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Posted

Hey guys,

 

Today I updated 3.6 to 3.6-929

Registered the COM etc and setup defaults. Also set use external DMD to yes.
When launching tables in VPX64 I get the following error : "No external DMD driver found or DMD driver functions installed."
Running the same table in x86 works perfectly.
I attached my DMDDevice.ini (although this file was never changed)

When running FlexDMDUI everything looks registered.

 

I am not sure what changed after installing VPinMAME64

 

DmdDevice.ini

Posted

That tells me you don't have the 64 bit dmddevice64.dll.

If you run flexdmdui.exe in your vpinmame folder it will show you what you have and don't have

 

flexdmd-check-freezy.jpg

flexdmd-check-lucky.jpg

  • 2 weeks later...
Posted

Thank you for replying.
This is what it looks like :

I still have no clue how updating VPinMAME results in this odd behavior. 

dmdhelper.png

  • 2 weeks later...
Posted

Thank you for replying.
This is what it looks like :

I still have no clue how updating VPinMAME results in this odd behavior. 

 

Edit : rolled back windows and it fixed issue.

  • 6 months later...
Posted

I have the same problem.
Updated Vpinmame,
Windows also did an update that night.
No external DMD for roms.
Dll files are ok in flexdmdui

I updated Vpinmame v3.6.0-1209-7915412
Flex
DMD extensions
vpinball sc GL
Freezy

Rolled back the last windows update
Made sure all the zip files were unblocked before install
made vpin folder is excluded from Windows defender
Installerd the oldered VPinMAME-sc-3.6.0-1122-79a301d-win-x64.zip
None of these things worked

 

If I test a rom in the setup64.exe I get the same error

I'm pretty sure the issue is with Vpinmame, just not sure what.

External DMD error.png

Posted
2 minutes ago, Rubberman said:

image.png.fb85191040ef19db4cb2c50374f5d9a1.png
I updater FlexDMD but I have the same issue

 

flexdmdui is a good tool to see if you do indeed have an external dmd device installed- and you do. I would suspect a corrupted or missing dmddevice.ini then.

When you updated vpinmame did you run setup64.exe, check paths are correct and then click install?  

Posted (edited)

image.png.76a48516b019c23d566b1c6bdae7e9f2.png

Paths seems ok,
I've put a fresh dmddevice.ini, same result
Tried a backup same result

Here are my DMDdevice.ini settings

 

[global]

; do not send analytics data
skipanalytics = true

; how to scale games to smaller or larger displays: fit, fill or stretch
resize = fit

; flips the image horizontally
fliphorizontally = false

; flips the image vertically
flipvertically = false

; enable or disable frame-by-frame colorization (inactive in VPX bundle)
colorize = true

; scaler mode for standard content (vpm frames): doubler, scale2x.
; note: see readme.md for details
scalermode = scale2x

; always scale standard vpm frames to 256x64
; note: see readme.md for details
scaletohd = false

; a DMD that renders with nice dots on a computer monitor
[virtualdmd]
enabled = true

; virtual dmd stays on top of all other windows
stayontop = false

; ignore the aspect ratio of the rendered dots when resizing
ignorear = true

; use VPM's registry values when positioning the virtual dmd
useregistry = false

; x-axis of the window position
left = 0

; y-axis of the window position
top = 0

; width of the dmd in monitor pixels
width = 850.666666666667

; height of the dmd in monitor pixels
height = 212.666666666667

; style to apply to games where it's not explicitly set
style = default

; scale the dot size (set to 0.8 for same size as pre-1.6.0)
style.default.dotsize = 0.85

; rounding of the dots (0 is square, 1 is circle)
style.default.dotrounding = 0.85

; scale the brightness of the dots
style.default.brightness = 0.95

; amount of glow to add around the dots
style.default.dotglow = 0.3

; amount of glow of the dots background (very blurry diffuse glow)
style.default.backglow = 0.4

; gamma correction (1.0 to disable, a value around 2.2 should be used)
style.default.gamma = 1

; amount of lighting of unlit dots
style.default.unlitdot = #00000000

; texture path for the DMD glass
style.default.glass =

; Amount and color of lighting of the glass coming from the room
style.default.glass.color = #00000000

; Amount of lighting of the glass coming from the DMD
style.default.glass.lighting = 0

