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Visual Pinball X 10.8.0 + PinMAME 3.6

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发表于 昨天 14:54 | 显示全部楼层 |阅读模式
本帖最后由 sjy96525 于 2025-4-3 15:02 编辑

Visual Pinball X 10.8.0
https://github.com/vpinball/vpin ... 10.8.0-2051-28dd6c3
https://kkgithub.com/vpinball/vp ... 10.8.0-2051-28dd6c3

VP 10.8.0 Changelog
LIMITATIONS:

Broken PROC support

Broken SMAA postprocessing, will be fixed in 10.8.1

FEATURES:

VPX and VPVR are finally reunited!
So, similar to the VP9.9 release, this pretty much rearchitects VPs whole rendering pipeline, but still allows to play all tables with (hopefully) pretty much the same look and feel.
Some of the changes that came in via VPVR:

added SDL2 / OpenGL / OpenGLES as an additional render pipeline.
switching between DirectX 9 and OpenGL is (for now) only possible at compile time, thus two executables are shipped.

the new OpenGL pipeline is also capable to render to VR devices (support for SteamVR):
To use VR you need a SteamVR compatible HMD, a Steam account, and the Steam client/app
with SteamVR client installed. More information on OpenVR + SteamVR can be found on http://steamvr.com
You may also want to check out OpenComposite, as it seems to provide a performance boost for some users.

autodetection of SteamVR driver installation. If its not installed, the standard 2D mode is started up instead.
If VR drivers are installed, and the HMD is turned on, VPX starts in VR mode. Otherwise a prompt shows up to choose between VR mode and 2D mode (can be disabled).

the new OpenGL pipeline also is no longer computing/approximating Stereo3D only from depth buffer information.
If any stereo mode is enabled, the table is then always rendered to two independent eye buffers instead.
This increases CPU and GPU load for all stereo modes, but increases the image quality.
Also anti-aliasing can be enabled for all stereo modes.

super-sampling based anti-aliasing can now be adjusted with a slider from 0.5 (downsampling) up to 2.
The factor describes the scaling in X and Y direction, so 2 increases the overall pixel-count by a factor of 4.

the new OpenGL pipeline in addition has full support for GPU multisample antialiasing (MSAA) which offers very good results for a fairly low performance overhead compared to super-sampling

splitted the video settings into the 'old' 2D based video settings menu and a new VR settings menu.
Also different registry entries are used to store the various settings like stereo mode, display, resolution, postprocessing etc. separately.
Things like Ball rendering and Day/Night cycle are used for both.
To configure VR, go to the new Preferences->VR Settings menu and (de-)select it in the upper left drop down menu.
If you have performance issues, try disabling things like Ambient Occlusion, Supersampling (=1), Postprocess AA & Sharpen, Reflections, and Bloom.
One can also select an additional VR Preview window that shows the VR rendering on the screen as Side-By-Side.

when using VR, the near plane can be adjusted (in centimeters). It is like a wall in front of the player. Everything between the player and the near-
plane is invisible. It might be helpful if one wants to adjust visibility when moving or if one has changed the scaling too much. Having too small values for the near-plane will cause Z/depth-fighting rendering artifacts.

scaling of the table is now possible within the VR settings. One can either set a factor (e.g. 1.1 increases the table size by 10%) or one can
scale all tables to a fixed width (in centimeters) to match a PinSim Controller. The scaling factor has no lower/upper limit (so yes,
one can scale up the table to play soccer ;) Or be attacked by a giant rolling Indy-Trap Or scale it down to matchbox car size If it gets
weird we warned you). If you have issues locating the table or getting nightmares, it is NOT our fault.
Default values are: box unchecked and 1.

note that the VPVR fork did not support the roughness property of metallic parts (=always mirror like metal instead). Some VR-only tables thus feature wrong material shininess that will lead to
incorrect rendering of metal parts. These table's materials need to be updated to re-adjust the shininess of metal materials.

note that adaptive vsync (=mode value 2) is recommended (at least) on macOS/iOS and Android

added rudimentary support for BAM Headtracking (thanks to Rafal from ravarcade.pl). Usage:
It works almost the same way as with Arcade Pinball, but one doesn't have control over the table location.

