Sakurarozu Posted September 1, 2023 Posted September 1, 2023 30 minutes ago, Cliffy said: working fine for me with vpx 10.7.4 x86 and 10.0 beta x64. Does it crash if you run setup in vpinmame? Run setup, click test, find rab_320, click start rom and see what happens hi ok i ran the test i have dmd color so its must be vpx then, im on beta 5 gl.
Cliffy Posted September 1, 2023 Posted September 1, 2023 2 minutes ago, Sakurarozu said: hi ok i ran the test i have dmd color so its must be vpx then, im on beta 5 gl. bingo. I cant even run gl versions of vpx AT ALL so i'll bet youre right
Sakurarozu Posted September 1, 2023 Posted September 1, 2023 50 minutes ago, Cliffy said: bingo. I cant even run gl versions of vpx AT ALL so i'll bet youre right Ah gotcha. Well I can use a alt launcher for this for now. Weird I can run everything on gl besides this and jp tables have a Grey texture at the bottom. Supposedly it runs better
Cliffy Posted September 1, 2023 Posted September 1, 2023 17 minutes ago, Sakurarozu said: Ah gotcha. Well I can use a alt launcher for this for now. Weird I can run everything on gl besides this and jp tables have a Grey texture at the bottom. Supposedly it runs better well, in vpx-gl's defense I can run it but not properly as it doesn't work with b2s server in desktop mode (for me) but thats ok, I don't see any reason to use it unless you're running VR anyway
Sakurarozu Posted September 1, 2023 Posted September 1, 2023 48 minutes ago, Cliffy said: well, in vpx-gl's defense I can run it but not properly as it doesn't work with b2s server in desktop mode (for me) but thats ok, I don't see any reason to use it unless you're running VR anyway I run it since I heard it runs better than direct from what I heard.🤷🏻♀️ Anyway color dmd on baywatch doesn't look good. Scenes are glitch out now.
htamas Posted September 1, 2023 Posted September 1, 2023 14 hours ago, Sakurarozu said: I run it since I heard it runs better than direct from what I heard.🤷🏻♀️ Not really... it depends largely on your hardware and its driver support. For example, on my rig (Ryzen 5600 and GTX 1060 with latest drivers), GL runs really badly, compared to DX9. On more demanding tables, GL gives me half the framerate of DX9 and serious stutter, while DX9 runs like a champ. Obviously, my video card is very long in tooth, but since I'm not running VR on my cabinet, I'm just fine sticking with DX9 for now.
Sakurarozu Posted September 1, 2023 Posted September 1, 2023 (edited) Baywatch looks ike this. @Cliffy Edited September 2, 2023 by Sakurarozu
Cliffy Posted September 2, 2023 Posted September 2, 2023 50 minutes ago, Sakurarozu said: Baywatch looks ike this. @Cliffy strange. dunno what to say except make sure your dmddevice.ini has the right settings. here's the top section of mine; [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 = scale2x scaletohd = false ; 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 = scale2x ; if set, don't send anonymous usage statistics skipanalytics = false
Sakurarozu Posted September 2, 2023 Posted September 2, 2023 15 hours ago, Cliffy said: strange. dunno what to say except make sure your dmddevice.ini has the right settings. here's the top section of mine; [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 = scale2x scaletohd = false ; 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 = scale2x ; if set, don't send anonymous usage statistics skipanalytics = false hi cliffy here is mine [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 = D:\vPinball\VisualPinball\VPinMAME\pin2color.dll plugin.0.path64 = D:\vPinball\VisualPinball\VPinMAME\pin2color64.dll 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 = 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
MikeDASpike Posted September 4, 2023 Posted September 4, 2023 Can you also post a DmdDevice.log file (as attachment) after trying the game?
htamas Posted September 5, 2023 Posted September 5, 2023 Bram Stoker´s Dracula (drac_l1) colorization is glitchy with the 2.2.0 final release. Initially things look OK, but then colors turn monochrome (like all blue or red) or just wrong colors are shown all of a sudden. The same scenes may work OK next time. This happens with both the older .vni and .pac as well. The issue wasn't present with lucky1's DLL. Anyone else with the same experience?
outhere Posted September 6, 2023 Posted September 6, 2023 On 9/4/2023 at 7:48 PM, htamas said: Bram Stoker´s Dracula (drac_l1) colorization is glitchy with the 2.2.0 final release. Initially things look OK, but then colors turn monochrome (like all blue or red) or just wrong colors are shown all of a sudden. The same scenes may work OK next time. This happens with both the older .vni and .pac as well. The issue wasn't present with lucky1's DLL. Anyone else with the same experience? Try the latest - https://vpuniverse.com/files/file/12673-super-mario-bros/?do=findComment&comment=50606
htamas Posted September 6, 2023 Posted September 6, 2023 Unfortunately, 2.2.1 still has the same glitches.
