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The VPM alpha/beta thread


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#761 toxie

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Posted 07 October 2019 - 08:59 AM

Still not, no.. The SAMbuild is still slightly different.. I hope i can finally get rid of that in the near future and make those remaining changes a bit cleaner..



#762 tictox

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Posted 19 October 2019 - 01:10 PM

hey toxie , just tied up with some tight deadlines until monday. I will make the revisions you asked about and send them to you right after that.

 

 

 

chat soon



#763 tictox

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Posted 19 October 2019 - 01:42 PM

ok before I started my other work i did two revisions , both with changed copyright and one each of changed middle text as requested. I cropped the ratio so it is no longer square to avoid excessive dead space , hope this is not an issue for you. I also did two variation of these using a custom hand made star field overlay. so a mix of modern and a touch of arcade etc.. still neat , just thought it would be nice to play with ideas.

 

sp1_1f.png

 

sp1_1f2.png

 

 

sp1_1g.png

 

sp1_1g2.png


Edited by tictox, 19 October 2019 - 01:44 PM.


#764 toxie

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Posted 19 October 2019 - 06:45 PM

Cool, thanks! I'll add them to PinMAME then..



#765 tictox

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Posted 19 October 2019 - 06:49 PM

awesome , thanks toxie!! its gonna look so nice and fresh now every time I launch a table ;) 



#766 tictox

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Posted 19 October 2019 - 08:10 PM

actually you asked about old ones revamped so there were some, I was not going to send them but here they are anyway , but they are ld any I personally like the newe one most. Of these old ones maybe the second one is ok

 

 

 

 

 

sp1_2j.png

 

 

sp2_1k.png

 

 

ss_4_3b.png

 

sp1_1h.png


Edited by tictox, 19 October 2019 - 08:15 PM.


#767 tictox

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Posted 19 October 2019 - 08:41 PM

there are my favourite 3 :

 

best%203.png



#768 Joe

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Posted 23 October 2019 - 02:12 AM

don't lock your self into 32 bit only.



#769 Thalamus

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Posted 23 October 2019 - 03:28 AM

Can't help it. I like the old logos more. Old logos kind of fits with the software' goal of reproducing old pinball machines. Old for old. And I also agree. 32bit is something we preferable where not locked on to. Hopefully one day in the future, we will a better working native 64bit.


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#770 toxie

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Posted 23 October 2019 - 08:07 AM

(V)PinMAME(32) is fully working in 64bit, and this build even also ships with the VPX installer. The only thing that is not supported in there is DDraw (as there is no 64bit DX7).

 

I'm only still paranoid about VPX 64bit, as it's not tested that well (but in theory and pratice (i.e. my own tests only) fully works). So far there was also no real need for going 64bit. (for VPinMAME there was, due to the Unreal Engine and Unity Engine pinball efforts back then. Both died by now though AFAIK.)



#771 Thalamus

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Posted 23 October 2019 - 08:21 AM

I though that there were some issues related to at91jit and 64bit ? Don't remember where I've heard that though.


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#772 toxie

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Posted 24 October 2019 - 08:39 AM

That's also true, already forgot about that. AT91JIT is disabled on 64bit, as the code is only generated for 32bit. So SAM tables will be more demanding and less accurate.



#773 tictox

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Posted 17 December 2019 - 12:41 PM

hey toxie , just shedding some light on the subject. Although those other unity things fell flat and unreal stuff .. I still use vpinmame in unity stuff ;) There was once an issue with 64bit version causing issues. Unity also used to have various restrictions on .net versions for editor vs deploy etc. Just so you know non of that exists anymore , I switched to using the 32 bit with unity years go and it functions just fine. To be honest I have not re tested the 64 bit version since that so I cant say it still has issues or not. 

 

ps have you managed to create a dll with new splash screens yet? Let me know, I will republish all 5 of my unity games with the latest Vpinmame once you do ;) 



#774 toxie

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Posted 17 December 2019 - 02:22 PM

No new dlls yet, but i can create a new beta cycle here, makes sense anyway. Will do so later-on.

 

Looking forward to your releases!  :)



#775 tictox

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Posted 17 December 2019 - 07:47 PM

nice thanks , good idea. I have been upgrading them over time to take advantage of all the new things in each unity version. Physics keeps getting better , lighting keeps getting better. The last time i had consolidated all the tables and the had ui that could send the dmd and backglass to any display and you could control sizes and positions. you could also rotate the camera for cabinet , and even manually set it. Just for cab users the one thing i dont have is any DOF stuffs so it not as appealing to most cab users - regardless, as they stand, they are the only up to date unity builds using Unity 2019.2 and new VpinMame which is a good showcase to have around ;) 

 

chat soon 



#776 toxie

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Posted 18 December 2019 - 08:31 AM

So, lets start the new 3.3 cycle, as usual, builds are in the first post..

 

Changelog:

 

*** CORE/CPU ***
Wico's Af-Tor fully working now
Sped up Video Dens games, found more dip switches, switch test, saving NVRAM
E.F.O. sound board mostly working - speech output would still stall the board for now however
Sound support for early LTD system III
More sound found for LTD system 4, extra lamp data is handled by sound chip port write!
More solenoids found for LTD's Force & Haunted Hotel
More lamps found for LTD's Space Poker
Increased IRQ for LTD system III, seems to help with ball detection in outhole

*** ROM SUPPORT *** Thanks to Soren, ipdb.org, Silvio Finotti
Clones:
Demolition Man LX-4C (competition MOD) (updated)
Demolition Man H-6C (competition MOD) (updated)
Flintstones, The LX-3
Oba-Oba (old hardware)
Space Train (old hardware)
Theatre of Magic 1.3XC (competition MOD) (updated)
Twilight Zone LA-9 (aka PAPA Tournament Version 9.0)

Correct Dumps:
Time Machine (LTD, 4 players) - confirmed that currently supported ROMs are correct
Twilight Zone P-3, P-4 (using later U14 and U15 sound ROMs, only PA-1 uses SP-1 sound)

*** VPM ***

- New logos by tictox

- If you create a VPMAlias.txt file in the VPinMAME folder, it will alias an input rom name to the specified (real) rom. Format example:
   mytallica,mtl_180hc
   myacdc,acd_170hc
  This can be used to allow to use different PUP or DOF profiles per game (for reskins and such).



#777 tictox

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Posted 18 December 2019 - 09:10 PM

Nice one Toxie , Im already testing. So far all good , im testing fish tales. I noticed though something in unity changed because when vpinmame would launch unity did not lose focus. Now it seems to loose focus. ( aka you need to click on the screen to get key events working on it ) not sure what they changed here so I need to go digging for a solution. Other than that working like a charm ;) 



#778 phlove

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Posted 19 December 2019 - 06:50 PM

as i opened onether thread for my issue:

 

can someone explain me how i can have on the same rom and the same table 1 tournament mode an 1 regular mode ?

 

what should i do now when i get the 3.3 beta ?

 

can some pls help



#779 gtxjoe

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Posted 19 December 2019 - 06:55 PM

- If you create a VPMAlias.txt file in the VPinMAME folder, it will alias an input rom name to the specified (real) rom. Format example:
mytallica,mtl_180hc
myacdc,acd_170hc
This can be used to allow to use different PUP or DOF profiles per game (for reskins and such).

#780 phlove

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Posted 19 December 2019 - 07:17 PM

i habe read this in the txt file but i dont understand it should i also change it in the script ?