Thread: Pinball Arcade module with the new DX11 version

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    Pinball Arcade module with the new DX11 version 
    #1
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    Been trying to get the Pinball Arcade module working right with the latest Pinball Arcade update to DirectX11. (in HLHQ with HS 1.3)

    I got the module updated to the Windows AHK Class the new DX11 version has. Line 58
    Code:
    pinballTitleClass := "Pinball Arcade DX11 ahk_class GameWindowClass"
    So now it actually launches correctly.

    Problem is they must have changed the Pinball Arcade menus, because instead of going into My Tables and then picking the table, it selects the season 2 folder instead (and then it tried to purchase a table for me. Ha!)

    Has anybody already got this module working with TPA DX11 or can anyone tell me how to change the module so it picks the "My Tables" folder instead of going to the wrong place?
     

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    Re: Pinball Arcade module with the new DX11 version 
    #2
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    Metal, did TPA change for everyone with that update, like is it a video setting you can go back and forth?
    "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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    Re: Pinball Arcade module with the new DX11 version 
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    I think so, but I didn't have TPA on PC before they rolled out the DirectX version a couple weeks ago.

    It isn't a menu setting, but two separate executables. Now there are two options when you hit the play button from steam.
    -Standard DX9 or DX11 beta (pinballarcade.exe & pinballarcade11.exe)

    I also tried the module just using the old/normal DX9 version, but it did the same thing.
    Gets past the "press start" title screen. Picks Season 2, then tries to execute the rest of the commands (in my case it tried to scroll to, and buy, a table I didn't own.)

    Maybe the menu changed? It is: Previous seasons - Season four - Challenges are on top. My Tables - Tournament - options are below. The cursor starts on Previous seasons.
    After you hit enter from the main title page sometimes there is a screen that pops up telling you about the new table, but sometimes that screen doesn't seem to show...

    EDIT: I guess I should mention that to get it to launch the DX11 version I simply renamed it to pinball.exe in explorer
     

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    Re: Pinball Arcade module with the new DX11 version 
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    So I added a down key press to line 146:
    Code:
    Send, {Enter Down}{Enter Up}100{Enter Down}{Enter Up}100{Down Down}{Down Up}100{Enter Down}{Enter Up}        ; get to the Main menu
    Which works so long as the "new table info" screen pops up after the main title page. It will get to My Tables, pick the table correctly etc...

    However if that New Table screen doesn't show between the Title screen and the main menu then that script presses the enter key one to many times and you end up in the Previous Seasons folder instead of My Tables.

    If there's no way to detect that New Tables info page then maybe this will never work right. Although if someone owns all the tables, then maybe that page doesn't pop up at all.
     

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    Re: Pinball Arcade module with the new DX11 version 
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    They updated it again today. version 1.38.10 DX11

    That nag screen doesn't pop up and break the script as often, but it still does.
    Problem is on their side. On the TPA forum they mentioned it's only ever supposed to pop up once and never again (until a new table is released).

    Howevr to get the module to work I did have to remove one "enter key press" as well as add a down arrow to select the My Tables menu option.
    Here's my change:
    Code:
    Send, {Enter Down}{Enter Up}100{Down Down}{Down Up}100{Enter Down}{Enter Up}        ; get to the Main menu
    When the nag doesn't show this works great.
     

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    Re: Pinball Arcade module with the new DX11 version 
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    Senior Member Potts43's Avatar
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    Can you post your module please?
     

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    Re: Pinball Arcade module with the new DX11 version 
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    Quote Originally Posted by Potts43 View Post
    Can you post your module please?
    -First update to the newest 1.38.10 version. To do this you have to opt out of the beta from Steam (right click the game from your library, properties, beta, opt-out), download the update, re-opt back into the beta.

    -Then to get the DX11 version to work with this module you need to rename the .exe. Go to Programs (x86)/Steam/Steamapps/Common/PinballArcade and rename PinballArcade.exe to Pinball ArcadeDX9.exe (or whatever you want). Then rename PinballArcade11.exe to just PinballArcade.exe (you'll probably have to do this every time they update the game).

