marco37 Posted August 23, 2025 Posted August 23, 2025 Hello, First of all, thank you for all the amazing work on ZeDMD and DMDExt. I really appreciate the effort that goes into developing and maintaining these tools. I think it would be very helpful for the whole community if there was a clear step-by-step guide explaining exactly which files are needed to run ZeDMD with VPX/PinMAME, and how they interact with each other. Right now, things feel quite confusing: There are multiple versions of DMDExt (Freezy vs PPUC fork). There is libzedmd for hardware communication. There is libserum for Serum colorized packs. And people are not always sure which DLLs go where. I personally asked some ZeDMD owners how they managed to get it working. Most of them admitted that they don’t really know exactly what they installed — at some point it just started working, and since then they haven’t touched anything. I even noticed that some people avoided buying a ZeDMD altogether because they were discouraged by the confusion around which versions and files to use. For clarity, could you please explain: Which DMDExt version is recommended for ZeDMD? Which libzedmd version should be used, and where should it be placed? Is libserum required for Serum packs, and how to integrate it? Is there a stable “all-in-one” package or a reference setup that everyone should follow? And finally, what are the interactions between these files (DMDExt, libzedmd, libserum), so that users can actually understand how the whole chain works? I believe having this documented in one place would make it easier not only for me, but for many other users who want to use ZeDMD without struggling through trial and error. Thanks a lot for your support and for helping the community get the most out of ZeDMD!
Content Provider zedrummer Posted August 28, 2025 Content Provider Posted August 28, 2025 Hello For Serum, everything is clear here : and as soon as the dmdext virtual DMD show you the colorization, Serum in itself is ready for any device (Virtual DMD, ZeDMD, PinDMDv3, Pin2DMD). Now if there are extra steps needed for ZeDMD, I let @mk47 or @PastorLUL (or anybody who feels confident about his knowledge) answer.
PastorLUL Posted August 28, 2025 Posted August 28, 2025 Which DMDExt version is recommended for ZeDMD? Latest version available Which libzedmd version should be used, and where should it be placed? Get the latest release, place in pinmame folder. It's not necessarily required with the latest ZeDMD release available though. libzedmd is already embedded in the latest DMDext version. Is libserum required for Serum packs, and how to integrate it? If you want to be the most up to date possible, download the latest release and drop both "serum.dll" and "serum64.dll" in your pinmame folder. Some of the newer Serums being released require this. Is there a stable “all-in-one” package or a reference setup that everyone should follow? Not sure. Most people having trouble come to ask in the Serum discord server. And finally, what are the interactions between these files (DMDExt, libzedmd, libserum), so that users can actually understand how the whole chain works? DMDext is fed the pinmame DMD output, it then passes it onto libserum. Libserum colorizes it and then reports it back to DMDext. libzedmd communicates with DMDext for the colorized frames, which then passes it onto your ZeDMD.
Content Provider zedrummer Posted August 29, 2025 Content Provider Posted August 29, 2025 19 hours ago, PastorLUL said: Is libserum required for Serum packs, and how to integrate it? If you want to be the most up to date possible, download the latest release and drop both "serum.dll" and "serum64.dll" in your pinmame folder. Some of the newer Serums being released require this. I'd say the official instructions are now to always have the latest serum.dll and serum64.dll available from https://github.com/zesinger/libserum/releases in your vpinmame directory as a release for dmdext is not made for each release of libserum. Doing so either you have the same libserum than the one embedded in dmdext or you have a more recent one, but you can't be outdated. And I don't think you consider sparing 2x100ko on your disk is so important.
marco37 Posted August 31, 2025 Author Posted August 31, 2025 Thanks a lot for the clarifications, that really helps! I still have one point of confusion though: So far, I did the following setup: I’m using DMDExt (Freezy) v2.3.1 (from February 14). Then I installed the files zedmd.dll and zedmd64.dll from libzedmd v0.9.6 (from February 23). More recent than those included in DMDExt? Finally, I also installed serum.dll and serum64.dll to make sure I was up to date. My question is: is libzedmd v0.9.6 already included in DMDExt (Freezy) v2.3.1, or is it correct to manually replace the DLLs with the newer ones? Thanks again for your guidance!