; sharpness of the dots
style.default.dotsharpness = 0.8

; padding of the DMD under the glass (fake unlit dots are added around the real DMD to account for this padding)
style.default.glass.padding.left = 0
style.default.glass.padding.top = 0
style.default.glass.padding.right = 0
style.default.glass.padding.bottom = 0

; texture path for an overlay frame
style.default.frame =

; padding of the glass under the frame
style.default.frame.padding.left = 0
style.default.frame.padding.top = 0
style.default.frame.padding.right = 0
style.default.frame.padding.bottom = 0

; Legacy style (plain square dots without any effects)
style.legacy.dotsize = 0.92
style.legacy.dotrounding = 1.0
style.legacy.brightness = 1.0
style.legacy.dotglow = 0.0
style.legacy.backglow = 0.0
style.legacy.gamma = 1.0
style.legacy.unlitdot = #00000000
style.legacy.glass = null
style.legacy.glass.color = #00000000
style.legacy.glass.lighting = 0.0
style.legacy.glass.padding.left = 0
style.legacy.glass.padding.top = 0
style.legacy.glass.padding.right = 0
style.legacy.glass.padding.bottom = 0
style.legacy.frame = null
style.legacy.frame.padding.left = 0
style.legacy.frame.padding.top = 0
style.legacy.frame.padding.right = 0
style.legacy.frame.padding.bottom = 0

; Example of using the glass padding to fit a 128x16 DMD in a 128x32 display frame
style.dataeast-128x16.dotsize = 0.5
style.dataeast-128x16.dotrounding = 0.5
style.dataeast-128x16.brightness = 8
style.dataeast-128x16.dotglow = 0.03
style.dataeast-128x16.backglow = 0.03
style.dataeast-128x16.gamma = 2.2
style.dataeast-128x16.glass = null
style.dataeast-128x16.glass.color = #00000000
style.dataeast-128x16.glass.lighting = 0
style.dataeast-128x16.glass.padding.left = 0
style.dataeast-128x16.glass.padding.top = 8
style.dataeast-128x16.glass.padding.right = 0
style.dataeast-128x16.glass.padding.bottom = 8
style.dataeast-128x16.frame = null
style.dataeast-128x16.frame.padding.left = 0
style.dataeast-128x16.frame.padding.top = 0
style.dataeast-128x16.frame.padding.right = 0
style.dataeast-128x16.frame.padding.bottom = 0
style.dataeast-128x16.unlitdot = #FF2C1600
style.bluesquare.brightness = 3.24
style.bluesquare.dotsize = 0.72
style.bluesquare.dotrounding = 0
style.bluesquare.dotsharpness = 0.8
style.bluesquare.unlitdot = #00000000
style.bluesquare.dotglow = 0.186178861788618
style.bluesquare.backglow = 0.11
style.bluesquare.gamma = 0.94
style.bluesquare.tint = #ff2852f5
style.bluesquare.glass = textures\glasses\glass3.jpg
style.bluesquare.glass.color = #ff5477ff
style.bluesquare.glass.lighting = 0.13
style.bluesquare.glass.padding.left = 0
style.bluesquare.glass.padding.top = 0
style.bluesquare.glass.padding.right = 0
style.bluesquare.glass.padding.bottom = 0

; bally frame by wiesshund
style.bally.brightness = 0.95
style.bally.dotsize = 0.85
style.bally.dotrounding = 0.85
style.bally.dotsharpness = 0.8
style.bally.unlitdot = #00000000
style.bally.dotglow = 0.3
style.bally.backglow = 0.4
style.bally.gamma = 1
style.bally.tint = #00ff5820
style.bally.glass =
style.bally.glass.color = #00000000
style.bally.glass.lighting = 0
style.bally.glass.padding.left = 0
style.bally.glass.padding.top = 0
style.bally.glass.padding.right = 0
style.bally.glass.padding.bottom = 0
style.bally.frame = textures\frames\bally.png
style.bally.frame.padding.left = 2.4
style.bally.frame.padding.top = 0.9
style.bally.frame.padding.right = 1
style.bally.frame.padding.bottom = 15.03