The User needs a working Future Pinball installation with head tracking enabled (FP is just used to setup the head tracking, FP can then be closed).
Start BAM-Tracker.exe, select head tracking method, leave it running.
Run VPinballX (the OpenGL version)
https://www.youtube.com/watch?v=g-EpTp_3wKo
completely revamped F11 (note that on macOS its F1)/ESC menu, including much more detailed live editing options of table elements

the playfield is now processed like all the other parts, i.e. its not forced as static/preprocessed anymore, and thus underlying table elements will work as expected now (so no more under playfield clipping, and alpha blending is not limited to simple alpha clipping/cutouts anymore):

if the 'playfield_mesh' primitive has 'Static rendering' disabled, it will be rendered with transparent parts (this results in the 'playfield_mesh' to be blended like plain primitives, so no more need for alpha test or insert overlays)
parts under the playfield (like a lower playfield or 3D inserts) can have 'Static rendering' checked and can feature materials without the 'Active' checkbox (previously, under-playfield parts without these flags were clipped)
the playfield texture can now be changed at runtime through the script (see CommandReference.txt)
playfield reflections are now rendered using a 'reflection probe' instead of a 'fullscreen mirror overlay':

performance may change a bit (better or worse) depending on the table and display configuration
reflection settings are now unified between balls/playfield and the interactive camera/light editing mode (F6),
and were extended with new rendering modes:
Disabled: NEW remove all reflections
Balls Only: dynamic balls only
Static Only: reflection of static parts only (no change)
Static & Balls: reflection of static parts and dynamic balls (no change)
Static & Unsynced Dynamic: NEW reflection of static parts and dynamic parts without depth buffer synchronisation. Overlapping of dynamic-over-static and of static-over-dynamic reflections is thus incorrect (features just a limited performance cost, added for lower end systems)
Dynamic: NEW dynamic reflection of all parts. It provides the best results without any overlapping artefact at the cost of a little bit more performance (recommended)
additional roughness parameter
add support for preliminary refraction to primitives (using 'refraction probe's). This feature is still preliminary and will evolve in the coming updates.

add refraction tint to the material parameters

add native ball shadows for bulb lights, as well as to flashers & primitives that are used as lightmaps (using additive blending)

reworked lights:

now lights have a z coordinate (relative to the surface they are on) that is used for shadows and bulb rendering
allow to hide light rendering (still allowing for ball reflections or shadows through primitives or flashers). This was only possible through scripting before
allow the bulb mesh to work for both classic lights as well as bulb lights
allow the reflection on ball to work for both classic lights as well as bulb lights
add support for 'modulated' lights (through script only, corresponding to PWModulated outputs of most 1990+ pinballs)
allow to select a fading behavior between linear (backwards compatible) / LED (no fading) / Incandescent (physical model of an incandescent bulb, including tinting when filament cool down)
try to make the user interface more intuitive
add support for more than one DMD (for original tables, in-game DMD menu,...)

add new log file functionality (vpinball.log), with script and error information. It can be en/disabled in the UI/Editor preferences.
The ability to do a rough performance profiling of the table loading phase by using the 'Profile.txt' has thus been removed in favor of the new logging
(all the profile events will be in the log file with timestamps)

the settings are now stored in a file named 'VPinballX.ini' located in the standard Windows location for application data: %AppData%/VPinballX/
(optionally this can be changed in the INI/Editor/UI preferences to be located in the same folder as the executable)
This file will be automatically created and initialized from existing settings if found in Windows registry. This change was made to:

allow per table settings,
allow easier edition (manually or by a third party application),
allow to use different settings by specifying a custom ini file on the command line for the app or table settings (see CommandLineParameters.txt),
settings are the same and can be shared between Windows version of VPX and the standalone version (Linux, Mac, Android, iOS, Raspberry,...),
allow to see all the available settings at once (not so easy before, since there are a few hundreds of them),
allow easier collaboration by being able to share the setting file with bug reports.
If a file with the exact same name as the one of the table file but with '.ini' extension is found along the table file, it will be used as a settings override for that table.
settings were also extended to support overriding some table properties, like camera properties or other things that used to be adjusted in the 'User' property pane. This change allows to
adjust a table to user preferences without modifying the table. Only the table settings (the ini file along the table) will be adjusted. This way:

updating a table to a new version can be done more easily, by simply renaming the ini file to the new table name, keeping all adjusted settings,
all properties and settings use the same approach: load data from the table, optionally overriden in the app ini settings, optionally overriden in the table ini settings,
POV files are not needed anymore and therefore deprecated (these are still read and used, unless an ini file has been created, for backwards compatibility).
some settings were moved/changed to benefit from the new settings system:

