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  • Submitted: Sep 13 2016 06:11 AM
  • Last Updated: Mar 27 2022 02:30 AM
  • File Size: 1.1GB
  • Views: 139989
  • Downloads: 40,606

Previous Versions

  • 14 Mar 2022 Download DOFLinx 7.43
  • 18 Jan 2022 Download DOFLinx 7.41
  • 15 Jan 2022 Download DOFLinx 7.41

Download DOFLinx 7.44

* * * * * 105 Votes

Version 7.x of DOFLinx containing;
Main program
Sample INI configuration files
Messaging program
Comprehensive guide
Sample vbs messaging file
Sample game table flag file
Update notes
Future Pinball vbs script
FX3 mapping files
TCP Reader for remote debugging
MAME for use with DOFLinx

What's New in Version 7.44 (See full changelog)

  • 7.44 27/3/22
  • - Fix FX3 file for Monster Bash where a few items were not working properly
  • - Fix flipper trigger for latest FX3 update
  • - New FX3 file for FX3 Indiana Jones
  • 7.43 14/3/22
  • - New, add a version check and report for MAME from v0.239
  • - New, add parameters PROCESSES_ADD= and PROCESSES_DEL= at Nailbusters request to more easily add and delete processes being monitored from menu before and after scripts
  • - Update to work with FX3 release of 11/3/22
  • 7.41 15/1/22
  • - Fix LT and RT buttons on XBox controllers, they just weren't working before
  • - Fix FX3 file for SFF for Black Rose and Party Zone
  • - Fix FX3 LAUCHMODE going to off as sime FX3 internal triggers seem to have changed
  • - New, duckhunt MAME file
  • 7.40 10/12/21
  • - Update to work with FX3 release of 10/12/21
  • - New, add SCORE_SCREEN= parameter with a default of 0
  • 0 = do not show, 1 = show
  • This screen will show MAME scores, shots, hits and hit ratio.
  • It can be dragged and resized to the required location. Double click to make it dragable and resizable, double click again to revert.
  • Screen, location and size will be saved upon closing DOFLinx.
  • - Add MAME capability to read shots, hits, determine if a game is active.
  • - New MAME file for duckhunt supporting score, shots fired, hits an hit ratio
  • - Fix, deactivation error with MAME when there is no B2S installed
  • - Fix, requests causing MAME to crash when there is no valid game.MAME file
  • - New, add MAME_FOCUS= parameter with a default of 1
  • 0 = do not try to focus the MAME process, 1 = do try to focus it - handy if you have a front end menu and sometimes manage to switch away from MAME (easily done with a light gun on a second screen)
  • 7.33 14/5/21
  • - New, add FX3_TRIGGER_RELEASE_DELAY= parameter with a default of zero and able to set the number of milliseconds after a trigger in FX3 stops before the triggered action is recognised as stopped.
  • Designed for use where the odd situation of false un-triggering occurs.
  • A value of 50 should be enough, but it will delay the stop events, ie turning off a solenoid after the flipper key is lifted by 50mS
  • Still testing this out to see if it does in fact help normal operation. I have seen improvements in false launch ball triggering, logically this shouldn't happen, but then along came reality!
  • 7.32 19/2/21
  • - Fix, the MAME player number in the static message on the DEBUG window for players >1
  • - New, added Green Beret MAME file, thanks denetor
  • - Fix, where the open ROM in DOF was on occassion thought by DOFLinx to still be open after a front end menu system had used DOF
  • 7.30 30/1/21
  • - Make the linking to the running FX3 process far more rugged and trap more errors
  • - Changed, FX3 files to have more unencrypted information
  • - New, add a default button colour internally so that colour buttons can return to the intially set colour after being changed by a specific game configuration file
  • - New, use the COLOUR_PALETTE= in FX3 files in preference to the GAME_COLOUR= in the base DOFLinx.INI file
  • If you use the default colours shipped with DOFLinx then remove all GAME_COLOUR= lines from your DOFLinx.INI to clean it up
  • If you have customised the colours in DOFLinx.INI then just leave those customised lines in there and they will be used
  • - New, add the setting of RGB button colours from within FX3 game files
  • - New, add BUTTON_LIGHT_ACTION= parameter. Allows a button LED to be linked to triggers in the game file
  • Lets the button light do things like pulse when the flipper or nudge is activiated
  • - New, BUTTON_LIGHT_ACTION_ADDED= to add additional actions without clearing the list of button action