; metal frame by benji
style.metal1.brightness = 0.95
style.metal1.dotsize = 0.92
style.metal1.dotrounding = 1
style.metal1.dotsharpness = 0.8
style.metal1.unlitdot = #00000000
style.metal1.dotglow = 0
style.metal1.backglow = 0
style.metal1.gamma = 1
style.metal1.tint = #00ff5820
style.metal1.glass =
style.metal1.glass.color = #00000000
style.metal1.glass.lighting = 1
style.metal1.glass.padding.left = 12
style.metal1.glass.padding.top = 12
style.metal1.glass.padding.right = 12
style.metal1.glass.padding.bottom = 12
style.metal1.frame = textures\frames\metal4.png
style.metal1.frame.padding.left = 12
style.metal1.frame.padding.top = 12
style.metal1.frame.padding.right = 12
style.metal1.frame.padding.bottom = 12

[pindmd1]

; if false, doesn't bother looking for a pinDMD1
enabled = false

[pindmd2]

; if false, doesn't bother looking for a pinDMD2
enabled = false

[pindmd3]

; if false, doesn't bother looking for a pinDMD3
enabled = false

; COM port, e.g. COM3
port =

[zedmd]

; if false, doesn't bother looking for a ZepinDMD
enabled = false

[pin2dmd]

; if false, doesn't bother looking for a PIN2DMD
enabled = false

; how long to wait in milliseconds after sending a palette
delay = 25

[pixelcade]

; if false, doesn't bother looking for a Pixelcade
enabled = false

; COM port, e.g. COM3
port =

; color matrix to use, either "rgb" or "rbg"
matrix = rgb

[networkstream]

; if enabled, stream to your DMD connected to another computer
enabled = false
url = ws://127.0.0.1/dmd

; if enabled, retry connecting if the connection fails, default is false
retry = false

; interval in seconds between retry attempts, default is 5
retry-interval = 5

[browserstream]

; if enabled, stream to your browser in your LAN
enabled = false
port = 9090

[vpdbstream]

; if enabled, stream DMD to https://test.vpdb.io/live
enabled = false
endpoint = https://api-test.vpdb.io/

[video]

; if enabled, writes frames to an .avi file
enabled = false

; path to folder or .avi file. if folder, gamename.avi is used.
path =

[pinup]

; if enabled, send frames to PinUP.
enabled = true

[alphanumeric]
enabled = false
style = default
style.default.skewangle = 12
style.default.backgroundcolor = ff000000
style.default.foreground.enabled = true
style.default.foreground.color = fffbe6cb
style.default.foreground.blur.enabled = true
style.default.foreground.blur.x = 2
style.default.foreground.blur.y = 2
style.default.foreground.dilate.enabled = false
style.default.innerglow.enabled = true
style.default.innerglow.color = a0dd6a03
style.default.innerglow.blur.enabled = true
style.default.innerglow.blur.x = 15
style.default.innerglow.blur.y = 13
style.default.innerglow.dilate.enabled = true
style.default.innerglow.dilate.x = 15
style.default.innerglow.dilate.y = 10
style.default.outerglow.enabled = true
style.default.outerglow.color = 40b65829
style.default.outerglow.blur.enabled = true
style.default.outerglow.blur.x = 50
style.default.outerglow.blur.y = 50
style.default.outerglow.dilate.enabled = true
style.default.outerglow.dilate.x = 90
style.default.outerglow.dilate.y = 40
style.default.background.enabled = true
style.default.background.color = 20ffffff
style.default.background.blur.enabled = true
style.default.background.blur.x = 7
style.default.background.blur.y = 7
style.default.background.dilate.enabled = false
style.blue.skewangle = 12
style.blue.weight = Bold
style.blue.backgroundcolor = #ff000000
style.blue.foreground.enabled = true
style.blue.foreground.color = #ff00ffff
style.blue.foreground.blur.enabled = true
style.blue.foreground.blur.x = 2
style.blue.foreground.blur.y = 2
style.blue.foreground.dilate.enabled = false
style.blue.innerglow.enabled = true
style.blue.innerglow.color = #ff0000ff
style.blue.innerglow.blur.enabled = true
style.blue.innerglow.blur.x = 15
style.blue.innerglow.blur.y = 13
style.blue.innerglow.dilate.enabled = true
style.blue.innerglow.dilate.x = 15
style.blue.innerglow.dilate.y = 10
style.blue.outerglow.enabled = true
style.blue.outerglow.color = #ff000080
style.blue.outerglow.blur.enabled = true
style.blue.outerglow.blur.x = 50
style.blue.outerglow.blur.y = 50
style.blue.outerglow.dilate.enabled = true
style.blue.outerglow.dilate.x = 6
style.blue.outerglow.dilate.y = 40
style.blue.background.enabled = true
style.blue.background.color = #2dfffafa
style.blue.background.blur.enabled = true
style.blue.background.blur.x = 7
style.blue.background.blur.y = 7
style.blue.background.dilate.enabled = false
style.green.skewangle = 12
style.green.weight = Bold
style.green.backgroundcolor = #ff000000
style.green.foreground.enabled = true
style.green.foreground.color = #ff00ff00
style.green.foreground.blur.enabled = true
style.green.foreground.blur.x = 2
style.green.foreground.blur.y = 2
style.green.foreground.dilate.enabled = false
style.green.innerglow.enabled = true
style.green.innerglow.color = #eb00ff7f
style.green.innerglow.blur.enabled = true
style.green.innerglow.blur.x = 15
style.green.innerglow.blur.y = 13
style.green.innerglow.dilate.enabled = true
style.green.innerglow.dilate.x = 4
style.green.innerglow.dilate.y = 4
style.green.outerglow.enabled = true
style.green.outerglow.color = #b900fa9a
style.green.outerglow.blur.enabled = true
style.green.outerglow.blur.x = 50
style.green.outerglow.blur.y = 50
style.green.outerglow.dilate.enabled = true
style.green.outerglow.dilate.x = 1
style.green.outerglow.dilate.y = 2
style.green.background.enabled = true
style.green.background.color = #2dfffafa
style.green.background.blur.enabled = true
style.green.background.blur.x = 7
style.green.background.blur.y = 7
style.green.background.dilate.enabled = false

