have you checked to make sure your flexDMD is registered?
You are getting the error you get because, for some reason flexDMD has not initialized
since it has not initialized there is no ultraDMD object present
The reason you get an UltraDMD error and not a FlexDMD error is, the only way to have the table work for people both with flexDMD and those who only have UltraDMD installed, is to write all the DMD events in ultraDMD API
And then Init flexDMD and tell it that flexdmd is ultradmd
and also, are you using B2S Server ver 1.3.1.1 and vpinmame 1.42 ?
1.5.x uses a ROM alias to prevent conflict with the existing DOFconfig based on the ROM itself, as the table uses a lot of DOF events that do not exist in the ROM
If you dont have the latest vpinmame and b2s server
It is possible that the alias may malfunction, especially if you have 1.7.1 vpx installed (guaranteed actually with 1.7.1)
That could i guess maybe botch things up for you?
IMPORTANT!!
Table requires VPX 1.7.0 or higher
If you open in 1.7.0 and get a message anout needed 10.72 just click file and SAVE
Table also REQUIRES B2S Server ver 1.3.1.1 and VpinMAME 1.42
The Latest B2S Server build can be downloaded here
Favorite Pinball: TRON Classic-Congo-Xenon-PINBOT-BOP-LOTR-A Real American Hero OPERATION PINBALL-Millionaire-Whirlwind-Krull-NFL-BlackKnight-FishTales
I still get funky stuff with this table.
First and maybe its suppose to run like this but the ball moves like a lighting bolt on meth lol. And at times seems to just disappear. I know its louder,faster and meaner however ball disappearing is a little to nasty :-)
Second even tho I tell it no VpinMame display it still shows up.
Played 4 balls walked away came back and game over. Does it auto launch the ball if not launched in certain time frame. ?
I think I read about this one but couldn't find the answer, getting flickering on the DMD.
Still get the sound emulation not 100% error. Could it be the bitrate that the music is recorded at ?
Now maybe I misunderstood some of the options so here is what I got:
Useroptionsset 1
Usebackglass 1
FSS 0 (I have cabinet 3 screens )
Hidepinmame 1 (I assume/guessing this is the big VPinMAME screen that comes up)
Mode 3 (this version is the first I could use that option. Had to use mostly stock with music on all previous versions)
aprondmdshow 0
showflexdmd 0 (gonna change this to 1 later)
showultravirtual 0
Ledshow 0
desktopbackbox 0
lowspeed 0 (I assume this is why its like a jack rabbit on meth lol)
ballfx 1 (the neon glow balls are cool man so cool )
hirez 0 (have a ONN tablet as the DMD. Will try 1 later on after working right)
romsound 1 (yea think annoying so will 0 next time)
I took some video but can't upload as my Granddaughter is transfering the data to a new phone that came today.
Music is cool, table is cool but the funky-ness I get makes it hard to play. So hopefully I set some stuff wrong.
I still get funky stuff with this table.
First and maybe its suppose to run like this but the ball moves like a lighting bolt on meth lol. And at times seems to just disappear. I know its louder,faster and meaner however ball disappearing is a little to nasty :-)
Second even tho I tell it no VpinMame display it still shows up.
Played 4 balls walked away came back and game over. Does it auto launch the ball if not launched in certain time frame. ?
I think I read about this one but couldn't find the answer, getting flickering on the DMD.
Still get the sound emulation not 100% error. Could it be the bitrate that the music is recorded at ?
Now maybe I misunderstood some of the options so here is what I got:
Useroptionsset 1
Usebackglass 1
FSS 0 (I have cabinet 3 screens )
Hidepinmame 1 (I assume/guessing this is the big VPinMAME screen that comes up)
Mode 3 (this version is the first I could use that option. Had to use mostly stock with music on all previous versions)
aprondmdshow 0
showflexdmd 0 (gonna change this to 1 later)
showultravirtual 0
Ledshow 0
desktopbackbox 0
lowspeed 0 (I assume this is why its like a jack rabbit on meth lol)
ballfx 1 (the neon glow balls are cool man so cool )
hirez 0 (have a ONN tablet as the DMD. Will try 1 later on after working right)
romsound 1 (yea think annoying so will 0 next time)
I took some video but can't upload as my Granddaughter is transfering the data to a new phone that came today.
