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SUPPORT TOPIC File Information

  • Submitted: Dec 24 2015 08:35 AM
  • Last Updated: Oct 06 2019 11:25 AM
  • File Size: 119.24MB
  • Views: 67735
  • Downloads: 22,918
  • Author(s): Steve Ellenoff
    Tom Haukap
    Martin Adrian
    Gerrit Volkenborn
    Brian Smith
    Thomas Behrens
    Oliver Kaegi
    Matthias Buecher
    David Rodriguez
    Randall Perlow
    Inkochnito
    Marton Larrosa
    Jarek Parchanski
    Jonathan N. Deitch
    Dave Roberts
    Dorsola
    Johan S
    Guru
    Martin Wiest
    Joep
    Jim Hernandez
    Douglas Cope
    Silvio Finotti
    Yvon Poulin
    Pascal Janin
    Daniel Dietrich
    Kelley
    Hans Balk
    TecnoPinball
    Peter Hall
    Basilio Garcia
    Paulo Branco
    toxie
    BilboX
    mjr
    DJRobX
    lucky1
    Bontango
    Quench
    Arngrim
    CarnyPriest
    tictox

Previous Versions

  • 29 Jul 2018 Download Visual PinMAME (Standalone DLL) 3.1
  • 29 Jul 2018 Download Visual PinMAME (Standalone DLL) 3.1
  • 24 Dec 2017 Download Visual PinMAME 3.0 (Standalone DLL) 3.0

Download Visual PinMAME (Standalone DLL) 3.2

* * * * - 30 Votes



Screenshots
Standalone DLL and Setup.exe, changelog, and other updated docs

Installation:
Simply copy all of the files in the ZIP into your already existing Visual PinMAME directory. Overwrite already existing files there when asked.
 
Run Setup.exe and press the 'Install' button. Also you may want to press the 'Setup Defaults' button to tweak the new options, like sound mode for example.
 
 
NOTE: If you use an external hardware display/DMD (Pin-2-DMD/PinDMD1/2/3), copy the respective files from the included subdirectories into the main directory to be able to use it.
So no more need for separate builds like it was the case with 2.7 and before!
 
NOTE2: In addition this also includes freezys new DMDext, which is still considered experimental for now, but can be used to universally drive external hardware displays/DMDs AND also provides a better windowed DMD/alphanumeric display for all desktop users!
To use it, also copy the respective files from the included subdirectory DMDext into the main directory and select 'external DMD' in the VPM options/defaults.

What's New in Version 3.2 (See full changelog)

