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  • Submitted: Sep 13 2016 06:11 AM
  • Last Updated: Jul 21 2020 10:43 AM
  • File Size: 215.57MB
  • Views: 73103
  • Downloads: 22,840

Previous Versions

  • 18 Jan 2020 Download DOFLinx 7.03
  • 01 Nov 2019 Download DOFLinx 7.0
  • 01 Nov 2019 Download DOFLinx 7.0

Download DOFLinx 7.16

* * * * * 59 Votes
DOFLinx



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

What's New in Version 7.16 (See full changelog)

  • 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?

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ganjafarmer
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... ;).

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coreduo0099
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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