Music is cool, table is cool but the funky-ness I get makes it hard to play. So hopefully I set some stuff wrong.
Thanks.
Ball is supposed to be moving like a freight train out of hell yes.
You can enable the lowspeed option and it will be quieter and nicer than ever (well not quieter but you can use magnasave keys for that)
Vpinmame, you dont have your default ROM options set to enable cabinet mode
this is why you get a sound emulation notice, it may also be why vpinmame isnt listening to .hidden
1) Run setup.exe in the vpinmame folder, go set the defaults, and if nothing else, check cabinet mode
2) Since you have run this ROM already, it may already have an individual setup which over rides defaults
click test, scroll down and find heavy metal ROM, click game options button, make sure cabinet mode is checked, you can also uncheck to show dmd
and make sure that use external DLL is not checked for this ROM or the DMD will flicker and stuff as flex DMD fights VPM for control of what is on the DMD
Ball should not disappear, could be it is moving faster than the PC can draw it at times
Try the low speed option see if that helps, it will change the bumpers and slingshots etc accordingly so the physics will be closer to a factory table.
You mention not being able to run mode 3 before, i assume you got a divide by 0 error?
If you did, then it is possible that the cab does not keep up at times and drops updating the ball movement and then the ball appears to
kind of just materialize someplace else
showflexdmd = 0 means you wont have a DMD to see (but the renderer will still be running)
so in your case i am not sure what it is that you are seeing that is flickering? as you would have no DMD
perhaps it is the ROM settings i said to go look at above?
ApronDMD is just that
A person could play on a single screen in full screen, and they would get the DMD appear on the apron cards
and then they would just leave showflexDMD = 0
HiRez, use with care
It works fine, but you are basically doubling the work freezy's is doing.
Depending on PC speed, it could lag the table, try it and see as you can always set it back
I mean if you want to go Gaga, and your DMD screen is NOT a real PinDMD, and the screen is a normal PC resolution screen
set it to 3
But most likely it will lag things too much to leave set at 3, though no harm in doing it once for giggles
But it will look like this (and you can see it lagging the piss out of my laptop)
The game over thing, i do not know
I dont believe i have ever had that happen, i also dont think that i ever left the table sitting for a long time either
it is possible that the ROM is programmed in such a way
It is programmed to resume game in progress on power loss, so maybe it is programmed to discard abandoned games also?
The ROM determines game over, the table simply follows what it says.
Edited by wiesshund, 26 August 2022 - 08:14 PM.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Thank you for continuing to update this magnificent table!
1.5.1 Seems to run well for me over here. Woot!
I just wish the scoring on the backglass, player number up, and ball number matched the information on the animated DMD. This is a new rig; 12th gen i7, 3080, 32gb ram.
Also, if I could learn what code to add so the game resets each time launched, I would.
Other older tables do this in the script I guess?
Yes, those two things would be great to implement someday.
That would get this table in heavy rotation for me as my friends and I love this movie and magazine.
So after I ran it and got the funky-ness I played TerryReds update to DSA. After that I went back to play this one. And some of the funky stuff disappeared. So played it a 3rd time and on the 4th time no more disappearing ball.
The flickering DMD is on the first 6 numbers from the right, the very far left number doesn't flicker. So is it flickering or is that suppose to do that ? Does it both on the back glass and DMD.
Also the back glass only shows 6 numbers for score and the DMD shows 7. The DMD also doesn't show what ball is being played just score and credits available.
Ball still moves quick as a jack rabbit on meth but its more under control. Not sure how else to explain that. First few times ball just seemed to jump all over the place. Was unpredictable, now not so much.
So maybe my machine ? The NVRAM ? I see a heavymtl v1.txt in the nvram directory but nothing in the file. The NVRAM had correct date/time and is 1KB in size.
