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The VPM alpha/beta thread


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#1681 toxie

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Posted 03 January 2024 - 10:24 PM

Please retry with https://github.com/v...3.6-720-e4df859

It is still missing the volume rebalancing of the YM sound and the HC555XX speech chip though. But it should not feature distortion, crackles or the like.



#1682 wrd1972

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Posted 03 January 2024 - 10:37 PM

Thanks Toxie. Will do right away.

 

FTR, I am currently using 3.5 64-bit:

untitled33.png


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1683 toxie

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Posted 03 January 2024 - 10:38 PM

Okay, then hopefully the issues you heard should be gone.

BUT some games feature too low voices.

Please report back with your findings, thanks!!


Edited by toxie, 03 January 2024 - 10:39 PM.


#1684 wrd1972

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Posted 03 January 2024 - 10:41 PM

Sorry to be a bother, but which of these do I need for Win10-64bit:

untitled34.png


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1685 Thalamus

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Posted 03 January 2024 - 11:27 PM

@wrd1972 - you should get away with installing both 32 and 64bit version of VPinmame-* with a SC in the name (the old stern colorization patch enabled)


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#1686 wiesshund

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Posted 03 January 2024 - 11:39 PM

Sorry to be a bother, but which of these do I need for Win10-64bit:

untitled34.png

 

From this action

Merge pull request #184 from PPUC/libppuc · vpinball/pinmame@e4df859 (github.com)

 

and grab the 2 SC releases (32 and 64 bit) as Thalamus said

B   10.7 MB   10.6 MB   10.6 MB

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#1687 wrd1972

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Posted 04 January 2024 - 12:37 AM

Okay, then hopefully the issues you heard should be gone.

BUT some games feature too low voices.

Please report back with your findings, thanks!!

Will do. And now that you mentioned earlier, the sound I am hearing appears to be scratchy. LOL


My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1688 toxie

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Posted 04 January 2024 - 04:20 PM

So the issue is still there with that newer build, or do i misunderstand your comment?



#1689 toxie

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Posted 07 January 2024 - 10:34 PM

ping



#1690 csdf28

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Posted 11 January 2024 - 04:00 AM

Out of curiousity, what is the reason that the SC version is maintained as a separate build and not merged into the main version of PInMame?



#1691 toxie

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Posted 12 January 2024 - 06:06 AM

I still hope that someone comes up with a better solution then this hack.. :)



#1692 Carny_Priest

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Posted 12 January 2024 - 01:53 PM

The issue might simply solve itself. There are Serum/pin 2 dmd projects that supersede what Pinball Browser can do with colorizations. If more projects are completed and players move to those projects then there may not be much need for the sc variant.


Edited by Carny_Priest, 12 January 2024 - 01:53 PM.


#1693 toxie

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Posted 13 January 2024 - 06:12 AM

So the issue is still there with that newer build, or do i misunderstand your comment?

@wrd1972



#1694 wrd1972

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Posted 20 January 2024 - 11:28 AM

Sorry toxie. I have been tied up. I will install that vpm today or tomorrow.

My VP Pincab /MAME Arcade  Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia  GTX 970

40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.


#1695 toxie

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Posted 24 January 2024 - 08:42 AM

New beta in the 1st post  :)     (or scattered/separate packages here: https://github.com/v...3.6-797-0784ec2 )

Many new things this time, see for yourself:

 

General

"AltSound 2.0"
- Completely re-written AltSound (mode 1) processing
- Fixed existing bugs and regressions in the original AltSound code
- Compatible with all existing AltSound library formats
- New G-Sound library format.  Provides a new option for authors to develop
  immersive, multi-layered AltSound packages
- New AltSound configuration options via per-table .ini file
- Independent and configurable always-on AltSound logger
- Ability to record live game sound commands.  Useful for testing sounds without
  having to repeatedly create a live game.
- Ability to script game sound commands (currently dev only feature).  Useful
  for testing specific scenarios like mode progressions or sound mix behavior
  without having to create them in a live game
- Ability to playback recorded sound commands via standalone AltSound driver
  preserving original game timing (currently dev only feature)
- Ability to stop

