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Feasibility Study - Converting ALP to conventional VP

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#81 wiesshund

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Posted 08 November 2023 - 02:41 AM

It seems that FlexDMD has commandeered control of the DMD on many of my favorite tables.  Maybe I should just remove it and go back to vanilla-DMD? At least I'll be able to play Star Trek - TNG again (and be able to see the scoring).

 

 

 

 

Stop randomly guessing at things or you will do way more harm than good

 

for one flexDMD has 0 to do with star trek at all, nothing


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#82 Tesla

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Posted 08 November 2023 - 02:53 AM

 

 

If one has values in dmddevice.ini pertaining to location, that are off screen, one could simply edit the defaults back to this

; x-axis of the window position
left = 0
 
; y-axis of the window position
top = 0
 
; width of the dmd in monitor pixels
width = 1024
 
; height of the dmd in monitor pixels
height = 256

 

 

I tried this earlier. Nothing happened (like no, the DMD DID-NOT appear in the top-left of Screen-1 ... nor the other screens).

 

It must not work the way we think. 

 

=============================================================

 

                                 NEW POST

 

=============================================================  :)


 

It seems that FlexDMD has commandeered control of the DMD on many of my favorite tables.  Maybe I should just remove it and go back to vanilla-DMD? At least I'll be able to play Star Trek - TNG again (and be able to see the scoring).

 

 

 

 

Stop randomly guessing at things or you will do way more harm than good

 

for one flexDMD has 0 to do with star trek at all, nothing

 

 

OK, I did not know that. I thought FlexDMD and Virtual-DMD were the same. Sorry, I don't know all the names and terms for all the pieces.

 

So, where is the control for this Virtual-DMD I keep seeing?

 

So far, the problem tables all seem to have:

a. an empty screen-3 (DMD) .

b. I can see the DMD (running tiny in real time) in the Alt-Tab list .

c. The window is always named "Virtual DMD". 


Edited by Tesla, 08 November 2023 - 03:18 AM.


#83 wiesshund

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Posted 08 November 2023 - 03:34 AM

Virtual DMD is Freezy's DMD extensions (Use DLL in vpm settings)

 

And it most definitely does use DMDDevice.ini to determine where it must go to

 

It has 0 to do with 1 screen 2 screen or 16 screen, it literally does not care

 

If you see it in alt tab but not on screen then it is
 

1) either under something, and i keep repeated telling you run the ROM in vpm setup exe to find out case there wont be anything else taking up the screen

 

2) it is at some coordinate off in the great Nothing, which mostly means you drug your dmddevice.ini over from st elsewhere, in which case delete it, replace it with the generic dmddevice.ini in the freezy's dmd extensions zip file, which will be devoid of any per table stuff (Unless you know how to flawlessly edit your ini and not break it)

 

At which point the 1st DMD (b2s is NOT a DMD, it has NO DOTS) you run will land on main desktop
then drag it over and size it and save globally, and dont do Any per table stuff to it, unless you are making visual styles


and make sur you only have 1 single dmddevice.ini on the entire PC


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#84 Tesla

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Posted 08 November 2023 - 04:04 AM

 

1) either under something, and i keep repeated telling you run the ROM in vpm setup exe to find out case there wont be anything else taking up the screen

 

 

Batman table works. In vpm-setup, I can make the DMD graphics appear on screen-3 (just like when the table runs). This all makes sense to me.

 

When I try that for Star Trek - TNG or Terminator-2 ... the DMD rom-graphics are nowhere that I can see them playing. I think this is the main-problem that needs fixing.

 

When those tables are running, I've tried using F1 and setting DMD both ways (internal or external) and it doesn't seem to matter or help.

 

If I can please get my favorite 5 tables working (ST-TNG, F14, T2, ToM, ?) on all 3 screens, I think I will then carry-on with project in general. I would then like to eventually be able to move-on to full (Standalone) Pinscape setup soon (and circle back to re-config of the other 30 tables later). 

 

Heavily edited.


Edited by Tesla, 08 November 2023 - 04:34 AM.


#85 wiesshund

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Posted 08 November 2023 - 04:55 AM

then the DMD location for those must be specified in dmddevice.ini someplace

 

post you dmddevice.ini here

 

if you see it in taskbar then it is running

and it is at some coordinate that dont exist


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#86 Tesla

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Posted 08 November 2023 - 05:07 PM

[global]
 
; how to scale games to smaller or larger displays: fit, fill or stretch
resize = fit
 
; flips the image horizontally
fliphorizontally = false
 
; flips the image vertically
flipvertically = false
 
; enable or disable frame-by-frame colorization (inactive in VPX bundle)
colorize = true
 
; scaler mode for standard content (vpm frames): doubler, scale2x.
; note: see readme.md for details
scalermode = scale2x
 
; always scale standard vpm frames to 256x64
; note: see readme.md for details
scaletohd = false
 
