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The VPM alpha/beta thread


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#1221 toxie

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Posted 17 February 2021 - 06:39 PM

Thanks to jsm174, we now have this:

 

For the adventurous pro users that know what they are doing: Find the very latest builds (incl. potentially buggy/WIP improvements!): https://github.com/v...pinmame/actions


For everybody else: Please stick with the official build, or the beta build in the first post of this topic that is considered much more stable than that continuous build above.



#1222 toxie

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Posted 18 February 2021 - 08:00 AM

Oh, forgot one thing: As these builds are obviously now automated, if somebody feels like comparing the official build with an automated one like https://github.com/v...ifacts/41647645 (github account required), to check features and performance, that would be much appreciated.



#1223 freezy

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Posted 18 February 2021 - 09:19 AM

It's unclear why GitHub restricts access to artifacts. Our friend JayFox has already created an issue about it here. Current workaround is this:

 

https://nightly.link/

 

EDIT: What we could also do is create releases for every merge, because releases allow attaching artifacts that will be publicly (and permanently) available. Might be a bit overkill, since a merge equals a commit currently. Alternatively, we could auto-release monthly or weekly.


Edited by freezy, 18 February 2021 - 09:21 AM.


#1224 toxie

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Posted 18 February 2021 - 10:48 AM

I rather prefer to do selective builds/betas, as this is the only sane way to ask for specific tests on new features and to also avoid too much confusion.

The artifacts are nice to have for all ppl that like cutting edge stuff, but these should be just a handful of ppl around here, i'd think, so i guess we're fine overall.



#1225 jsm174

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Posted 19 February 2021 - 09:00 PM

So for selective builds/betas, we just added a new "prerelease" workflow.

 

This will make it a ton easier then having to hunting through actions and artifacts, and even better -- you don't have to be logged in! 

 

The first pre-release for testing is:

 

https://github.com/v...g/v3.4-6c7604d2

 

Note: The VPinMAME-win-x64.zip and VPinMAME-win-x86.zip assets each contain the corresponding installer executable and Bass DLL.


Edited by jsm174, 19 February 2021 - 09:02 PM.


#1226 toxie

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Posted 19 February 2021 - 09:17 PM

Accompanying changes, for the ones that wanna participate in testing the new release process:   :)

 

 

Fix multiple issues in the new libPinMAME (previously known as PinMAMEdll) library and extend API (see libpinmame.h)
Fix 64bit version of PinMAME32
Reenable DirectDraw support for 64bit windows compiles of PinMAME, PinMAME32 and VPinMAME

Added support to compile for Windows ARM64 (not all features/variants though, as some external libs do not feature ARM64 support yet)

Updated LISY support to 5.27-24 (Linux for Gottlieb System1 & System80, Bally, Atari, Williams and 'HOme' Pinballs)

*** CORE/CPU ***
One more audiophile tweak: add proper dithering after resampling to the final output sample rate
Fix regression in solenoid emulation for Juegos Populares
Correct NVRAM size for Mr. Game

*** ROM SUPPORT *** Thanks to Brent Walker, inkochnito, ipdb.org, Victor Fernandez (City Game), StrangeLeo75
Correct Dumps:
Mac Attack
Riverboat Gambler PA-7 (using L-1 sound now, might still be too new but better than L-2 anyhow)
Tales of the Arabian Nights 0.4 Prototype (see above)

Clones:
A.G. Soccer-Ball & Football R18u with 2.5L Sound (only the latter is new, 2.4 revision, inside the ROM it says 2.5L though)
Bad Cats LG-4
Flintstones, The LA-5
Lucky Draw (alternate version - only difference is the #3 ROM)
Mach 2 (alternate set)
No Fear 0.8X with SL-1 Sound
Theatre of Magic 1.2A
 

VPM:

Fix the additional .raw/non-averaged file output dumping of Alvin G. DMDs



#1227 antisect

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Posted 07 March 2021 - 08:18 PM

i'm currently doing a new build of Pistol Poker (Alvin G) and their seems to be a problem with the flasher emulation.
The problem is mentioned on the old vp9 and vp8 version of this table so it seems to have been an issue for quite some time.
Everything works fine apart from the flashers, they just never trigger while playing the game but strangely work when testing the flashers with the tables DMD test menu.
When the table first boots the dmd display states "flasher bulb problem" maybe this is the issue that stop the flashers from operating during gameplay.

here's a screengrab of progress so far (plus the error message in the dmd)
https://www.antinet.co.uk/pp2.png

 

thanks



#1228 Gaston

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Posted 11 March 2021 - 02:31 PM

Found it - the flasher sense flag was set at the wrong time and by using the wrong outputs, also it was read out at (at least) one position too few. ;)
Pistol Poker was the last production game so I think the software was the most "evolved" when they released it.