Updated LISY support to 5.28-92 (Linux for Gottlieb System1 & System80, Bally, Atari, Williams and 'Home' Pinballs)
 

Fix some external DMD alphanumeric mappings: GTS80B, GTS3, Hankin, Police Force, Riverboat Gambler, Algar, Alien Poker and 7 digit variants of Firepower

Added the emulation of physical bulbs & LEDs connected to binary outputs, for WPC, GTS3, SAM, Whitestar, Capcom and S11 hardware.
  This allows to dramatically improve e.g. lamp or flasher modulation (for example the pulsing lights below the princess of TOTAN,
  or the Sauron eye of LOTR, or slowly fading lamps in Breakshot). This needs to be enabled before use, the same way as for the existing
  'modulated' solenoids: by setting SolMask(2) to 1 for legacy modulated solenoids or 2 for physical model of all outputs.
  To be emulated correctly, devices connected to binary output must be defined. PinMAME already has the definition for lots of them
  (to be found in MACHINE_INIT of each driver) but if the one you want is missing, or you want to modify it, use 'SolMask(xx) = type'
  to change it, where xx is the output to be modified (see vp_setSolMask), and yy is the type (see core.h). Also see the updated core
  scripts coming with VPX. This also includes emulation of dimmed alphanumerical segments for GTS3 and WPC, and opens up the path for
  emulation of strength modulated solenoids (for example most magnets, Capcom Kingpin, or the way most modern hardware handle Power/Hold
  and EOS switch).
 

Core

- Reworked Capcom emulation & timings, allowing all tables to behave 'normally' (no more delay on Flipper Football, DMD's animation at the right speed,...)

- Distinguish between HC55516 and newer chip-variants (Sys6/7 now uses the older HC55516 chip)
- Fixed fast flip detection for im_185 and trn_174h
- Implemented fast flips for avr_120h, avs_170h, im_186, im_186ve, mt_145, mt_145hb, mtl_180, rsn_110, sman_261, st_162, st_162h, trn_174, wof_602h and xmn_151
 this finalizes fast flip support for all Stern SAM machines, (at least) for all its newest game revisions (both Pro and LE)
- Fixed crash of Mustang Boss mt_145hb
- Made it possible to increase the volume slider setting (e.g. using the Tilde key) above 0db (for now on windows only)
 try to avoid it though, as it can result in sound clipping artifacts!
- Add Wheel Of Fortune LED matrix as a group of modulated lamps
- Clean-up Metallica Coffin Magnet processor board to cleanly report its mode of operation (see https://missionpinba...ern_magnet_pcb/ for detailed operations)

ROMs

Kinda new:
Bad Cats (The Cat's Meow) (MOD)
X-Files 3.04 (unofficial MOD)

 

Correct Dumps:

Black Knight 2000: redumped LG-1 (German) version, startup text is no longer corrupt
 

Clones:

Bad Girls (alternate set)
Baywatch 3.00 (German)
Beavis and Butt-Head (Class of 1812 MOD)
Big Game (MOD rev. 12)
Bugs Bunny's Birthday Ball LG-2 (German)
Diner LG-2 (German)
Elvira and the Party Monsters LG-3 (German) (incomplete dump)
Hook 4.01 (French), 4.00 (incomplete dumps)
Tommy 2.01 (Dutch)

Whirlwind LG-1 (German), LG-2 (German) (no U26 dumps available, seem to work with known one)
 

VPM

- Add new 'Extend Mono sound to Stereo' option, to help multi channel (e.g. 5.1 or 7.1 speaker setup) sound system users
- RawDmdPixels can now also feature alpha-segments, if running a non-DMD based machine
- Remove the SyncLevel option from the options, nowadays this should be counter-productive

 

 

 

This means we need a lot of testing from you guys this time, please (in that order):

1) See the section on emulation of physical bulbs & LEDs and its implications, please test for regressions in existing tables

    This includes testing of fading/dimmed segmented displays in GTS and WPC games (for now this is limited to using the 'original' PinMAME output window though!)

