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A toolbox for virtual pinball dot matrix displays.

License: GNU General Public License v2.0

C# 87.27% C 3.78% Batchfile 1.64% C++ 1.50% JavaScript 3.42% HTML 0.05% CSS 0.02% Rich Text Format 1.59% GLSL 0.41% PowerShell 0.31%
dmd pinball pinball-fx2 pinball-arcade pro-pinball vpinmame

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dmd-extensions's Issues

[EXE] mirror command, source=screen, -flip-x and -flip-y do not work

1.5

Seems to work fine with pinballfx2

I'm trying to mirror the DMD from SlamIt: Big Score. It is a single screen table. Like how most people set up VP, the playfield screen is set up in landscape orientation. So, the area I'm trying to capture has an aspect ratio of 1:4 rather than 4:1. I would not think that would have anything to do with affecting image flip functions.

System.BadImageFormatException

Tried 1.5.1 version with same results.

I have win10 64bit systems.
Still running 32bit vpm
Crashes happen when running from VPM setup.exe or from launching a table in VPX.
All files are installed to the same folder (VP, VPM and the DMDEXT) D:\VP
Let me know any other questions you have.
edit: I will say that running the DMDEXT TEST does work fine.
Thanks!
-Mike

 [1] 2017/03/12 19:17:41.513  INFO | Determined color path from assembly path: D:\VP\altcolor 
 [1] 2017/03/12 19:17:41.531  INFO | Starting VPinMAME API through Setup.exe. 
 [1] 2017/03/12 19:17:41.531  INFO | [vpm] Open() 
 [1] 2017/03/12 19:17:41.531  INFO | [vpm] Set_4_Colors_Palette() 
 [1] 2017/03/12 19:17:41.531  INFO | Setting palette to 4 colors... 
 [1] 2017/03/12 19:17:41.531  INFO | [vpm] PM_GameSettings(1) 
 [1] 2017/03/12 19:17:41.531  INFO | Enabling game colorization 
 [1] 2017/03/12 19:17:41.531  INFO | Setting game name: mtl_170hc 
 [1] 2017/03/12 19:17:41.531  INFO | Setting color: #FFFF5820 
 [1] 2017/03/12 19:17:41.549 ERROR | System.BadImageFormatException: Could not load file or assembly 'dmdext, Version=1.5.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. An attempt was made to load a program with an incorrect format.
File name: 'dmdext, Version=1.5.1.0, Culture=neutral, PublicKeyToken=null'
   at PinMameDevice.DmdExt.Init()
   at PinMameDevice.DmdDevice.GameSettings(String gameName, UInt64 hardwareGeneration, IntPtr options)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

[DLL] Fallback to registry settings for virtual DMD position

VPM actually writes DMD dimensions and positioning to the registry. For example, Apollo 13 would have:

HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\apollo13\DMDExt_X
HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\apollo13\DMDExt_Y
HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\apollo13\DMDExt_width
HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\apollo13\DMDExt_height

The DLL could fall back to these values per default when not overridden in the .ini. A global ignoreregistry option to disable that behavior would be needed though.

No Colour on Metallica LE with official pin2dmd.pal

I tried the Metallica 1.70 LE 1.0.0 Rom Patch, but only got black and white. Just tried it with the pin2dmd.pal file from the Metallica Pro patch mtl_170c and it seems to be working. The pin2dmd.pal from the LE patch mtl_170hc doesn't seem to work. I am using a virtual DMD on two screen set-up. Lucky1 said to report the issue to you.

[DLL] Problems with refresh rate

I just installed DMDExt and got it to work. I wanted to install it as it has round dots and color support.

I tested with only one game and found that there appears to be a problem with refresh rate. It is noticably delayed and seems to not refresh screen very well and presents a "ghosting" effect.

This issue does not occur with native VPM and I have a very powerful pincab (16GB DDR4, 4ghz Core i7-6700k, GTX 960, all SSD).

Is there something I can do to make it refresh better?