[gif]

 


Played with the file, here is my new settings, same problem.

[global]

; how to scale games to smaller or larger displays: fit, fill or stretch
resize = fit

; flips the image horizontally
fliphorizontally = false

; flips the image vertically
flipvertically = false

; enable or disable frame-by-frame colorization (inactive in VPX bundle)
colorize = true

; scaler mode for standard content (vpm frames): none, doubler, scale2x.
; note: see readme.md for details
scalermode = none

; VNI colorizations can contain 256x64 frames for 128x32 games. this defines
; how the frames that aren't replaced are up-scaled. doubler or scale2x.
vni.scalermode = doubler

; the key to decrypt PAC files, in hex.
vni.key = f0ad135937ffa111c60b24d88ebb2e59

; if set, don't send anonymous usage statistics
skipanalytics = false

; put your plugins here, up to 10 plugins can be defined.
; since they are native plugins, you need to define them
; for both 32-bit and 64-bit versions.
plugin.0.path =
plugin.0.path64 =
plugin.0.passthrough = false

; a DMD that renders with nice dots on a computer monitor
[virtualdmd]
enabled = true

; virtual dmd stays on top of all other windows
stayontop = false

; ignore the aspect ratio of the rendered dots when resizing
ignorear = true

; use VPM's registry values when positioning the virtual dmd
useregistry = false

; x-axis of the window position
left = 5825

; y-axis of the window position
top = 463

; width of the dmd in monitor pixels
width = 1240

; height of the dmd in monitor pixels
height = 267

; style to apply to games where it's not explicitly set
style = default

; scale the dot size (set to 0.8 for same size as pre-1.6.0)
style.default.dotsize = 0.85

; rounding of the dots (0 is square, 1 is circle)
style.default.dotrounding = 0.85

; scale the brightness of the dots
style.default.brightness = 0.95

; amount of glow to add around the dots
style.default.dotglow = 0.3

; amount of glow of the dots background (very blurry diffuse glow)
style.default.backglow = 0.4

; gamma correction (1.0 to disable, a value around 2.2 should be used)
style.default.gamma = 1

; amount of lighting of unlit dots
style.default.unlitdot = #00000000

; texture path for the DMD glass
style.default.glass =

; Amount and color of lighting of the glass coming from the room
style.default.glass.color = #00000000

; Amount of lighting of the glass coming from the DMD
style.default.glass.lighting = 0

; sharpness of the dots
style.default.dotsharpness = 0.8

; padding of the DMD under the glass (fake unlit dots are added around the real DMD to account for this padding)
style.default.glass.padding.left = 0
style.default.glass.padding.top = 0
style.default.glass.padding.right = 0
style.default.glass.padding.bottom = 0