; a DMD that renders with nice dots on a computer monitor
[virtualdmd]
enabled = true
 
; virtual dmd stays on top of all other windows
stayontop = true
 
; ignore the aspect ratio of the rendered dots when resizing
ignorear = false
 
; use VPM's registry values when positioning the virtual dmd
useregistry = false
 
; x-axis of the window position
left = 3465
 
; y-axis of the window position
top = 557
 
; width of the dmd in monitor pixels
width = 1024
 
; height of the dmd in monitor pixels
height = 128
 
; style to apply to games where it's not explicitly set
style = default
 
; scale the dot size (set to 0.8 for same size as pre-1.6.0)
style.default.dotsize = 0.85
 
; rounding of the dots (0 is square, 1 is circle)
style.default.dotrounding = 0.85
 
; scale the brightness of the dots
style.default.brightness = 0.95
 
; amount of glow to add around the dots
style.default.dotglow = 0.3
 
; amount of glow of the dots background (very blurry diffuse glow)
style.default.backglow = 0.4
 
; gamma correction (1.0 to disable, a value around 2.2 should be used)
style.default.gamma = 1
 
; amount of lighting of unlit dots
style.default.unlitdot = #00000000
 
; texture path for the DMD glass
style.default.glass = 
 
; Amount and color of lighting of the glass coming from the room
style.default.glass.color = #00000000
 
; Amount of lighting of the glass coming from the DMD
style.default.glass.lighting = 0
 
; sharpness of the dots
style.default.dotsharpness = 0.8
 
; padding of the DMD under the glass (fake unlit dots are added around the real DMD to account for this padding)
style.default.glass.padding.left = 0
style.default.glass.padding.top = 0
style.default.glass.padding.right = 0
style.default.glass.padding.bottom = 0
 
; texture path for an overlay frame
style.default.frame = 
 
; padding of the glass under the frame
style.default.frame.padding.left = 0
style.default.frame.padding.top = 0
style.default.frame.padding.right = 0
style.default.frame.padding.bottom = 0
 
; Legacy style (plain square dots without any effects)
style.legacy.dotsize = 0.92
style.legacy.dotrounding = 1.0
style.legacy.brightness = 1.0
style.legacy.dotglow = 0.0
style.legacy.backglow = 0.0
style.legacy.gamma = 1.0
style.legacy.unlitdot = #00000000
style.legacy.glass = null
style.legacy.glass.color = #00000000
style.legacy.glass.lighting = 0.0
style.legacy.glass.padding.left = 0
style.legacy.glass.padding.top = 0
style.legacy.glass.padding.right = 0
style.legacy.glass.padding.bottom = 0
style.legacy.frame = null
style.legacy.frame.padding.left = 0
style.legacy.frame.padding.top = 0
style.legacy.frame.padding.right = 0
style.legacy.frame.padding.bottom = 0
 
; Example of using the glass padding to fit a 128x16 DMD in a 128x32 display frame
style.dataeast-128x16.dotsize = 0.5
style.dataeast-128x16.dotrounding = 0.5
style.dataeast-128x16.brightness = 8
style.dataeast-128x16.dotglow = 0.03
style.dataeast-128x16.backglow = 0.03
style.dataeast-128x16.gamma = 2.2
style.dataeast-128x16.glass = null
style.dataeast-128x16.glass.color = #00000000
style.dataeast-128x16.glass.lighting = 0
style.dataeast-128x16.glass.padding.left = 0
style.dataeast-128x16.glass.padding.top = 8
style.dataeast-128x16.glass.padding.right = 0
style.dataeast-128x16.glass.padding.bottom = 8
style.dataeast-128x16.frame = null
style.dataeast-128x16.frame.padding.left = 0
style.dataeast-128x16.frame.padding.top = 0
style.dataeast-128x16.frame.padding.right = 0
style.dataeast-128x16.frame.padding.bottom = 0
style.dataeast-128x16.unlitdot = #FF2C1600
style.bluesquare.brightness = 3.24
style.bluesquare.dotsize = 0.72
style.bluesquare.dotrounding = 0
style.bluesquare.dotsharpness = 0.8
style.bluesquare.unlitdot = #00000000
style.bluesquare.dotglow = 0.186178861788618
style.bluesquare.backglow = 0.11
style.bluesquare.gamma = 0.94
style.bluesquare.tint = #ff2852f5
style.bluesquare.glass = textures\glasses\glass3.jpg
style.bluesquare.glass.color = #ff5477ff
style.bluesquare.glass.lighting = 0.13
style.bluesquare.glass.padding.left = 0
style.bluesquare.glass.padding.top = 0
style.bluesquare.glass.padding.right = 0
style.bluesquare.glass.padding.bottom = 0
 
