Jump to content



Photo

The VPM alpha/beta thread


  • Please log in to reply
1790 replies to this topic

#81 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 17 November 2014 - 10:55 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.

Thanks!

#82 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 30 November 2014 - 02:16 PM

so if there is a plan to to enable a DMD window autohide feature as a global setting checkbox in the VPinMame options, it would be greatly apreciated.



#83 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,683 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 24 December 2014 - 08:52 AM

Atari first generation not working, Middle Earth, Airborne Avenger.
With VPinMame2.5 tables work.

 
Thanks and best wishes of Merry Christmas to all.

 

Max



#84 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 December 2014 - 12:04 PM

Oh, okay..

 

Thanks for the report, i'll look into it..



#85 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 December 2014 - 12:31 PM

Okay, i guess i found your issue: Since quite some time you need the 82s130.bin for these games. It can for example be found in the hercules ROM set.



#86 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,683 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 24 December 2014 - 01:49 PM

Okay, i guess i found your issue: Since quite some time you need the 82s130.bin for these games. It can for example be found in the hercules ROM set.

I have copied the 82s130.bin inside the ROM, but it did not work (done this before reporting the problem).
Now I tried again with the latest VPM beta and it works, strange.

 
Anyway thanks.

 

Max



#87 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 11 February 2015 - 07:13 AM

just updated the first post with new compiles (incl. PinDMD1).. nothing spectacular happened since xmas, but nevertheless..



#88 The Loafer

The Loafer

    Pinball Wizard

  • VIP
  • 3,471 posts
  • Location:Embrun, Ontario, Canada

  • Flag: ---------

  • Favorite Pinball: Superman, Firepower & Tron



Posted 15 February 2015 - 10:54 PM

VPM at this site does not support SAM



#89 Noah Fentz

Noah Fentz

    'Rasslin' Fan

  • VPF Administrator
  • 12,280 posts
  • Location:South Lyon, MI

  • Flag: United States of America

  • Favorite Pinball: Whitewater

  • PS3 Gamer Tag: noahfentz


Contributor

Posted 16 February 2015 - 03:32 AM

This site does not support unauthorized versions of anything, nor does it appreciate referring others to hack sites on the forum or PMs. Please refrain from doing so in the future.

Thank you.

IdleReel.gif RumbleDMD.jpg HS2-DMD.jpg SBM.jpg ww_logo.jpg EK.jpg

 
T2.jpg Sorcerer.jpg Breakshot.jpg Firepower.jpg GorGar.jpg StarTrek.jpg


My Photobucket Resources
Whether You Believe You Can, Or You Can't, You Are Right." - Henry Ford
The future of pinball lives, it just needs to be nurtured!
If you're here to stab me in the back, you're going to have to get in line.


#90 KieferSkunk

KieferSkunk

    Enthusiast

  • VIP
  • 96 posts
  • Location:Seattle, WA area

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 02 March 2015 - 05:25 AM

Hey guys. I was directed here from a greeting thread where I asked if anyone was still working on VPinMAME.  I have a bug report unrelated to the latest alpha/beta stuff and was wondering if anyone had time to take a look at it.  http://www.vpforums....showtopic=30722 .

 

Thanks. :)



#91 KieferSkunk

KieferSkunk

    Enthusiast

  • VIP
  • 96 posts
  • Location:Seattle, WA area

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 02 March 2015 - 07:18 AM

Another question: How are you guys able to compile this code on modern systems?  I pulled a copy of the latest source code from a GitHub clone of the SourceForge site (verified that the files in question are the same), but I can't compile it because there's apparently no way to find "d3d.h" anywhere.  Here's my setup:

 

OS: Windows 7 x64

Visual Studio 2008 Standard

DirectX June 2010 SDK installed (DX9, 10 and 11)

Visual Studio updated to include DirectX SDK includes folder.

NASM installed.

 

Basically, I can compile everything except "wind3d.c" and "wind3dfx.c" - both of those generate an error that d3d.h cannot be found.  All other files compile just fine.

 

So either I need to find an older DirectX SDK that I can actually install (it's no longer possible to find this SDK on Microsoft.com).  The Windows SDK doesn't help either.

 

If I try the fix recommended on other dev forums for d3d.h (including "d3d9.h" instead), I get all sorts of compile errors in d3d_extra.h in the first "typedef struct" complaining about how C requires a struct/union to have at least one member, syntax errors throughout, etc..  It apparently no longer recognizes D3DVALUE, D3DCOLOR, etc..  (I found a definition for D3DVALUE as a float in "dsound.h", which seems like I'm just getting further away from the solution.)

