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Showing results for tags 'zen'.
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Version 1.0.0
361 downloads
BioLab for Pinball FX. I'm a huge fan of Zen studios and their original tables and have decided to give some color love to some of them.. Now I present BioLab. To use: Set Pinball FX to cabinet mode and set use external DMD device. Language English. Colorization Installation location: BioLab "27.CRZ" goes in "vpinmame\altcolor\27" folder Requires: DMDextensions v2.3.0 + and setting system environment variable if Visual PinMAME not installed: see https://github.com/freezy/dmd-extensions?tab=readme-ov-file#pinball-fx for detailed instructions getting dmdext to work with PinballFX ** While I used frame dumps from both FX and FX3 to create the crz and have created unique sprites to handle both game engines.. It currently appears that dmdext command line (used for FX3 mirroring/memory grabbing to display) DOES NOT support Serum2 colorizations yet (Serum2 crz's just result in a black screen in FX3, but Serum1 and other color formats do appear to work in FX3/2.3.0).. Hopefully we can get a fix/patch for dmdext command line / Serum2 use in FX3 in the future ** IF/When dmdext supports Serum2/FX3 - the file can be copied/renamed "biolab.crz" and placed in a "vpinmame\altcolor\biolab" folder Once running, you should be able to drag the virtual DMDext window to your desired location, right click save position for 27 ( or manually add/edit an entry [27] to your table list in the dmddevice.ini You can then set scaletohd=true to enable the HD version for the virtual Example: (use your own values) [27] ;biolab virtualdmd left = 0 virtualdmd top = 0 virtualdmd width = 1024 virtualdmd height = 256 scaletohd = true If you have a zedmdHD configured, it should detect/use the HD frames.. *** It likely will need an S3 (esp32) version of zedmdHD *** the non-S3 zedmdHD while it works ( I do need to update my test non-S3 zedmdHD version so it may be better now), but what i tested could not handle the animated fullscreen backgrounds very well. That said, If non-S3 zedmdHD, I recommend setting the scaletohd value to false under [27] in the dmddevice.ini Donation/Beer me: (if you feel like it) https://www.paypal.com/paypalme/Boroka1 BioLab Test.mp4- 6 comments
- 6 reviews
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- 47
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Version 1.0.0
597 downloads
Sorcerer's Lair colorization for Pinball FX. I'm a huge fan of Zen studios and their original tables and wanted to attempt to give some color love to some of them.. I present Sorcerer's Lair.. To use: Set Pinball FX to cabinet mode and set use external DMD device. Language English. Colorization Installation location: Sorcerer's Lair "33.CRZ" goes in "vpinmame\altcolor\33" folder Requires: DMDextensions v2.3.0 + and setting system environment variable if Visual PinMAME not installed: see https://github.com/freezy/dmd-extensions?tab=readme-ov-file#pinball-fx for detailed instructions getting dmdext to work with PinballFX ** While I used frame dumps from both FX and FX3 to create the crz and have created unique sprites to handle both game engines.. It currently appears that dmdext command line (used for FX3 mirroring/memory grabbing to display) DOES NOT support Serum2 colorizations yet (Serum2 crz's just result in a black screen in FX3, but Serum1 and other color formats do appear to work in FX3/2.3.0).. Hopefully we can get a fix/patch for dmdext command line / Serum2 use in FX3 in the future ** IF/When dmdext supports Serum2/FX3 - the file can be copied/renamed "citadel.crz" and placed in a "vpinmame\altcolor\citadel" folder Once running, you should be able to drag the virtual DMDext window to your desired location, right click save position for 33 ( or manually add/edit an entry [33] to your table list in the dmddevice.ini You can then set scaletohd=true to enable the HD version for the virtual Example: (use your own values) [33] ;citadel virtualdmd left = 0 virtualdmd top = 0 virtualdmd width = 1024 virtualdmd height = 256 scaletohd = true If you have a zedmdHD configured, it should detect/use the HD frames.. *** It likely will need an S3 (esp32) version of zedmdHD *** the non-S3 zedmdHD while it works ( I do need to update my test non-S3 zedmdHD version so it may be better now), but what i tested could not handle the animated fullscreen backgrounds very well. That said, If non-S3 zedmdHD, I recommend setting the scaletohd value to false under [33] in the dmddevice.ini Donation/Beer me: (if you feel like it) https://www.paypal.com/paypalme/Boroka1- 14 comments
- 14 reviews
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- 62
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So much great information on here, but I couldn't quite get the Pinscape accelerometers working with the Zen stuff. I finally got it working and wanted to share what's working on mine and how I did it. This is for a KL25Z/Pinscape Controller and the current Steam versions of: · Pinball FX - Steam app 2328760 · Pinball FX Midnight - Steam app 2337640; the install folder may still be named Pinball M · Pinball FX Classic - Steam app 442120; the install folder may still be named Pinball FX3 My cabinet also runs VPX and Future Pinball. This setup did not change their controls because the nudge adjustment is made in Steam and then tuned per Zen game. The short version I did not need x360ce. Steam can read the Pinscape directly as a generic controller. The reason nudge originally looked dead was Steam's joystick deadzone. My normal cabinet nudge produced readings of only about -3000 to +3000, while Steam's default deadzone was 10000. Steam was throwing away the entire accelerometer signal. The finished mapping is: · Pinscape accelerometer X/Y -> left joystick X/Y -> analog nudge · Pinscape plunger Z -> right joystick Y -> analog plunger · No Pinscape buttons are mapped through Steam, so my existing keyboard/cabinet controls stay as they were Back up first I strongly recommend making a rollback copy before changing Steam's controller setup, especially on a working cabinet. 