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The VPM alpha/beta thread


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#581 tictox

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Posted 03 January 2018 - 12:18 PM

here are some splash screen concepts i wipped up today. Very minimalistic design, no bevels etc , inline with what is trending now but also pretty future proof in terms of aging. fist one i did aan iverted one for and then did a second one. Anyway if you like it use it ;) To me at least it is better than the current ones which look like they were designed in the 90's.

 

 

 

 

 

sp1_1.png

sp1_2.png sp2_1.png



#582 toxie

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Posted 03 January 2018 - 01:37 PM

Not bad, any opinions/suggestions from other people?



#583 tictox

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Posted 03 January 2018 - 01:40 PM

for sure , these are just mockups



#584 toxie

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Posted 03 January 2018 - 01:41 PM

Is the code for the setup exe also in public space somewhere so i can go dig around and try see how it does this?

 

https://sourceforge....PinMAME.cpp#l93



#585 tictox

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Posted 03 January 2018 - 01:44 PM

but any sort or boarders or pillow emboss and strong drop shadows should be avoided. The current modern design look is very square , very simple , loads of dead space etc..

 

Designers were clever in going this route, it ages better and the workload is less , it is very difficult to do a busy design and still look good. 



#586 toxie

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Posted 03 January 2018 - 08:31 PM

New 3.1 beta build in post http://www.vpforums....=27063&p=256944

Changes:

- Update BASS lib to 2.4.13

- Fix wrong gain/volume of voices/sound effects in Sound Mode 1 (e.g. builtin alternate sound file support)



#587 LeChucksBeard

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Posted 04 January 2018 - 12:47 AM

I'm not sure that the gain.txt support is correct. It has an effect now for sfx too but it doesn't seem to go as low as needed. It seems that I can still lower the music quite a bit more than the sfx/voice folders. Even with a gain of 1, it's still too loud. It's hard to tell exactly because loud is loud and I'm not using an SPL meter, but it looks like once you get below a certain number, like 5, it won't go any lower, unlike music.

 

Regarding the Pinsound support, I was told that the Data East problem will be fixed in Pinsound Studio 1.0 (I wrote to the Pnsound guys directly), and since there are fewer packs that will actually be able to run in Mode 1 as they  get recoded or made directly in 0.9 and up, this may now be a wasted effort on your part.

 

Also, when running the table (I just tested with Jurassic Park), quitting now seems to leave vpinmame running in the background, playing sounds, and VPX can't be clicked on and has to be forcefully terminated.


I've gone back to the 3.0 beta that I've been running as it seems the most stable for me (I'm not running the very latest/final VPX 10.4 though).


Edited by LeChucksBeard, 04 January 2018 - 12:45 AM.


#588 toxie

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Posted 04 January 2018 - 07:26 AM

Thanks for testing! The gain handling is now implemented exactly the same for music and voices/sfx, but could be that the mapping to volume is still off, as i don't know what PinSound does there.

 

As for SoundMode 1 in general: I still like to have this open source variant around, as we all do not know how long PinSound will be around. At some point they might just decide to pull the plug and then there will be no further development/source.

 

The quitting issue most likely was a glitch, as i did not change much in the source.



#589 tictox

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Posted 04 January 2018 - 08:32 AM

@lLChucksNeard...

try pause the emulator when using pinsound , The sound doesnt stop either ;) 


it has far too many problems for my liking , i last downloaded the JP pinsound  as well and even had a menu option at one time to set the soundmode of the vpinmame , but i had so many issues i just commented it out and released the game without the option for sound mode. Of coarse for people in the know you can still unhide  the original dmd and set the soundmode there ;) but yea the fact that it did not pause with the emulator was a big issue and one of the main reasons i left it out.



#590 tictox

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Posted 05 January 2018 - 08:13 AM

here is another mockup , more colorful and slightly more old school..

 

sp3_1.png



#591 toxie

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Posted 07 January 2018 - 11:24 AM

neat.. but i'd have something more pinball-specific in mind, e.g. instead of these old arcade game style fonts, maybe something using the LCD 'fonts' or the standard williams/bally DMD font?



#592 tictox

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Posted 07 January 2018 - 01:39 PM

Something like this ?

 I maintained a 1x1 ratio in previous mockups, this one i did now but by mistake made it 16:9 .. anyway using a dmd font.. on a dmd :)

ss_3_4.png



#593 toxie

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Posted 07 January 2018 - 01:42 PM

yup.. much more fitting into the whole pinball concept.. cool!



#594 toxie

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Posted 07 January 2018 - 06:01 PM

btw: PinMAME32 also has a very very old bitmap in it, maybe you could also do a replacement/remix for this one?



#595 tictox

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Posted 07 January 2018 - 06:13 PM

cool i will give it a go , are these allsupposed to be 1:1 ratio? or can they be any ratio?



#596 NailBuster

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Posted 07 January 2018 - 07:33 PM

Hey Toxie:.   My new PinUp Player uses dmddevice.dll for its new PupCapture feature (keyframe matching dmd output).

 

Would it be too difficult (or maybe you can suggest another method)...that by table_rom when using "USE EXTERNAL DLL".  the current default extdll would be 'dmddevice.dll',  BUT have a registry entry/or cfg where it can be overridden by table to another filename.

 

So we can configure  avr_200 ROM to use 'dmddevicePUP.dll' instead of the default dmddevice.dll?  example: a ROM registry entry:  extDMDFilename    "dmddevicePUP.dll"



#597 tictox

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Posted 07 January 2018 - 07:54 PM

ok here is another mockup , using dmd font and more pinball and vpm telling in the  graphics:

 

ss_4_1.png



#598 The Loafer

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Posted 08 January 2018 - 04:34 AM

those are great pics Tictox, though the last one makes me think more of dance dance revolution rather than pinball eheh.  I guess it's the arrow, still love the pics though, especially the previous one.  Well done.



#599 toxie

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Posted 27 January 2018 - 08:19 AM

@tictox: any news about final versions of your mockups?

i especially dig http://www.vpforums....=27063&p=397260

and the blue font one in http://www.vpforums....=27063&p=396927

(the others are cool, too, but do not fit the pinball concept i think, mainly because of the pixel font)


so for example if you could replace http://www.vpforums....=27063&p=397118 with a more pinball like font (either LCD segments or the dotted ones, or some that were commonly used on the playfield, etc)??

thanks!!



#600 Mitchell

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Posted 06 February 2018 - 06:37 AM

I have a question. How come there still not 7z support for ROMs and Samples? I converted all zips into 7z and then I realize that the PinMAME can't read those ROMs. Saying missing. I convert those back into zips using the TrrntzipDN tool.

 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 

Note 1: I'm replacing the trrntzip64 for the TrrntzipDN. trrntzip64 can't convert those 7z back into zip. Does the same compressing anyway.

 

Note 2: I notice that the TrrntzipDN 7z isn't better than the t7z tool. t7z does a better job shrinking down and repacking into 7z. I don't know why people switching to TrrntzipDN for the 7z zipping. It is terrible. I mean you still have to use the t7z tool after that for better compressing.


Edited by Mitchell, 06 February 2018 - 06:43 AM.

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