Content Provider zedrummer Posted August 31, 2025 Content Provider Posted August 31, 2025 @PastorLUL certainly knows better than me for ZeDMD, but I think having the latest firmware (https://github.com/PPUC/ZeDMD/releases but you can use my updater v2 available here https://github.com/zesinger/ZeDMD_Updater2/releases) with the latest zedmd.dll and zedmd64.dll (https://github.com/PPUC/libzedmd/releases) makes you sure you are up-to-date.
PastorLUL Posted August 31, 2025 Posted August 31, 2025 Like @zedrummer says, if you want to be sure always get the latest dlls and drop them in your pinmame folder. In an ideal world if a new libzedmd or libserum version is available freezy immediately updates dmdext for everyone to download, but he also has other things to do.
TechWizard0018 Posted August 31, 2025 Posted August 31, 2025 @zedrummerto clarify if you have extracted freezys dmdext prior to this guide including the dmddevice.dll would you just have to copy the serum.dll and 64.dll into the vpinmame directory? And then setup the rest using your guide?
marco37 Posted September 1, 2025 Author Posted September 1, 2025 (edited) On 8/31/2025 at 7:42 PM, TechWizard0018 said: to clarify if you have extracted freezys dmdext prior to this guide including the dmddevice.dll would you just have to copy the serum.dll and 64.dll into the vpinmame directory? And then setup the rest using your guide? Normally (if I understand correctly), after installing the latest Freezy’s DMDExt (v2.3.1), you don’t need to add anything else. The only thing to do is copy the latest versions of serum.dll and serum64.dll into your VPinMAME folder, until of course new versions are released for the rest. Edited September 1, 2025 by marco37
Content Provider zedrummer Posted September 1, 2025 Content Provider Posted September 1, 2025 For serum[64].dll, yes, always copy the latest ones in the VPinMame directory. For zedmd[64].dll, I would do the same, I don't know if latest is embedded, but I'm not the coder any more.
TechWizard0018 Posted September 1, 2025 Posted September 1, 2025 So just drop those two dlls and serum file will use them along with freezys
Content Provider zedrummer Posted September 2, 2025 Content Provider Posted September 2, 2025 Yes, Costura (the package allowing to embed dll as a resource in your code) works this way: - if the dll is found in the directory where your program is, this dll is used - if not, the embedded one is used So dropping these dlls in the directory where dmddevice[64].dll is will make them used and the embedded ones ignored.
ikke242 Posted January 14 Posted January 14 need help got zedmd 4.0.2 dmd is not starting in vpx this is my log [3] 2026/01/14 22:35:11.876 INFO | Starting DmdDevice API 2.4.0 (x64) through VPinballX64.exe. [3] 2026/01/14 22:35:12.062 INFO | Assembly located at C:\vPinball\VisualPinball\VPinMAME\DmdDevice64.dll [3] 2026/01/14 22:35:12.094 INFO | Running in C:\vPinball\VisualPinball\Tables [3] 2026/01/14 22:35:12.173 INFO | Successfully loaded config from E:\vPinball\VisualPinball\VPinMAME\DmdDevice.ini. [3] 2026/01/14 22:35:12.509 INFO | [serum] Determined altcolor path from assembly path: C:\vPinball\VisualPinball\VPinMAME\altcolor [3] 2026/01/14 22:35:12.509 INFO | Analytics disabled. [3] 2026/01/14 22:35:12.606 INFO | [dll] Open(0) [3] 2026/01/14 22:35:12.606 INFO | [dll] Set_4_Colors_Palette(device: 0, 0%: #000000, 33%:#0600D6, 66%:#E10FC1, 100%:#FF5820) [3] 2026/01/14 22:35:12.606 INFO | [dll] PM_GameSettings(0, afm_113b, 1) [3] 2026/01/14 22:35:12.619 INFO | Enabling game colorization [3] 2026/01/14 22:35:12.619 INFO | Setting game name: afm_113b [3] 2026/01/14 22:35:12.619 INFO | Setting color: #FFFF5820 [3] 2026/01/14 22:35:13.400 INFO | Serum v2 initialized 128x32. [3] 2026/01/14 22:35:13.400 INFO | [serum] Found 0 triggers