Table plays better and better each time I run it.
Like them glowing neon pinballs. They are cool. Music is good to. Having fun with it now.!
I just wish the scoring on the backglass, player number up, and ball number matched the information on the animated DMD. This is a new rig; 12th gen i7, 3080, 32gb ram.
Unfortunately, i cannot fix that for you via the table
I know you are giving the machine specs, but it boils down to the fact that for some reason you are lagging on this table, apparently a lot
Even my laptop which is very very slow as far as VPX is concerned, only has a few MS latency between the DMD and the VPM score display
On my desktop it is imperceptible, and there WILL be delay because the DMD is being run by VBS and VPM by hardware emulation, and the DMD cant say something
until the ROM has stated it as fact.
I included a displayless backglass, you could use that.
Other than that, you will need to look at the PC itself
Also, if I could learn what code to add so the game resets each time launched, I would.
Other older tables do this in the script I guess?
Yes, those two things would be great to implement someday.
That would get this table in heavy rotation for me as my friends and I love this movie and magazine.
The ROM is not made to reset if a game was in progress, the ROM is Designed to resume
It is how it is intended to function.
If you want to force it to do otherwise, you can hack the nvram
i wont do it, it randomly results in losing high scores etc, at least it has on this ROM
I just finish the game, or pop the remaining balls down the drain, which is what you would do on the real machine
If you want to do it, you can play with this code here, and make it fit this table, but i Wont put it in.
The real table resumes the game in progress if you turn it off mid game and turn it back on, and so does this one.
Sub table1_Init
NVramPatchLoad
- rest of init sub here
=============================================================================================================
' NVram patch for Taito do Brasil tables by Pmax65
'
' NVramPatchExit ' Must be placed before the Controler.Stop statement into the Table1_Exit Sub
' NVramPatchLoad ' Must be placed before the VPinMAME controller initialization
' NVramPatchKeyCheck' Must be placed in the lamptimer timer
' =============================================================================================================
Const GameOverLampID = 149 ' set this constant to the ID number of the game-over lamp
Dim NVramPatchCoinCnt
Function GetNVramPath()
Dim WshShell
Set WshShell = CreateObject("WScript.Shell")
GetNVramPath = WshShell.RegRead("HKCU\Software\Freeware\Visual PinMame\globals\nvram_directory")
End function
Function FileExists(FileName)
DIM FSO
FileExists = False
Set FSO = CreateObject("Scripting.FileSystemObject")
FileExists = FSO.FileExists(FileName)
Set FSO = Nothing
End Function
Sub Kill(FileName)
Dim ObjFile, FSO
On Error Resume Next
Set FSO = CreateObject("Scripting.FileSystemObject")
Set ObjFile = FSO.GetFile(FileName)
ObjFile.Delete
On Error Goto 0
Set FSO = Nothing
End Sub
Sub Copy(SourceFileName, DestFileName)
Dim FSO
On Error Resume Next
Set FSO = CreateObject("Scripting.FileSystemObject")
FSO.CopyFile SourceFileName, DestFileName, True
On Error Goto 0
Set FSO = Nothing
End Sub
Sub NVramPatchLoad
NVramPatchCoinCnt = 0
If FileExists(GetNVramPath + "\" + cGameName + ".nvb")Then
Copy GetNVramPath + "\" + cGameName + ".nvb", GetNVramPath + "\" + cGameName + ".nv"
Else
Copy GetNVramPath + "\" + cGameName + ".nv", GetNVramPath + "\" + cGameName + ".nvb"
End If
End Sub
Sub table1_exit:NVramPatchExit:Controller.stop:End Sub
ub LampTimer_Timer()
Dim chgLamp, num, chg, ii
chgLamp = Controller.ChangedLamps
If Not IsEmpty(chgLamp)Then
For ii = 0 To UBound(chgLamp)
LampState(chgLamp(ii, 0)) = chgLamp(ii, 1) 'keep the real state in an array
FadingState(chgLamp(ii, 0)) = chgLamp(ii, 1) + 3 'fading step
Next
End If
UpdateLeds
UpdateLamps
NVramPatchKeyCheck
End Sub
Sub NVramPatchExit
If LampState(GameOverLampID)Then
Kill GetNVramPath + "\" + cGameName + ".nvb"
Do
LampTimer_Timer ' This loop is needed to avoid the NVram reset (losing the hi-score and credits)