I noticed there is a VP to VPM sync option. Would that help? What value to put there?

Here is a video of VPM 2.9 Native sttng_l7 ROM:

https://www.youtube.com/watch?v=6YonPW27n7c

Here is a video of VPM 2.9 with DMD Ext sttng_l7 ROM.

https://www.youtube.com/watch?v=SYm8diAYX1U

NOTE: I had to set ignorear = true for sttng_l7 ROM in these videos otherwise right hand 10% of screen gets chopped off.

Using DMDExt 1.5.2 with VPM 2.9 SAM Build (rev 4245)

Here is my config file:
DmdDevice.zip

No output to pinDMD v3 for Pinball Arcade

It is working perfectly in FX2. Using Windows 10 Pro. Followed the directions for the command line parameters and put into an ADM CMD window. DMDext starts running but nothing is output to pinDMD. Is there something else to set in TPA?

[EXE] Flickering when capturing Pinball FX2

not sure if this the right place but I thought id try

  1. am trying to use dmd ext with FX2 and get extreme flickering on my pindmd3. i've tried adjusting visual effects and boosting the dmdext frame grab rate but no improvement - any suggestions

  2. do I have to type in the cmd prompt every time I want to use it? what i'm trying to do is have it work through pinball so that when I open up a table it automatically puts the dmd on the pindmd3. cant figure out how to do this

VirtualDMD not staying on top of directB2S

VirtualDMD not staying on top of directB2S. It is opening behind the directB2S backglass even though this is set to DMD Visible. I have had this problem with V10.2 and the Spiderman VE Rom and in VP10.1 with the Shrek Rom. Normal Vpinmame DMD will always stay on top with no problems.

How to run dmdext along with the other emulators and pinballx

Freeze, how are you?
I apologize bother you again. But I'm having the following problem.
I was having trouble executing my dmdext and you solved it for me by forwarding a new executable, according to # 47 questioning. This for me was already a great achievement and perfect. But unfortunately I am not able to run the dmdext of fx2 along with the other emulators and pinballx.
Dmdext is running normally through the emulator when I run the cmd command "dmdext mirror -s pinballfx2".
It happens that when leaving fx2 for example and run another emulator like future pinball or visual pinball or even the pinballx it disables the dmd of these other emulators and pinballx (the screen turns black). Also in pinballx the dmd in fx2 is not running. The virtual dmd window appears but does not run in the fx2 pinball, only when I run directly through the emulator.
When I close the cmd command mentioned above, the visual pinball fp and the menu pinballx the dmd come back to work. When I enable the cmd again direct by the emulator of fx2 the dmd of fx2 returns to work and the others stop, and vice versa.
What could it be? I did an update of windows 10 that I was needing but I believe this is not the problem. Let me know what you can help me.
Another question I wanted to see with you. Every time I want to run dmdext from fx2 I need to enable. Is not there a way for the command to be saved? For when I play the fx2 in pinballx it already works? In pinballx when configuring fx2 for it I mentioned the path of cmd "mirror -s pinballfx2 -q". But it is not solving because I am having the problems mentioned above.
Please let me know what can be done. Could you help me one more time?
Sorry for the inconvenience.
Thank you very much for your attention.
Have a great day!

mtl_170hc not writing the nvram when in pinballX front end and showpindmd 1

I only noticed when the latest metallica premium monsters was released. It doesn’t write the nvram when in the pinballX front end and when external DMD is enabled. (2.9 final, 10.3 final, 1.5.2 freezy, LED monitor for DMD, windows7x64) Now I go back and discover sliderpoint’s original release has the problem as well. If I disable the external DMD, it writes fine when in pinballX front end. Checked ACDC, doesn't have the problem, Spiderman LE no problem. If I launch the table in the vpinballx.exe 10.3 with no pinballX front end, and external DMD enabled it writes the nvram just fine. I put in the newest 2.36 pinballX, no change.