; bally frame by wiesshund
style.bally.brightness = 0.95
style.bally.dotsize = 0.85
style.bally.dotrounding = 0.85
style.bally.dotsharpness = 0.8
style.bally.unlitdot = #00000000
style.bally.dotglow = 0.3
style.bally.backglow = 0.4
style.bally.gamma = 1
style.bally.tint = #00ff5820
style.bally.glass = 
style.bally.glass.color = #00000000
style.bally.glass.lighting = 0
style.bally.glass.padding.left = 0
style.bally.glass.padding.top = 0
style.bally.glass.padding.right = 0
style.bally.glass.padding.bottom = 0
style.bally.frame = textures\frames\bally.png
style.bally.frame.padding.left = 2.4
style.bally.frame.padding.top = 0.9
style.bally.frame.padding.right = 1
style.bally.frame.padding.bottom = 15.03
 
; metal frame by benji
style.metal1.brightness = 0.95
style.metal1.dotsize = 0.92
style.metal1.dotrounding = 1
style.metal1.dotsharpness = 0.8
style.metal1.unlitdot = #00000000
style.metal1.dotglow = 0
style.metal1.backglow = 0
style.metal1.gamma = 1
style.metal1.tint = #00ff5820
style.metal1.glass = 
style.metal1.glass.color = #00000000
style.metal1.glass.lighting = 1
style.metal1.glass.padding.left = 12
style.metal1.glass.padding.top = 12
style.metal1.glass.padding.right = 12
style.metal1.glass.padding.bottom = 12
style.metal1.frame = textures\frames\metal4.png
style.metal1.frame.padding.left = 12
style.metal1.frame.padding.top = 12
style.metal1.frame.padding.right = 12
style.metal1.frame.padding.bottom = 12
 
[pindmd1]
 
; if false, doesn't bother looking for a pinDMD1
enabled = false
 
[pindmd2]
 
; if false, doesn't bother looking for a pinDMD2
enabled = false
 
[pindmd3]
 
; if false, doesn't bother looking for a pinDMD3
enabled = false
 
; COM port, e.g. COM3
port = 
 
[pin2dmd]
 
; if false, doesn't bother looking for a PIN2DMD
enabled = false
 
; how long to wait in milliseconds after sending a palette
delay = 25
 
[pixelcade]
 
; if false, doesn't bother looking for a Pixelcade
enabled = false
 
; COM port, e.g. COM3
port = 
 
; color matrix to use, either "rgb" or "rbg"
matrix = rgb
 
[networkstream]
 
; if enabled, stream to your DMD connected to another computer
enabled = false
 
; if enabled, retry connecting if the connection fails, default is false
retry = false
 
; interval in seconds between retry attempts, default is 5
retry-interval = 5
 
[browserstream]
 
; if enabled, stream to your browser in your LAN
enabled = false
port = 9090
 
[vpdbstream]
 
; if enabled, stream DMD to https://test.vpdb.io/live
enabled = false
 
[video]
 
; if enabled, writes frames to an .avi file
enabled = false
 
; path to folder or .avi file. if folder, gamename.avi is used.
path = 
 
[pinup]
 
