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The VPM alpha/beta thread


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#321 toxie

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Posted 25 May 2016 - 08:45 PM

even if you increase the volume to 31?



#322 RYSr

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Posted 25 May 2016 - 09:37 PM

even if you increase the volume to 31?

 

Toxie,

 

I checked one of my Sega Golden Eye manuals. They still had the section in the back that shows the board revisions of all DE pins and the Sega pins up to Golden Eye.

 

The first 4 Sega games ( Maverick, MS Frankenstein, Baywatch, and Batman Forever ) were still using DE board sets which used the volume control mounted on the power junction box to control the volume. It was not done through the software. Although they did start using the Portal menu system for the other settings for the later two games. So you can not turn these 4 up to 31 as you suggest. One thing to note they did use a new revision sound board 520-5126-02 on the latter 2, Baywatch being one of them. I don't know if that would have any bearing.

 

I just tried the 9.21 versions of Baywatch and Batman Forever on my PC and they sounded normal to me

 

Sega's 5th game was Apollo 13 which was the first with the new board set that allowed you to control the audio through the software.


Edited by RYSr, 25 May 2016 - 09:39 PM.


#323 toxie

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Posted 25 May 2016 - 10:24 PM

Thanks for the great info!

 

Although i would say that for Frankenstein there is something fishy, as the music volume seems to be pretty low in comparison to the voices.



#324 RYSr

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Posted 26 May 2016 - 01:52 AM

Thanks for the great info!

 

Although i would say that for Frankenstein there is something fishy, as the music volume seems to be pretty low in comparison to the voices.

 

Although the main volume is controlled manually, Adjustment #41 is for the background music volume blending. Check to see what you have it set to. Mine is set to 100% but I may have set that awhile ago and forgot, on the other hand it might be the default... :)

Rich

 

PS: Frank uses the exact same revision sound board as Guns & Roses you might compare the 2, Guns and Roses was the last DE Pin before Sega took over...


Edited by RYSr, 26 May 2016 - 01:56 AM.


#325 toxie

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Posted 26 May 2016 - 06:20 AM

Will do, thanks.. Although the last time i tested, GnR sounded good..

Might be that Frankenstein uses some of the yet unknown BSMT2000 settings, i'll check..



#326 toxie

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Posted 26 May 2016 - 11:38 AM

Okay, for whatever reason i had the music at 75% on Frankenstein.. And the default is really 100%..

 

So to sum it up, so far no strange surprises with the new core, so to all who are experiencing issues:

 

Please increase the volume (using keys '8' and '9') on the machines that allow for it, or check if the music and/or sound effects volume is setup correctly (100%).



#327 AndersE

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Posted 30 May 2016 - 06:44 PM

Hey. I wanted to try this new function for pinsound audio, it say in the textfile in the archive that it is supported, yet it will not show any setting for alternate sounds. I downloaded the vpinmame_pindmd3 on the first page.

Then i uninstalled pinmame and reinstalled it, still no :

 

"- New option for the sound processing: Sound Mode, where:
  0 = standard builtin PinMAME emulation
  1 = builtin alternate sound file support"

 

I think i am pretty good at setting things up by now, as i have got a complete cab with all bells and whistles setup incl pin2dmd and all working.

 

Also: is this audiosetting per game as the other ones? So i can have 1 table with original sound and 1 with modified sound?

 

What am i doing wrong?


Edited by AndersE, 30 May 2016 - 06:55 PM.


#328 toxie

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Posted 30 May 2016 - 06:54 PM

You just need to put the new vpinmame.dll where you have pinmame installed, then run setup.exe. Press 'install'. Then press 'setup defaults'. There you will find the 'Sound mode' input field.



#329 doogie2301

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Posted 30 May 2016 - 07:29 PM

While we're on the topic of 'Sound mode', was it intentional that when Sound Mode is set to 1, the sound still plays when 'Use Sound' is disabled?  Or is this a bug and the Use Sound option should be respected regardless of the type of sounds being used?



#330 toxie

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Posted 30 May 2016 - 07:54 PM

Hmmm.. Thats a bug i guess..



#331 toxie

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Posted 30 May 2016 - 08:08 PM

..and fixed



#332 AndersE

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Posted 30 May 2016 - 10:31 PM

You just need to put the new vpinmame.dll where you have pinmame installed, then run setup.exe. Press 'install'. Then press 'setup defaults'. There you will find the 'Sound mode' input field.

WOW i did just that but did not see any difference.. UNTIL i looked more closely. I was EXPECTING a big BUTTON to change, but it was a small number field.

 

NOW i got it to work.. I apologise for being stupid and annoying ;)

 

 

Now if i want two versions to play, one original and one with other sound, how do i do? Do i have to use different rom versions?


Edited by AndersE, 30 May 2016 - 11:02 PM.


#333 toxie

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Posted 31 May 2016 - 06:08 AM

That would be the workaround. Or have some script in the table launcher you use, that would change the registry entry of that game (apparently possible, but i never did it myself, so maybe ask around here in the forum).



#334 kiwi

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Posted 31 May 2016 - 01:43 PM

I just tried the DMD opacity option, the DMD flickers and when I return in the editor a trace of the DMD remains on the screen.

 

Thanks

 

Max



#335 toxie

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Posted 31 May 2016 - 02:12 PM

Which Windows and VP version did you use and did you use any special options (like in VPX the true fullscreen option)?

Or do you have desktop composition disabled?



#336 kiwi

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Posted 31 May 2016 - 04:10 PM

I have Win XP and no special options enabled (true fullscreen in Win XP does not work), the same thing happens with VPX 1.0 and the latest revision.
I have not done any tests yet with the new PC with Win10, I will do it as soon as possible.



#337 toxie

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Posted 31 May 2016 - 04:48 PM

Ah, okay, that could be it: Windows XP has no desktop composition, thus transparent windows are only supported so-so, also depending on the graphics driver support and so on..

Win 7 and up should not show flicker.



#338 kiwi

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Posted 31 May 2016 - 06:14 PM

Thanks for the reply.



#339 toxie

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Posted 04 June 2016 - 02:25 PM

I updated all the first posts builds, as that most likely could be considered the 2.7 RC.

 

Changes:

- AT91 sound core (Elvis, LOTR, RBION, Sopranos, Nascar/Grand Prix/Dale Jr.) also uses 24000Hz sample rate now. Also fix some noise/clicks issues (should make it obsolete now to use wav samples in the VP tables)

- add earthshaker competition mod

Fixes:

- disable pinsound code if sound in general is disabled

 

 

EDIT: in case you want to help testing, please make sure that the VP table that uses a AT91 base game/rom has the rom sound enabled in its script (search for Value("sound") and make sure that this is set to 1 and/or read the description on top of the script for instructions on how to change it to use rom based sound).


Edited by toxie, 04 June 2016 - 02:30 PM.


#340 ClarkKent

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Posted 04 June 2016 - 02:38 PM

I haven't followed the development in detail - are the control files of pinsound supported yet?