[EXE] pinDMD3 not working right with pinball FX2 in latest release 1.5

only some of the scenes seem to be displaying now. at times when there is only text on the in-game dmd, the pindmd3 is completely black.

also previously there were some shading options in dmdext which I was using to adjust it for fx2 because black background from the in-game dmd was showing as color in the real dmd, not sure if that is related.

[EXE] DMD doesn't work for Frankenstein on TPA

Hi,

Just raising an issue as sending a pull request with half working code didn't seem right.

I've had a play at getting Frankenstein working, the attached TPAGrabber grabs the DMD succesfully, Doesn't look great in the virtual DMD because of the scaling but better than nothing?.I've not tried on my Pin2DMD.

The values are hardcoded just now and I think I might still be one pixel too far to the right.

I'm not sure what NoEx's code cave is doing but for Frankensten the memory just appear to be for the whole screen so I just offset further back until I got the DMD captured. The "flag" is just a colour of the corner of the DMD and I'm assume 0x02 on the normal dmd is something similiar. I tried it on a few different resolutions and it still seemed to work.

Probably need NoEx to see if the code cave can return a different offset based of the resolution of the DMD. If not perhaps a flag on the grabber or a totally different grabber just for the larger DMD.

Ta

Jason

TPAGrabber.cs.txt

[LIB] Rotate DMD 90° for portrait setups where screen is not rotated

I play vpx in FS mode on one monitor, so the playfield and dmd are on the same monitor.
Because of this i need to be able to rotate the dmd to the left, so the 'rol' or 'ror' option for vpinmame.

Is there a way i can do this with the dmdext dmd? I only see an option to flip the image but no option to rotate.

PinDMD3: Stuttering with SAM build 2.9

Hello Freezy,
I updated from SAM build 2.8 to 2.9 This version shows stuttering animations on my PinDMD3– it looks like 1.5 fps, sometimes a frame (or only one half of a frame) freezes for a few seconds.
Something essential for the PinDMD3 device must have changed from 2.8 to 2.9 - other PinDMD3 users already mentioned the same problem.
Russell Pirie asked me to open the issue here, after having spoken to you today.
Thanks for looking over it!!

No virtual dmd output on TPA

I've just started using dmdext. I've tried mirroring pinballarcade to virtual but not seeing any frames displayed although the program output says that it is detecting frames. I do get a virtual dmd on startup (all dots illuminated, grip handle, etc.).

As mentioned, I just started testing this yesterday on the current release which does use the new UI.

I believe NoEx did have to make some changes to the FreeCabMod program... to the extent that he did change the name of the executable. I have no idea if that has any bearing here. But I don't know the next step for me to continue troubleshooting. I haven't seen anyone else posting about issues. OTOH, I may be the only one with a use case for flipping a virtual DMD.

I have not yet gotten around to assembling my Pin2DMD system.

It's not a big priority. I don't have much invested at all in TPA.

dmdext play

Just github latest 1.5, directly extracted to c:-test - no adjustments to ini-file, so everything is probed. If I run with demo param, it plays demo image, but still not on the dmd - only virtual. Adjust *.ini for pindmd3. Still same issue. Replaced the dll you gave me a couple of weeks ago. That code was very close to at least work for VP. Same issue.

I hope you could have a peek at this forum thread

http://vpuniverse.com/forums/forums/topic/2952-pindmd3-dmddevicedll-almost-there/

I can't use you code in either c:\pinballx or c:\visual_pinball\xdmd. Doing so, and the DMD will not show. I can however use the ones that comes with Pinmame 2.8b - but, I don't believe it wise to have several versions laying around :-)

I so wish for this to work - very close it seems.