    -Here's the module. You'll need to follow the other module instructions and have your tables listed in the module settings, in alphabetical order exactly as they are named in your database file. You also need your starting table listed and named correctly in the module (mine is set as : Addams Family, The (Williams). This module has the changed keys that I posted above and the changed window class for the DX11 version, so this module won't work right with the older/normal DX9 version of TPA.
    The only changes from original are the TPA Windows class for the DX11 version and the key changes I posted previously.

    Code:
    MEmu = Pinball Arcade
    MEmuV = v1.37.8
    MURL = http://www.pinballarcade.com/
    MAuthor = djvj
    MVersion = 2.0.2
    MCRC = 7744C758
    iCRC = 7893F2F8
    mId = 635589857631115764
    MSystem = "Pinball Arcade","Pinball"
    ;----------------------------------------------------------------------------
    ; Notes:
    ; Initial setup:
    ; Manually run Pinball Arcade. If you own all the games and they can all be found in the My Tables folder, Simply Enter the My Tables folder and browse to the first table (alphabetically) and exit Pinball Arcade.
    ; The module comes default with all the available tables (as of 1/14/2014) alphabetically sorted in the module setting My_Tables.
    ; It will parse this setting and assume you own all the games. If you do not own all the games, recreate this setting in RocketLauncherUI with all the games you own, and separate each one with a |
    ; The My_Tables names match the names from your FE's database.
    ;
    ; If launching as a Steam game:
    ; When setting this up in RocketLauncherUI under the global emulators tab, make sure to select it as a Virtual Emulator. Also no rom extensions, executable, or rom paths need to be defined.
    ; Set Skip Checks to "Rom and Emu" when using this module as roms do not exist.
    ;
    ; If not launching through Steam:
    ; Add this as any other standard emulator and define the PinballArcade.exe as your executable, but still select Virtual Emulator as you do not need rom extensions or rom paths
    ; Set Skip Checks to "Rom and Emu" when using this module as roms do not exist.
    ;
    ; This module requires BlockInput.exe to exist in your Module Extensions folder. It is used to prevent users from messing up the table selection routine.
    ; If BlockInput is not actually blocking input, it's due to not having admin credentials, which you will need to set this exe to run as admin.
    ; However, this also means RocketLauncher needs to be set to run as admin as well, keep this in mind.
    ;
    ; If you want bezel support set to the game be played in windowed mode
    ;
    ; How to run vertical games on a standard monitor:
    ; There are 3 methods supported by this module to rotate your desktop. Windows shortcuts, display.exe and irotate.exe. If one method does not work on your computer, try another.
    ;
    ; If the key sends are not working, make sure your RocketLauncher is set to run as administrator.
    ;
    ; Pinball Arcade stores some settings in your registry @ HKEY_CURRENT_USER\Software\PinballArcade\PinballArcade
    ;----------------------------------------------------------------------------
    StartModule()
    
    settingsFile := modulePath . "\" . moduleName . ".ini"
    rotateMethod := IniReadCheck(settingsFile, "settings", "Rotate_Method",,,1) ; Shortcut, Display, iRotate 
    rotateDisplay := IniReadCheck(settingsFile, "settings", "Rotate_Display", 0,,1) ; 0, 90, 180, 270
    moduleDebugging := IniReadCheck(settingsFile, "settings", "Module_Debugging", "false",,1)
    
    If windowsRotate {
    	Res := (A_ScreenWidth>A_ScreenWidth) ? A_ScreenWidth : A_ScreenWidth
    	Gui 1: Color, 000000
    	Gui 1: -Caption +ToolWindow
    	Gui 1: Show, x0 y0 W%Res% H%Res%, BlackScreen	; experimental to hide entire desktop and windows
    	If rotateMethod
    		Rotate(rotateMethod, rotateDisplay)
    }
    
