in the correct directory. To UNBLOCK a .dll file, right click on the file and click UNBLOCK. APPLY. OK. IMPORTANT: Make sure you define the default settings like the screenshot, cabinet and crc rom errors enabled, and if you have a pindmd, enable pindmd. If you still have the splashscreen at the start of a table, or if the dmd doesn't want to stay on another screen than the primary, then cabinet mode is disabled, for that rom. You can enable it by checking the option of the rom by pressing F1 at the run of the table or during test off the rom in setup.exe. You can enable cabinet mode, crc rom errors or disable pindmd for all tables in one shot by: go to regedit HKEY_CURRENT_USER\Software\Freeware\Visual PinMame export folder into a reg file in the file replace all "ignore_rom_crc"=dword:00000000 by "ignore_rom_crc"=dword:00000001 all "cabinet_mode"=dword:00000000 by "cabinet_mode"=dword:00000001 and "showpindmd"=dword:00000001 by "showpindmd"=dword:00000000 for those who don't have a pindmd, normally it is not necessary, but just in case. then save the file and run the reg file again. Sound Mode: 0 = standard built-in PinMAME emulation 1 = built-in alternate sound file support (store the alternate sound files in a PinSound-like directory structure (incl. text files for ducking and gain), within a new PinMAME directory subfolder 'altsound' and there within the machines shortname subfolder. Ex. for ij_l7: 'C:\PinMAME\altsound\ij_l7' OR for an example alternate sound file for tz_94h: 'C:\PinMAME\altsound\tz_94h\jingle\000064-load_gumball_pt_1\load_gum__LEGACY.ogg') 2 = external pinsound 3 = external pinsound + psrec sound recording (must have PinSound Studio 0.7 or newer running at the same time: make sure that the Windows permissions match between PinSound Studio and Visual PinMAME/Pinball, In other words, if one is using admin permissions when running, then both need to be started with that) Now there is a PinMAME executable for rom testing and auditing