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The VPM alpha/beta thread
Started By
toxie
, Feb 28 2014 08:11 AM
1730 replies to this topic
#261
Posted 04 February 2016 - 05:24 PM
b2s is using vpinmame.controller and extend it for bg and dof if i'm not mistaken?
you can use b2s without having a backglass actually
you can use b2s without having a backglass actually
My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth
#264
Posted 19 February 2016 - 07:28 AM
update time:
- New option for the sound processing: Sound Mode, where:
0 = standard builtin PinMAME emulation
1 = builtin alternate sound file support
(store the alternate sound files in a PinSound-like directory structure (incl. textfiles for ducking and gain),
within a new PinMAME directory subfolder 'altsound' and there within the machines shortname subfolder,
e.g. for ij_l7: 'C:\PinMAME\altsound\ij_l7\'
or for an example alternate sound file for tz_94h: 'C:\PinMAME\altsound\tz_94h\jingle\000064-load_gumball_pt_1\load_gum__LEGACY.ogg')
2 = external pinsound, 3 = external pinsound + psrec sound recording
(must have PinSound Studio 0.7 or newer running at the same time:
make sure that the windows permissions match between PinSound Studio and Visual PinMAME/Pinball, e.g.
if one is using admin permissions when running, then both need to be started with that (or the other way round))
- optional PinDMD 3 handling
- add hook_401p (4.01 with Prototype Sound from ipdb)
EDIT: I also added PinMAME and PinMAME32 executable builds now..
Edited by toxie, 19 February 2016 - 08:05 AM.
#265
Posted 19 February 2016 - 11:10 AM
Thanks Toxie for this update
I've updated our website, the latest PinSound Studio can now be downloaded: http://www.pinsound....insound-studio/
2 demos of Visual Pinball + PinSound audio engine:
#267
Posted 19 February 2016 - 01:36 PM
thank you, will try it soon
My youtube channel
How to use controller.vbs for SS tables in depth
How to use controller.vbs for EM and Original tables in depth
#271
Posted 20 February 2016 - 09:20 AM
option 1 is the same as the experimental stuff i posted earlier in this thread. i kept it around, because
a) why delete if its already there?
b) because PinMAME likes open source code
c) for people that are too lazy to use PinSound Studio
but if you can, use option 2, as this has the original PinSound code support, same as the hardware.
#272
Posted 20 February 2016 - 10:56 AM
What is needed to finally add GI Support for Stern Roms?? That is something bugging me for years now.
Gesendet von iPhone mit Tapatalk
Gesendet von iPhone mit Tapatalk
My current VPX Tables I am working on:
Attack from Mars/Finished - The Walking Dead Pro/90% - The Lord of the Rings/75% - Family Guy/90% - The Simpsons Pinball Party/15%
#274
Posted 21 February 2016 - 02:37 AM
Toxie
Couple of questions.
In the future any chance adding a 16 color check box as an option in pinmame so we dont have to load pallet files for the color sam roms?
It would be great if there was better integration for loading dmc files or possibly putting the dmc file in the sam directory as the rom and having pinmame use the values in the dmc file.
Besides what I mentioned are there any plans of adding more any other color dmd features to pinmame in the future?
#276
Posted 21 February 2016 - 03:02 PM
I have replaced the old PinMAME32 with the new one, when I start the new PinMAME32 a message tells me that is not a valid Win32 application.
I have Win XP.
Max
True.. Forgot to enable XP support in the compiler settings.. :/
Is it really important? Then i would enable it and recompile 'soon'..
#278
Posted 21 February 2016 - 03:58 PM
In the future any chance adding a 16 color check box as an option in pinmame so we dont have to load pallet files for the color sam roms?
It would be great if there was better integration for loading dmc files or possibly putting the dmc file in the sam directory as the rom and having pinmame use the values in the dmc file.
Besides what I mentioned are there any plans of adding more any other color dmd features to pinmame in the future?
Would be a cool option to have full colorization support. Unfortunately the whole color pipeline is only fledged out for 4 colors, and the 6 shades (gottlieb, alvin g.) and 16 shades variants are only hacked in.
I made some progress in the last months (some of it ended up in the native support for the DMD rendering in VPX). But a lot still misses for the full support. But i have this on my todo-list.
As for the still missing Stern features support: Unfortunately the main guy that did most of the code vanished a looooong time ago, and i basically know not much about all this, and gaston is mostly busy with other emulation code.
#279
Posted 22 February 2016 - 06:31 AM
Hi there, I installed the new pinsound enabled VPM and the pinsound studio as well and all went well.
Tested with the metal TFTC version and installed it in pinsound studio, it appears as as an installed package but
I cannot get the rom from the list in the right hand side pane tftc_303 to assign to the package.
VP starts and I can see the COM object talking to pinsound studio but it fails with a no package is assigned for the rom name error.
When I do select a rom name from the right and lick on the <- arrow it appears below the package name and I get a tick when I save (green) but
it never seems to stay assigned. Just wondering if you had any pointers to what may be causing this?
Cheers.
#280
Posted 24 February 2016 - 06:43 AM
Hi Dozer,
I had the same issue with TFTC, couldn't "register" ROMs names in PSS.
What I did to solve this is to delete the C:\PinSoundStudio\audio\TFTC_1.3-JULIEN42\rules.txt, and relaunch PSS. Then I could register ROMs with TFTC sound package, and it works great (the Metal package is just woaw )
I think (but I'm not sure), that the first line in the default rules.txt (0 preload 68 69 83 85 86 87 88 90 117 123 124 125 126 131 133 144 153 156 219 223) must have some interest for the PinSound card, but not for VPM.
++