Cliffy Posted September 6, 2023 Posted September 6, 2023 2 minutes ago, htamas said: Unfortunately, 2.2.1 still has the same glitches. Yes it does and it seems @freezy is taking a bit of a break from the dmdext side of things.
lafester Posted September 7, 2023 Posted September 7, 2023 Meanwhile vpx 10.8 is updating daily. Maybe he is waiting for beta 6 or final to come out.
freezy Posted September 7, 2023 Author Posted September 7, 2023 I'm debugging, it just takes time. I think I've found something yesterday, but I need to test and validate.
MikeDASpike Posted September 7, 2023 Posted September 7, 2023 11 hours ago, freezy said: I'm debugging, it just takes time. I think I've found something yesterday, but I need to test and validate. Take your time and don't over rush yourself.
freezy Posted September 7, 2023 Author Posted September 7, 2023 Can you guys try those and test if the glitches are gone? dmdext-2.2.1-SNAPSHOT-r12-x86-Release.zip dmdext-2.2.1-SNAPSHOT-r12-x64-Release.zip
Cliffy Posted September 7, 2023 Posted September 7, 2023 Excellent @freezy Quick tests Monster Bash vpx 10.7.4 x64 colors perfect, pups trigger perfectly Street Fighter 2 vpx 10.8 beta 1413 x32 no glitches or whiteouts through one full game, colors good, pup triggered perfectly Checkpoint more colors than last dll's but still many scenes all red Champion Pub looks great again. One full game and no whiteouts running vpx 10.7.4 x32 More to come....
movieguy Posted September 8, 2023 Posted September 8, 2023 Didnt get a chance to do a ton of testing, but the colors looked great on Monster Bash and Medieval Madness VPX, but the colors are not correct all the time on Monster Bash using PinballFX. Easier way to spot the issue is the colors are wrong on the globe when the animation for the random awards play. Also, my pin2dmd stops displaying anything in pinup popper when exiting the PinballFX game back to the menus. It works again as exited when launching another VPX table.
Cliffy Posted September 8, 2023 Posted September 8, 2023 I just played two games of Monster Bash in vpx 10.7.4 32 bit using the 1.2 version of Martin Knoppke's .pac file. Not one glitch. For all intents and purposes- perfect
MikeDASpike Posted September 8, 2023 Posted September 8, 2023 I just woke up and need some time to recover from my sleep. Any roms you want me to test @Cliffy?
Cliffy Posted September 8, 2023 Posted September 8, 2023 5 minutes ago, MikeDASpike said: I just woke up and need some time to recover from my sleep. Any roms you want me to test @Cliffy? Mornin' Mike. I just tested potc_600as and it looks great, pups triggered, good to go. A few color blips but I think its always been that way. Try the below- gotta walk the dog TMNT Hook ACD_170HC sam color patched ( I run the Luci table with pup) AFM pac and pal/vni Apollo 13 DE Batman 1.06 Please do check champion pub yourself- I saw no issues Maverick CBW Batman Forever Baywatch That oughta keep ya busy for a while while shoveling in those wheaties
MikeDASpike Posted September 8, 2023 Posted September 8, 2023 Need some breakfast first and will do a couple of those roms. Not sure If I can do the whole list. I only can check for color and not for pup triggers . You need to take some rest. Thanks for testing !
Dicentim Posted September 8, 2023 Posted September 8, 2023 (edited) Hi, I tested with my VPX games, unfortunately .fsq files (Baywatch, Creature FTBL) colors are broken. The last version that was ok for me was the 2.1.3-snapshot. I've tested : CFTBL (.fsq) : Wrong colors Hook : OK ACD_170HC : OK AFM (pac) : OK TMNT : OK Apollo 13 : OK DE Batman 1.06 : OK Maverick : I have no real altcolor files only a .pal : display OK CBW (crz) : OK Diner : OK Batman Forever : I have no real altcolor files only a .pal : display OK Baywatch (.fsq) : Wrong colors Edited September 8, 2023 by Dicentim
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