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The VPM alpha/beta thread


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#241 ClarkKent

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Posted 24 September 2015 - 10:20 AM

Would be nice! :)



#242 toxie

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Posted 24 September 2015 - 06:25 PM

..there you go

 

its made from the current source and has the alternate sound functionality like before

 

EDIT: for those who don't know what this is: http://www.vpforums....ndpost&p=311115

Attached Files


Edited by toxie, 24 September 2015 - 06:54 PM.


#243 Kaan

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Posted 24 September 2015 - 08:09 PM

Wow, this is cool. :dblthumb:

 

Sam system requires this treatment too. It has mono 24000hz music, sounds bad with music heavy tables.



#244 Carny_Priest

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Posted 24 September 2015 - 08:19 PM

There is already a solution for remixing SAM system tables that runs without any mod to VPM:

 

https://pinside.com/...t-matrix-images



#245 arngrim

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Posted 24 September 2015 - 08:31 PM

just want to know why we need a separated code, because it is not fully tested?

#246 Kaan

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Posted 24 September 2015 - 08:55 PM

There is already a solution for remixing SAM system tables that runs without any mod to VPM:

 

https://pinside.com/...t-matrix-images

 

This won't allow you to play them at higher quality though, you can only replace them. Since pinside works outside the emulated system it can sound as good as the file you supply.

 

Very cool software though!


Edited by Kaan, 24 September 2015 - 08:56 PM.


#247 toxie

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Posted 24 September 2015 - 09:30 PM

just want to know why we need a separated code, because it is not fully tested?

 

Yes. Still very experimental and very unfinished. Also misses a sane way to enable it optionally, while also disabling the 'builtin' sound without other sideeffects.

Also the PinSound guys wanted to provide a dll or something at some point, to make this whole code void in the end then.



#248 Gaston

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Posted 01 October 2015 - 01:17 PM

I would love to see a stereo track in there, esp. for games like KISS or AC/DC... at least the emulated SAM games should support this! :)


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#249 toxie

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Posted 01 October 2015 - 04:14 PM

so far i don't have any clue on how the sound commands work for sterns though..  :/

i just "reverse engineered" it for a couple of games and hacked that together somehow and thankfully it worked for even more games in the end, but theres lots of work to do. after all also the pinsound guys worked very long on this.

 

but if you feel like adding some support, go ahead.  ;)



#250 ClarkKent

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Posted 04 October 2015 - 08:46 PM

Can you officially support this?

 

http://www.pinballcode.com/downloads/

 

I patched the ROMs, they are working but I always have to ignore the bad checksum error message...



#251 toxie

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Posted 05 October 2015 - 02:42 PM

just saw this, will include this evening..



#252 toxie

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Posted 05 October 2015 - 07:21 PM

..and new builds with TFTC 4.00 and JP 6.00 are up!  :)



#253 the_dude2k

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Posted 06 October 2015 - 09:36 PM

Thanks for new JP and TFTC roms! They are working great!



#254 toxie

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Posted 17 October 2015 - 07:30 AM

new builds are up, just some tiny changes:

- introduce RawDmdColoredPixels to the interface (can be used instead of RawDmdPixels to get the 0..255RGB levels instead of 0..100brightness if you prefer pre-colorized data)

  (VP10/core.vbs will have support for this with the next build)

- slightly optimize RawDmdPixels (uses 8bit-chars like intended now, thanks tmek for noticing that)



#255 toxie

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Posted 30 December 2015 - 11:53 AM

new experimental 64bit build is up in the first post..

(no 32bit builds yet, not much happened since the final 2.6 release)

 

note that the 64bit and 32bit builds can both coexist in the same directory.

but you need to run the included setup64.exe and press install for the 64bit dll to work.


Edited by toxie, 30 December 2015 - 12:20 PM.


#256 gtxjoe

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Posted 18 January 2016 - 01:52 PM

Anyone know how to launch just the rom using vpinmame via command line? Instead going through setup and the test button

#257 toxie

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Posted 03 February 2016 - 09:33 PM

initial 2.7 beta is up in the first post..  :)

 

ROM changes:

 

New:
MAC: MAC Jungle (1995 version)
Sleic: Bike Race (2-ball play)
Sonic: Hang-On
Unknown: Wild Texas (Firepower II Modification)

Clones:
Inder Centaur (alternate version)
Hyperball L-3
Lethal Weapon 2.03
Meteor (Bonus Count Fix, 'Fixes a rare bug where the bonus seems to countdown endlessly')
 

Plus the options now feature an opacity level for the DMD window so that it can be layered on top of a table.



#258 jimmyfingers

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Posted 03 February 2016 - 10:55 PM

Hey Toxie, just checked out really quickly the beta and the transparency is cool but I guess I was hoping that the black background would be the only thing getting transparent leaving the digits / dots the same intensity original intensity.  So that way it could maybe be placed in the CV table with the black background basically at zero but the DMD dots being the only things shown and placed over a VP object black background simulating the DMD black but being actually within the table.

 

Basically, do you think there would be any way to leave the digits / dots rendering without being transparent (or having it's own separate transparency level) so that the black could be turned down independently?  



#259 toxie

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Posted 04 February 2016 - 09:02 AM

i think we should rather do this in VP itself then. time to finally implement that the DMD could be put onto a primitive or something like that. :)



#260 jimmyfingers

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Posted 04 February 2016 - 03:19 PM

That would be cool if you could render the DMD on a primitive.  Only thing about that is if it works like the existing text box (which is also cool and great with the bloom stuff) than it is unfortunately not fully a solution if one want's to use DOF in any way as it doesn't work as it seems you can't use B2S with that option (required obviously by DOF) and seems to only work with the native VPinMAME controller.  We really would want a way to allow DOF in some way as many people use that even outside of full cab setups (myself included with a single screen HV view but still two feedback solenoids for flippers).