1. Completely exit Steam. 2. Back up the entire <Steam folder>\config folder. 3. Also back up: <Steam folder>\userdata\<your Steam user ID>\config and, if it exists: <Steam folder>\steamapps\common\Steam Controller Configs\<your Steam user ID>\config If anything goes wrong, exit Steam and restore those copies. Step 1: Verify the Pinscape readings Open the Pinscape Config Tool and choose Joystick. Confirm that: · The Accelerometer X/Y display reacts when you nudge the cabinet. · The Plunger Z bar follows the physical plunger through its range. If the accelerometer and plunger already work correctly in VPX or Future Pinball, I would not change their Pinscape calibration just to fix Zen. The problem in my case was on the Steam side. Step 2: Add an axes-only Pinscape mapping to Steam Copy this entire line to the Windows clipboard: 03004c8009120000eaea000000000000,mjrnet Pinscape Controller,leftx:a0,lefty:a1,righty:a2,platform:Windows, Then go to: Steam -> Settings -> Controller -> mjrnet Pinscape Controller -> Begin Setup When Steam displays Press the A button, do not press a cabinet button and do not press Ctrl+C. Click Paste from Clipboard. Steam should create the controller definition from the copied line. The mapping contains only three axes: · leftx:a0 = accelerometer X · lefty:a1 = accelerometer Y · righty:a2 = plunger Z There are deliberately no A/B/X/Y, flipper, Start, Exit, or D-pad mappings. That is how I avoided disturbing my existing cabinet controls. Steam may save a second Pinscape line that looks like this: 0300000009120000eaea000000000000,mjrnet Pinscape Controller,leftx:a0,lefty:a1,righty:a2,platform:Windows,crc:804c, That happened on mine and is normal. Step 3: Remove Steam's global deadzone Go to: Steam -> Settings -> Controller -> mjrnet Pinscape Controller -> Details -> Calibration & Advanced Settings Set: · Left Joystick Deadzone = 0 · Right Joystick Deadzone = 0 I did not run automatic calibration. Now use Test Device Inputs / Begin Test. · Nudging the cabinet should move Left Joystick X/Y. · Pulling the plunger should move Right Joystick Y. The accelerometer can be a little twitchy around center in this raw test. That is expected. We will control the useful nudge range in the individual game's controller settings. Step 4: Enable Steam Input for the Zen game In the Steam Library: 4. Right-click Pinball FX. 5. Select Properties -> Controller. 6. Set Override for Pinball FX to Enable Steam Input. 7. Confirm that Generic Controller says Enabled, per-game override. Repeat this later for FX Midnight and FX Classic. I recommend getting one game working first. Step 5: Increase nudge sensitivity for that game Open the game's Controller Layout, then go to: Joysticks -> Left Joystick Behavior settings -> Deadzones These are the values that worked on my cabinet: · Inner deadzone: 0 · Outer/max-output point: 18 · Deadzone shape: Circle · Anti-Deadzone: 0 · Anti-Deadzone Buffer: 0 An outer value of 18 felt about right on mine. I may eventually use 20, but 18 is my current setting. This setting works a little backward from what some people might expect: · Lower outer value = stronger/more sensitive nudge · Higher outer value = weaker/less sensitive nudge Steam stored my setting internally as: "deadzone_outer_radius" "5686" You do not need to edit that file manually; I am including the value only as a reference. Step 6: Test the plunger on the right kind of table If Steam's input test shows the plunger moving smoothly and proportionally through its range, I would leave the right-stick scaling alone at first. Some Zen tables do not use a conventional mechanical shooter rod. A special or table-specific launcher can make a partial pull look like a full-power launch even though the controller axis is working properly. I first noticed this on a Tomb Raider table. Worked correctly on PinBot. Test the final plunger behavior on a table with an obvious manual shooter rod before changing the axis response. Step 7: Check everything before repeating it Before applying the per-game settings to FX Midnight and FX Classic, I checked: · Left/right and forward/back nudge directions · Nudge strength and tilt behavior · Smooth plunger travel in Steam's test · Plunger operation on a manual-plunger table · Flippers, Start, Exit, and the rest of the cabinet buttons · VPX and Future Pinball controls Once the first Zen title works, enable Steam Input and apply the same left-stick deadzone settings separately to the other two titles. What did not work for me I initially tried x360ce 4. It could list the Pinscape, but the DirectInput source stayed offline at 0,0 and it never produced a useful virtual controller. Steam's native generic-controller support worked once I fixed the deadzone. I removed x360ce from my cabinet after backing it up, but I would not recommend blindly deleting it from another cabinet. If it is already used by another emulator or game, preserve that setup. Also, ViGEmBus is a separate shared driver and does not need to be removed just because x360ce is no longer being used. Summary of my working values Device: mjrnet Pinscape Controller (KL25Z/Pinscape) Steam Input: Enabled per Zen game Axes: a0 -> Left Stick X a1 -> Left Stick Y a2 -> Right Stick Y Global Steam deadzones: Left stick = 0 Right stick = 0 Per-game left-stick settings: Inner deadzone = 0 Outer/max-output = 18 Shape = Circle Anti-deadzone = 0 Anti-deadzone buffer = 0 Hopefully this saves someone else the trial and error. The big breakthrough for me was realizing that the Pinscape accelerometer was already reaching Steam-the default 10000 deadzone was simply hiding it.
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