; if enabled, send frames to PinUP.
enabled = false
 
[alphanumeric]
enabled = false
style = default
style.default.skewangle = 12
style.default.backgroundcolor = ff000000
style.default.foreground.enabled = true
style.default.foreground.color = fffbe6cb
style.default.foreground.blur.enabled = true
style.default.foreground.blur.x = 2
style.default.foreground.blur.y = 2
style.default.foreground.dilate.enabled = false
style.default.innerglow.enabled = true
style.default.innerglow.color = a0dd6a03
style.default.innerglow.blur.enabled = true
style.default.innerglow.blur.x = 15
style.default.innerglow.blur.y = 13
style.default.innerglow.dilate.enabled = true
style.default.innerglow.dilate.x = 15
style.default.innerglow.dilate.y = 10
style.default.outerglow.enabled = true
style.default.outerglow.color = 40b65829
style.default.outerglow.blur.enabled = true
style.default.outerglow.blur.x = 50
style.default.outerglow.blur.y = 50
style.default.outerglow.dilate.enabled = true
style.default.outerglow.dilate.x = 90
style.default.outerglow.dilate.y = 40
style.default.background.enabled = true
style.default.background.color = 20ffffff
style.default.background.blur.enabled = true
style.default.background.blur.x = 7
style.default.background.blur.y = 7
style.default.background.dilate.enabled = false
style.blue.skewangle = 12
style.blue.weight = Bold
style.blue.backgroundcolor = #ff000000
style.blue.foreground.enabled = true
style.blue.foreground.color = #ff00ffff
style.blue.foreground.blur.enabled = true
style.blue.foreground.blur.x = 2
style.blue.foreground.blur.y = 2
style.blue.foreground.dilate.enabled = false
style.blue.innerglow.enabled = true
style.blue.innerglow.color = #ff0000ff
style.blue.innerglow.blur.enabled = true
style.blue.innerglow.blur.x = 15
style.blue.innerglow.blur.y = 13
style.blue.innerglow.dilate.enabled = true
style.blue.innerglow.dilate.x = 15
style.blue.innerglow.dilate.y = 10
style.blue.outerglow.enabled = true
style.blue.outerglow.color = #ff000080
style.blue.outerglow.blur.enabled = true
style.blue.outerglow.blur.x = 50
style.blue.outerglow.blur.y = 50
style.blue.outerglow.dilate.enabled = true
style.blue.outerglow.dilate.x = 6
style.blue.outerglow.dilate.y = 40
style.blue.background.enabled = true
style.blue.background.color = #2dfffafa
style.blue.background.blur.enabled = true
style.blue.background.blur.x = 7
style.blue.background.blur.y = 7
style.blue.background.dilate.enabled = false
style.green.skewangle = 12
style.green.weight = Bold
style.green.backgroundcolor = #ff000000
style.green.foreground.enabled = true
style.green.foreground.color = #ff00ff00
style.green.foreground.blur.enabled = true
style.green.foreground.blur.x = 2
style.green.foreground.blur.y = 2
style.green.foreground.dilate.enabled = false
style.green.innerglow.enabled = true
style.green.innerglow.color = #eb00ff7f
style.green.innerglow.blur.enabled = true
style.green.innerglow.blur.x = 15
style.green.innerglow.blur.y = 13
style.green.innerglow.dilate.enabled = true
style.green.innerglow.dilate.x = 4
style.green.innerglow.dilate.y = 4
style.green.outerglow.enabled = true
style.green.outerglow.color = #b900fa9a
style.green.outerglow.blur.enabled = true
style.green.outerglow.blur.x = 50
style.green.outerglow.blur.y = 50
style.green.outerglow.dilate.enabled = true
style.green.outerglow.dilate.x = 1
style.green.outerglow.dilate.y = 2
style.green.background.enabled = true
style.green.background.color = #2dfffafa
style.green.background.blur.enabled = true
style.green.background.blur.x = 7
style.green.background.blur.y = 7
style.green.background.dilate.enabled = false
 
[HeavyMetal]
virtualdmd style = default
virtualdmd left = 2994
virtualdmd top = 1166
virtualdmd width = 1287
virtualdmd height = 718.91015625
 
[bttf_a27]
virtualdmd left = 3034
virtualdmd top = 1351
virtualdmd width = 1224
virtualdmd height = 306
 
[ij_l7]
virtualdmd left = 3016
virtualdmd top = 1372
virtualdmd width = 1248
virtualdmd height = 312
 
[apollo13]
virtualdmd left = 3028
virtualdmd top = 1251
virtualdmd width = 1228
virtualdmd height = 307
 
[rescu911]
virtualdmd left = 3026
virtualdmd top = 1347
virtualdmd width = 1224
virtualdmd height = 306
 
[sttng_l7]
virtualdmd left = 3025
virtualdmd top = 1355
virtualdmd width = 1224
virtualdmd height = 306
 
[totan_14]
virtualdmd left = 3025
virtualdmd top = 1353
virtualdmd width = 1232
virtualdmd height = 308
 
[bnbps]
virtualdmd left = 3022
virtualdmd top = 1356
virtualdmd width = 1244
virtualdmd height = 311
 
[stwr_107]
virtualdmd left = 3016
virtualdmd top = 1355
virtualdmd width = 1252
virtualdmd height = 313
 
[tom_14hb]
virtualdmd left = 3010
virtualdmd top = 1345
virtualdmd width = 1260
virtualdmd height = 315
 
[simpprty]
virtualdmd left = 3011
virtualdmd top = 1364
virtualdmd width = 1252
virtualdmd height = 313
 
[tz_94h]
virtualdmd left = 3026
virtualdmd top = 1341
virtualdmd width = 1228
virtualdmd height = 307
 
[trek_201]
virtualdmd left = 3101
virtualdmd top = 1683
virtualdmd width = 1080
virtualdmd height = 135
 
[lca2]
virtualdmd left = 3076
virtualdmd top = 1368
virtualdmd width = 1140
virtualdmd height = 285
 
[Designer]
virtualdmd left = 3487
virtualdmd top = 248
virtualdmd width = 1024
virtualdmd height = 256
 
[btmn_106]
virtualdmd left = 3465
virtualdmd top = 557
virtualdmd width = 1024
virtualdmd height = 128


#87 wiesshund

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Posted 08 November 2023 - 06:25 PM

Remove ALL of the table specific entries at the bottom

 

You have a dedicated DMD screen, so you only need the default setting for 99% of everything

 

You cant see Star Trek because

 

[sttng_l7]
virtualdmd left = 3025
virtualdmd top = 1355
virtualdmd width = 1224
virtualdmd height = 306
 
It is in no mans land, as i said.

