Numiah Posted June 1, 2024 Posted June 1, 2024 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
Cliffy Posted June 1, 2024 Posted June 1, 2024 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
Numiah Posted June 10, 2024 Author Posted June 10, 2024 Thank you for replying. This is what it looks like : I still have no clue how updating VPinMAME results in this odd behavior.
Numiah Posted June 25, 2024 Author Posted June 25, 2024 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.
Rubberman Posted January 18, 2025 Posted January 18, 2025 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.
Cliffy Posted January 18, 2025 Posted January 18, 2025 @Rubberman what do you see when you run flexdmdui.exe?
Rubberman Posted January 18, 2025 Posted January 18, 2025 (edited) I updated FlexDMD but I have the same issue Edited January 18, 2025 by Rubberman
Cliffy Posted January 18, 2025 Posted January 18, 2025 2 minutes ago, Rubberman said: 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?
Rubberman Posted January 18, 2025 Posted January 18, 2025 (edited) 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 January 18, 2025 by Rubberman
Rubberman Posted January 18, 2025 Posted January 18, 2025 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.
Rubberman Posted January 18, 2025 Posted January 18, 2025 With everything I know, it really seems to be a Vpinmame issue.
Rubberman Posted January 18, 2025 Posted January 18, 2025 (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 January 18, 2025 by Rubberman
Spuz Posted October 13, 2025 Posted October 13, 2025 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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