Player/GlobalDifficulty is now TableOverride/Difficulty, expressed as a decimal value
Playfield & Ball reflection on/off were removed from the table settings, since this was redundant and conflicting with overall application and reflection probes settings. We now directly
define reflections in the render probe. Table authors can disable the default playfield reflection by setting PF reflection strength to 0. Players use the app/table settings to tweak in addition.
the camera mode was replaced by a user setting 'tweak' mode which allows to edit the point of view like before, but also adjust table settings.
This mode will not modify the table like it used to do, but only adjust the settings (in table's ini file). The settings are only saved when the credit key is pressed.
This mode can be started from the ui, from the commandline, or entered while playing using the (new) dedicated key shortcut.
Tables can declare custom options from the script that will be presented to the player in this mode (see script reference). For example:
Sub Table1_OptionEvent(ByVal eventId)
Dim mod1: mod1 = Table1.Option("Option", 1, 4, 1, 1, 0, Array("Option 1", "Option 2", "Option 3", "Option 4"))
Dim mod2: mod2 = Table1.Option("  Percent  ", 0, 1, 0.01, 0.5, 1)
' Adjust table according to the value of 'mod1' and 'mod2'. Note that mod1 is a value between 1 and 4. mod2 is a value between 0 and 1 (displayed as a percent in the UI).
End Sub
Tweak mode also allows to view information and rules from the table. 'Rules' supports a limited markdown syntax allowing for headers, horizontal rule, lists and images (for example rule card).

remove Anti-Aliasing and Postprocessed Anti-Aliasing options from the table properties (and use an .ini based override instead)

the application is now fully 'DPI aware'. This means that one can use multiple monitors at different DPI settings.
This may require to adjust the position of windows on existing installs.

add 2 new camera layout modes which work better for cabinets, and for anaglyph stereo (as well as other use cases) and allows:

to setup the player position in real word units, measuring from the bottom center of the playfield in centimeters. This should allow to have a single position corresponding to your size and play position for all your tables.
to setup the camera like a 'real' camera: there is no more layback but a view offset, the other properties being simply the inclination and the field of view.
for camera mode, adjust the user interface to show this information and allow to easily reset to a default position by pressing the plunger key.
support a new 'window' mode, designed for pincab users, where the screen is not orthogonal to the viewer, requiring an adjusted projection.
change camera mode buttons to match the ones when starting VPX with -povedit (Start = Export POV, Credit = Reset/Quit, Plunger = Defaults)

change view mode selection settings, you can choose between:

Desktop & FSS: automatically selects one of the 2 depending if the table has enabled FSS (because it includes a backglass)
Cabinet: use the cabinet view setup (also named 'Fullscreen')
Desktop: use the desktop view setup (never use the FSS settings, even for tables including a backglass)
The UI also allows table authors to quickly switch between these mode from the camera property pane.
stereo rendering has been rewritten:

use new projections which are well-designed for stereo rendering (same as for VR, no more parallel or toe-in with artefacts)
compute exact depth information when using the new 'window' POV mode (note that you should have the same X/Y/Z scene scale to get good results)
add support for fake stereo to OpenGL (like DirectX): real stereo is way better but needs a more powerful setup
add 'Luminance' filter mode which creates anaglyph based on real display/glasses/viewer calibration. The calibration is only possible from the new Live Editor.
This new mode adapts to any glasses based on user calibration. It is especially useful when glasses are not conforming standard filter colors, on HDR display or
for (partially) color blinded people. The calibration is performed from the new 'Live Editor' in the Live Editor > Preferences > Video Settings dialog. It consists
of measuring the perceived luminance of your display through your glasses and eyes. To do so, the viewer adjusts the luminance of a reference image showing 2 faces
until it finds the point where the most prominent faces change sides.
Additionally to toggling stereo on/off, F10 shortcut also circles through the anaglyph glasses settings, Flipper Key + F10 circles backward
add complete support for anaglyph amber/blue & blue/amber glasses
allow to adjust image brightness and per eye contrast
add all stereo settings to the Live Editor to get live feedback (in the Live Editor > Preferences > Video Settings dialog)
Note that the DirectX flavor of VPX does not support real stereo rendering. The OpenGL flavor should be preferred when using stereo (at the cost of some performance requirements)
the ball texture can now be set as either a spherical map (the default, like it used to be before 10.8), or as an equirectangular map. Equirectangular maps
are also used already for the environment lighting. The benefit of using them is that the reflections are view dependent and that they can match
the table environment lighting image for full consistency between the lighting and reflections.

the ball is now shaded using the previous frame for computing the reflections of the playfield on the ball. This allows to have correct reflections of the playfield on balls
when using a playfield_mesh, to reflect the inserts and all the full shading/lighting applied (so no more need to enable ball reflections for insert lights unless you want some extra reflected light).

new 'Force round ball' option in the video preferences to replace the old, manual anti-stretch parameters

timers with a -1 interval used to be ran 1 or 2 times per frame (depending on user latency reduction setting). They now are always ran once per frame only.
timers with a -2 interval are now considered as controller sync timers and will be ran as many time per frame as needed, depending on user settings.

a new folder named 'Cache' was added to VPX's main directory for caching data to improve performance. For the time being, it is used to store the list of textures which are used
by each table during play. This allows for preloading of the needed textures when a table is started, limiting stutters during play.