    BezelGUI()
    FadeInStart()
    
    pinballTitleClass := "Pinball Arcade DX11 ahk_class GameWindowClass"
    fullscreen := IniReadCheck(settingsFile, "settings", "Fullscreen", "true",,1) ; 0, Shortcut, Display, iRotate 
    sleepLogo := IniReadCheck(settingsFile, "Settings", "Sleep_Until_Logo",7000,,1)
    sleepBaseTime := IniReadCheck(settingsFile, "Settings", "Sleep_Base_Time",1,,1)
    lastMyTable := "Addams Family, The (Bally)"	; Mytables always starts on Addams Family
    ; myTables := IniReadCheck(settingsFile, "Settings", "My_Tables","Attack From Mars|Big Shot|Black Hole|Black  Knight|Bride of Pin-Bot|Cactus Canyon|Centaur|Central Park|Champion Pub|Cirqus Voltaire|Class of 1812|Creature from the Black Lagoon|Cue Ball Wizard|Dr. Dude|El Dorado - City of Gold|Elvira|Firepower|Fish Tales|Flight 2000|Funhouse|Genie|Goin' Nuts|Gorgar|Harley-Davidson|Haunted House|Medieval Madness|Monster Bash|No Good Gofers|Pin-Bot|Ripley's Believe It or Not|Scared Stiff|Space Shuttle|Star Trek|Tales of the Arabian Nights|Taxi|Tee'd Off|Terminator 2|Theatre of Magic|Twilight Zone|Victory|Whirlwind|White Water",,1) ; | separated list of the tables I own
    ; myTables := IniReadCheck(settingsFile, "Settings", "My_Tables","Attack from Mars (Bally)|Big Shot (Gottlieb)|Black Hole (Gottlieb)|Black Knight 2000 (Williams)|Black Knight (Williams)|Black Rose (Bally)|Bram Stoker's Dracula (Williams)|Machine - Bride of Pin Bot, The (Williams)|Cactus Canyon (Bally)|Centaur (Bally)|Central Park (Gottlieb)|Champion Pub, The (Bally)|Cirqus Voltaire (Bally)|Class of 1812 (Gottlieb)|Creature from the Black Lagoon (Bally)|Cue Ball Wizard (Gottlieb)|Diner (Williams)|Dr. Dude & His Excellent Ray (Bally)|El Dorado - City Of Gold (Gottlieb)|Elvira and the Party Monsters (Bally)|Firepower (Williams)|Fish Tales (Williams)|Flight 2000 (Stern)|FunHouse (Williams)|Genie (Gottlieb)|Goin' Nuts (Gottlieb)|Gorgar (Williams)|Harley-Davidson, 3rd Edition (Stern)|Haunted House (Gottlieb)|High Roller Casino (Stern)|High Speed (Williams)|Junk Yard (Williams)|Lights... Camera... Action! (Gottlieb)|Medieval Madness (Williams)|Monster Bash (Williams)|No Good Gofers (Williams)|Phantom of the Opera, The (Stern)|Pin Bot (Williams)|Ripley's Believe It or Not! (Stern)|Scared Stiff (Bally)|Space Shuttle (Williams)|Star Trek - The Next Generation (Williams)|Tales of the Arabian Nights (Williams)|Taxi (Williams)|Tee'd Off (Gottlieb)|Terminator 2 - Judgment Day (Williams)|Theatre of Magic (Bally)|Twilight Zone (Bally)|Victory (Gottlieb)|Whirlwind (Williams)|White Water (Williams)|WHO Dunnit (Bally)",,1)	; | v1.31.8 separated list of the tables user owns
    myTables := IniReadCheck(settingsFile, "Settings", "My_Tables","Addams Family, The (Bally)|Attack from Mars (Bally)|Big Shot (Gottlieb)|Black Hole (Gottlieb)|Black Knight (Williams)|Black Knight 2000 (Williams)|Black Rose (Bally)|Bram Stoker's Dracula (Williams)|Bride of Pin-Bot (Williams)|Cactus Canyon (Bally)|Centaur (Bally)|Central Park (Gottlieb)|Champion Pub, The (Bally)|Cirqus Voltaire (Bally)|Class of 1812 (Gottlieb)|Creature from the Black Lagoon (Bally)|Cue Ball Wizard (Gottlieb)|Cyclone (Williams)|Diner (Williams)|Dr. Dude & His Excellent Ray (Bally)|Earthshaker (Williams)|El Dorado - City Of Gold (Gottlieb)|Elvira and the Party Monsters (Bally)|Firepower (Williams)|Fish Tales (Williams)|Flight 2000 (Stern)|FunHouse (Williams)|Genie (Gottlieb)|Goin' Nuts (Gottlieb)|Gorgar (Williams)|Harley-Davidson, 3rd Edition (Stern)|Haunted House (Gottlieb)|High Roller Casino (Stern)|High Speed (Williams)|Jack-Bot (Williams)|Junk Yard (Williams)|Lights... Camera... Action! (Gottlieb)|Medieval Madness (Williams)|Monster Bash (Williams)|No Good Gofers (Williams)|Party Zone (Bally)|Phantom of the Opera, The (Data East)|Pin-Bot (Williams)|Ripley's Believe It or Not! (Stern)|Scared Stiff (Bally)|Space Shuttle (Williams)|Star Trek - The Next Generation (Williams)|Starship Troopers (Stern)|Tales of the Arabian Nights (Williams)|Taxi (Williams)|Tee'd Off (Gottlieb)|Terminator 2 - Judgment Day (Williams)|Theatre of Magic (Bally)|Twilight Zone (Bally)|Victory (Gottlieb)|Whirlwind (Williams)|White Water (Williams)|WHO Dunnit (Bally)",,1)	; | v1.37.8 separated list of the tables user owns
    