Loop Until LampState(20) = 1 ' when the game is over but the match procedure isn't still ended
End If
End Sub
' =============================================================================================================
' To completely erase the NVram file keep the Start Game button pushed while inserting
' two coins into the first coin slit (this resets the high scores too)
' =============================================================================================================
Sub NVramPatchKeyCheck
If Controller.Switch(swStartButton)then
If Controller.Switch(swCoin1)then
If NVramPatchCoinCnt = 2 Then
Controller.Stop
Kill GetNVramPath + "\" + cGameName + ".nv"
Kill GetNVramPath + "\" + cGameName + ".nvb"
QuitPlayer 2
Else
NVramPatchCoinCnt = 1
End If
Else
If NVramPatchCoinCnt = 1 Then
NVramPatchCoinCnt = 2
End If
End If
Else
NVramPatchCoinCnt = 0
End If
End Sub
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Cabinet mode is enabled by default in the VPINMAME setup and why I never checked but on this one you're right it was unchecked. Why is that ? Table scripts/roms can overwrite the default vpinmame setup ? Didn't know that. Learned something new.
Use external dmd is checked. Guess maybe that's what I am getting then is the external dmd stuff ? If so should I uncheck it and just change showdmdflex to 1. ? Or keep it and change to 1 ?
So after I ran it and got the funky-ness I played TerryReds update to DSA. After that I went back to play this one. And some of the funky stuff disappeared. So played it a 3rd time and on the 4th time no more disappearing ball.
The flickering DMD is on the first 6 numbers from the right, the very far left number doesn't flicker. So is it flickering or is that suppose to do that ? Does it both on the back glass and DMD.
Also the back glass only shows 6 numbers for score and the DMD shows 7. The DMD also doesn't show what ball is being played just score and credits available.
Ball still moves quick as a jack rabbit on meth but its more under control. Not sure how else to explain that. First few times ball just seemed to jump all over the place. Was unpredictable, now not so much.
So maybe my machine ? The NVRAM ? I see a heavymtl v1.txt in the nvram directory but nothing in the file. The NVRAM had correct date/time and is 1KB in size.
Table plays better and better each time I run it.
Like them glowing neon pinballs. They are cool. Music is good to. Having fun with it now.!
Thanks.
I dont know what you are calling a DMD?
You are definitely not referring to the table's DMD
I think you need to go look at the ROM settings as i outlined in the above post
Because i am fairly positive that you have
Use external DLL enabled for the ROM
Which you Cannot
Well you can, but the display will make no sense at all due to the lay the segemented display is built
which will be fed to freezy's literally
Which is going to be, in linear order
BALLPlayer1Player2
Player3Player4COIN
In that exact order, and just like you see there, No spaces.
Unless you want to enable alphanumerics for that specific ROM in DMDDevice.ini
You Do Not want Use external DLL enabled for this ROM
And to answer your question, the far left digit that You are looking at, is the ball counter
It never blinks
the next 6 digits are player1 score
And they blink, depending on which player's turn it is
The table had no player UP lamps
The very last digit you can see, is the COIN counter and not part of player 4's score
Make the appropriate changes to that ROM's settings
NVRam does not mean diddly here, all it does is store high scores and ROM state
heavymtl v1.txt is supposed to be 0 bytes by the way
As far as the unpredictability, i might suggest a PC reboot, as the table itself does not change or anything
between table launches, so maybe you just need a reboot?
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Cabinet mode is enabled by default in the VPINMAME setup and why I never checked but on this one you're right it was unchecked. Why is that ? Table scripts/roms can overwrite the default vpinmame setup ? Didn't know that. Learned something new.