 

Seems to me this project needs to be brought up to a more recent version of DirectX.



#92 KieferSkunk

KieferSkunk

    Enthusiast

  • VIP
  • 96 posts
  • Location:Seattle, WA area

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 02 March 2015 - 05:02 PM

Another question: How are you guys able to compile this code on modern systems?  I pulled a copy of the latest source code from a GitHub clone of the SourceForge site (verified that the files in question are the same), but I can't compile it because there's apparently no way to find "d3d.h" anywhere.  Here's my setup:

 

...

 

So either I need to find an older DirectX SDK that I can actually install (it's no longer possible to find this SDK on Microsoft.com).  The Windows SDK doesn't help either.

I found a minimal DirectX7 SDK on the Allegro project (of all things) that allowed me to build correctly.  It might still be good to upgrade if you haven't already, but at least I'm unblocked now. :)


Edited by KieferSkunk, 02 March 2015 - 05:03 PM.


#93 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 11 March 2015 - 08:11 AM

new version up in first post, just a minimal change: 'F6' now dumps frames into a txt file (like in the custom build from some years ago).



#94 steve45

steve45

    Neophyte

  • Members
  • Pip
  • 3 posts

  • Flag: Germany

  • Favorite Pinball: Funhouse

Posted 11 March 2015 - 10:35 PM

new version up in first post, just a minimal change: 'F6' now dumps frames into a txt file (like in the custom build from some years ago).

i didnt manage to press just a simple key.

could you please clarify: When and where do i push?



#95 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 12 March 2015 - 05:32 PM

you need to download the "normal" pinmame from the first post (not the pindmd1 one), then f.e. enter setup.exe in the VPM directory -> test -> pick a game -> start.

then click on the window to have it in focus, press F6 at any time to start (and to stop again).

there should now appear a dump.txt in the VPM directory.

 

this should also work when started from within VP (but start with the VPM setup to test to make sure it works).



#96 steve45

steve45

    Neophyte

  • Members
  • Pip
  • 3 posts

  • Flag: Germany

  • Favorite Pinball: Funhouse

Posted 12 March 2015 - 08:52 PM

Hi it does work in test mode, but not from within in vp 9

 

And no, I'm not using the pinDMD version, but the normal version


Edited by steve45, 12 March 2015 - 09:00 PM.


#97 steve45

steve45

    Neophyte

  • Members
  • Pip
  • 3 posts

  • Flag: Germany

  • Favorite Pinball: Funhouse

Posted 12 March 2015 - 11:32 PM

I've tested one of the recordings taken from test mode with my "playback" tool, to generate animations / gifs an the like, but

what I'm missing is a timecode.

 

As far as i can see every time the dmd changes a frame is written. But as this not happens in a fixed intervall I need to have

a timecode for each frame in order to create a adaquate playback speed.

 

Is it possible to create such a time code as an additional line before each frame?

 

br, steve



#98 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 23 March 2015 - 02:47 PM

hey toxie, have you changed the way the coin door button works now? there was a discussion on page 2. I'm thinking about how i'll wire my coin door, that's why i'm asking.

What do you think about handling it that way, that you add an additional option that the coin door needs to be pressed to have the coin door open. I could wire the button that the circuit closes when the doin coor opens, which would constantly press the END key and when it's closed no key is pressed. I think this would be a great solution!


Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/


#99 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 23 March 2015 - 03:09 PM

yes, one can now configure it.

 

but you need the new vbs files from the VP10 beta thread in addition for this!

then look into the VPMKeys.vbs for "toggleKeyCoinDoor = True" and change it to "toggleKeyCoinDoor = False".

 

please let me know if there are still problems!



#100 Talantyyr

Talantyyr

    Enthusiast

  • Members
  • PipPipPip
  • 204 posts

  • Flag: Austria

  • Favorite Pinball: Monster Bash

Posted 23 March 2015 - 06:46 PM

Thx for that, but i would prefer it the other way round ^^ Having pressed the END key when the coin door is opened, not pressed when it's closed. Somehow it "feels" strange having the END key pressed 99,9% of the time and not the 0,1% of the time the coin door is actually used. It would have to be pressed in desktop mode / other pinball simulations too. I'm not sure if that's really good. What do you think? 

For the coin door microswitch, it would take to use the other connectors


Edited by Talantyyr, 23 March 2015 - 06:51 PM.

Check out my cabinet build log: http://virtual-pinball.blogspot.co.at/