 

 

i'm currently doing a new build of Pistol Poker (Alvin G) and their seems to be a problem with the flasher emulation.
The problem is mentioned on the old vp9 and vp8 version of this table so it seems to have been an issue for quite some time.
Everything works fine apart from the flashers, they just never trigger while playing the game but strangely work when testing the flashers with the tables DMD test menu.
When the table first boots the dmd display states "flasher bulb problem" maybe this is the issue that stop the flashers from operating during gameplay.

here's a screengrab of progress so far (plus the error message in the dmd)
https://www.antinet.co.uk/pp2.png

 

thanks

 


Edited by Gaston, 11 March 2021 - 02:35 PM.

"How could it possibly break while I'm holding it?" - "Because YOU're holding it!"

#1229 Thalamus

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Posted 11 March 2021 - 03:31 PM

Awesome Gaston ! Thank you !


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


#1230 antisect

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Posted 11 March 2021 - 09:23 PM

That's brilliant, thanks very much.



#1231 toxie

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Posted 11 March 2021 - 11:51 PM

In case you wanna test, be reminded that now each commit is automatically built, so in this case: https://github.com/v.../runs/643047083



#1232 Gaston

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Posted 12 March 2021 - 09:52 AM

Obviously you need to be logged in to github to download the artifacts, tho...

 

In case you wanna test, be reminded that now each commit is automatically built, so in this case: https://github.com/v.../runs/643047083


"How could it possibly break while I'm holding it?" - "Because YOU're holding it!"

#1233 antisect

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Posted 12 March 2021 - 10:18 AM

In case you wanna test, be reminded that now each commit is automatically built, so in this case: https://github.com/v.../runs/643047083

 

Thanks, i'll give it a test tonight.

A quick question, is this separate from the sam build or or they the same thing now?



#1234 toxie

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Posted 12 March 2021 - 01:30 PM

We're currently working towards also offering a build that has the kinda artificial color rom slots in (which is the only thing that is leftover nowadays in the sam builds).

 

See https://github.com/j...g/v3.4-f7df8fe5 (the VPinMAME-sc-win ones), note though that this one does not include the Alvin G. fix yet!


Edited by toxie, 12 March 2021 - 01:31 PM.


#1235 antisect

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Posted 12 March 2021 - 03:17 PM

The version at https://github.com/v.../runs/643047083 isn't working for me.

It errors out when i try to install with this message https://www.antinet....3-12 104729.png

I've tried installing as admin and doing a fresh install etc



#1236 jsm174

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Posted 12 March 2021 - 03:23 PM

@antisec - Yes, this is an issue with the upx dll compressor.

 

Can you please try the one at:

 

https://github.com/j...g/v3.4-3d8d70d3

 

 

I haven't committed this back the main repo yet, since I was hoping we could get a new release of upx first.


Edited by jsm174, 12 March 2021 - 03:23 PM.


#1237 antisect

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Posted 12 March 2021 - 03:43 PM

@antisec - Yes, this is an issue with the upx dll compressor.

 

Can you please try the one at:

 

https://github.com/j...g/v3.4-3d8d70d3

 

 

I haven't committed this back the main repo yet, since I was hoping we could get a new release of upx first.

 

that works, and the flashers are flashing as they should, it amazing watching a table come to life for the first time.

thanks everybody for your help and expertise 



#1238 navarro

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Posted 23 March 2021 - 02:38 PM

Hola. Alguien sabe como abrir las mesas pinchando en el icono de cada mesa?



#1239 toxie

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Posted 23 March 2021 - 09:59 PM

JSYK, i recompressed https://www.vpforums...&showfile=11571 to fix some issues on some setups.



#1240 antisect

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Posted 23 March 2021 - 11:09 PM

what's the difference with the "sc" builds on github?