thalamus@PINBALL C:\-test\dmdext-v1.5.0
$ dmdext.exe play --file "c:\Pinball_Resources\Company Logos\Williams.png"
[1] 2017/02/14 17:09:38.211 DEBUG | PinDMDv1 device not found.
[1] 2017/02/14 17:09:38.258 DEBUG | PinDMDv2 device not found.
[1] 2017/02/14 17:09:38.258 DEBUG | Checking port COM1 for PinDMDv3...
[1] 2017/02/14 17:09:38.336 DEBUG | Error: The parameter is incorrect.
[1] 2017/02/14 17:09:38.336 DEBUG | Checking port COM3 for PinDMDv3...
[1] 2017/02/14 17:09:38.476 INFO | Found PinDMDv3 device on COM3.
[1] 2017/02/14 17:09:38.476 DEBUG | Firmware: REV-vPin-01008
[1] 2017/02/14 17:09:38.476 DEBUG | Resolution: 128x32
[1] 2017/02/14 17:09:38.601 DEBUG | ******* device not found.
[1] 2017/02/14 17:09:38.601 INFO | Added PinDMDv3 renderer.
[1] 2017/02/14 17:09:38.648 INFO | Added VirtualDMD renderer.
[1] 2017/02/14 17:09:38.648 DEBUG | Resizing virtual DMD to 128x32
[1] 2017/02/14 17:09:38.663 INFO | Setting up Render Graph for 2 destination(s)
[1] 2017/02/14 17:09:38.679 INFO | Connecting Image Source to PinDMD v3 (Bitmap => Rgb24)
[1] 2017/02/14 17:09:38.710 INFO | Connecting Image Source to Dmd (Bitmap => Bitmap)
[1] 2017/02/14 17:09:38.710 INFO | Press CTRL+C to close.
[10] 2017/02/14 17:09:38.710 ERROR | The calling thread cannot access this object because a different thread owns it.
[10] 2017/02/14 17:09:38.710 ERROR | System.InvalidOperationException: The calling thread cannot access this object because a
different thread owns it.
at System.Windows.Threading.Dispatcher.VerifyAccess()
at System.Windows.Media.Imaging.BitmapSource.get_PixelWidth()
at LibDmd.Common.ImageUtil.ConvertToRgb24(BitmapSource bmp, Double lum) in C:\Development\dmd-extensions\LibDmd\Common\Imag
eUtil.cs:line 121
at System.Reactive.Linq.ObservableImpl.Select`2._.OnNext(TSource value)
--- End of stack trace from previous location where exception was thrown ---
at System.Reactive.PlatformServices.DefaultExceptionServices.Rethrow(Exception exception)
at System.Reactive.Stubs.<.cctor>b__1(Exception ex)
at System.Reactive.AnonymousSafeObserver`1.OnError(Exception error)
at System.Reactive.Linq.ObservableImpl.Select`2._.OnError(Exception error)
at System.Reactive.Linq.ObservableImpl.Select`2._.OnNext(TSource value)
at System.Reactive.ScheduledObserver`1.Dispatch(ICancelable cancel)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state,
Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean
preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

Unhandled Exception: System.InvalidOperationException: The calling thread cannot access this object because a different thread
owns it.
at System.Windows.Threading.Dispatcher.VerifyAccess()
at System.Windows.Media.Imaging.BitmapSource.get_PixelWidth()
at LibDmd.Common.ImageUtil.ConvertToRgb24(BitmapSource bmp, Double lum) in C:\Development\dmd-extensions\LibDmd\Common\Imag
eUtil.cs:line 121
at System.Reactive.Linq.ObservableImpl.Select`2._.OnNext(TSource value)
--- End of stack trace from previous location where exception was thrown ---
at System.Reactive.PlatformServices.DefaultExceptionServices.Rethrow(Exception exception)
at System.Reactive.Stubs.<.cctor>b__1(Exception ex)
at System.Reactive.AnonymousSafeObserver`1.OnError(Exception error)
at System.Reactive.Linq.ObservableImpl.Select`2._.OnError(Exception error)
at System.Reactive.Linq.ObservableImpl.Select`2._.OnNext(TSource value)
at System.Reactive.ScheduledObserver`1.Dispatch(ICancelable cancel)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state,
Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean
preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

thalamus@PINBALL C:\-test\dmdext-v1.5.0 

Virtual DMD resize indicator

I would like to use the virtual DMD in this project to replace the original PinballFX2 DMD. And was therefor wondering if it is possible to remove or hide the resize indicator in the lower right corner?
untitled

[EXE] Customize luminosity per shade

Hello,

I want to thx freezy and the others contributers for this incredible work you made guys for permitting us to use DMD on our Pincab.