  • BUTTON_LIGHT_ACTION= is used in the All_Pre file and BUTTON_LIGHT_ACTION_ADDED= adds to this list in the individual game file
  • - Update all FX3 files to drive RGB buttons should they be in use
  • - Include MAME 228
  • 7.24 20/12/20
  • - Fix and error with analogue nudge not being properly selected in the case where you cascade the L-Ctrl and R-Ctrl keys
  • - Add the PayPal donate option to the About screen and a button to access that on the main screen
  • - New, allow the use of 10 MX functions from the DOF ROM for FX3 games that will ot interfere with operaitons
  • Please read the included short guide to understand this further
  • 7.23 2/12/20
  • - Fix the incorrect button definitions for left and right flippers
  • - Expand the possible ports per device past 99
  • Now Dxx and Dxxx function for all device and port combinations
  • - Update for FX3.EXE 2/12/20 release
  • 7.22 3/11/20
  • - Fix the checking of the JOY_PORT= parameter to allow joystick ports from 1 to 16
  • 7.21 23/10/20
  • - Make work with FX3 circa 21/10/20 release for Williams Pack #6
  • - Add FX3 files for Dr Dude, Space Station and Fun House
  • - New, allow LINK_xx devices to be removed by having a LINK_xx= (blank) line in a supplimentary INI file.
  • Put in place to allow the removal of devices and readding to change the device / ouput for a LINK_xx= device
  • 7.20 12/9/20
  • - Add analogue to digital nudge for FP
  • - Fix an error with Chime #3 working from FP. Updated doflinx.vbs
  • - New screen to help create a basic DOFLinx.INI file
  • This can be accessed via the right click menu when DEBUG is active, or, it will start automatically if no DOFLinx.INI exists.
  • - New, allow the PROCESSES= parameter to be adjusted while DOFLinx is running.
  • This allows emulators to be added / subtracted from front end menus
  • - Added a new FX3 file for V2 of the IronMan FX3 backglass
  • Now if you want to use the V1 backglass you will need to rename the IronMan V1 Backglass.FX3 to IronMax.FX3
  • 7.16 21/7/20
  • - Fix, Running of XBox rumble from FP
  • - Fix, Move the code to load the doflinx ROM in DOF when starting FP to before the link is detected to speed things up a little.
  • - New, avoid reloading a ROM if its already loaded
  • - New, add parameter CLOSE_ROMS=1/0 (default =1)
  • This allows you to determine of DOFLinx will close the ROM in DOF in between games
  • For a pinball cabinet you will most likely want the default 1 = yes close them, which is the way it has always worked
  • For an arcade cabinet when you are not havng the front end run DOF events you may want to this as 0 = no don't close them.
  • Given that all MAME files so far use the doflinx ROM it can easily be left open thus saving 5-10 seconds every load and provinding more contunuity and ablity to easily use effects outside of when the emulator (MAME, Daphne, ePSX) is running.
  • - Suppress the loding of duplicate colours and modified colours from DirectOutputConfigxx.INI files
  • 7.15 9/5/20
  • - Add a "Reverse4" option for formatting scores from 1 bit MAME games
  • - Fix the conversion of hex based MAME scores
  • - Fix to MAME v218 to handle very high address requests (Big Bout Boxing)
  • - A shit load more MAME files
  • A big thanks to D@VS0ut0 for the work on so many of the MAME files.
  • - Make the existing MAME files display the game manufacturer when started on the Back MX Effects then stop when Coin / P1 / P2 buttons are pressed
  • - Updated DOFLinxMsg to return a an error code of 1 for timeout and 2 for failed write
  • This adds options for batch files sending messages to DOFLinx
  • V7.14 5/4/20
  • - Fix issue where mutiple buttons of the one type were not being handled for KEY_TO_COMMAND
  • - Fix doubling of loading fixed key illumination for MAME
  • - New KEY_TO_COMMAND_ADDED= for adding additional commands in ALL_Post.MAME
  • - Allow the LINK_BUT_xx three part parameter to have a device / output of 000 for when you do not have output toys but need to define a button
  • - Fix the suppression of the cheat_status message from MAME
  • - More MAME files
  • - A couple of MAME files for Nintento Entertainment System - NES.
  • I have still have the original machine, so had to get these working via MAME with some flashers and MX LEDs !
  • - Add the ability to read Hex based scores from mame games (Hello NES Tetris 2)
  • V7.13 21/3/20
  • - Fix issue with AUTO_MX=1 causing strange MX effects in FX3
  • V7.12 15/3/20
  • - Fix FP issue with PUP, this was part of the issue introduced in V7.10