; texture path for an overlay frame
style.default.frame =

; padding of the glass under the frame
style.default.frame.padding.left = 0
style.default.frame.padding.top = 0
style.default.frame.padding.right = 0
style.default.frame.padding.bottom = 0

; Legacy style (plain square dots without any effects)
style.legacy.dotsize = 0.92
style.legacy.dotrounding = 1.0
style.legacy.brightness = 1.0
style.legacy.dotglow = 0.0
style.legacy.backglow = 0.0
style.legacy.gamma = 1.0
style.legacy.unlitdot = #00000000
style.legacy.glass = null
style.legacy.glass.color = #00000000
style.legacy.glass.lighting = 0.0
style.legacy.glass.padding.left = 0
style.legacy.glass.padding.top = 0
style.legacy.glass.padding.right = 0
style.legacy.glass.padding.bottom = 0
style.legacy.frame = null
style.legacy.frame.padding.left = 0
style.legacy.frame.padding.top = 0
style.legacy.frame.padding.right = 0
style.legacy.frame.padding.bottom = 0

; Example of using the glass padding to fit a 128x16 DMD in a 128x32 display frame
style.dataeast-128x16.dotsize = 0.5
style.dataeast-128x16.dotrounding = 0.5
style.dataeast-128x16.brightness = 8
style.dataeast-128x16.dotglow = 0.03
style.dataeast-128x16.backglow = 0.03
style.dataeast-128x16.gamma = 2.2
style.dataeast-128x16.glass = null
style.dataeast-128x16.glass.color = #00000000
style.dataeast-128x16.glass.lighting = 0
style.dataeast-128x16.glass.padding.left = 0
style.dataeast-128x16.glass.padding.top = 8
style.dataeast-128x16.glass.padding.right = 0
style.dataeast-128x16.glass.padding.bottom = 8
style.dataeast-128x16.frame = null
style.dataeast-128x16.frame.padding.left = 0
style.dataeast-128x16.frame.padding.top = 0
style.dataeast-128x16.frame.padding.right = 0
style.dataeast-128x16.frame.padding.bottom = 0
style.dataeast-128x16.unlitdot = #FF2C1600
style.bluesquare.brightness = 3.24
style.bluesquare.dotsize = 0.72
style.bluesquare.dotrounding = 0
style.bluesquare.dotsharpness = 0.8
style.bluesquare.unlitdot = #00000000
style.bluesquare.dotglow = 0.186178861788618
style.bluesquare.backglow = 0.11
style.bluesquare.gamma = 0.94
style.bluesquare.tint = #ff2852f5
style.bluesquare.glass = textures\glasses\glass3.jpg
style.bluesquare.glass.color = #ff5477ff
style.bluesquare.glass.lighting = 0.13
style.bluesquare.glass.padding.left = 0
style.bluesquare.glass.padding.top = 0
style.bluesquare.glass.padding.right = 0
style.bluesquare.glass.padding.bottom = 0

; bally frame by wiesshund
style.bally.brightness = 0.95
style.bally.dotsize = 0.85
style.bally.dotrounding = 0.85
style.bally.dotsharpness = 0.8
style.bally.unlitdot = #00000000
style.bally.dotglow = 0.3
style.bally.backglow = 0.4
style.bally.gamma = 1
style.bally.tint = #00ff5820
style.bally.glass =
style.bally.glass.color = #00000000
style.bally.glass.lighting = 0
style.bally.glass.padding.left = 0
style.bally.glass.padding.top = 0
style.bally.glass.padding.right = 0
style.bally.glass.padding.bottom = 0
style.bally.frame = textures\frames\bally.png
style.bally.frame.padding.left = 2.4
style.bally.frame.padding.top = 0.9
style.bally.frame.padding.right = 1
style.bally.frame.padding.bottom = 15.03

; metal frame by benji
style.metal1.brightness = 0.95
style.metal1.dotsize = 0.92
style.metal1.dotrounding = 1
style.metal1.dotsharpness = 0.8
style.metal1.unlitdot = #00000000
style.metal1.dotglow = 0
style.metal1.backglow = 0
style.metal1.gamma = 1
style.metal1.tint = #00ff5820
style.metal1.glass =
style.metal1.glass.color = #00000000
style.metal1.glass.lighting = 1
style.metal1.glass.padding.left = 12
style.metal1.glass.padding.top = 12
style.metal1.glass.padding.right = 12
style.metal1.glass.padding.bottom = 12
style.metal1.frame = textures\frames\metal4.png
style.metal1.frame.padding.left = 12
style.metal1.frame.padding.top = 12
style.metal1.frame.padding.right = 12
style.metal1.frame.padding.bottom = 12