I don't have any bugs but I just want to share my gaming experience on the table Rogue One in Pinball FX2.

In fact, i don't know if it's the color or the quality of game's DMD, but Every DOTS seems to have the same level of yellow and this affects the rendering's quality. I can barely notice this when I have to save the score... it's very difficult to read letters.

Is there a solution by changing a parameter ?

Best regards

Pinball X line code for PinballFX2

This should be an easy one but for some reason I can't get the DMD (PinDMD3) to launch.

I know it's a matter of entering the line code correctly in the Pinball FX2 setup window. I'm not sure whether to launch it Before or After.

Also.. I'm assuming that I add "dmdext mirror" to the executable's box and "--source=pinballfx2 --quit-when-done" to the parameters box.

And should I leave the 2 Launch Before Wait & Launch Before Hide boxes with "Yes"?

--position argument doesn't work

The value for --position seems to be ignored, as it only renders with the default values. I believe this worked in versions prior to the ones that added --port parameter.

Fix PIN2DMD matching

Product ID instead of manufacturer. It's "PIN2DMD" and "PIN2DMD XL" for the 64x192 panels.

DMD Extension Change/ Lock/Save position

Probably a noobish question. But I am soon completely balled due
to head-scratching.
I have figured out how to startup and show the DMD Extension in a 2 pc-monitor setup. But...
When I start DMD Extension, it spawns on my playfield monitor (display1). I need it to spawn on
my backbox monitor (display2)

I can of course mouse "drag and drop" the DMD to the preferred backbox-monitor, but the next time i start the cmd-prompt it spawns on my playfield monitor again.
How can I choose on which monitor (displayport) the DMD starts up? and how to lock that setting.

Thx

Rotate option (low priority!) - enhancement req

Hi. Finally, finally, I got around to playing more extensively with the tool. Works beautifully for mirroring PinballFX2 on a Pinball 2000 style cabinet. It's a more elegant solution than what I was doing before, mirroring and playing back the floating DMD via the localhost loopback via ffmpeg streaming.

I have a couple of other projects that use a similar mirroring solution. Using dmdext instead would require being able to rotate the virtual dmd.

Use case 1:
I have a project that mirrors VPM and dB2S output onto mini virtual DMDs on the playfield apron. It would be easy enough to re-orient the DMD monitor as portrait and rotate the DMD via script or registry. On the other hand, I don't know about dB2S on the third screen (Funhouse, Earthshaker, etc.). Maybe by going into the dB2S designer tool and re-doing these backglasses. That's a bridge too far, I think.

Use case 2:
SlamIt: Big Score - I mirror from the DMD on the playfield to the third monitor. Playfield monitor must be oriented in landscape but can be rotated in-game to portrait. Dmdext can grab the image but it would be rotated and the virtual dmd is defined as a fixed 4:1 aspect ratio. In other words, the virtual would be displayed with the sides squashed in.

I'm not a developer. However, I would not mind taking a crack at a solution. Might be a while because I'm trying to switch my cab project to getting hardware toys installed. Don't do it just for me is what I'm saying. But if it's a quick one. Great!

[EXE] Enable time based image play

I was hoping get get a param that would simply display a given image a set amount of time, Eg.

dmdext display -s 1 -f logo.png

an option for the dmd to clear or keep the image after time period as well.

Add 'stay on top' - for virtual DMD

Create a command (or can you make a switch) for the virtual DMD to 'stay on top'. This would help me determine minimum system requirements for this app.

