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Found 2 results

  1. Trying out PuP packs with VPX for first time; tables that reference PuP player in script work perfectly, but then there are about a dozen (so far) that do not reference PuP in script (at least not directly) and seem to do nothing, though their PuP packs test fine. Wizard of Oz was the first one I ran into that acted like this. That one does reference PuP (enabled or disabled) in script, but only to send DOF triggers. (?) Since then: Indiana Jones Pinball Adventure (tried four or five different versions of the table) Addams Family (same) Creature from the Black Lagoon (same) Grease (same) IIRC, the latter these tables have no references to PuP objects in their scripts. It seems to be a recurring pattern that tables without PuP object automation in their scripts do nothing for me. These particular tables I tested are all noted to work with PuP packs by various commenters over the years. I must be missing something here. I am on old hand with VB, so no issue parsing the scripts, but when there is no script? What exactly controls the (seemingly working outside the tables) PuP packs. I even tried running the tester in the background, so that WoZ's DOF chatter would reach it (or perhaps I'm way off here). Nothing ever happens on events like Ball Lost or whatever; though I can trigger them in the tester every time. I suspect either VPinMAME or B2S server (or both) and I did get the former "hooked up" to PuP for capture (whatever that's for). I do have the shortcut in tables/plugins to the PinUPPlayerB2SDriver folder, which has these files: B2SServerPluginInterface.dll PinUpPlayerB2SDriver The former is also in the Visual Pinball directory, for what that's worth. "Activate Plugins" is checked on the B2S settings dialog for each table in question (though the "Plugin Settings" button is always greyed out, perhaps a clue?). PuP is not behind the backglass either, as I turn off the always on top feature as well. Alt-tabbing around shows no PuP windows, hidden or otherwise. Started to look into the B2S plugin system, but it seems like I am getting deep in the weeds at this point. AFAICT, these other PuP tables (call them the no automation script tables) should be working at this point. I also have these in vPinMAME as well: dmddevicePUP.dll dmddevicePUP.ini The latter has "pinup" enabled. Typical log output for these: DMDDevice.log (in root of VPX directory): [3] 2024/03/21 08:44:53.404 INFO | Successfully loaded config from D:\Emulators\Visual Pinball\VPinMAME\DmdDevice.ini. [3] 2024/03/21 08:44:53.483 INFO | No altcolor folder found, ignoring palettes. [3] 2024/03/21 08:44:53.490 INFO | Starting VPinMAME API 1.10.2 through VPinballX.exe. [3] 2024/03/21 08:44:53.490 INFO | Assembly located at D:\Emulators\Visual Pinball\VPinMAME\DmdDevice.dll [3] 2024/03/21 08:44:53.490 INFO | [vpm] Open(0) [3] 2024/03/21 08:44:53.490 INFO | [vpm] PM_GameSettings(0, ij_l7, 0) [3] 2024/03/21 08:44:53.490 INFO | Disabling game colorization [3] 2024/03/21 08:44:53.490 INFO | Setting game name: ij_l7 [3] 2024/03/21 08:44:53.490 INFO | Setting color: #FFFF5820 [3] 2024/03/21 08:44:53.719 INFO | PinUP DLL starting ij_l7... [3] 2024/03/21 08:44:53.719 INFO | Added PinUP renderer. [3] 2024/03/21 08:44:53.719 INFO | Transformation options: Resize=Fit, HFlip=False, VFlip=False [3] 2024/03/21 08:44:53.736 INFO | Applying default color to render graphs (#FFFF5820). [3] 2024/03/21 08:44:53.736 INFO | Setting up 2-bit VPM Graph for 1 destination(s) [3] 2024/03/21 08:44:53.754 INFO | Connecting VPM 2-bit Source to PinUP Writer (Gray2 => Gray2) [3] 2024/03/21 08:44:53.754 INFO | Setting up 4-bit VPM Graph for 1 destination(s) [3] 2024/03/21 08:44:53.766 INFO | Connecting VPM 4-bit Source to PinUP Writer (Gray4 => Gray4) [3] 2024/03/21 08:44:53.766 INFO | Setting up RGB24-bit VPM Graph for 1 destination(s) [3] 2024/03/21 08:44:53.766 INFO | Connecting VPM RGB24 Source to PinUP Writer (Rgb24 => Bitmap) [3] 2024/03/21 08:44:53.766 INFO | Setting up Alphanumeric VPM Graph for 1 destination(s) [3] 2024/03/21 08:45:02.133 INFO | [vpm] Close(0) [3] 2024/03/21 08:45:02.133 INFO | Closing up. [3] 2024/03/21 08:45:02.133 INFO | Source for 1 renderer(s) stopped. [3] 2024/03/21 08:45:02.141 INFO | Source for 1 renderer(s) stopped. [3] 2024/03/21 08:45:02.141 INFO | Source for 1 renderer(s) stopped. [3] 2024/03/21 08:45:02.141 INFO | Source for 0 renderer(s) stopped. vPinMAME\PUPLOG.txt: 20240321 08:44:53 Open called 20240321 08:44:53 Set Game Name thread ij_l7 20240321 08:44:53 Start Thread Matching 20240321 08:44:53 create PuPCap 20240321 08:44:53 Init Game name:ij_l7 20240321 08:44:53 Create Object Display 20240321 08:44:53 imagedir:D:\Emulators\Visual Pinball\Tables\PinUpPlayer\PuPVideos\ij_l7\PuPCapture 20240321 08:44:53 num images 109 20240321 08:45:02 Free Object Display Love these things, BTW! Thanks in advance for any clues...
  2. I've had a pin2DMD installed in my Medieval Madness pin for the last couple of years. Up until now, it's worked great. Lately, I've had a problem where the Pin2DMD will go blank after a while. A reboot usually sorts it out, and it'll be fine for the rest of the day. Unfortunately, the same problem will repeat the next day. The pin2DMD is hooked to the 12V power on the WPC driver board using a standard ColorDMD cable. I've checked the various test points on the driver board, and I'm seeing the correct voltages. Does anyone have ideas on how to further diagnose the issue?
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