[pindmd1]

; if false, doesn't bother looking for a pinDMD1
enabled = false

[pindmd2]

; if false, doesn't bother looking for a pinDMD2
enabled = false

[pindmd3]

; if false, doesn't bother looking for a pinDMD3
enabled = false

; COM port, e.g. COM3
port =

[zedmd]

; if false, doesn't bother looking for a ZeDMD
enabled = false

; if true, ZeDMD displays its debug informations
;debug = false
; optionally set the brightness from 0 to 15
;brightness = 6
; optionally set the RGB order from 0 to 5
;rgborder = 3
; optionally set the COM port and disable auto discovery in case it causes trouble with other devices
;port = COM3
[zedmdhd]

; if false, doesn't bother looking for a ZeDMD HD
enabled = false

; if true, ZeDMD displays its debug informations
;debug = false
; optionally set the brightness from 0 to 15
;brightness = 6
; optionally set the RGB order from 0 to 5
;rgborder = 3
; optionally set the COM port and disable auto discovery in case it causes trouble with other devices
;port = COM3
; optionally disable upscaling of pur RGB24 content
;scaleRgb24 = false
[zedmdwifi]

; if false, doesn't bother looking for a ZeDMD WiFi
enabled = false

; if not set, the WiFi mode uses its autodiscovery
;wifi.address = 192.168.0.27
;wifi.port = 3333
[zedmdhdwifi]

; if false, doesn't bother looking for a ZeDMD HD WiFi
enabled = false

; if not set, the WiFi mode uses its autodiscovery
;wifi.address = 192.168.0.27
;wifi.port = 3333
[pin2dmd]

; if false, doesn't bother looking for a PIN2DMD
enabled = false

; how long to wait in milliseconds after sending a palette
delay = 25

[pixelcade]

; if false, doesn't bother looking for a Pixelcade
enabled = false

; COM port, e.g. COM3
port =

; color matrix to use, either "rgb" or "rbg"
matrix = rgb

[networkstream]

; if enabled, stream to your DMD connected to another computer
enabled = false
url = ws://127.0.0.1/dmd

; if enabled, retry connecting if the connection fails, default is false
retry = false

; interval in seconds between retry attempts, default is 5
retry-interval = 5

[browserstream]

; if enabled, stream to your browser in your LAN
enabled = false
port = 9090

[vpdbstream]

; if enabled, stream DMD to https://test.vpdb.io/live
enabled = false
endpoint = https://api-test.vpdb.io/

[video]

; if enabled, writes frames to an .avi file
enabled = false

; path to folder or .avi file. if folder, gamename.avi is used.
path =

[pinup]

; if enabled, send frames to PinUP.
enabled = false

[rawoutput]