Cmd command does not recognize Real DMD (fx2)

Hello freeze, sorry to bother you again! = /

I decided to write here because I think it would be my most appropriate to try to solve my problem and if other people have the same problem can see this topic.
I apologize again for the inconvenience but I am relentlessly trying to configure the current dmd vishay with pindmdv2 with the pinballx and pinballx emulator but unfortunately I am not getting it.
I ran new tests and still did not succeed.

  1. I have created a path in my path C: / Pinball Fx2. Location where my emulator is and the executable dmdext;
  2. I ran the cmd command in C: / Pinball Fx2 and it recognizes my dmd. Both the virtual image and the image appear in my real dmd.
  3. After configuring dmd in cabinet mode in pinballx 2 to 0 0 1040 272 and executing the command in cmd dmdext mirror --source = pinballfx2 --no-virtual, my real dmd disappears the "dmdext" image and stays with the Black screen and the virtual dmd remains with this image.
  4. When starting a table, the actual dmd screen is still black and the virtual dmd is with the dmdext still image.

Cmd command below:

C:\Users\Thiago>dmdext test
[1] 2017/04/04 22:50:56.312 INFO | Launching console tool.
[1] 2017/04/04 22:50:56.344 DEBUG | PinDMDv1 device not found.
[1] 2017/04/04 22:50:56.375 INFO | Found PinDMDv2 device.
[1] 2017/04/04 22:50:56.375 DEBUG | Manufacturer: pinDMD
[1] 2017/04/04 22:50:56.375 DEBUG | Product: pinDMD V2
[1] 2017/04/04 22:50:56.375 DEBUG | Serial: 00000000050C
[1] 2017/04/04 22:50:56.375 DEBUG | Language ID: 1035
[1] 2017/04/04 22:50:56.391 DEBUG | Checking port COM1 for PinDMDv3...
[1] 2017/04/04 22:50:56.484 DEBUG | Error: Parâmetro incorreto.
[1] 2017/04/04 22:50:56.484 DEBUG | PinDMDv3 device not found.
[1] 2017/04/04 22:50:56.500 DEBUG | Device found but it's not a ******* device (pinDMD V2).
[1] 2017/04/04 22:50:56.656 INFO | Added PinDMDv2 renderer.
[1] 2017/04/04 22:50:56.719 INFO | Added VirtualDMD renderer.
[1] 2017/04/04 22:50:56.734 DEBUG | Resizing virtual DMD to 128x32
[1] 2017/04/04 22:50:56.734 INFO | Setting up Render Graph for 2 destination(s)
[1] 2017/04/04 22:50:56.750 INFO | Connecting Image Source to PinDMD v2 (Bitmap => Gray4)
[1] 2017/04/04 22:50:56.781 INFO | Connecting Image Source to Dmd (Bitmap => Bitmap)
[1] 2017/04/04 22:50:56.797 INFO | Press CTRL+C to close.
[5] 2017/04/04 23:03:19.463 INFO | Source for 2 renderer(s) stopped.
[5] 2017/04/04 23:03:19.463 DEBUG | Disposing render graph.

C:\Users\Thiago>dmdext mirror --source=pinballfx2 --no-virtual
[1] 2017/04/04 22:52:24.852 INFO | Launching console tool.
[1] 2017/04/04 22:52:24.886 DEBUG | PinDMDv1 device not found.
[1] 2017/04/04 22:52:24.918 INFO | Found PinDMDv2 device.
[1] 2017/04/04 22:52:24.919 DEBUG | Manufacturer: pinDMD
[1] 2017/04/04 22:52:24.919 DEBUG | Product: pinDMD V2
[1] 2017/04/04 22:52:24.919 DEBUG | Serial: 00000000050C
[1] 2017/04/04 22:52:24.919 DEBUG | Language ID: 1035
[1] 2017/04/04 22:52:24.919 DEBUG | Checking port COM1 for PinDMDv3...
[1] 2017/04/04 22:52:25.003 DEBUG | Error: Parâmetro incorreto.
[1] 2017/04/04 22:52:25.003 DEBUG | PinDMDv3 device not found.
[1] 2017/04/04 22:52:25.020 DEBUG | Device found but it's not a ******* device (pinDMD V2).
[1] 2017/04/04 22:52:25.144 INFO | Added PinDMDv2 renderer.
[1] 2017/04/04 22:52:25.144 DEBUG | VirtualDMD disabled.
[1] 2017/04/04 22:52:25.167 INFO | Setting up Render Graph for 1 destination(s)
[1] 2017/04/04 22:52:25.173 INFO | Press CTRL+C to close.