2) Altsound, please test 'mode 1' excessively for regressions in existing packages

3) Capcom emulation in general

4) All the fixed/updated fast flips support (partially can require changing tables)

5) Wheel of Fortune and Metallica improvements (requires changing the tables)


Edited by toxie, 24 January 2024 - 08:47 AM.


#1696 digitalarts

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Posted 24 January 2024 - 08:47 AM

Thanks Toxie
seems to be a lot of work; well done!

#1697 toxie

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Posted 24 January 2024 - 08:49 AM

(sidenote: The volume rebalancing for HC555XX and YMXXXX using games is still missing :hanged: )



#1698 digitalarts

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Posted 24 January 2024 - 09:40 AM

found one first "error" - VPinMAME-sc-3.6-798-6bd3bd3-win-x86

the highscore view in PinballY attract mode (based on pinemhi.exe and viewing with flexdmd) isn't working

 

with my previous v657 this was ok

 

 

Here is part of the PinballY.log 

[Script] [FlexDMD] Game selected Godzilla (Sega 1998) VPW v1.2
High score retrieval: getting high scores for Godzilla
NVRAM file search: determining NVRAM path for Godzilla
+ Game is VP/VPX
+ Game has absolute NVRAM path; using path specified = C:\vPinball\VisualPinball\VPinMAME\nvram
+ No ROM file found that way; looking in DOF config
+ Guessing based on DOF ROM name = godzilla; scanning for matching files
++ Found godzilla.nv as possible NVRAM match
++ Exactly one match found - using it (godzilla.nv)
+ NVRAM file godzilla.nv exists
+ NVRAM file godzilla.nv exists
PinEMHi command line: "C:\PinballY\PINemHi\PINemHi.exe"  godzilla.nv
PinEMHi completed successfully; results:
>>>

Unhandled Exception: System.IO.IOException: The process cannot access the file 'C:\PinballY\PINemHi\pinemhi.ini' because it is being used by another process.
   at Microsoft.VisualBasic.FileSystem.FileOpen(Int32 FileNumber, String FileName, OpenMode Mode, OpenAccess Access, OpenShare Share, Int32 RecordLength)
   at PINemHi.Module1.ReadIniValue(String& INIpath, String& KEY, String& Variable)
   at PINemHi.Module1.Main()


#1699 digitalarts

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Posted 24 January 2024 - 09:51 AM

just to be sure...  simply restored vpinmame to v657, highscore worked again

[Script] [FlexDMD] Game selected Godzilla
High score retrieval: getting high scores for Godzilla
NVRAM file search: determining NVRAM path for Godzilla
+ Game is VP/VPX
+ Game has absolute NVRAM path; using path specified = C:\vPinball\VisualPinball\VPinMAME\nvram
+ No ROM file found that way; looking in DOF config
+ Guessing based on DOF ROM name = godzilla; scanning for matching files
++ Found godzilla.nv as possible NVRAM match
++ Exactly one match found - using it (godzilla.nv)
+ NVRAM file godzilla.nv exists
+ NVRAM file godzilla.nv exists
PinEMHi command line: "C:\PinballY\PINemHi\PINemHi.exe"  godzilla.nv
PinEMHi completed successfully; results:
>>>
5 MULTIBALLS CHAMPS
1) JEK
2) JEK
3) JEK
4) JEK
5) JEK

HIGHEST SCORES
#1  KAL            379,593,760
#2  JOE            250,000,000
#3  KAL            229,758,620
#4  JEK            225,000,000
#5  KAL            209,675,490
#6  NF             200,000,000
#7  DAY            175,000,000
#8  ION            150,000,000
#9  KRT            125,000,000
#10 JAY            120,000,000


#1700 toxie

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Posted 24 January 2024 - 02:03 PM

This is mega weird.. But in general VPM works otherwise?