    BezelStart()
    
    ; get user's save path
    paUserPath := RegRead("HKCU", "Software\PinballArcade\PinballArcade", "SavePath", "Auto")
    pinballArcadeDat := CheckFile(paUserPath . "settings.dat")
    
    ; Update fullscreen setting
    res := BinRead(pinballArcadeDat,pinballArcadeDatData,1,8)	; read current fullscreen setting
    Bin2Hex(hexData,pinballArcadeDatData,res)
    If (fullscreen = "true" && hexData != "02") {
    	Hex2Bin(binData,"02")
    	res := BinWrite(pinballArcadeDat,binData,1,8)
    } Else If (fullscreen != "true" && hexData != "00") {
    	Hex2Bin(binData,"00")
    	res := BinWrite(pinballArcadeDat,binData,1,8)
    }
    
    ; Convert myTables into a real array
    myTablesArray := []
    Loop, Parse, myTables, |
    {
    	myTablesArray[A_Index] := A_Loopfield
    	If (romName = A_Loopfield) {
    		thisTablePos := A_Index ; store the position (in the array) this table was found
    		thisTableArray := "myTablesArray"       ; save the array this table was found in
    		lastTable := lastMyTable        ; store the last table loaded for the same array as this table
    		Log("Module -  Found """ . romName . """ at position " . thisTablePos . " in MyTables")
    	}
    }
    
    CheckFile(moduleExtensionsPath . "\BlockInput.exe")
    
    If !thisTableArray
    	ScriptError("This table """ . romName . """ was not found in My Tables folder. Please check its name that it matches what the module recognizes.")
    Log("Module - Table """ . romName . """ was found in array """ . thisTableArray . """ at position " . thisTablePos)
    Log("Module - Last Table of array """ . thisTableArray . """ left off at """ . lastTable . """ which was found at position " . lastTablePos)
    
    ; Calculate the shortest distance to this table from the lastTable
    max := %thisTableArray%.MaxIndex()
    a := 1
    b := thisTablePos
    If (a > b) {
    	moveDown := a - b
    	moveUp := (max - a) + b
    } Else If (b > a) {
    	moveDown := b - a
    	moveUp := (max - b) + a
    } Else {	; a=b
    	moveDown := 0
    	moveUp := 0
    }
    moveDirection := If moveUp < moveDown ? "moveUp" : "moveDown"
    Log("Module - The array """ . thisTableArray . """ has " . max . " tables in it and shortest distance to this table is " . %moveDirection% . " in direction " . moveDirection)
    
    hideEmuObj := Object(pinballTitleClass,1)	; Hide_Emu will hide these windows. 0 = will never unhide, 1 = will unhide later
    HideEmuStart()
    