If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#88 wiesshund

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Posted 08 November 2023 - 06:35 PM

Or use this

 

 

[global]
 
; how to scale games to smaller or larger displays: fit, fill or stretch
resize = fit
 
; flips the image horizontally
fliphorizontally = false
 
; flips the image vertically
flipvertically = false
 
; enable or disable frame-by-frame colorization (inactive in VPX bundle)
colorize = true
 
; scaler mode for standard content (vpm frames): none, doubler, scale2x.
; note: see readme.md for details
scalermode = none
 
; VNI colorizations can contain 256x64 frames for 128x32 games. this defines
; how the frames that aren't replaced are up-scaled. doubler or scale2x.
vni.scalermode = doubler
 
; the key to decrypt PAC files, in hex.
vni.key = f0ad135937ffa111c60b24d88ebb2e59
 
; if set, don't send anonymous usage statistics
skipanalytics = false
 
; put your plugins here, up to 10 plugins can be defined.
; since they are native plugins, you need to define them
; for both 32-bit and 64-bit versions.
plugin.0.path = 
plugin.0.path64 = 
plugin.0.passthrough = false
 
; a DMD that renders with nice dots on a computer monitor
[virtualdmd]
enabled = true
 
; virtual dmd stays on top of all other windows
stayontop = true
 
; ignore the aspect ratio of the rendered dots when resizing
ignorear = false
 
; use VPM's registry values when positioning the virtual dmd
useregistry = false
 
; x-axis of the window position
left = 3465
 
; y-axis of the window position
top = 557
 
; width of the dmd in monitor pixels
width = 1024
 
; height of the dmd in monitor pixels
height = 256
 
; style to apply to games where it's not explicitly set
style = default
 
; scale the dot size (set to 0.8 for same size as pre-1.6.0)
style.default.dotsize = 0.85
 
; rounding of the dots (0 is square, 1 is circle)
style.default.dotrounding = 0.85
 
; scale the brightness of the dots
style.default.brightness = 0.95
 
; amount of glow to add around the dots
style.default.dotglow = 0.3
 
; amount of glow of the dots background (very blurry diffuse glow)
style.default.backglow = 0.4
 
; gamma correction (1.0 to disable, a value around 2.2 should be used)
style.default.gamma = 1
 
; amount of lighting of unlit dots
style.default.unlitdot = #00000000
 
; texture path for the DMD glass
style.default.glass = 
 
; Amount and color of lighting of the glass coming from the room
style.default.glass.color = #00000000
 
; Amount of lighting of the glass coming from the DMD
style.default.glass.lighting = 0
 
; sharpness of the dots
style.default.dotsharpness = 0.8
 
; padding of the DMD under the glass (fake unlit dots are added around the real DMD to account for this padding)
style.default.glass.padding.left = 0
style.default.glass.padding.top = 0
style.default.glass.padding.right = 0
style.default.glass.padding.bottom = 0
 
; texture path for an overlay frame
style.default.frame = 
 
; padding of the glass under the frame
style.default.frame.padding.left = 0
style.default.frame.padding.top = 0
style.default.frame.padding.right = 0
style.default.frame.padding.bottom = 0
 
; Legacy style (plain square dots without any effects)
style.legacy.dotsize = 0.92
style.legacy.dotrounding = 1.0
style.legacy.brightness = 1.0
style.legacy.dotglow = 0.0
style.legacy.backglow = 0.0
style.legacy.gamma = 1.0
style.legacy.unlitdot = #00000000
style.legacy.glass = null
style.legacy.glass.color = #00000000
style.legacy.glass.lighting = 0.0
style.legacy.glass.padding.left = 0
style.legacy.glass.padding.top = 0
style.legacy.glass.padding.right = 0
style.legacy.glass.padding.bottom = 0
style.legacy.frame = null
style.legacy.frame.padding.left = 0
style.legacy.frame.padding.top = 0
style.legacy.frame.padding.right = 0
style.legacy.frame.padding.bottom = 0
 