You said in another forum that my fx2 pinball is not being recognized. But I can not say why this is happening, because I am following your step by step and unfortunately I am not succeeding.

I really do not know why when I run the command
"Dmdext mirror --source = pinballfx2 --no-virtual" the pinball fx2 does not recognize in the cmd command and when I run the pinball fx2 the virtual dmd remains in the "dmdext" image and the real dmd the screen turns black.

What do you think it could be? Any dll problem? Any inappropriate folder?

I did the tests by executing only the commands

Dmdext mirror --source = pinballfx2

Without putting the option --no-virtual
And I recognized the Pinball fx2 in the cmd command, also opened the virtual dmd in my playfield with the dmd of the tables of the pinball game fx2, but the real dmd still continues with black screen.

In the same way when I execute the command

Dmdext.exe mirror -s PINBALLFX2 - 0 0 128 32-d pindmd

The following log appears

C: \ Pinball FX2> dmdext.exe mirror -s PINBALLFX2 - 0 0 128 32-d pindmd
 [1] 2017/04/08 16: 33: 52.480 INFO | Launching console tool.
 [1] 2017/04/08 16: 33: 52.517 DEBUG | PinDMDv1 device not found.
 [1] 2017/04/08 16: 33: 52.551 INFO | Found PinDMDv2 Device.
 [1] 2017/04/08 16: 33: 52.551 DEBUG | Manufacturer: pinDMD
 [1] 2017/04/08 16: 33: 52.551 DEBUG | Product: pinDMD V2
 [1] 2017/04/08 16: 33: 52.551 DEBUG | Serial: 00000000050C
 [1] 2017/04/08 16: 33: 52.551 DEBUG | Language ID: 1035
 [1] 2017/04/08 16: 33: 52.551 DEBUG | Checking port COM1 for PinDMDv3 ...
 [1] 2017/04/08 16: 33: 52.637 DEBUG | Error: Incorrect parameter.
 [1] 2017/04/08 16: 33: 52.637 DEBUG | PinDMDv3 device not found.
 [1] 2017/04/08 16: 33: 52.645 DEBUG | Device found but it's not a PIN2DMD device (pinDMD V2).
 [1] 2017/04/08 16: 33: 52.769 INFO | Added PinDMDv2 renderer.
 [1] 2017/04/08 16: 33: 52.850 INFO | Added VirtualDMD renderer.
 [1] 2017/04/08 16: 33: 52,850 DEBUG | Resizing virtual DMD to 128x32
 [1] 2017/04/08 16: 33: 52.861 INFO | Setting up Render Graph for 2 destination (s)
 [1] 2017/04/08 16: 33: 52.874 INFO | Connecting Pinball FX2 to Dmd (ColoredGray2 => Rgb24)
 [1] 2017/04/08 16: 33: 52.874 INFO | Capturing at 25 frames per second ...
 [1] 2017/04/08 16: 33: 52.890 INFO | Waiting for Pinball FX2 to spawn ...
 [1] 2017/04/08 16: 33: 52.911 INFO | Press CTRL + C to close.
 [4] 2017/04/08 16: 33: 52.911 INFO | Frames coming in from Pinball FX2.

When I run the "screen" command the current dmd works more in a cluttered way. It is not enough to understand what is happening in the real dmd. Just the sign in your rgb's

What could be that it is getting black screen in my real dmd or when I put the command "--no-virtual" it does not recognize the current dmd. What could it be?

Would I have some command or something I'm not doing so I can work with my real dmd along with the fx2 pinball?