to emit. [3] 2026/01/14 22:35:13.400 INFO | [serum] Serum colorizer v2.3 initialized. [3] 2026/01/14 22:35:13.400 INFO | [serum] Loaded v2 colorization at C:\vPinball\VisualPinball\VPinMAME\altcolor\afm_113b\afm_113b.cRZafm_113b.cRom. [3] 2026/01/14 22:35:13.400 INFO | Opening virtual display... [9] 2026/01/14 22:35:13.622 INFO | Found B2S, moving behind DMD. [9] 2026/01/14 22:35:14.381 INFO | Added VirtualDMD renderer. [9] 2026/01/14 22:35:14.530 INFO | [pinup] Starting afm_113b... [9] 2026/01/14 22:35:14.560 INFO | Added PinUP renderer. [9] 2026/01/14 22:35:14.560 INFO | Transformation options: Resize=Fit, HFlip=False, VFlip=False [9] 2026/01/14 22:35:14.578 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [9] 2026/01/14 22:35:14.578 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [9] 2026/01/14 22:35:14.578 INFO | Just clearing palette, colorization is done by converter. [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [9] 2026/01/14 22:35:14.588 INFO | Applying default color to render graphs (#FFFF5820). [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [9] 2026/01/14 22:35:14.588 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [9] 2026/01/14 22:35:14.679 INFO | Setting up 2-bit Colorization Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [9] 2026/01/14 22:35:14.681 INFO | == Listening to DmdDevice 2-bit Source for Serum (Gray2) [9] 2026/01/14 22:35:14.710 INFO | ** Connecting converter Serum to Virtual DMD... [9] 2026/01/14 22:35:14.757 INFO | -> Connecting Serum to Virtual DMD (Rgb565 -> Rgb565) [9] 2026/01/14 22:35:14.793 INFO | -> Connecting Serum to Virtual DMD (ColoredGray6 -> ColoredGray6) [9] 2026/01/14 22:35:14.793 INFO | ~> Subscribing destination Virtual DMD to color rotation palette changes from Serum. [9] 2026/01/14 22:35:14.793 INFO | ** Connecting converter Serum to PinUP Writer... [9] 2026/01/14 22:35:14.793 WARN | -- Destination doesn't support RGB565 frames from converter, ignoring converter. [9] 2026/01/14 22:35:14.793 WARN | -- Destination doesn't support colored 6-bit frames from converter, ignoring converter. [9] 2026/01/14 22:35:14.793 INFO | ~> Subscribing destination PinUP Writer to frame events from Serum. [9] 2026/01/14 22:35:14.793 INFO | -- Converter Serum could not be linked with a compatible frame format to PinUP Writer. [9] 2026/01/14 22:35:14.793 INFO | -> Connecting DmdDevice 2-bit Source to PinUP Writer (Gray2 -> Gray2) - not deduped [9] 2026/01/14 22:35:14.810 INFO | Setting up 4-bit Colorization Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [9] 2026/01/14 22:35:14.810 INFO | == Listening to DmdDevice 4-bit Source for Serum (Gray4) [9] 2026/01/14 22:35:14.810 INFO | ** Connecting converter Serum to Virtual DMD... [9] 2026/01/14 22:35:14.810 INFO | ** Connecting converter Serum to PinUP Writer... [9] 2026/01/14 22:35:14.810 WARN | -- Destination doesn't support RGB565 frames from converter, ignoring converter. [9] 2026/01/14 22:35:14.810 WARN | -- Destination doesn't support colored 6-bit frames from converter, ignoring converter. [9] 2026/01/14 22:35:14.810 INFO | -- Converter Serum could not be linked with a compatible frame format to PinUP Writer. [9] 2026/01/14 22:35:14.810 INFO | -> Connecting DmdDevice 4-bit Source to PinUP Writer (Gray4 -> Gray4) - not deduped [9] 2026/01/14 22:35:14.810 INFO | Setting up RGB24 Passthrough Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [9] 2026/01/14 22:35:14.810 INFO | -> Connecting DmdDevice RGB24 Source to Virtual DMD (Rgb24 -> Rgb24) [9] 2026/01/14 22:35:14.810 INFO | -> Connecting DmdDevice RGB24 Source to PinUP Writer (Rgb24 -> Gray4) [9] 2026/01/14 22:35:14.810 INFO | Setting up Alphanumeric Passthrough Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [9] 2026/01/14 22:35:16.685 INFO | Creating FBOs for 128x32 [14] 2026/01/14 