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Posted (edited)

I have been trying to customize the DMD display on the macOS build for a couple weeks now but I can't tell if it's just that the macOS builds are still in the early stages or if I'm just not understanding what needs to be done. I don't think much (or any?) of the vpinballx.ini file is officially documented so it's been going at it mostly through trial and error.

 

Here is my pinmame dmd config currently:

PinMAMEPath = 
PinMAMEWindow = 
PinMAMEWindowX = 
PinMAMEWindowY = 
PinMAMEWindowWidth = 512
PinMAMEWindowHeight = 128
PinMAMEWindowRotation = 

 

PinMAMEPath is, I believe, the path to the pinmame folder (I assume in this case, on macOS, it defaults to ~/.pinmame since that's where the pinmame folder was created.)

PinMAMEWindow is, I think, the display you want the DMD window to be on. I honestly don't think this one works on macOS at the moment because when I tested with multiple displays, setting it to 0, 1, 2, 3 did nothing and the DMD window would just be displayed on the main display.

PinMAMEWindowX is the X pixel coordinate on the display it is displayed on.

PinMAMEWindowY is the Y pixel coordinate on the display it is displayed on.

PinMAMEWindowWidth is the width of the DMD window.

PinMAMEWindowHeight is the height of the DMD window.

PinMAMEWindowRotation is, I would assume, the rotation. Though I'm 100% sure this one doesn't work on macOS.

 

The DMD display is the typical DMD orange but is displayed in pixels (scaled in my case). 

 

My questions are:

Am I wrong on any of the assumptions above?

Can I change the color of the display?

Can I have it render dots instead of square pixels? (like an actual DMD and like the virtual DMD that tables in desktop mode often show)

I saw someone use some simple math to scale width/height (64*4 for width, 16*4 for height) in the ini file, is there a way to scale from the default DMD size without having to specify a base width and height (64 and 16 in this case)?

Is there a way to render HD content (such as @PastorLUL's Serum-colorized Tron)? This is probably exclusively a dmd-extension thing (which I don't think exists for macOS or iOS.)

 

edit: I'm checking out the iOS version and seeing that the DMD is displayed using dots instead of square pixels. I wonder if @jsm174 can comment on this... I'm guessing the iOS and macOS builds are really not at all the same. The macOS app can't import vpxz files, and the DMD display isn't the same. Different code? Or does mobile Visual Pinball handle some of the configs on import of a vpxz file?

Edited by foofoorabbit
Posted

Ah, I see. From the iOS version, it looks like one setting is setting RenderingModeOverride = 2 forcing the rendering into VR mode which displays the backglass and DMD as it would in VR (which is good enough for me right now for the purposes of playing on a portrait display but not if I want to play using multiple displays.)

 

And I got some insight into other vpinballx.ini settings from the iOS version. 

  • 2 weeks later...
Posted

For anyone working on pinmame (or libpinmame more specifically), is there a pinmame ini settings override? Or are Linux and macOS users stuck with no pinmame customizations for now?

  • 5 months later...
Posted

Latest dev VPX build has made some major changes to the .ini file and really simplified the configs. (Also major changes to how the DMD, backglass, topper is displayed which are great... dynamic resizing of the windows.)

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