  • V7.11 14/3/20
  • - Fix the error introduced in V7.10 whereby DOFLinx was not starting up the DOF ROM for MX effects and doing the PUP init calls causing addressable LEDs and PUP not to work with FX3
  • - New test screen to test out loaded trigger actions. Accessible fromt he right-click menu
  • - Fix bug with loading of the new LINK_BUT_xx for MONO buttons
  • - MAME files for frogger, pacman (and derivatives)
  • Updated MAME files for other games
  • - Have the MAME checking routine habdle the new "reset", "cheat" and "cheat_status" messages
  • - Reduce the on screen DEBUG log from 1000 lines to 500 for a bit more speed while in debug mode - everything is still in the LOG file
  • - Fix, add another couple of missing variables to the Show Variables funtion
  • - Updated version of MAME218
  • V7.10 7/3/20
  • - New, Add a default FX3 backglass called FX3Logo that will be displayed if FX3 doesn't have a currently active game name
  • This occurs if you enter FX3 and use the menu without a game parsed as a parameter
  • - Add an error trapping layer around the call to the B2S server
  • - New, allow all standard parameters to be used in the [STARTUP] section of FX3 files
  • This allows buttons to turned on, etc per game
  • - New, Add TRIGGER_DEBOUNCE_TIME= to optionally set the minimum amount of time in milliseconds between when a trigger can retrigger.
  • Put in to help with FX3 fast retriggering, but applies to triggers no matter what emulator generates them.
  • Default 200Ms
  • - Improved error checking for BUTTON_ON= and BUTTONS_ON_COLOUR= parameters
  • - Depricate the BUTTONS_ON= and replace with FIXED_OUTPUTS=
  • - Depricate the BUTTONS_ON_COLOUR= and replace with FIXED_OUTPUTS_COLOUR=
  • Both of the new formats above only accept D00, dropped these from accepting buttons. Now use BUTTONS_LIT=
  • - Add BUTTONS_LIT= for button LEDs, mono or RGB based.
  • Having one parameter for mono and RGB means that cabinet setups are irrelevant when setting up FX3 and MAME files
  • - New, add command of BUTTON_COLOUR_CHANGE= to change the colour set for a LINK_ button device
  • - An initial set of MAME files for Space Invaders, Truxton, Galage and variants of these
  • - Add some missing variables to the variable dump option relating to buttons
  • - Fix bug with loading correct colour for RGB buttons
  • - Fix bug with RGB button on / off / fade / blink and incorrect output port usage
  • - New command LIGHT_BUTTONS_NOW to allow the lighting of buttons in the BUTTONS_LIT list at any time, for example via script while the front end is running
  • - New command OUTPUTS_OFF to allow all outputs to be turned off at any time. Handy for when you exit your front end and want everything off as you go to the OS
  • - New way to define buttons and more button types.
  • LINK_BUT_xx= allows the output port, output LED (mono or RGB colour), plus the input key code when the button is pressed to be defined
  • Defining the input key code allows button alias (ie BUT_P1) to be used in configuration files like FX3 and MAME with one cetral definition of the key code
  • Doing this ensures that scripts and game configuration files are fully portable
  • - A heap of new button definitions, LINK_BUT_xx where xx = RE,B1 - B8
  • - New, a shitload of stuff to make the MAME link work .... read the guide - its good!
  • - Inclusion of new folder in the release with a 64 bit compiled version of MAME that respondes to DOFLinx polling
  • - A new parameter for KEY_TO_COMMAND=
  • This allows a key code to trigger a command setup in an FX3 or MAME file
  • Very handy if you want to define something like your "Fire" button LINK_BUT_FR or LINK_BUT_1 to trigger a command each time its pressed, ie a dash on the addressable LED array
  • Format is KEY_TO_COMMAND=bbb,cccc[,bbb,ccc] where bbb = BUT-1, BUT_ST, etc and ccc is an action you define in the FX3 or MAME file in the [COMMAND] section
  • V7.04 25/1/20
  • - Fix fault when using FR, BE, C1, C2, or C3 devices
  • V7.03 18/1/20
  • - Fix MX LEDs working with FP. A problem introduced in V7.0 (thanks Outhere for your help)
  • Note this requires the corresponding DOFLinx.vbs to be replaced in the FP\Scripts folder
  • V7.02 12/12/19
  • - Update for new FX3.EXE released for the Williams Pack #5
  • - New FX3 files games being Cirqus Voltaire, Tales of the Arabian Night and No Good Gofers
  • V7.01
  • - Speed up the checking for FX3 triggers
  • - Fix error message for failed link button loading