  • Initial efforts to start converting the PinMAME source base over to the 3-Clause BSD License (not completed yet, so for the full binary package the old license stays in place for now!)
  • *** CORE/CPU ***
  • Improved HC55516 CVSD sound emulation (most Williams/Bally machines in the Gorgar up to Twilight Zone range)
  • Improved YM2151 sound/timing emulation (mainly WPC pre-DCS machines, maybe improves even other manufacturers like Data East)
  • Fixed the Nuova Bell sound board. This had various issues, and information is quite sparse
  • Implement 'fast flips' support for Jack*Bot and Metallica 1.80.0LE
  • Fix NBA Fastbreak 'fast flips' so that the million dollar shot works
  • Fix Champion Pub 'fast flips' support
  • Fixed Barni emulation
  • Added preliminary E.F.O. hardware support (games will crash after a few seconds due to protection)
  • Increased main CPU IRQ rate for Bushido, Mach 2, and Jolly Park
  • Decreased DMD CPU clock for Bushido, Mach 2, Jolly Park, and Verne's World
  • Inverted solenoid #20 on Jolly Park, fixes ball release from magnetic house
  • Stabilize speech on (at least) Zaccaria's Mexico 86 and Black Belt
  • Made sound/speech work for Cerberus and Spain 82 - the only sound device on these games is an EFO90503 (TMS5200 clone)
  • Fix sound command mode for Bally Squawk n Talk
  • Updated LISY support (Linux for Gottlieb System1 & System80, Bally, Atari, Williams and 'HOme' Pinballs): one can control real pinball machines via PinMAME, special hardware needed, have a look at http://www.lisy80.com & http://www.lisy.dev, also README.lisy
  • *** ROM SUPPORT *** Thanks to inkochnito, Soren, ipdb.org, Onevox, Juan Josť Cordero, Juan (Akiles), tecnopinball.org, David Gersic, Quench, watacaractr, idleman, Gore Daimon, Alexandre Rocha, Matt Morin, COY, Stefan Fettes, The Sanctum, Bob Kane, Flipprojets.fr
  • New:
  • Barni: Champion
  • Cirsa: Sport 2000
  • Inder: Skate Board
  • Maibesa: Eight Ball Champ
  • ManilaMatic: Master (Italian),
  • Top Sound (French)
  • Nondum / CIFA: Come Back
  • Playbar: Cobra
  • Sport Matic: Terrific Lake
  • Stern: Cue (Prototype)
  • Correct Dumps:
  • Inder: Clown
  • Nuova Bell: Top Pin
  • Zaccaria: Pool Champion (Italian Speech) (was fused with the also incorrect 'Pool Champion (alternate sound)' set, so removed that one, note though that even like this it is not yet the fully correct set!)
  • Clones:
  • Addams Family, The L-5C (competition MOD)
  • Attack From Mars 1.1 (Pinball FX MOD)
  • Big Guns L-AC (competition MOD)
  • Black Belt (Zaccaria) (Italian, German, and French Speech and corresponding Free Play variants)
  • Black Jack (Free Play+)
  • Champion Pub, The 1.6 (Pinball FX MOD)
  • Chicago Cubs Triple Play (German), (German Free Play)
  • Clash, The (unofficial MOD of Rock Encore)
  • Congo 1.1 with DCS-Sound rev. 1.0
  • Corvette PX-3 (also changed PX-4 and PX-5 to use the su2-sl1.rom sound instead of the final one)
  • Creature from the Black Lagoon L-4C (competition MOD) (replaces older Creature from the Black Lagoon L-5C (competition MOD))
  • Cyclopes (11/85)
  • Diner PA-0 (Prototype), LF-2 (French)
  • Dr. Dude LU-1 (Europe)
  • Eight Ball (Free Play+)
  • Eight Ball Deluxe (Player 2/4 Bonus Countdown Bugfix)
  • Elvira and the Party Monsters LF-1 (French)
  • Evel Knievel (Free Play+)
  • Fish Tales P-2 (Prototype)
  • Flash Gordon (French Vocalizer Sound and Free Play variant)
  • Freedom (Free Play+ rev. 07 and 20)
  • Gilligan's Island L-8
  • Gorgar (Lane Change MOD) (uses slam switch as lane change contact)
  • Heavy Metal Meltdown (German)
  • Jack*Bot 0.4A (Prototype)
  • Last Action Hero 1.06 (Canadian)
  • Mata Hari (Free Play+)
  • Medieval Madness 1.0 (Pinball FX MOD)
  • Metallica 1.80.0,1.80.0LE
  • Mousin' Around! LA-4C (competition MOD)
  • New Star's Phoenix (French Speech and corresponding Free Play variant)
  • Night Rider (Free Play+)
  • Party Zone F-4 (Pinball FX MOD)
  • Phantom of the Opera 3.1
  • Pharaoh L-2 (tomb sound fix MOD)
  • Police Force LG-4 (German)
  • Power Play (Free Play+)
  • Radical! L-1C (competition MOD)
  • Road Show L-6C (competition MOD)
  • Robocop A2.9
  • Rollergames L-2C (competition MOD)
  • Safe Cracker 1.8 (Pinball FX MOD)
  • Star Trek: The Next Generation LX-5
  • Star's Phoenix (French Speech and corresponding Free Play variant)
  • Star Wars 1.03 with Display A0.46
  • Strikes and Spares (Free Play+)
  • Theatre of Magic 1.3XC (competition MOD) (replaces older Theatre of Magic 1.5C (competition MOD))
  • Tom & Jerry (unofficial MOD of Hollywood Heat)
  • Wheel of Fortune 6.02 (Home Rom)
  • WWF Royal Rumble 1.03 (French)
  • *** VPM ***
  • - Change the default of the 'ddraw' option to 0, which means that the faster (but less compatible nowadays) Direct Draw implementation of the window display is by default disabled
  • - Extend builtin alternate sound file support (Sound Mode 1) with a new CSV file-format
  • Currently specified 8 fields/columns should have a standard order. But in order to be extensible, the first row must always contain all column names:
  • "ID","CHANNEL","DUCK","GAIN","LOOP","STOP","NAME","FNAME"
  • (So put this definition above as-is into the first line of the CSV)
  • Possible future extensions could be:
  • "GROUP","SHAKER","SERIAL"
  • Then for each sound/line:
  • ID: hexadecimal integer (as string) representing the soundboard command (format e.g. "0x10e"), technical ID as it comes from the MPU.
  • CHANNEL: use specified channel for the sample. If something is already playing on that channel it will be stopped. Typical channel assignment should be 0: background music, 1: short music snippets, that interrupt or end the background music, everything else (2..15): arbitrary channels. If field is empty, any free channel (2..15) is used.
  • DUCK: reduce volume of the background music when playing the sample. Range 0-100 (i.e. percentage).
  • GAIN: increase or reduce volume of the sample. Range 0-100. 50 leaves the sample volume as-is (it's recommended to not go over 50 to avoid sample clamping/distortion).
  • LOOP: loop the sample this many times. Range 0-100, where 100 represents endless looping of the sample.
  • STOP: stop playback of background music. Can be 0 or 1.
  • NAME: string, descriptive/internal name of the sample.
  • FNAME: string, actual filepath/filename of the sample. Can contain any path prefixes if one likes to organize sound files in directories.
  • The only fields that need to be specified are id, name and fname, the rest can optionally be left empty and will be filled in with defaults.
  • If the table contains more than one record for a certain ID, the sound engine will pick one of these randomly. These same IDs must be grouped together one after another in a sequence.
  • Note that the old folder based structure is still fully supported for backwards compatibility
  • - Add Whitestar support to the builtin alternate sound file support (Sound Mode 1)
  • - New (backwards compatible) parameter to allow for mech configuration/specifying an initial position, instead of always loading it from NVRAM
  • Add special "handlemech" modes to Bride of Pinbot (bop_l7)
  • -1: Reset Bride of Pinbot's face to 0 for consistent startup behavior, but then disable internal mech
  • -2: Reset face and continue using internal mech
  • - Allow window position (x,y) to be less than 0 in cabinet mode, so primary monitor can be put "below" the DMD monitor
  • - Add additional .raw/non-averaged file output if dumping DMD frames from GTS3 and WPC machines
  • - Improve timing precision of DMD frame dumps
  • - Fix for external dmddevice(64).dll: map GEN_GTS80B to _2x20Alpha layout
  • - Also introduce new function to dmddevice interface: void Render_PM_Alphanumeric_Dim_Frame(layout_t layout, const UINT16 *const seg_data, const char *const seg_dim, const UINT16 *const seg_data2); which includes dimming of segments
  • - Also (optionally) extend dmddevice interface (with noOfRawFrames and rawbuffer):
  • void Render_16_Shades_with_Raw(UINT16 width, UINT16 height, UINT8 *currbuffer, UINT32 noOfRawFrames, UINT8 *rawbuffer);
  • void Render_4_Shades_with_Raw (UINT16 width, UINT16 height, UINT8 *currbuffer, UINT32 noOfRawFrames, UINT8 *rawbuffer);
  • - In addition add support for a secondary external DMD device dll with (for now) the same interface as dmddevice(64).dll: dmdscreen(64).dll (i.e. used to drive PUP at the moment)
  • - update BASS library to 2.4.14