; if enabled, write all frames to VPM's dmddump folder.
enabled = false

[alphanumeric]
enabled = false
style = default
style.default.skewangle = 12
style.default.backgroundcolor = ff000000
style.default.foreground.enabled = true
style.default.foreground.color = fffbe6cb
style.default.foreground.blur.enabled = true
style.default.foreground.blur.x = 2
style.default.foreground.blur.y = 2
style.default.foreground.dilate.enabled = false
style.default.innerglow.enabled = true
style.default.innerglow.color = a0dd6a03
style.default.innerglow.blur.enabled = true
style.default.innerglow.blur.x = 15
style.default.innerglow.blur.y = 13
style.default.innerglow.dilate.enabled = true
style.default.innerglow.dilate.x = 15
style.default.innerglow.dilate.y = 10
style.default.outerglow.enabled = true
style.default.outerglow.color = 40b65829
style.default.outerglow.blur.enabled = true
style.default.outerglow.blur.x = 50
style.default.outerglow.blur.y = 50
style.default.outerglow.dilate.enabled = true
style.default.outerglow.dilate.x = 90
style.default.outerglow.dilate.y = 40
style.default.background.enabled = true
style.default.background.color = 20ffffff
style.default.background.blur.enabled = true
style.default.background.blur.x = 7
style.default.background.blur.y = 7
style.default.background.dilate.enabled = false
style.blue.skewangle = 12
style.blue.weight = Bold
style.blue.backgroundcolor = #ff000000
style.blue.foreground.enabled = true
style.blue.foreground.color = #ff00ffff
style.blue.foreground.blur.enabled = true
style.blue.foreground.blur.x = 2
style.blue.foreground.blur.y = 2
style.blue.foreground.dilate.enabled = false
style.blue.innerglow.enabled = true
style.blue.innerglow.color = #ff0000ff
style.blue.innerglow.blur.enabled = true
style.blue.innerglow.blur.x = 15
style.blue.innerglow.blur.y = 13
style.blue.innerglow.dilate.enabled = true
style.blue.innerglow.dilate.x = 15
style.blue.innerglow.dilate.y = 10
style.blue.outerglow.enabled = true
style.blue.outerglow.color = #ff000080
style.blue.outerglow.blur.enabled = true
style.blue.outerglow.blur.x = 50
style.blue.outerglow.blur.y = 50
style.blue.outerglow.dilate.enabled = true
style.blue.outerglow.dilate.x = 6
style.blue.outerglow.dilate.y = 40
style.blue.background.enabled = true
style.blue.background.color = #2dfffafa
style.blue.background.blur.enabled = true
style.blue.background.blur.x = 7
style.blue.background.blur.y = 7
style.blue.background.dilate.enabled = false
style.green.skewangle = 12
style.green.weight = Bold
style.green.backgroundcolor = #ff000000
style.green.foreground.enabled = true
style.green.foreground.color = #ff00ff00
style.green.foreground.blur.enabled = true
style.green.foreground.blur.x = 2
style.green.foreground.blur.y = 2
style.green.foreground.dilate.enabled = false
style.green.innerglow.enabled = true
style.green.innerglow.color = #eb00ff7f
style.green.innerglow.blur.enabled = true
style.green.innerglow.blur.x = 15
style.green.innerglow.blur.y = 13
style.green.innerglow.dilate.enabled = true
style.green.innerglow.dilate.x = 4
style.green.innerglow.dilate.y = 4
style.green.outerglow.enabled = true
style.green.outerglow.color = #b900fa9a
style.green.outerglow.blur.enabled = true
style.green.outerglow.blur.x = 50
style.green.outerglow.blur.y = 50
style.green.outerglow.dilate.enabled = true
style.green.outerglow.dilate.x = 1
style.green.outerglow.dilate.y = 2
style.green.background.enabled = true
style.green.background.color = #2dfffafa
style.green.background.blur.enabled = true
style.green.background.blur.x = 7
style.green.background.blur.y = 7
style.green.background.dilate.enabled = false

[gif]

 

 