; Example of using the glass padding to fit a 128x16 DMD in a 128x32 display frame
style.dataeast-128x16.dotsize = 0.5
style.dataeast-128x16.dotrounding = 0.5
style.dataeast-128x16.brightness = 8
style.dataeast-128x16.dotglow = 0.03
style.dataeast-128x16.backglow = 0.03
style.dataeast-128x16.gamma = 2.2
style.dataeast-128x16.glass = null
style.dataeast-128x16.glass.color = #00000000
style.dataeast-128x16.glass.lighting = 0
style.dataeast-128x16.glass.padding.left = 0
style.dataeast-128x16.glass.padding.top = 8
style.dataeast-128x16.glass.padding.right = 0
style.dataeast-128x16.glass.padding.bottom = 8
style.dataeast-128x16.frame = null
style.dataeast-128x16.frame.padding.left = 0
style.dataeast-128x16.frame.padding.top = 0
style.dataeast-128x16.frame.padding.right = 0
style.dataeast-128x16.frame.padding.bottom = 0
style.dataeast-128x16.unlitdot = #FF2C1600
style.bluesquare.brightness = 3.24
style.bluesquare.dotsize = 0.72
style.bluesquare.dotrounding = 0
style.bluesquare.dotsharpness = 0.8
style.bluesquare.unlitdot = #00000000
style.bluesquare.dotglow = 0.186178861788618
style.bluesquare.backglow = 0.11
style.bluesquare.gamma = 0.94
style.bluesquare.tint = #ff2852f5
style.bluesquare.glass = textures\glasses\glass3.jpg
style.bluesquare.glass.color = #ff5477ff
style.bluesquare.glass.lighting = 0.13
style.bluesquare.glass.padding.left = 0
style.bluesquare.glass.padding.top = 0
style.bluesquare.glass.padding.right = 0
style.bluesquare.glass.padding.bottom = 0
 
; bally frame by wiesshund
style.bally.brightness = 0.95
style.bally.dotsize = 0.85
style.bally.dotrounding = 0.85
style.bally.dotsharpness = 0.8
style.bally.unlitdot = #00000000
style.bally.dotglow = 0.3
style.bally.backglow = 0.4
style.bally.gamma = 1
style.bally.tint = #00ff5820
style.bally.glass = 
style.bally.glass.color = #00000000
style.bally.glass.lighting = 0
style.bally.glass.padding.left = 0
style.bally.glass.padding.top = 0
style.bally.glass.padding.right = 0
style.bally.glass.padding.bottom = 0
style.bally.frame = textures\frames\bally.png
style.bally.frame.padding.left = 2.4
style.bally.frame.padding.top = 0.9
style.bally.frame.padding.right = 1
style.bally.frame.padding.bottom = 15.03
 
; metal frame by benji
style.metal1.brightness = 0.95
style.metal1.dotsize = 0.92
style.metal1.dotrounding = 1
style.metal1.dotsharpness = 0.8
style.metal1.unlitdot = #00000000
style.metal1.dotglow = 0
style.metal1.backglow = 0
style.metal1.gamma = 1
style.metal1.tint = #00ff5820
style.metal1.glass = 
style.metal1.glass.color = #00000000
style.metal1.glass.lighting = 1
style.metal1.glass.padding.left = 12
style.metal1.glass.padding.top = 12
style.metal1.glass.padding.right = 12
style.metal1.glass.padding.bottom = 12
style.metal1.frame = textures\frames\metal4.png
style.metal1.frame.padding.left = 12
style.metal1.frame.padding.top = 12
style.metal1.frame.padding.right = 12
style.metal1.frame.padding.bottom = 12
 
 
[pindmd1]
 
; if false, doesn't bother looking for a pinDMD1
enabled = false
 
[pindmd2]
 
; if false, doesn't bother looking for a pinDMD2
enabled = false
 
[pindmd3]
 
; if false, doesn't bother looking for a pinDMD3
enabled = false
 
; COM port, e.g. COM3
port = 
 
[zedmd]
 
; if false, doesn't bother looking for a ZeDMD
enabled = false
 
[pin2dmd]
 
; if false, doesn't bother looking for a PIN2DMD
enabled = false
 
; how long to wait in milliseconds after sending a palette
delay = 25
 
[pixelcade]
 
; if false, doesn't bother looking for a Pixelcade
enabled = false
 
; COM port, e.g. COM3
port = 
 
; color matrix to use, either "rgb" or "rbg"
matrix = rgb
 
[networkstream]
 
; if enabled, stream to your DMD connected to another computer
enabled = false
 
; if enabled, retry connecting if the connection fails, default is false
retry = false
 
; interval in seconds between retry attempts, default is 5
retry-interval = 5
 
[browserstream]
 
; if enabled, stream to your browser in your LAN
enabled = false
port = 9090
 
[vpdbstream]
 
; if enabled, stream DMD to https://test.vpdb.io/live
enabled = false
 
[video]
 
; if enabled, writes frames to an .avi file
enabled = false
 
; path to folder or .avi file. if folder, gamename.avi is used.
path = 
 
[pinup]
 
; if enabled, send frames to PinUP.
enabled = false
 
[rawoutput]
 