Use external dmd is checked. Guess maybe that's what I am getting then is the external dmd stuff ? If so should I uncheck it and just change showdmdflex to 1. ? Or keep it and change to 1 ?
This is one table you gotta pay attention to with that meth addicted ball flying around lol. Fun table. Great job !!!!
If you set vpinmame defaults Before running any roms
then any ROM opened 'should' adopt the defaults (mind you the defaults only go so far for 1 size fits all)
But if a rom is accessed before changing any defaults, or if a rom is adjusted later
the ROM get's its own config, which over rides the defaults
Yes a table script can over ride even the rom's specific settings
though this table has no commands to change use external DLL or cabinet mode, but yes, you could force that even, any pinmame setting almost
just turn off sound and hide or unhide the vpinmame native display is all this table script can change though
(some people want it on for various reasons, maybe they play single screen in cab rotation and want to set it semi transparent and float it
on the apron to see score, they may be running without dmd etc)
You dont want Use external DLL enabled for this ROM, unless as noted in an above post, you use alphanumerics enabled (just for this ROM)
due to reasons noted in above post.
The second reason you do not want use External DLL enabled in this case is
If you use flexDMD, Unless you really only want to see the DMD on the apron and leave showflexdmd as 0 and set apronDMD to 1
flexDMD and Freezy's VMP display will fight for who gets to display, because freezy's can only create 1 external rendering window
Internal, inside the table, i can create multiple render streams, and have different flashers display a different stream
But externally only 1 rendering window can be created, and all streams will go to that window and what ever stream updates will take over the window
until another one updates, and the window will flash back and forth between them all and will make no sense at all by that point.
Yes you have both VPM display (in your DMD screen)
and External DLL AKA Freezy's (top left of backglass)
both enabled
1st digit that is not blinking is the Ball Count
Oddball broken #2 digit floating around for no reason in a random spot, is the credit counter
You wont normally need either of them
As you can see, in that fashion the segmented display does not translate to a DMD screen well at all
If for any reason you find that you will be running the table withOUT DMD videos
BUT
You want something on the DMD screen, ask me how to enable alphanumerics for just this ROM alone
I will show you how to make something like this appear, that you could slide onto your 3rd screen
er technically i just told you as that pic shows dmddevice.dll in the background
showing closeenc roms entry, which is the numeric display you're looking at
Edited by wiesshund, 26 August 2022 - 10:37 PM.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Great table, can you help with the DOF of the new version?
When I start the table, the shaker shakes violently at full strength and ball disappears into the shooting lane/ball storage place.
is there a way to turn off or turn down the shaker? i adjusted in DOF config so that all my tables has a good level of shake, but this table seems different from all the other tables.
Great table, can you help with the DOF of the new version?
When I start the table, the shaker shakes violently at full strength and ball disappears into the shooting lane/ball storage place.
is there a way to turn off or turn down the shaker? i adjusted in DOF config so that all my tables has a good level of shake, but this table seems different from all the other tables.
thanks
There is no shaker event at the start of the table at all
The 1st shaker event does not even happen until you shoot the ball and it is far away from the trough exit
and the strength isnt dictated by the script, that would be in your config
the table only pulses the shaker
Plus, the script cant put the ball back in the trough, your table has to be nudging violently or something
You would need to ask someone that knows about DOFConfigtool
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Great table, can you help with the DOF of the new version?
When I start the table, the shaker shakes violently at full strength and ball disappears into the shooting lane/ball storage place.
is there a way to turn off or turn down the shaker? i adjusted in DOF config so that all my tables has a good level of shake, but this table seems different from all the other tables.
thanks
There is no shaker event at the start of the table at all
The 1st shaker event does not even happen until you shoot the ball and it is far away from the trough exit
and the strength isnt dictated by the script, that would be in your config
the table only pulses the shaker
Plus, the script cant put the ball back in the trough, your table has to be nudging violently or something
You would need to ask someone that knows about DOFConfigtool