add an option to primitives to toggle 'depth masking', which is otherwise used during rendering to hide all parts behind the primitive. If unchecked, the primitive will not hide parts behind it and it will also not be visible to ambient occlusion.
For example, this is needed to employ primitives to render user/fake shadows without breaking ambient occlusion, or for transparents part with self overlapping parts like plastic ramps.

as the script is initially started, the Init events are now called before the static parts are prerendered.
This allows a table script to adjust the properties of static parts during startup.

video synchronization and target frame rate are now 2 separate settings and a new video synchronization mode for low latency input/physics/rendering has been added. The choices are:

None: no synchronization, VPX just runs as fast as possible. Unless when playing on a very powerful system, this should lead to some input latency (due to lack of input syncing) and render latency
(due to flooding the GPU frame queue). This setting used to be 'Adaptive Sync: 0'
VSync: synchronize on the display vertical blank signal. This can limit stutters and avoids tearing, but will lead to high input latency. This used to be mode 'Adaptive Sync: 1'
Adaptive VSync: same as 'VSync', but when a frame is late (=missing the refresh rate), it is displayed immediately. This should reduce stutters but features the same input latency.
The DirectX 9 version uses software synchronization, while OpenGL uses hardware (driver) synchronization which should give slightly better results. This used to be mode 'Adaptive Sync: 2'
Frame Pacing: NEW VPX will try to run the input & physics simulation continuously in real time instead of only once per frame. This lowers the input latency, especially if the
computer is powerful enough to run at the monitor refresh rate. This also allows to have the input synchronized to PinMAME when enabling it, fixing some synchronization bugs like in
seen in video modes with fast button presses (Lethal Weapon, Black Rose,...).
Due to these changes, the target frame rate is now a separate setting. If defined, it will lead VPX to perform its own synchronization, trying to achieve the requested frame rate.
The synchronization settings still apply. Therefore, selecting a frame rate that is higher than the monitor refresh rate requires the use of the 'None' synchronization mode!
additive blended primitives are now rendered 'unshaded', so without any material/lighting applied (same as flashers), this is more natural and allows for some performance optimizations

add staged left/right flipper key configuration to the preferences

when renaming a surface/wall, ask if all elements (lights, etc) that reference the surface name should also use this new name

it is now possible to choose between 3 tonemappers (the part of the rendering which handles the way overbright parts are displayed on non-HDR displays):

Reinhard, which is the one used by VPX until the 10.8 release,
AgX, which is an improved tonemapper especially regarding handling very bright saturated colors (used also in Blender),
Filmic curve, which is common e.g. in modern games
the full table can now be locked to prevent unintended user changes (can be changed anytime)

one can now export a 'tournament score' file via the pause menu (or when keeping the Lockbar-key pressed and then pressing the Start-key, too)
if playing in the new 'locked' mode, and also not having any unsaved table changes.
This is currently limited to PinMAME-emulated machines, and the script HAS to enforce a connection to the DMD or alpha-segments display via 'UseVPMDMD = True'
(if its an emulated DMD machine, 'UseVPMColoredDMD = True' will also work), thus the file contains the encoded content of the display at that point in time.
The content of this text file can then be posted to the tournament administrators and converted by them via the '-TournamentFile tablename textfilename' command line option to a .png again.
Note that the VPX version used to play AND to convert must exactly match (incl. same revision/build, same OS, DXvsGL, 32vs64bit)

add/correct more data to the dimensions database

add 'Sync' button to the Layers dialog to allow for faster finding
when toggled on, the 'Sync' keeps the selected element in the main screen highlighted in the layer screen to allow for quicker usage within the dialog

add support for new I/O controller capabilities, for compatible controller devices; see the new docs/ sections
and http://mjrnet.org/pinscape/OpenPinballDevice/NewPinCabInput.htm, http://mjrnet.org/pinscape/OpenP ... inballDeviceHID.htm

velocity-based nudge input
plunger speed input
Open Pinball Device HID
Additional docs explaining all these new features with images are provided in the docs folder of the project: https://github.com/vpinball/vpinball/tree/master/docs

FIXES:

timers with a -1 interval are always fired after physics and animation, but before rendering, allowing the script to update visual parts accordingly without any visual lag.
This also applies to the new 'Animate' event which is designed for this purpose.

adapt physics ball-rest collision filter: its now based on ball travel distance instead of time

filter out ball hit events only if they happen in the same place during the next 2 physics iterations

fix visible depth range evaluation, allowing to simplify VR settings and to edit large VR rooms within the LiveUI.
Note that loading pre-10.8 tables will take a bit longer (until they are saved again with 10.8) due to this, as these need to compute 3D-bounds for each part.

