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Visual PinMAME (Standalone DLL)

VPM PinMAME

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#41 LeChucksBeard

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Posted 01 January 2018 - 06:55 PM

They made a real mess of it at Pinsound. I managed to get v0.8 to test, and that one does play the Data East tables, and allows for good volume control (it still uses the gain.txt files, while 0.9 doesn't, apparently). But it doesn't play many of the other existing sound mixes, which have been recoded to work with 0.9 and their new scheme (it thinks the sounds are missing).

 

I think this could be remedied outside of Pinsound, though, if VPinMame could properly use the gain.txt files, as it looks like any file that's not in music is getting ignored. At least that would help with the mixes that have not been redone, like the third party ones (not the "original" packs).



#42 toxie

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Posted 02 January 2018 - 08:09 AM


When a rom/sound package is requested from Pinsound by vpinmame for a working table, it is requesting the correct sound system, for example DCS for Star Trek TNG. However, when it's sending a request for one of the Data East tables mentioned above, it looks like it's requesting a "null" sound system, then something called BSMT, and both return unsupported by Pinsound. It looks like it should be requesting "DE" for Data East tables.

 

This should be okay, as Data East also used BSMT as sound system.. Maybe they just screwed up their new encoding for Data East on their own..



I think this could be remedied outside of Pinsound, though, if VPinMame could properly use the gain.txt files, as it looks like any file that's not in music is getting ignored. At least that would help with the mixes that have not been redone, like the third party ones (not the "original" packs).

 

Will look into that.. Maybe i implemented the gain only for music cause i thought this is how it should be..



#43 khomodo

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Posted 02 January 2018 - 08:44 AM

Hello, i can confirm that pinsound 0.9 doesnt work anymore with data east rom. i had to revert to 0.8 (but couldnt make the new mixes like lotr wool mix work :/) to have the sound again on DE table.

 

It recognized the system as BSMT but cant find the sound files...


Edited by khomodo, 02 January 2018 - 08:45 AM.


#44 Thalamus

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Posted 02 January 2018 - 11:05 AM

For whitestar I think you need to use 0.9. So basically, at the moment you need to have both 0.8 and 0.9 on your machine.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#45 LeChucksBeard

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Posted 02 January 2018 - 02:49 PM

Yeah, 0.8 can't be used any more because many packs have been recoded. Well, if you want to start either manually depending on the table, that works, but....

 

For my personal needs, I ended up running all the audio files for the few packages in batch through dbpoweramp to lower them by 10db and I can now use those packs in mode 1. That said, it would be great if all the gain.txt files could be used. Although, looking through those sound packs, it doesn't make it easy when they have a gain of 20 on some sounds. I'm not sure at all how each gain.txt file overrides another, or if they are used as percentages...



#46 toxie

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Posted 03 January 2018 - 12:07 PM

Anywhere there was the Info, the Best for JD is L-1 ... but i will be happy, if we get a fix for any of this.

 

VPM Devs, can you take a look at the "Scanlines" Function ?

PinMAME.exe babypac -scanlines ... works, but not with a Table.

Also with a modified PinMAME.ini and scanlines Change to 1

DarthMarino ( and i also ) want to try and get this with the Baby Pacman ROM, maybe useful for Granny and Caveman too.

 

I wasted A LOT of time now looking into this, and i do not understand why it does not work in VPM.. does not make any sense to me..

BUT instead you could simply use the 'effect'. So for example look for 'granny' or 'babypac' in the registry and set as 'effect' 'scan25' instead of the default 'none'.

  • -effect none: no blitting effects
  • -effect scan25: 25% scanlines
  • -effect scan50: 50% scanlines
  • -effect scan75: 75% scanlines
  • -effect rgb3
  • -effect rgb4
  • -effect rgb6
  • -effect rgb16
  • -effect rgbtiny
  • -effect rgb4v
  • -effect scan75v


#47 toxie

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Posted 03 January 2018 - 01:04 PM

These specific mixes still work with Mode 1, but the big issue is that at least for JP and Batman, the volume is unbearably high, and after spending a few hours testing this, it also seems that the gain.txt file works only for music, not for sfx, voices and the rest. At least not in a very perceptible way. While I can easily tone down the music by placing a gain.txt file with a 4 or 5, the rest just remains very loud (I've even removed every other gain.txt files in sub folders to make sure).

 

 

Just looked at the source again, and the gain is read and used for all.. BUT it was used incorrect for the voices/sfx, d'oh!!! Will retest and post a new 3.1 beta 'soon'..



