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DJMRSL

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  1. If you open the PuP pack editor, navigate to tab Triggers, find PuPOverlay (3rd from the top) under 'PlayFile' you can select a different Overlay Frame. That did it for me (3screen + DMD)
  2. Thanks @Thalamus Here's one upside of this not working as expected.... I got it working anywaywith the dll in the wrong folder AND... my sole vPinSPA table also works now, with PuP and Lucky1's dll....
  3. @Lucky1 I have recently created a fresh new Windows (7 PRO) disk and am in the process of redoing my SW due to some performance issues. While I was doing that I came across the following. I have used the VPX 10.6 AIO installer, selected PIN2DMD as DMD option during installation, copied VPX 10.7 rc270 over it, and your dll version 4.16.... I also copied the SAMbuild pinmame dll to the vPinMAME folder When I open setup in the vPinMAME folder for ROM testing the DMD comes up, as it seemingly uses dmddevice.dll from vPinMAME folder... But when I start a table on VPX the DMD stays black.... after some testing I resolved it by including a copy of the 4.16 integration files in the Visual Pinball folder .... apparently VPX wants dmddevice.dll (Included in 4.16) there when starting a table... Is this how you'd recommend it? I am confused because I don't think it worked like that with earlier installs. Also, when I put the Freezy's dll in the vPinMAME folder, the DMD does come up... just not with your dll... it only works if yours is in the Visual Pinball folder.... which baffled me even more. Here's where I struggle.... I think between the vPinMAME folder and vPinSPA folder the behaviour is different.... (where VPX expects the dll's to reside) That's ok for me as long as I can control somehow from where the dll's are used so I can use different settings/versions for either. Thanks
  4. @Lucky1 this has got to be the dumbest question ever.. but in which folders are the integration files supposed to go? Here's why I ask; I have created a fresh new Windows disk and am in the process of redoing my SW due to some performance issues. While I was doing that I came across the following. When I open setup in the vPinMAME folder for ROM testing it uses dmddevice.dll from that folder... but apparently VPX wants dmddevice.dll in the visual pinball folder when starting a table... is this how you'd recommend it? I am confused because I don't think it worked like that with earlier installs. NB, I have used the VPX 10.6 AIO installer, selected PIN2DMD as DMD option, copied VPX 10.7 rc270 over it, and your dll.... I also copied the SAMbuild pinmame dll to th vPinMAME folder Thanks
  5. It's like watching popcorn in a hot kettle... 😉 Thanks for your continued effort @Lucky1 !
  6. Thanks... Interestingly... I downloaded the same files again from here and it works without hiccups now... Seems like it was indeed a corrupt file. Problem solved... (again) The cab keeps on looking better and better with the beautifully colored DMD. Cheers...
  7. Hi @Lucky1 Tested the new dll from Github. It worked perfectly fine for Dracula, but STTNG still crashes fairly quickly after launching the table. Enclosed are the dump files. Best sttng_l7.raw sttng_l7.txt
  8. I see the same. STTNG also has a similar issue, vPinMAME just stops during the table start, when it kicks the balls around… @lucky1I’ll get som log files…
  9. Thanks! I found the dump files and have loaded them into the editor…. Was struggling with Java at first before noticing I did not have the proper version installed, but all ok now. Watching some tutorials as I’m getting started, any existing project files would be great to have. thanks
  10. @lucky1... finally got it working 100% now... using your dll and renamed the freeze to dmdscreen.dll.... like you suggested before (but this time it worked because I fixed my 2x disks issue) Looks great! Thanks again! I'll now start my first attempt of colorizing Cactus Canyon
  11. @Lucky1. I have been playing around with the patched freezy dll and FW4.11 over the weekend and found all tables to display on the DMD without the DMD crashing, but when trying to load 64 color palette tables, sometime colors display incorrectly.... so it sort of works but not quite the way it is supposed to work. I tried to capture what happens on Last Action Hero with dtatane colorization file 1.1.0 Some look worse... for example Terranigma's 64 color TNMT colorization, which I am happy to capture as reference as well, is very hard to read altogether. Kind of seems like the masking with multiple layers goes wrong... as in all black backgrounds seem to be colorized. Also... how set the PAL storage to RAM is unclear to me... I can access the config menu, cycle through settings to PAL storage, then it seems like I can select RAM or FLASH... but it's not clear what I selected when I exit the PAL storage setting and cycle to 'save config' ... nothing seems to have changed after I think I made a change in setting and moreover... every time I cycle through all settings and select PAL storage, the setting flips from the previous setting... so... first time I open the setting it says RAM, when I cycle around and come back to PAL storage it says FLASH... cycle again it says RAM again... etc, so what the setting is when I cycle to save settings, I would not know because I can't verify it. (If there's a way to include this setting in the Windows tool, that would make things more comprehensible)
  12. @Lucky1 I found the cause of my issue.... I had recently added an NVMe drive to my system and cloned my existing SSD to it. For some reason some files were still reading from the 'old' drive (Copy - paste error) When I disable the SSD in the diskmanager, VPX failed completely.... so good news and bad news... I found the issue, but now have to spend some time fixing... Thanks for your help! update…. Yes! Got everything fixed. Your patched version of the Freezy dll did the trick along with FW 4.11 it took some time to fix it all….but it’s up and running. thanks again for your help
  13. yep, that’s what I meant…l realized I may have worded incorrectly…. It seems like despite renaming the freezy dlls they’re still in use…. I’ll do one last ditch effort to solve by cleaning house completely including any prefetch/temp files….
  14. @Lucky1 ... So confused as it's really weird what happens.... for some reason your dll still looks at the dmddevice.ini to enable to PIN2DMD... and behaves like it is still using the Freezy dll, though I have renamed/removed all instances. In the Popper menu I get proper colorization, the loading the vPinSPA table, all works fine on the DMD, but I do not receive any PuP event triggers. (Even after renaming dmddevice.dll to dmdscreen.dll like you suggested) None of the vPinMAME tables show anything on the DMD when I set PIN2DMD to false in the ini file, and only the non colorized versions run when setting PIN2DMD to 'true' in the ini file... all colorized tables crash the DMD It's really like the freezy dll is still there.....
  15. Thanks @Lucky1 , I will give this a try and let you know what I find... cheers
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