fix analogue nudge not working for joysticks/gamepads in XInput mode

implement support for mouse based left/center/right nudge
and cleaned up issue where flippers only worked with a respective fixed mouse button

fix wrong keyboard characters in dialogs for non QWERTY keyboards

fix saving of custom keys for joypad input

fix using multiple joypads/sticks in combination with a touchscreen and/or the mouse

fix some problems with playing sounds via BASS: pitch/frequency change and loop/restart should now be matching the 'old' player

reinitialize sounds each time their output device changes

fix longstanding textbox font size bug

reflections now work in the interactive camera/light editing mode (F6) as well

fix overbrightness in F6 (interactive camera/light editing) mode

fix noise on small-scaled DMDs (e.g. on FSS setups)

fix longstanding bug in the bilateral CAS filter

fix swapped red & blue channels when exporting from BMPs

handle broken tables better and try to load as much as possible

static element preprocessing is now done on the GPU (which leads to a faster VPX-player start)

increase preprocessing sample rate for the static parts of the table

cleanup Light Debugger dialog and fix 2nd color button

improve script editing performance again

fix crash during script editing

improve mouse cursor hide/unhide in (windowed) fullscreen

fix 'O'-key ball debugging

fix crash if sound card(s) hardware/driver setup changed

fix crash on tables with weird table info

fix out of memory crashes (Video capture and Image Manager)

fix wrong detection of alpha when loading BMPs stored in .vpx

fix potential multi-threading screw-up when loading textures

fix changing the timer settings not marking the table as dirty

fix 'paste at' (and others) coordinates

fix deleting of sub part included in a collection warning

fix keyboard navigation in Material dialogue

fix .bmp export in the Image Manager

fix Image manager overwriting alpha mask value for selected images on import

fix gate two-way flag import from VP9/8 .vpts

improve UI scaling on high resolutions (e.g. 4K)

fix the resize of the line number column in the script editor to accommodate for larger font sizes and size of script loaded

update example tables with new raytraced ball shadows enabled and other new features

add better wood texture

update FreeImage library to latest 3.19.0 beta (custom build with more optimizations enabled, less dependencies, and a special FP16 path for .exr files)
see https://github.com/toxieainc/freeimage

CORE SCRIPTS:

Setup PinMameTimer to be a controller sync timer (interval = -2)
Update lights only once per frame or if FrameIndex is not available at 100Hz max
Added staged flippers functionality to all kinds of machine .vbs files
Changed "UseVPMModSol" to match the new VPinMAME 3.6 PWM support:
True or 1 for the previous/legacy modulated solenoids (0..255 value), or 2 for physical solenoids/lamps/GI/AlphaNumSegments (0..1 value)
Increase conMaxTimers to 50
Added solarwars.vbs (based on peyper.vbs)
Added LTDPecmen.vbs
Added BallyG.vbs
COMMAND REFERENCE:

add LoadTexture to the globals
add DisableStaticPrerendering to the globals
add StagedLeftFlipperKey, StagedRightFlipperKey and JoyCustomKey
add TablesDirectory, MusicDirectory, ScriptsDirectory, PlatformOS, PlatformCPU, PlatformBits and ShowCursor to the globals
add Animate event to Bumper, Light, Flipper, Gate, Spinner, Trigger, Targets and EMReel. This event is called when the object's visual properties are animated, in order to easily sync with custom visuals
add CurrentAnimOffset to the Trigger and Target elements
add CurrentRingOffset, RotX, RotY to the Bumper Element
add support for 'modulated' lights by changing the previous light state (0=Off,1=On,2=Blinking) to float (see State, GetInPlayState and Duration), and allowing it to be also defined between 0 and 1 (2 remains the blinking state)
add FilamentTemperature property to lights to get the 'blackbody' temperature of the filament according to the light current intensity, full intensity corresponding to a temperature of 2700K
add support for multiple custom DMDs by adding DMDWidth/DMDHeight/DMDPixels/DMDColoredPixels to flashers. The flasher will use the provided data if any, or defaults to the table data (captured or directly defined)
add Shadows property to Light element
add EnableDepthMask to the primitive element
YieldTime will now do nothing anymore
add Option property to table to store options that are presented to the user in the Tweak mode
add global FrameIndex
add Setting property to the globals
document missing GetTextFile

PinMAME 3.6

https://github.com/vpinball/pinm ... v3.6.0-1227-ecd032e
https://kkgithub.com/vpinball/pi ... v3.6.0-1227-ecd032e

The main download is found in VPinMAME36_Minimal.zip and contains everything to use all aspects of PinMAME under Windows/x86/x64.