22:35:16.983 INFO | Resizing virtual DMD to 256x64 [9] 2026/01/14 22:35:16.983 INFO | Creating FBOs for 256x64 [3] 2026/01/14 22:35:53.030 INFO | [dll] Close(0) [3] 2026/01/14 22:35:53.030 INFO | Closing up. [3] 2026/01/14 22:35:53.125 INFO | Source for 7 renderer(s) stopped. [3] 2026/01/14 22:35:53.143 INFO | Source for 2 renderer(s) stopped. [3] 2026/01/14 22:35:53.143 INFO | Source for 2 renderer(s) stopped. [11] 2026/01/14 22:43:51.646 INFO | [dll] Open(0) [11] 2026/01/14 22:43:51.646 INFO | [dll] Set_4_Colors_Palette(device: 0, 0%: #000000, 33%:#0600D6, 66%:#E10FC1, 100%:#FF5820) [11] 2026/01/14 22:43:51.646 INFO | Applying palette of 4 to render graphs. [11] 2026/01/14 22:43:51.646 INFO | [dll] PM_GameSettings(0, afm_113b, 1) [11] 2026/01/14 22:43:51.646 INFO | Enabling game colorization [11] 2026/01/14 22:43:51.646 INFO | Reloading config from E:\vPinball\VisualPinball\VPinMAME\DmdDevice.ini. [11] 2026/01/14 22:43:51.650 INFO | Setting game name: afm_113b [11] 2026/01/14 22:43:51.650 INFO | Setting color: #FFFF5820 [11] 2026/01/14 22:43:51.810 INFO | Serum v2 initialized 128x32. [11] 2026/01/14 22:43:51.810 INFO | [serum] Found 0 triggers to emit. [11] 2026/01/14 22:43:51.810 INFO | [serum] Serum colorizer v2.3 initialized. [11] 2026/01/14 22:43:51.810 INFO | [serum] Loaded v2 colorization at C:\vPinball\VisualPinball\VPinMAME\altcolor\afm_113b\afm_113b.cRZafm_113b.cRom. [11] 2026/01/14 22:43:51.810 INFO | Opening virtual display... [7] 2026/01/14 22:43:51.857 INFO | Found B2S, moving behind DMD. [7] 2026/01/14 22:43:51.857 INFO | Added VirtualDMD renderer. [7] 2026/01/14 22:43:51.857 INFO | [pinup] Starting afm_113b... [7] 2026/01/14 22:43:51.912 INFO | Added PinUP renderer. [7] 2026/01/14 22:43:51.912 INFO | Transformation options: Resize=Fit, HFlip=False, VFlip=False [7] 2026/01/14 22:43:51.912 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [7] 2026/01/14 22:43:51.912 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [7] 2026/01/14 22:43:51.912 INFO | Just clearing palette, colorization is done by converter. [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551700, 66%:#FFAA2E00, 100%:#FFFF4500) [7] 2026/01/14 22:43:51.916 INFO | Applying default color to render graphs (#FFFF5820). [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [7] 2026/01/14 22:43:51.916 INFO | [RenderGraph] SetColor(0%: #FF000000, 33%:#FF551D0B, 66%:#FFAA3B15, 100%:#FFFF5820) [7] 2026/01/14 22:43:51.916 INFO | Resizing virtual DMD to 128x32 [7] 2026/01/14 22:43:51.916 INFO | Setting up 2-bit Colorization Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [7] 2026/01/14 22:43:51.916 INFO | == Listening to DmdDevice 2-bit Source for Serum (Gray2) [7] 2026/01/14 22:43:51.916 INFO | ** Connecting converter Serum to Virtual DMD... [7] 2026/01/14 22:43:51.916 INFO | -> Connecting Serum to Virtual DMD (Rgb565 -> Rgb565) [7] 2026/01/14 22:43:51.916 INFO | -> Connecting Serum to Virtual DMD (ColoredGray6 -> ColoredGray6) [7] 2026/01/14 22:43:51.916 INFO | ~> Subscribing destination Virtual DMD to color rotation palette changes from Serum. [7] 2026/01/14 22:43:51.916 INFO | ** Connecting converter Serum to PinUP Writer... [7] 2026/01/14 22:43:51.916 WARN | -- Destination doesn't support RGB565 frames from converter, ignoring converter. [7] 2026/01/14 22:43:51.916 WARN | -- Destination doesn't support colored 6-bit frames from converter, ignoring converter. [7] 2026/01/14 22:43:51.916 INFO | ~> Subscribing destination PinUP Writer to frame events from Serum. [7] 2026/01/14 22:43:51.916 INFO | -- Converter Serum could not be linked with a compatible frame format to PinUP Writer. [7] 2026/01/14 22:43:51.916 INFO | -> Connecting DmdDevice 2-bit Source to PinUP Writer (Gray2 -> Gray2) - not deduped [7] 2026/01/14 22:43:51.916 INFO | Setting up 4-bit