  • - Fix bug with loading LINK_xx buttons where V7 was supposed to not require "MONO" for a single button device
  • - Fix invalid error message with BUTTONS_ON= and BUTTON_ON_COLOUR= when DOO was used
  • - New FX3 file update for Star Wars Han Solo for the new B2S backglass
  • V7.0A 2/11/19
  • - Fix small error in Medieval Madness FX3 which would not allow the Beacon device to run
  • - Fix the sample INI files to use commas instead of spaces - a hangover from V2 !
  • V7.00 1/11/19
  • - Note this version target the .NETFramework v 4.6.1
  • - Note the introduction of DOFLinxExt.dll - place it in the same folder as DOFLinx.exe
  • DOFLinx will warn if the DLL is missing or blocked and abort
  • - Add MAME as a trigger to DOFLinx actions
  • Requires MAME > version 0.107 (when the network output was added), but only tested with 0.212
  • In the mame.ini file within the "OSD Output Options" section set "output network"
  • - Add MAME_PROCESS= for this add your MAME emulator to the normal PROCESSES= line, but also add the MAME process to MAME_PROCESS=
  • This enables DOFLInx to understand that this is your MAME emulator and to try and link to that when it causes DOFLinx to activate by being one of the processes in the PROCESSES= line
  • Many people use differnt MAME emulators, so provided its > 0.107 and has the network output enabled all should be good
  • - Add PATH_MAME=, this is where the *.MAME files can be found, probably C:\DirectOutput\DOFLINX_MAME\
  • - Add MAME_TRIGGER_OUTPUT_PATH=, this doesn't have to be, but can be set, to provide an output file of all the triggers found in any MAME game that is run
  • Setting this means that you can go back and find the triggers available for a given game and create a meaningful *.MAME file
  • If a MAME game has no triggers then a blank file is saved in a subdirectory of this path called "NoTriggers" just so that you know
  • - Add *.MAME files to define parmeters, triggers and actions per MAME game
  • - Add LINK_P1, LINK_P2, LINK_PS (Player 1, Player 2, Pause)
  • - Add the ability for BUTTONS_ON= command to accept BUT_xx arguments as well as DOO numeric arguments
  • - ** CHANGED ** - The format of the LINK_xx for buttons has changed
  • The format is now LINK_xx=D00,CCCC where CCCC is the colour for a RGB button, or set to MONO or left blank for a single LED illuminated button
  • - Add COLOUR_PALETTE= where a list of colours can be set for the current palette in use for all RGB effects
  • Most likely used in the STARTUP section of MAME files to set the colours for RGB devices
  • - Cut down the number of messages each time devices are activated, ie the X type Y devices found, only show those intialised
  • - Add the ability to view DEBUG information on another networked computer in real time via TCP connection
  • Set DEBUG_TCP_PORT= to the port you wish to use, I suggest 8001
  • Ideally place this parameter on the command line when you are starting DOFLinx, although it will also work if placed in DOFLinx.INI, just a little later after startup
  • Setup something to monitor and read this port on your cabinet machine IP, I've written a small utility TCPReader. You could use NC which is freely available
  • The messages output on this port will be the same as those sent to DOFLinx.LOG
  • Using DEBUG=2 and displaying debug information on a remote machine will stop you needing DOFLinx on a cabinet screen when debugging / monitoring
  • Remember set DEBUG=0 when you are not chasing an issue, don't run it all the time
  • - ** CHANGED ** - Analogue plunger opertion for FX3
  • The plunger key is pressed when the pull trigger point is reached then released when the plunger release point is reached
  • - Added a new parameter HOLD_ACTIVATION=1/0
  • Used as a message via DOFLinxMsg or a vbs stcipt you may use to send messages to the DOFLinx pipe
  • This will cause DOFLinx to stop any current processing and completely ignore any programs listed in your PROCESSES= list
  • Essentially you can "pause" DOFLinx from activating
  • It is the same as the right click option to "Stop Hold Restart"
  • - Improve the error checking for all LINK_xx= parameters to avoid errors with bad data in the configuration
  • The parameter will not load, but will report as such if DEBUG= is set to other than 0
  • - Make the FP link checking 3X faster
  • - Add support for the FX3.EXE released for Halloween Monsters
  • - Add WMS Monster Bash and BALLY Creature from the Black Lagoon