Version 3.6 (January 29th, 2025) - "Sounds good III / Looks good"
"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
Added altsound command processing support for Gottlieb System 80A
Improved master/rom volume processing for DCS machines
*** GENERAL ***

Updated LISY support to 5.28-93 (Linux for Gottlieb System1 & System80, Bally, Atari, Williams and 'Home' Pinballs)

Fix crashes in debugger command handling

Fix Capcom crashes in 64bit builds

Fix window/display rotation in 64bit builds

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

Added the emulation of physical bulbs & LEDs connected to binary outputs, for WPC, GTS3, SAM, Whitestar, Capcom, S9 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 10.8+
This also includes emulation of dimmed alphanumerical segments for GTS3 and WPC (for now NOT exposed via VPMs COM-API, so only visible via the
internal segment rendering, and partially/per-character-dimming-only via the dmddevice.dll interface), 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).
In addition to the TILDE key, now also the YEN key on respective keyboard mappings will work to bring up the internal PinMAME menu

Support WPC UARTs (8251 from Printer Option Kit & 16C450 from WPC95), also enabling the 'Championship Link' mode of NBAFB (incl. PinMAME <-> real machine). Configured via -serial_device command-line option.

Note that the NBAFB Championship Link usually gets out of sync and aborts when connected to a real machine. If trying to link two copies of PinMAME, it's necessary to have different WPC serial numbers (hardcoded in nbaf.c) for each instance of PinMAME.
Also, NBAFB now supports a full builtin simulator instead of only a preliminary one

*** CORE/CPU ***

Fixed WPC General Illumination (GI) Dimming (most noticably if more than one GI line is involved, also all 8 levels are now handled properly)
Fixed SAM FG/Shrek and WOF modulated LEDs behavior (now work the same as the rest)
Added Wheel Of Fortune and World Poker Tour LED matrix as a group of modulated lamps
Reworked Capcom emulation & timings, allowing all tables to behave 'normally' (no more delay on Flipper Football, DMD's animation at the right speed,...)
Fixed CRTC6845 <-> GTS3 DMD interaction (e.g. leading to fixed Tee'd Off DMD timings)
Improved DMD brightness level mapping (once more ) for Gottlieb GTS3 & AlvinG. (always mapping to 16 instead of 4 or 5 levels, improving e.g. Waterworlds or Mystery Castles DMD fading; note that 24/25 would be optimal, but not really necessary)
Improved DMD brightness level mapping for WPC (fixing fading e.g. in T2 and other flickering)
Improved DMD brightness level mapping for DataEast/Whitestar, incl. 128x16/192x64 DMDs (fixing brightness levels and DMD timings, incl. video modes and the like)
Added Cosmic Flash sound emulation (Bell stole it from Bally's Squalk&Talk, but removed speech and DAC chips)
Improved Zaccaria 11178 sound emulation a little (clown, poolcham, bbeltzac, mexico, zankor, spooky)
Fixed Zaccaria strsphnx sound, background music works correctly now
Found a cleaner way to prevent garbled speech on Zaccaria
Used YMFM's YM2151 core for a more accurate emulation (GTS3, Older Bally/Williams WPCs, Older Data Easts)
Improved HC555XX CVSD sound emulation once more (most Williams/Bally machines in the Gorgar up to Twilight Zone range)
Distinguish between HC55516 and newer chip-variants (Sys6/7 now uses the older HC55516 chip)
Fixed regression in DCS Audio decoding
Also fixed one subtle DCS emulation bug that leads to slight buzzing/crackling on some samples though (mainly audible when using good speakers or headphones or if the internal volume is cranked up very high)
one of the longest standing bugs in the history of PinMAME!
Due to the above, removed DCS low pass filtering (introduced in 2.8) again and prefer 1:1 DCS output quality
Refined Bally-32 sound emulation (so it also does not require the sample package s3250u3.zip anymore now)
Improved SP0250 and SP0256 sound emulation, most notably in Technoplays Scramble, and ManilaMatics Top Sound and Master
Disabled mechanical sample use (solenoids, bumpers, etc) via the pinmame.zip sample package if running VPinMAME or libPinMAME (as this should be handled by the table itself then)
Fixed 6 million dollar man 7 digit conversion display
Fixed inverted switches for ffv101
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
Fixed regressions by reducing the pre-shutdown time for Joctronic, NSM and Juegos Populares, after fixing a timeslice issue related to the VGM file dump feature (which uses a fast timer)
Added support for the old SC-01 Votrax ROM version (wired only to the Mars - God of War Prototype so far)
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!
in order to permanently save the setting, one needs to apply this workaround: please open the PinMAME options menu and press OK to save the volume adjustment to the registry like all the other settings
Fixed regression/crashes for Elvis and Monopoly (introduced in 3.1)
Improved emulation robustness when running multiple machines from the same generation (e.g. System11) one after another (e.g. from within VPX)
or when resetting certain machines
Clean-up Metallica Coffin Magnet processor board to cleanly report its mode of operation (see https://missionpinball.org/mechs/magnets/stern_magnet_pcb/ for detailed operations)
Rewrite SAM nodeboard emulation (ACDC LE, MTL Premium, ST LE, Mustang LE, TWD LE)
Fixed AT91 USART emulation
Fixed reset and slam-tilt problems of Baby Pac-Man
Fixed PPS4 emulation: ADCSK and ADSK instructions did both respect the carry-in flag because of one wrong byte in the Gottlieb System 1 spider chip reads! Also, regular instructions only increase the six lowest PC bits.
Improved WPC emulation: implementing FIRQ and the highres timer
*** ROM SUPPORT *** Thanks to Laszlo (www.zaccaria-pinball.hu), ipdb.org, Valerio Curzio, Matt's Basement Arcade, inkochnito, flipprojets.fr, Idleman, idealjoker, João Pedras & João Carneiro, ingo333, Ronaldo, Quench, Museo del Recreativo, caius, Stephan Semmler (Flippermuseum Seligenstadt), Doug Cope, Michel Maignaut, Thierry Ailloud, Francis Voglioso, Chad Hendrickson, watacaractr, indisc, Dr.Boely, Scott Charles, empee3, random_overflow, Corrado Tomaselli, www.zaccaria-pinball.com, grisu2, Miwi123, Garzol, Paulo Gordinho, Matt Walsh, jordigahan, Corrado Tomaselli, Tom Collins, Ken Sumrall
New:
Jeutel: Papillon
Seeben: Brooklyn (Bingo) (not working)
Brooklyn (set 2) (Bingo) (not working)
Continental 3 in 1 (Bingo) (not working)
Domino II (Bingo) (not working)
Golden Gate (set 1) (Bingo) (not working)
Golden Gate (set 2) (Bingo) (not working)
New Dixieland (Bingo) (not working)
Penalty (Bingo) (not working)
Super Dixieland (Bingo) (not working)
Triple Joker (Bingo) (not working)
Spinball: Gun Shot (vending machine in a pinball cabinet - https://www.recreativas.org/gun-shot-6590-spinball-sa)
Splin: Golden Game Bingo Stake 6/10 (Bingo) (not working)
Golden Game Bingo New (Bingo) (not working)
Golden Game Kit 1 Generation (Bingo) (not working)
Michigan (Bingo) (not working)
Michigan Bingo Kit 1 Generation (Bingo) (not working)
Michigan Kit Bingo Stake 6/10 (Bingo) (not working)
Michigan Bingo Stake 6/10 (Bingo) (not working)
Michigan Bingo New (Bingo) (not working)
Montana Bingo Stake 6/10 (Bingo) (not working)
Top Game Laser L10 (Bingo) (not working)
Top Game Turbo (Bingo) (not working)