I apologize for the inconvenience. Whatever you can help me, I thank you very much!

No virtual display output in Pinball FX2 after Dmdext reports frames received

I'm doing well at the moment as there's no output on my rig for Pinball FX2. DMDext runs elevated, moves its virtual output to my third screen but that's it. The command windows last report is aiming along the lines of frames are being received. I'm following the instructions to the letter other than dropping the no virtual instruction, the rig runs windows 7 three screes with aero enabled. Other mirroring software does work correctly. Ideas welcome, at the moment I'm guessing it may be triggered by a Pinball FX2 update.

This behavior is identical to the issue with TPA I described in CarneyPriests thread. Its odd as the program obviously is working the virtual DMD sets bright orange, move to screen three and then dims as the program starts receiving frames. And that's it, I've tried changing the PFX2 DMD location and the program happily reports a fault in yellow text so it looks like its seeing the correct location. The only trouble I really can identify is my understanding of the syntax as when I tried to change say --position=3294 364 780 to -p=3294 364 780 I get errors.

I've used ActualWindowsManager to mirror in the past and the only similar issue came down to aero/desktop composition settings, but that was an easy one to crack in the end.

Anyhow thank you for the work on this, its appreciated

PinDMDv3 working/Non-Working

Hello All..

I'll start by stating that I have a dual screen setup plus a PinDMD3 and I would like to get Pinballfx2 working in Cabinet Mode.

I managed to get the PinDMD3 working with Pinballfx2 but only after I shut down my second monitor. When I do this, I of course lose my backglass image. DMD position in Pinballfx2 is currently set to 0/0. I'm thinking this may have to be different if using a 2nd monitor perhaps? Also note that I have the screen with an orientation of 270.

Another issue I'm having is when I did get the PinDMD3 working, it was blinking quite a bit as if the frames per second were too low. Should I try raising it up from 25? The thing is I'm not sure how to do this. Is the command simply --fps=50 (50 being the example)?

Here's my current log with dual screens running:
dmdext cap

Add idle and blank animations

When switching tables in TPA, from one that has a DMD, to one that does not, the DMD stays "stuck" on whatever the last image it was sent.

It would be cool if there was an "idle animation" that the DMD could send when it is not getting any data. So I guess what I am asking for is:

If the DMD doesn't receive any data in (x) seconds... either..

  1. Make the DMD go blank
  2. Make the DMD display a fixed image
  3. Make the DMD display a cycling animation

I'd love to see some cool "FREE PLAY!" animations going on when the DMD is no longer active ;)

[DLL] Can't use your version of dmddevice.dll for pinballx nor xdmd - PinDMD3

Mentioned before in a closed case. Might be you thought the issue was resolved since I told you to close the case. For pinballx I put png images - sized 128x32 into "Real DMD Color Images", when this name is the same as in description field of a table the image will show on the DMD.

This doesn't happen if I replace you're dmddevice.dll with the same file what I believe comes from lucky1. Pinballx logfile is exactly the same as when its working.

We need to resolve this if there is going to be only one DLL to rule them all :-)

dmddevice.dll from dmdext doens't work as a replacement for lucky1 release in xdmd either. Same issue - DMD stays black. With lucky1 ( 2.802 - copied from pindmd3 folder xdmd ) UltraDMD does get projected.

Maybe have a chat with Tom Speirs and Lucky1.

Add option to define hue for shade down-sampling on RGB devices

There are basically two modes:

  1. When using the --use-gray4 option, it should configure the display to use the provided color
  2. Otherwise, apply the tint internally and render as RGB.

Color is specified color (#rrggbb). Proposed option name: --tint=#ff0000

Scale virtual DMD

I'd like to non-proportionally scale the virtual DMD display, and I can only set width, I can't set height.

Can you allow setting the height and scaling the DMD non-proportionally? I know it'll be a little distorted but I'm OK with that and I'd rather maximize the viewing area in my small DMD monitor at 800x400 res.

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