Edited by Rubberman
Posted

32 bit log

 [5] 2025/01/18 00:29:51.220  INFO | Starting DmdDevice API 2.3.0 (x86) through VPinballX107_32bit.exe.
 [5] 2025/01/18 00:29:51.252  INFO | Assembly located at C:\vpinball\VisualPinball\VPinMAME\DmdDevice.dll
 [5] 2025/01/18 00:29:51.252  INFO | Running in C:\vpinball\VisualPinball\Tables
 [5] 2025/01/18 00:29:51.277  INFO | Successfully loaded config from C:\vpinball\VisualPinball\VPinMAME\DmdDevice.ini.
 [5] 2025/01/18 00:29:51.371  INFO | [serum] Determined altcolor path from assembly path: C:\vpinball\VisualPinball\VPinMAME\altcolor
 [5] 2025/01/18 00:29:52.752  INFO | [dll] Open(0)
 [5] 2025/01/18 00:29:52.752  INFO | [dll] Set_4_Colors_Palette(device: 0, 0%: #000000, 33%:#0600D6, 66%:#E10FC1, 100%:#FF5820)
 [5] 2025/01/18 00:29:52.752  INFO | [dll] PM_GameSettings(0, afm_113b, 1)
 [5] 2025/01/18 00:29:52.752  INFO | Enabling game colorization
 [5] 2025/01/18 00:29:52.752  INFO | Setting game name: afm_113b
 [5] 2025/01/18 00:29:52.752  INFO | Setting color: #FFFF5820
 [5] 2025/01/18 00:29:53.017  INFO | [serum] Found 0 triggers to emit.
 [5] 2025/01/18 00:29:53.017  INFO | [serum] Serum colorizer v2.0 initialized.
 [5] 2025/01/18 00:29:53.017  INFO | [serum] Loaded v1 colorization at C:\vpinball\VisualPinball\VPinMAME\altcolor\afm_113b\afm_113b.cRZ.
 [5] 2025/01/18 00:29:53.017  INFO | Opening virtual display...
[15] 2025/01/18 00:29:53.074  INFO | Found B2S, moving behind DMD.
[15] 2025/01/18 00:29:53.101  INFO | Added VirtualDMD renderer.
[15] 2025/01/18 00:29:53.101  INFO | Transformation options: Resize=Fit, HFlip=False, VFlip=False
[15] 2025/01/18 00:29:53.101  INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500)
[15] 2025/01/18 00:29:53.101  INFO | Just clearing palette, colorization is done by converter.
[15] 2025/01/18 00:29:53.101  INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500)
[15] 2025/01/18 00:29:53.101  INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500)
[15] 2025/01/18 00:29:53.101  INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500)
[15] 2025/01/18 00:29:53.101  INFO | Applying default color to render graphs (#FFFF5820).
[15] 2025/01/18 00:29:53.101  INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820)
[15] 2025/01/18 00:29:53.101  INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820)
[15] 2025/01/18 00:29:53.101  INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820)
[15] 2025/01/18 00:29:53.115  INFO | Setting up 2-bit Colorization Graph for 1 destination(s) [ Virtual DMD ]
[15] 2025/01/18 00:29:53.115  INFO |   == Listening to DmdDevice 2-bit Source for Serum (Gray2)
[15] 2025/01/18 00:29:53.115  INFO |   ** Linking converter Serum to Virtual DMD...
[15] 2025/01/18 00:29:53.129  INFO |     -> Connecting Serum to Virtual DMD (Rgb565 -> Rgb565)
[15] 2025/01/18 00:29:53.129  INFO |     -> Connecting Serum to Virtual DMD (ColoredGray6 -> ColoredGray6)
[15] 2025/01/18 00:29:53.129  INFO |     ~> Subscribing destination Virtual DMD to color rotation palette changes from Serum.
[15] 2025/01/18 00:29:53.129  INFO | Setting up RGB24 Passthrough Graph for 1 destination(s) [ Virtual DMD ]
[15] 2025/01/18 00:29:53.129  INFO |   -> Connecting DmdDevice RGB24 Source to Virtual DMD (Rgb24 -> Rgb24)
[15] 2025/01/18 00:29:53.129  INFO | Setting up Alphanumeric Passthrough Graph for 1 destination(s) [ Virtual DMD ]
[15] 2025/01/18 00:29:53.655  INFO | Creating FBOs for 128x32
 [5] 2025/01/18 00:30:07.729  INFO | [dll] Close(0)
 [5] 2025/01/18 00:30:07.729  INFO | Closing up.
 [5] 2025/01/18 00:30:07.785  INFO | Source for 4 renderer(s) stopped.
 [5] 2025/01/18 00:30:07.785  INFO | Source for 1 renderer(s) stopped.

Posted (edited)

SOLVED


I decided to go back to basics
I started following this guide
https://github.com/vpinball/b2s-backglass/wiki/64bit-VPX-Pincab-Setup-Guide

I had never installed the 32 bit version of VPINMAME, only the 64 bit.

 

I've tested a bunch of other tables and it seems ok.

On a sidenote, it also fixed an new altsound issue I was having.

My Attack from Mars has an Acces Violation, but I'll figure that out.
 

Thank you to Cliffy!

Edited by Rubberman
  • 8 months later...
Posted

Thanks for persevering on this issue. I am having the same problem with my cabinet and after reading this thread I am convinced I have somehow managed to fall into the 32-bit vs 64-bit rabbithole. My thinking is that I have overwritten some files with the 64-bit equivalent - and that has made life very difficult; Tables that were perfectly fine before are throwing the DMD Driver error, and it all began when I had the bright idea of updating VPINMAME (to overcome a niggling sound issue with 2 of my tables). Not only didn't it fix my sound, but I managed to screw up a whole bunch of tables and the DMDs as well!

I am checking out the github guide, and will follow in your wise footsteps 😁

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