Kinda new:
Bad Cats (The Cat's Meow) (MOD)
Batman Forever 5.00, 5.01 (unofficial MODs)
X-Files 3.04 (unofficial MOD)

Correct Dumps:
Bell: Cosmic Flash (sound ROM - might need a redump because it contains an illegal instruction in one byte?)
Super Bowl (sound ROM redump showed one byte of difference)
Gottlieb: All System 1 based games now use the correct A1752CF dump
Inder: Moon Light (ROMs for bonus lamps board)
LTD: Space Poker
WMS: Black Knight 2000: redumped LG-1 (German) version, startup text is no longer corrupt
NBA Fastbreak: Changed 2.1, 2.2 & 2.3 to also use the newer sound ROM S3.0
Scared Stiff: The publically available S2 sound ROM is named 1.1, but actually contains 1.0. Game versions 1.2, 1.4 & 1.5 now use the proper 1.1 S2 ROM.
The Shadow: Fix checksum of LH-6 with wrong text index patch
Zaccaria: Devil Riders (French speech correct sound ROMs)
Star God (correct sound ROMs)

Clones:
Free Play Knocker sound fixes for all System 6 games/variants:
Algar
Alien Poker
Blackout
Firepower
Flash
Gorgar
Laser Ball
Scorpion
Time Warp
Tri Zone