it was fixed :) immidiatly :) file not broken anymore :) 

where do you install this file does it go in future pinball folder or other pinball folder or install it in its own folder any help would be great thanks

Where we have to put this File?

Jan 03 2017 04:02 PM

Download is working for me right now. Fixed.

4.22C is missing???

Great work DDH69 on finishing the FX2 files! FX2 is just no fun without DOFLinx anymore... ;).

Aug 17 2017 02:11 AM

Question. For most .vpt files I get DOF effects and sounds for flippers, slings, bumpers, etc.  with vpx there is a pref to have dof effects only without sound.  is there an easy way to do this for VP9.x or is editing scripts to remove/comment out the Playsound commands the right way to go?

Cool! Thank you for taking the time!!! ;)

Is there a way to implement a TIMEOUT function like "MAX_FLIPPER_ON=6000" to the "KEY_TO_OUTPUT" toys?

In case things goes grong? to prevent solenoid get stuck a long time if assigned to some buttons/keys.

This could happend in rare but several cases, like FX2 being interrupted or force closed at some point.

Thank you!!!

I created a clone of the teensy and I try to test the DOFLinx MX with PX2/Xmen table with DOF config up-to-date. But nothing appear ...

In the DOFLinx Log, I can see my 3 ledwiz clone (arduino-lwclone), but nothing about the teensy/teensy clone

Do you know how DOFlinx detect the teensy ? is the DOFLinx source code available (for my teensy clone, I have modified DOF to sleep 5s after open the com port, so DOFLinx use DOF for the teensy management, or directly use the teensy)?


Thanks in adance

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