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Posted
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. 

Posted
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

Posted
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 

Posted
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

Posted
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. 

Posted
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.

Posted
50 minutes ago, Sakurarozu said:

Baywatch looks ike this.  @Cliffy

 

20230901_194101.jpg

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

Posted
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

Posted

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?

Posted
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

 

Posted
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. 

Posted

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....

 

Posted

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.

Posted

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

Posted
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 :)

 

Posted

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 !

 

Posted (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 by Dicentim

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