Airborne Avenger (Free Play)
Ali (7-digit conversion Free Play rev. 76), (7-Digit conversion Free Play rev. 85)
American Country (ACDC MOD)
Atarians (Free Play)
Attack From Mars (0.3 with 0.6 Sound Prototype)
Bad Girls (alternate set)
Batman Forever (3.02 Dutch, unfortunately without matching display ROMs), (4.0 Italian, Display 4.0), (4.0 Italian, Display 4.0, Early sound)
Baywatch 3.00 (German)
Beavis and Butt-Head (Class of 1812 MOD)
Big Game (MOD rev. 12), (MOD rev. 13)
Black Knight L-2
Bugs Bunny's Birthday Ball LG-2 (German)
Cheetah (Prototype Sounds + MOD 84)
Cue Ball Wizard (older display rev.)
Devil Riders (French speech, Free Play)
Devil's Dare (Sound & Speech alternate set)
Diner LG-2 (German)
Dracula (One Ball MOD)
Dragonfist (MOD 15), (MOD 16)
Earth, Wind & Fire (Free Play), (alternate sound)
Elvira and the Party Monsters LG-3 (German) (incomplete dump)
Elvis 1.00
Farfalla (French Speech), (alternate, incl. Italian/French/German Speech versions)
Fire Mountain (Free Play)
Flipper Football 1.03
Frankenstein 1.03 (Italian)
Future World (Free Play)
Galaxy (7-Digit conversion, Fixes & modified rules)
Grand Lizard L-1
Hook 4.01 (French), 4.00 (incomplete dumps)
Hot Wheels (Free Play)
House of Diamonds (Free Play)
Jungle Lord (new tricks) L-2beta, L-2 & L-3beta (MOD)
La Rana (alternate set)
Last Action Hero 1.08 Spanish with Display 1.05 (not working correctly :/)
Lightning (Free Play & MOD rev. 25), (Free Play & MOD rev. 27)
Locomotion (Free Play)
Metallica 0.52
Mexico 86 (Italian Speech)
Middle Earth (Free Play)
Mr. & Mrs. Pac-Man Pinball (alternate version)
Odin (Prototype)
Pinball Champ (French Speech)
Pin-Bot J-2, J-3 (PEMBOT (no relation)) (MOD)
Pentacup (rev. S, rev. T)
Pool Champion (Italian Speech, Free Play) (incomplete dump)
Quicksilver (Free Play & modified rules rev. 8.1)
Rollergames LA-1
Royal Flush Deluxe rev. 1
Scared Stiff 1.1, 1.1 with Sound 1.0
Seawitch (MOD rev. 9), (MOD rev. 9.3)
Secret Service 4.0 Europe
Sexy Girl (exact clone of Bally Playboy but using an additional image projector)
Shadow, The LF-4 (French)
Shooting the Rapids (Free Play)
Space Riders (Free Play)
Space Shuttle (Zaccaria) (Free Play)
Spirit (initial release) & rev. 3 (MOD)
Star God (Free Play), (alternate sound, Free Play)
Stars (MOD rev. 103), (MOD rev. 103, 7-digit conversion)
Striker (German Speech), (French Speech)
STTNG LX-8 (MOD) (using the special L-1 sound roms, note that the special callouts can be turned off completely within the game menu)
Swords of Fury LG-2 (German)
Teenage Mutant Ninja Turtles A 0.7 VUK (Prototype)
Terminator 2 L-8.4 (MOD)
Time 2000 (Free Play)
Time Machine (Zaccaria, Italian Speech), (Zaccaria, alternate)
Tommy 1.02 (Belgian), 2.01 (Dutch), 3.01 (German)
Transporter the Rescue LA-1, LU-3
Victory (1.01 multiplayer MOD)
Whirlwind LG-1 (German), LG-2 (German) (no U26 dumps available, seem to work with known one)
White Water P-6 (Prototype)
Wildfyre (One Ball MOD)
Winter Sports (Free Play)
Zankor (TMS5220 Italian Speech), (English Speech, and English Speech Free Play) & (German Speech, and German Speech Free Play) (the latter being an incomplete dump)

Removed Clones:
NBA Fastbreak: 3.1 with Sound S1.0 (as this was just created to be able to use S1.0, which is nowadays wired to 1.1/1.15 instead)
Star God (alternate version) (These game ROMs are the correct ones for the main set)
Star Trek: The Next Generation S7/DS (as these were just created to be able to use a P-1 sound rom, (for now) wired to P-4 instead)
White Water P-1/P-2 (as these were just created to be able to use the P-1 sound roms, now wired to P-6 as found on a real machine)

*** Visual PinMAME ***

Add 'ModOutputType' to COM-API for new PWM support (see whatsnew.txt and #89 for details and usage)

Add 'TimeFence' to COM-API for setting a time marker that suspends the emulation when reached until the time fence is moved further away.
So in general, as long as also using the newer core.vbs (10.8.X) on the Visual Pinball side, this vastly improves the interaction between the two programs
(less stutter, etc)

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

VPX installer 10.8.0
https://www.vpforums.org/index.php?app=downloads&showfile=11573

链接: https://pan.baidu.com/s/1st87jBh0EauoBoTA9fiDrA 提取码: 7qdq

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