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Road to making Visual Pinball portable

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#21 jsm174

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Posted 02 June 2021 - 03:04 PM

@ciberfred

 

Hello. I've been working on libpinmame for a few months now. I'm sure you've looked at 

 

https://github.com/v...inmame/test.cpp

 

Is there any chance, you can share some more of your code? Do you have it in a repo anywhere, so I can walk through it?



#22 ciberfred

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Posted 01 July 2021 - 09:16 AM

Ok got the lib include in project. try some sound test output but get a crappy sound (with alsa). In fact it's the same sound that i get with the xpinmame.x11 without the -ti option. search around the pinmame code to know what is the effect of this flag but get only things on src/unix/sysdep/ thing... in fact nothing include in the lib at compile time. any idea how to get it to work with this flag ?

don't know if the source code could be usefull for you as it's just some tests and performance with ogre are really poor with table like Haunted house. i also not code all objects of tables like flashers, spinner, light,etc....

 

i put the code here : http://fondriest.fre...her-test.tar.gz

note :

- i include the 2 tables found in git for vpinball

- i comment the dbus test functions and files

- you need to put in /usr/local/ libpinmame.so and the libpinmame.h file first.

 

and i use current debian stable (buster).

 

maybe you get something other than this forum to speak about code ?


Edited by ciberfred, 01 July 2021 - 09:20 AM.






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