; if enabled, write all frames to VPM's dmddump folder.
enabled = false
 
[alphanumeric]
enabled = false
style = default
style.default.skewangle = 12
style.default.backgroundcolor = ff000000
style.default.foreground.enabled = true
style.default.foreground.color = fffbe6cb
style.default.foreground.blur.enabled = true
style.default.foreground.blur.x = 2
style.default.foreground.blur.y = 2
style.default.foreground.dilate.enabled = false
style.default.innerglow.enabled = true
style.default.innerglow.color = a0dd6a03
style.default.innerglow.blur.enabled = true
style.default.innerglow.blur.x = 15
style.default.innerglow.blur.y = 13
style.default.innerglow.dilate.enabled = true
style.default.innerglow.dilate.x = 15
style.default.innerglow.dilate.y = 10
style.default.outerglow.enabled = true
style.default.outerglow.color = 40b65829
style.default.outerglow.blur.enabled = true
style.default.outerglow.blur.x = 50
style.default.outerglow.blur.y = 50
style.default.outerglow.dilate.enabled = true
style.default.outerglow.dilate.x = 90
style.default.outerglow.dilate.y = 40
style.default.background.enabled = true
style.default.background.color = 20ffffff
style.default.background.blur.enabled = true
style.default.background.blur.x = 7
style.default.background.blur.y = 7
style.default.background.dilate.enabled = false
style.blue.skewangle = 12
style.blue.weight = Bold
style.blue.backgroundcolor = #ff000000
style.blue.foreground.enabled = true
style.blue.foreground.color = #ff00ffff
style.blue.foreground.blur.enabled = true
style.blue.foreground.blur.x = 2
style.blue.foreground.blur.y = 2
style.blue.foreground.dilate.enabled = false
style.blue.innerglow.enabled = true
style.blue.innerglow.color = #ff0000ff
style.blue.innerglow.blur.enabled = true
style.blue.innerglow.blur.x = 15
style.blue.innerglow.blur.y = 13
style.blue.innerglow.dilate.enabled = true
style.blue.innerglow.dilate.x = 15
style.blue.innerglow.dilate.y = 10
style.blue.outerglow.enabled = true
style.blue.outerglow.color = #ff000080
style.blue.outerglow.blur.enabled = true
style.blue.outerglow.blur.x = 50
style.blue.outerglow.blur.y = 50
style.blue.outerglow.dilate.enabled = true
style.blue.outerglow.dilate.x = 6
style.blue.outerglow.dilate.y = 40
style.blue.background.enabled = true
style.blue.background.color = #2dfffafa
style.blue.background.blur.enabled = true
style.blue.background.blur.x = 7
style.blue.background.blur.y = 7
style.blue.background.dilate.enabled = false
style.green.skewangle = 12
style.green.weight = Bold
style.green.backgroundcolor = #ff000000
style.green.foreground.enabled = true
style.green.foreground.color = #ff00ff00
style.green.foreground.blur.enabled = true
style.green.foreground.blur.x = 2
style.green.foreground.blur.y = 2
style.green.foreground.dilate.enabled = false
style.green.innerglow.enabled = true
style.green.innerglow.color = #eb00ff7f
style.green.innerglow.blur.enabled = true
style.green.innerglow.blur.x = 15
style.green.innerglow.blur.y = 13
style.green.innerglow.dilate.enabled = true
style.green.innerglow.dilate.x = 4
style.green.innerglow.dilate.y = 4
style.green.outerglow.enabled = true
style.green.outerglow.color = #b900fa9a
style.green.outerglow.blur.enabled = true
style.green.outerglow.blur.x = 50
style.green.outerglow.blur.y = 50
style.green.outerglow.dilate.enabled = true
style.green.outerglow.dilate.x = 1
style.green.outerglow.dilate.y = 2
style.green.background.enabled = true
style.green.background.color = #2dfffafa
style.green.background.blur.enabled = true
style.green.background.blur.x = 7
style.green.background.blur.y = 7
style.green.background.dilate.enabled = false
 
[gif]
 

If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#89 Tesla

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Posted 08 November 2023 - 09:47 PM

 

Remove ALL of the table specific entries at the bottom

 

 

 

Excellent suggestion. Yes, that worked, thanks.

 

Star Trek - TNG ... is again working (Colorized and everything).

 

I'll check some others later but I think that was the final step I was missing to resolve this issue. Those old coordinates seem to have been for the original set of monitors. 


Edited by Tesla, 08 November 2023 - 09:47 PM.


#90 Tesla

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Posted 08 November 2023 - 11:49 PM

Looks like I get to hook-up some real computers-speakers finally. I've got a 2.1 set that I think might work.

 

This looks playable again. I'm gonna try with a normal full-sized keyboard real quick.



#91 Tesla

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Posted 09 November 2023 - 01:05 AM

VPX is running good ... plays smooth as butter.

 

Graphics are fast and smooth. Even sharper now on the new 1440p playfield.

 

It's still just a wired USB-keyboard, but controls also seem responsive. I'm not detecting any lag.

 

This all tests good. Good to get in a few games of ST-TNG to cure my withdrawals.  :)

 

I guess Pinscape board re-install is next?  


