Goofy Hoops????
capcom redemption
Posted 29 July 2018 - 09:40 PM
..and the 3.1 release is out, thanks a lot guys for the testing!
https://www.vpforums...&showfile=11571
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Posted 17 August 2018 - 12:30 AM
That's very weird. Have you tried 3.0, too?
There were no changes that should slowdown PinMAME actually, so if you have any kind of more detailed info (which machines you tried, etc), that could help.
Could you also try this unofficial build, please: http://vpuniverse.co...32-beta-thread/
Posted 01 September 2018 - 12:07 PM
i just tested 3.1 in my unity built games and it is fine
Since this is a VPM thread i dont see how it can affect VP they are two different things, I dont fully understand how VP is married to VPM, I just know VPM is an emulator and I use it and dont use VP at all. So far no problems with the emulation side of things.
Posted 01 September 2018 - 01:52 PM
So I tried to engineer some UI in my game to switch sound modes for using pin sound files. I know VPM needs to restart to apply the settings so I thought I would just stop the running controller , remove all allocated references and recreate the controller object and call run again. It works about 80% of the time , the other 20% of the time it crashes the entire program . If i check the windows event viewer logs i see this :
Faulting application name: Jurassic Park Pinball Unity.exe, version: 2018.2.2.36079, time stamp: 0x5b5996e2
Faulting module name: VPinMAME64.dll, version: 3.1.0.0, time stamp: 0x5b5e0fb4
Exception code: 0xc0000005
Fault offset: 0x00000000001b6b47
Faulting process ID: 0x1efc
Faulting application start time: 0x01d441f88f0e7b49
Faulting application path: F:\All_Ian_Directories\Projects\Ian\pinball_jurassicpark\unity_jurassicpark_2018.2.2f1\Published\Windows\Jurassic Park Pinball Unity.exe
Faulting module path: E:\Visual Pinball\VPinMAME\VPinMAME64.dll
Report ID: a939faac-ffae-413c-9fa9-493173a5882c
Faulting package full name:
Faulting package-relative application ID:
I also see this but not sure if it is related :
The application-specific permission settings do not grant Local Activation permission for the COM Server application with CLSID
{D63B10C5-BB46-4990-A94F-E40B9D520160}
and APPID
{9CA88EE3-ACB7-47C8-AFC4-AB702511C276}
to the user shaderbytes\ian SID (S-1-5-21-2115838307-1355671578-1097430343-1001) from address LocalHost (Using LRPC) running in the application container Unavailable SID (Unavailable). This security permission can be modified using the Component Services administrative tool.
anyway would be nice if this means anything to the devs and you are able to fix whatever is causing this crash. As mentioned it only happens every now and then when switch sound modes and restarting the emulation.
(ps.. I tried with 2.8 and 3.1 .. same problem )
Edited by tictox, 01 September 2018 - 01:56 PM.
Posted 01 September 2018 - 09:30 PM
Unfortunately no. If it's a real issue for you, i could pass you a debug build so that we get more info where it exactly crashes.
Im willing to test and see where the problem is , Just instruct me what to do/ how to use it , remember im not very educated with c/c++ code
Posted 23 September 2018 - 07:57 PM
hey there gents
is there any way to differentiate between the 32 bit pinmame dll installed or the 64 bit ?
They seem to write to the same place in the registry , I had a crude method in my installer that just looked for the existence of a rom path .. eg
ReadRegStr $0 HKCU "Software\Freeware\Visual PinMame\globals" "rompath"
actually I had done a 64 bit installer before then deleted it when i had some issues with unity using 64 bit dll in the editor. After they sorted that out I resorted to using the 64 bit again. Now since I deleted the old 64 bit installer I just quickly scanned over and changed a few lines in my current 32 bit installer , so maybe i was doing something different here..
any clues as to how to sniff for wittch bit version of vpinmame is installed while im installing my game?
Posted 04 October 2018 - 12:55 PM
Hi,
I am seeing a crash issue with dmddump, I usually have the windows and external dmd's enabled for using a [Removed for Trademark Infringement] and still capturing the windows dmd (off screen) using OBS, this has worked fine for 18 months or so.
for dumping a dmd I would just create the dmddump folder and it would work, to turn it off I would either delete the folder or rename it and dumping would stop (I sometimes see lag when its on, so off for normal play)
It seems in some of the recent changes it now crashes if the folder is not found, if I disable the windows dmd then no crash.
It seems to be around the same time that it also started dumping the .raw files as well as the .txt, I updated last week and jumped 2 or 3 releases.
edit: I just rolled back to the previous files I was running (r4614) and no crashes, so something between that and r4637
Out of interest, what are the .raw files used for?
Thanks,
Wob
Edited by Wob, 04 October 2018 - 01:07 PM.
Posted 26 October 2018 - 11:16 AM
So let's start the official 3.2 beta phase over here, to align with JPs new release.. ![]()
The first post features the new build (as usual)..
Changelog since 3.1:
PinMAME:
*** CORE/CPU ***
Fixed the Nuova Bell sound board. This had various issues, and information is quite sparse
Fix NBA Fastbreak fast flips so that the million dollar shot works
Fixed Barni emulation
Increased main CPU IRQ clock for Inder/Spinball games, makes at least Jolly Park work without "bola perdida" messages
*** ROM SUPPORT *** Thanks to inkochnito, Soren, ipdb.org, Onevox
Correct Dumps:
Top Pin's U11 sound ROM is bad, please all look out for a good dump!
Clones:
Addams Family, The L-5 (competition MOD)
Clash, The (unofficial MOD of Rock Encore)
Congo 1.1 with DCS-Sound rev. 1.0
Diner PA-0 (Prototype), LF-2 (French)
Heavy Metal Meltdown (German)
Jack*Bot 0.4A (Prototype)
Medieval Madness 1.0 (PFX mod)
VPM:
- New (backwards compatible) parameter to allow for mech configuration/specifying an initial position, instead of always loading it from NVRAM
Add special "handlemech" modes to Bride of Pinbot (bop_l7)
-1: Reset Bride of Pinbot's face to 0 for consistent startup behavior, but then disable internal mech
-2: Reset face and continue using internal mech
- Allow window position (x,y) to be less than 0 in cabinet mode, so primary monitor can be put "below" the DMD monitor
- Add additional .raw/non-averaged file output if dumping DMD frames from GTS3 and WPC machines
Oh, and please @all: test Inder/Spinball (Bushido,Mach 2,Jolly Park) games!!
Edited by toxie, 28 October 2018 - 06:54 AM.