#48 toxie

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Posted 03 January 2018 - 08:33 PM

Please test the new build in post http://www.vpforums....=27063&p=256944 and let me know in that thread if there are still issues with the gain



#49 LeChucksBeard

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Posted 03 January 2018 - 11:03 PM

Thanks. I will test and let you know as soon as I can when I get a chance to go back to the cab and recopy the unmodified tracks. I'll have to revert to beta unfortunately, as I like those few color roms I installed...



#50 hauntfreaks

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Posted 03 January 2018 - 11:24 PM

can we just add everything and keep the alternative DLL? and still benefit from the update??


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#51 Carny_Priest

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Posted 04 January 2018 - 12:05 AM

No worries. When we've settled on a build standard I'll crank out another build with color rom support. I'll be around until I don't need to be around.



#52 toxie

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Posted 04 January 2018 - 07:11 AM

Thanks carny.. I just want to somehow better handle these color ROM entries and the also missing additional DOF entries, and then we can abandon the SAMbuild..

 

As for build standard: I think VS2015 (that you already use) is perfect. VS2017 has some XP issues (and some people still use XP for their cabs).



#53 psmiraglia

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Posted 26 January 2018 - 05:31 AM

deleted 

 


Edited by psmiraglia, 26 January 2018 - 05:38 AM.


#54 Brer Frog

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Posted 04 February 2018 - 08:58 PM

I have Windows 7 64 bit and using VPinMAME 2.9.

 

If I click on setup.exe it takes me to the setup screen. If I click on setup64.exe I get an error message. This makes me think I have the 32bit version installed for some reason.

 

I just downloaded VPinMAME 3.0 standalone.

http://www.vpforums....&showfile=11571

 

I unzipped it and it contains both setup.exe and setup64.exe., along with PinMAME32.exe.

The instructions say to run setup.exe which could mean to use the setup that's appropriate for the version of Windows that is being used.

 

Perhaps I'm being overly cautious, but I'm not sure which setup to run.

Setup.exe because it matches PinMAME32.exe.

or setup.64.exe because it matches my Windows 64 bit.

 

Any advice would be appreciated.

Thank you



#55 xenonph

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Posted 04 February 2018 - 09:10 PM

Run the "Setup.exe" as I explained in another topic.

You dont want to install 64 bit PinMAME.

PinMAME32 is just like MAME32, go ahead and click it, you will see something like MAME GUI, except this will be for Pinball ROMS.

Run Setup.exe and click Install if you want to upgrade to PinMAME 3.0 or 3.1.


CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
 

#56 Brer Frog

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Posted 05 February 2018 - 02:40 AM

Thanks xenenph,

 

I ran setup.exe and vers 3.0 was installed in about a second. It did not ask any setup questions so I presume it used the existing ones.

Just to clarify, there is no PinMAME64.exe., but there is a Setup64.exe and VPinMAME64.dll.
Does this mean a 64bit version in the works that I should be on the lookout for?


Edited by Brer Frog, 05 February 2018 - 02:42 AM.


#57 jesperpark

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Posted 05 February 2018 - 05:33 AM

Run the 32 bit version, the 64 bit version is not fully supported or abandoned, as there there is no or little benefit running 64 bit for pinmame.



#58 toxie

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Posted 05 February 2018 - 10:00 AM

The 64bit version is mainly there for developers like the Unit3D Pinball guys who use them for development.. For the enduser it's not useful or beneficial (at the moment)..

 

Could you still tell me though what happens -exactly- when you run setup64.exe? What is the error (screenshot??)?



#59 Brer Frog

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Posted 05 February 2018 - 12:04 PM

The 64bit version is mainly there for developers like the Unit3D Pinball guys who use them for development.. For the enduser it's not useful or beneficial (at the moment)..

 

Could you still tell me though what happens -exactly- when you run setup64.exe? What is the error (screenshot??)?

 

I got the error message when I was on PinMAME 2.9 and ran setup64.exe. I tried this a few times & got the error every time. It was large font text at the top of the screen and the installation screen never came up.

 

Now I'm on PinMAME 3.0 and just tried running setuo64.exe several times and did not get an error message.I get the same looking installation screen I got when I ran setup.exe. I did not want to install it of course, but I did click on the "Test" tab and got this error message.

Attached File  PinMAME Test.jpg   37KB   7 downloads


Edited by Brer Frog, 05 February 2018 - 12:08 PM.


#60 toxie

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Posted 05 February 2018 - 04:34 PM

Cool! Nice to hear that it works with 3.0.. :)

 

btw: In general: it's possible to install both 32bit and 64bit versions at the same time, without sideeffects or problems..

 

(e.g. the error message on the screenshot will vanish when you also install the 64bit version)







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