Edited by Tesla, 09 November 2023 - 01:18 AM.


#92 wiesshund

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Posted 09 November 2023 - 01:29 AM

 

 

I guess Pinscape board re-install is next?  

 

Or leave the keyboard on top eternally?

 

I'd opt for the pinscape.

 

Is the pinscape already installed in the ALP?
was an ALP capable of using that?


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Spend it on Hookers and Blow


#93 Tesla

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Posted 09 November 2023 - 01:36 AM

 

 

 

I guess Pinscape board re-install is next?  

 

Or leave the keyboard on top eternally?

 

I'd opt for the pinscape.

 

Is the pinscape already installed in the ALP?
was an ALP capable of using that?

 

 

I haven't had the ALP long, but I sorta got accustomed to having actual flipper-buttons finally.

 

I had the Pinscape board working as Analog-Nudge before, (mounted to the bottom of the ALP in a plastic project-box).  I guess you could say it was running in parallel to the ALP, while in OTG-Mode. I want to move it inside before I start trying to use its Headers for my flippers-and-buttons (as a "Standalone Config"  install).


Edited by Tesla, 09 November 2023 - 03:00 AM.


#94 Tesla

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Posted 10 November 2023 - 11:09 PM

 

i think this drove the backglass

 

Or this
HDMI Converter Board - ALP DMD screen – Buy Stuff Arcades

 

the atgames electronics when into the rubbish bin
 

 

Yes, this works for the standard 15-inch 1080p "AtGames" LCD-Panel used for the ALP's Backglass.

 

This BSA-video board just needs 12-volt power-supply at 1.5-2.0 amps. If you use plugin 12v AC-Adapter it must be "center-positive".  

 

Yes, I think I can finally now remove the ALP motherboard and VIBS-Board.

I will keep the ALP Power-Supply installed for now as I might be able to re-purpose it (like maybe tap it for some voltages ... like any other SMPS).


Edited by Tesla, 11 November 2023 - 05:18 AM.


#95 wiesshund

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Posted 10 November 2023 - 11:39 PM

 

 

i think this drove the backglass

 

Or this
HDMI Converter Board - ALP DMD screen – Buy Stuff Arcades

 

the atgames electronics when into the rubbish bin
 

 

Yes, this works for the standard 15-inch 1080p "AtGames" LCD-Panel used for the ALP's Backglass.

 

This BSA-video board just needs 12-volt power-supply at 1.5-2.0 amps. If you use plugin 12v AC-Adapter it must be "center-positive".  

 

Yes, I think I can finally now remove the ALP motherboard and VIBS-Board.

I will keep the ALP Power-Supply installed for now as I might be able to re-purpose it (tap it for some voltages ... like any other SMPS).

 

May keep it to sell with the ALP hardware, if you decide to sell it?


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#96 Tesla

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Posted 11 November 2023 - 12:34 AM

I permanently installed my Pinscaped KL25z on the ALP's floorboard.

 

Looking into connecting the flipper-buttons to Headers now. 

 

Looks like most of the existing AtGames electronics are connected via either:

- standard JST-XH connectors (also, must happen to be 2.54mm).

- common black Dupont 2.54mm (Arduino-like)

 

I think I will continue with my original plan to build a removable wiring harness that will mate the ALP-buttons to a larger black Dupont connector (that fits properly onto the KL25z's header). 



#97 Tesla

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Posted 11 November 2023 - 05:12 AM

I got my Flipper buttons working.

 

I was only using my Pinscaped-KL25z for Analog-Nudge before. I'm now trying to use it in full Standalone mode.

 

These are my first actual buttons to connect to it (and see work in a VPX-table). This is very cool.

 

I'm ready to connect more (existing) buttons. I can even now drill a hole and finally have an actual Extra-Ball/Buy-In button on the front of the cabinet.  :B):


Edited by Tesla, 11 November 2023 - 06:05 AM.


#98 Tesla

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Posted 12 November 2023 - 01:33 AM

I now have my 8-buttons (that's flippers and all the rest) connected the the KL25z.

 

I built the removable wiring-harness. I used wires, crimped or soldered as required. This should work good and is upgradable on my workbench.

 

Might be time for some play-testing...

 

Now that I've done it, I think it would be fairly easy to wire-up more if I ever install more. 


Edited by Tesla, 12 November 2023 - 01:47 AM.


#99 Tesla

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Posted 12 November 2023 - 01:53 AM

The ALP Plunger

 

It's perfectly adequate.

 

Has anyone ever heard of it being hacked to be Pinscape compatible? Isn't the primary electronic magic-piece inside (that we need) really just a linear variable potentiometer of sorts ?


Edited by Tesla, 12 November 2023 - 04:01 AM.


#100 wiesshund

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Posted 12 November 2023 - 02:52 AM

ANy pics of it?


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Also tagged with one or more of these keywords: ALP, AtGames