Colorization Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [7] 2026/01/14 22:43:51.916 INFO | == Listening to DmdDevice 4-bit Source for Serum (Gray4) [7] 2026/01/14 22:43:51.916 INFO | ** Connecting converter Serum to Virtual DMD... [7] 2026/01/14 22:43:51.916 INFO | ** Connecting converter Serum to PinUP Writer... [7] 2026/01/14 22:43:51.916 WARN | -- Destination doesn't support RGB565 frames from converter, ignoring converter. [7] 2026/01/14 22:43:51.916 WARN | -- Destination doesn't support colored 6-bit frames from converter, ignoring converter. [7] 2026/01/14 22:43:51.916 INFO | -- Converter Serum could not be linked with a compatible frame format to PinUP Writer. [7] 2026/01/14 22:43:51.916 INFO | -> Connecting DmdDevice 4-bit Source to PinUP Writer (Gray4 -> Gray4) - not deduped [7] 2026/01/14 22:43:51.916 INFO | Setting up RGB24 Passthrough Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [7] 2026/01/14 22:43:51.916 INFO | -> Connecting DmdDevice RGB24 Source to Virtual DMD (Rgb24 -> Rgb24) [7] 2026/01/14 22:43:51.916 INFO | -> Connecting DmdDevice RGB24 Source to PinUP Writer (Rgb24 -> Gray4) [7] 2026/01/14 22:43:51.916 INFO | Setting up Alphanumeric Passthrough Graph for 2 destination(s) [ Virtual DMD, PinUP Writer ] [7] 2026/01/14 22:43:52.395 INFO | Creating FBOs for 128x32 [5] 2026/01/14 22:43:53.386 INFO | Resizing virtual DMD to 256x64 [7] 2026/01/14 22:43:53.386 INFO | Creating FBOs for 256x64 [11] 2026/01/14 22:44:08.098 INFO | [dll] Close(0) [11] 2026/01/14 22:44:08.098 INFO | Closing up. [11] 2026/01/14 22:44:08.120 INFO | Source for 7 renderer(s) stopped. [11] 2026/01/14 22:44:08.134 INFO | Source for 2 renderer(s) stopped. [11] 2026/01/14 22:44:08.134 INFO | Source for 2 renderer(s) stopped.
PastorLUL Posted January 15 Posted January 15 It doesn't look like you've enabled ZeDMD in dmddevice.ini
ikke242 Posted January 15 Posted January 15 [global] ; how to scale games to smaller or larger displays: fit, fill or stretch resize = stretch ; 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 = scale2x ; 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 = false ; 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 = 1024 ; height of the dmd in monitor pixels height = 256 ; 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 = true ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 6 ; optionally set the COM port and disable auto discovery in case it causes trouble with other devices ;port = COM9 [zedmdhd] ; if false, doesn't bother looking for a ZeDMD HD enabled = true ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 15 ; optionally set the COM port and disable auto discovery in case it causes trouble with other devices ;port = COM9 [zedmdwifi] ; if false, doesn't bother looking for a ZeDMD WiFi enabled = false ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 6 ; if not set, the WiFi mode uses its autodiscovery ;wifi.address = 192.168.0.27 [zedmdhdwifi] ; if false, doesn't bother looking for a ZeDMD HD WiFi enabled = false ; if true, ZeDMD displays its debug informations ;debug = false ; optionally set the brightness from 0 to 15 ;brightness = 6 ; if not set, the WiFi mode uses its autodiscovery ;wifi.address = 192.168.0.27 [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 = COM9 ; 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
PastorLUL Posted January 15 Posted January 15 you have both zedmd and zedmd hd set to enabled. be sure it's only one, and besides that you should update the ZeDMD. Version 4.0.2 is really old, also make sure there are no zedmd dlls in your vpinmame folder
ikke242 Posted January 16 Posted January 16 (edited) It works. Thank you for the help. Updated to zedmd 5.1.8 and freezy dmd 2.4. Now it works perfect Edited January 16 by ikke242
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