Photo
hschaefer123
Dec 25 2015 05:16 PM

Hi toxie,

will there be also a special cabinet version again with disabled splash screen?

 

Congrats to all for VPX,

Holger

Hi toxie,

will there be also a special cabinet version again with disabled splash screen?

 

Congrats to all for VPX,

Holger

 

My Question also... Need a special Version for Cabinet..?

I just installaed version 2.8b on my 3 Screen Cab, but now Big Buck Hunter or the 24 table fails with the error:

Line xx:

Game name not found

But the rom is still there an it worked before in Version 9.9

is there something I missed?

 

Thnks Markus

Update: Seems as if the newer stern Tables have the same Problem

Well, I found out, what the problem is: SAMbuild 2.8b02 from VPUniverse.

Well, I found out, what the problem is: SAMbuild 2.8b02 from [site reference removed].

HI All,

I replaced 2.8b [and 2.7, which also has an issue] with 2.5 cab vpinmame.dll and they work!

anyone come up with a different solution to fix?

Habe genau das gleiche Problem,seit der 2.9 Version wird jedesmal nach den Game Namen gefragt-Stern Tische?!

Hat schon einer das Problem lösen können?

Photo
UpJumpTheBoogie
Sep 12 2017 03:41 PM

I just installaed version 2.8b on my 3 Screen Cab, but now Big Buck Hunter or the 24 table fails with the error:

Line xx:

Game name not found

But the rom is still there an it worked before in Version 9.9

is there something I missed?

 

Thnks Markus

Same error here. 2.5 did not work- not sure if I did it right. Anyone find a way to get the stern tables working?

Will the next release get improved emulation for the GI SP0250 from Gottlieb System 80B?

When listening to the tunes in the following videos, comparing them to how they sound in VPinMAME, it clearly needs improvement.

 

https://youtu.be/Cuycdbftmic?t=1077  Gold Wings

https://youtu.be/yM_ZeusX-2c?t=202  Spring Break

 

The emulated counterparts haven't such a rich sounding bass as in the videos, it sounds different.

Emulation of the DAC-unit and both the AY-3-8910 PSG's are quite accurate though.

Photo
Girla PurpleHeart
Jan 21 2018 06:10 AM

Not sure if you notice, but one of the Video/Pinball Hybrid games' pictures is corrupted when you boot up the game (I tested it with Baby Pac-Man and it was acting funny), but when I downgraded to 2.7 it was working fine. Hopefully this will be fixed sometime in the next update, but this is very strange because it was working fine in the early versions.


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