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The VPM alpha/beta thread


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#61 toxie

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Posted 07 May 2014 - 09:17 PM

i just updated the colorizedDMD code/dll with a minor fix (basically a copy/paste error by mjr that copied the wrong default values) and the newest changes by the VPM team.



#62 arngrim

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Posted 29 June 2014 - 10:49 AM

i can't make the freewpc roms, except demolition man, with my build, and i see it is the same with yours toxie.

 

that concerns : 

 

afm_f32

corv_f61

fh_f91

t2_f32

tz_f100

wcs_f62

 

dmd is blank, we can hear the startup sound, that's all, I'm not the only one.

 

does anybody have more luck? or is there a special procedure so it can start properly?



#63 BigBoss

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Posted 29 June 2014 - 11:19 AM

Did you toggle the skip self test option ?

#64 arngrim

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Posted 29 June 2014 - 12:50 PM

Aah i didn't check that, that ciuld be the reason indeed.
Diego if you hear that, i can't test before tonight

#65 boiydiego

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Posted 29 June 2014 - 03:39 PM

all working thx for the ansor bigboss ,thx arn


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#66 toxie

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Posted 25 August 2014 - 09:49 PM

the first post has been updated with a new version: main changes are bugfixes for PinDMD2 owners (better AlvinG support).

plus all the (minor) changes that happened to the main PinMame development.



#67 toxie

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Posted 02 September 2014 - 06:53 PM

and again, a small update: demolition time 1.01 and french speech mars - god of war added



#68 Thomas Ruggiero

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Posted 10 September 2014 - 08:14 PM

Will the new VPinMAME release include the older SAM ROMs? According to this bulletin 3 years ago: http://www.sternpinb...tin-178-general

 

 

Subject:  The S.A.M. CPU Bd. system with new USB.

STOP! Before you swap that S.A.M. system CPU Bd. into another game!

  • After almost 6 years and 17 game titles later, the S.A.M. CPU Bd. # 520-5246-00 will no longer be used in future new game releases.

 

  • This change to the new S.A.M. CPU Bd. with new USB was due to limited availability of the U49 USB processor IC.

 

  • Although the new and original S.A.M. CPU boards look identical, the S.A.M. CPU Bd. with new USB is not backwards compatible with the original S.A.M. CPU Bd.

 

  • Transformers (Pro) and all future (Pro) games will use the new S.A.M. CPU Bd. with new USB # 520-5246-02.


#69 toxie

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Posted 30 October 2014 - 07:05 AM

and yet another new version in the first post, this time with some fixes and tweaks to some of the sound modules (most prominent the newer Gottliebs)..



#70 toxie

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Posted 06 November 2014 - 09:55 PM

and one more update in the first post.. this time some rather simple changes, but which make a lot of difference for PinDMD2 owners: 256x64 displays (e.g. Flipper Football) supported, and much better display of 192x64 (e.g. SEGA)..

 

if somebody wants to do me a favor please post a video of the 192x64 displaying on PinDMD, preferrably some smooth scrolling text like in the Baywatch intro, so that i can see if the filtering needs additional tweaking..



#71 toxie

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Posted 06 November 2014 - 10:25 PM

and i also added a PinDMD1 compile. would be nice to hear if this still works on the actual hardware like it should.



#72 Carny_Priest

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Posted 07 November 2014 - 05:39 AM

Hi, I submitted this bug report to Destruk back in August, but he's been MIA. Since you are working on the DMD code, I have something to report.

 

Specifically, this is ripleys, simpprty, and apollo13. What these have in common are secondary playfield displays. In the Test feature in the VPM installation program, the secondary displays show up directly under the DMD and appear to be the same height as the "black bar" that shows up under the DMD during regular play. Here's a few posts on the subject within the Frankenstein thread.

 

 

 

 

 

 

Hi, I was not sure where to submit a bug report at SourceForge. I guess I'll start here.

DMD aspect ratio issue for some tables where ddraw is turned OFF:


SEGA Apollo 13
Stern The Simpson's Pinball Party
Stern Ripley's Believe It or Not

Discussion starts here:

http://www.vpforums....e=3#entry276294

Edited by Carny_Priest, 07 November 2014 - 05:40 AM.


#73 toxie

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Posted 07 November 2014 - 10:11 AM

i know that issue myself but so far fixing it went over my head (back then when i looked at it).. maybe i should revisit it nowadays..



#74 StefB

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Posted 09 November 2014 - 11:02 AM

I'm actually trying the 9.9.1 version of visual pinball, it works fine, i had crashes on each table until i find a post sending me here :)

Now with the new dll it's working, but the dmd position don't stick (i'm playing on a 2 screen cab)

 

I read that for the dmd postion stick ok, i need the cabinet version of the vpinmame, will there be a realease for this version ? or is there another solution ?

 

I noticed too it seems the b2s backglass stay active when i leave the table, when i exit the program i had to close manually the 2 previous backglass for the table i tried.


Edited by StefB, 09 November 2014 - 11:13 AM.


#75 toxie

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Posted 09 November 2014 - 11:31 AM

Look into the default settings (run setup in pinmame folder, then 'setup defaults') and mark 'cabinet mode'.



#76 StefB

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Posted 09 November 2014 - 01:42 PM

Ok thanks, it's working fine now, the programs seems to run smoothly.

 

I still have this dmd problem only for 2 tables, the ones i tried at first without checking the "cabinet mode" :(

 

I saw topics about his problem i'll take a look.

 

Great job !



#77 toxie

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Posted 10 November 2014 - 06:26 AM

Simply right click on the DMD window and set the cabinet mode in the options directly for them..



#78 toxie

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Posted 15 November 2014 - 04:33 PM

and yet another update to the download in the first post. this time only rather minor core changes, but could improve the behavior of many machines.

please test/compare to previous versions and tell me if something is broken by these changes.



#79 mpad

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Posted 16 November 2014 - 06:36 PM

hi, just wanted to say that it is working fine, testet it with several tables.

execpt for Lord of the Rings VP916 Night MOD 1.0 I get the following error, but maybe related to the table (just got it):

 

Unable to load VPimMAME ActiveX component can't create object:

VPin mame ver 1560000 required

sega vbs ver 3,26 or higher required

 

general question (sorry if it is totally noob): ist there a way to automaticaly hide the dmd window when using a pindmd2? now I have to drag it out of the visible screen.

this is ok, but so I can't get it back if I ever need it.

 

thanks for all teh work


Edited by mpad, 16 November 2014 - 06:37 PM.


#80 Slydog43

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Posted 16 November 2014 - 07:30 PM

under the controller section of the table script add the line controller.hidden=true near the top of the script, you will see other lines that have to do with controller.