    If executable {
    	Log("Module - Running Pinball Arcade as a stand alone game and not through Steam as an executable was defined.")
    	Run(executable, emuPath)
    } Else {
    	If !steamPath
    		GetSteamPath()
    	Log("Module - Running Pinball Arcade through Steam.")
    	Steam(238260)
    }
    
    WinWait(pinballTitleClass)
    WinWaitActive(pinballTitleClass)
    
    BezelDraw()
    Run("BlockInput.exe 30", moduleExtensionsPath)        ; start the tool that blocks all input so user cannot interrupt the launch process for 30 seconds
    If moduleDebugging = true
    	Tooltip, waiting %sleepLogo% seconds for logo
    SetKeyDelay(80*sleepBaseTime)
    Sleep % sleepLogo      ; sleep till Pinball FX2 logo appears
    
    If moduleDebugging = true
    	Tooltip, sending enter to get to the main menu
    Send, {Enter Down}{Enter Up}100{Down Down}{Down Up}100{Enter Down}{Enter Up}        ; get to the Main menu
    
    If moduleDebugging = true
    	Tooltip, entering MyTable folder
    Sleep % 2000*sleepBaseTime     ; wait for folder to load
    
    If moduleDebugging = true
    	Tooltip, navigating to %romName%
    SetKeyDelay(80*sleepBaseTime)
    If (moveDirection = "moveUp") {
    	Loop % %moveDirection%
    	{	If moduleDebugging = true
    			Tooltip % "Index: " . A_Index . " | Game: " . %thisTableArray%[A_Index]
    		Send, {Up Down}{Up Up}
    		Sleep % 100*sleepBaseTime
    	}
    } Else {        ; moveDown
    	Loop % %moveDirection%
    	{	If moduleDebugging = true
    			Tooltip % "Index: " . A_Index . " | Game: " . %thisTableArray%[A_Index]
    		Send, {Down Down}{Down Up}
    		Sleep % 100*sleepBaseTime
    	}
    }
    Send, {Enter Down}{Enter Up}    ; select game
    Sleep % 500*sleepBaseTime
    
    If moduleDebugging = true
    	Tooltip, waiting for game to load
    Send, {Enter Down}{Enter Up}80{Enter Down}{Enter Up}      ; select game
    Sleep % 4800*sleepBaseTime     ; waiting for table to load
    Send, {Enter Down}{Enter Up}80{Enter Down}{Enter Up}      ; start game
    If moduleDebugging = true
    	Tooltip, Finished
    
    Process("Close", "BlockInput.exe")    ; end script that blocks all input
    
    HideEmuEnd()
    FadeInExit()
    Process("WaitClose", "PinballArcade.exe")
    BezelExit()
    FadeOutExit()
    
    If windowsRotate {
    	Gui 1: Show
    	If rotateMethod
    		Rotate(rotateMethod, 0)
    	Sleep % 200*sleepBaseTime
    	Gui 1: Destroy
    }
    
    ExitModule()
    
    
    HaltEmu:
    	disableSuspendEmu := true
    	Send, {ESC down}{ESC up}
    Return
    RestoreEmu:
    	Send, {ESC down}{ESC up}
    Return
    
    CloseProcess:
    	FadeOutStart()
    	WinClose(pinballTitleClass)
    Return
    Last edited by Metalzoic ; 05-27-2015 at 12:12 PM.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #8
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    Thanks metal.

    Can you tell me if these work:
    ahk:
    http://pastebin.com/JQtV6Sj3
    isd:
    http://pastebin.com/uPFzR8Fc

    I added an option to set the directx version you use in the module.
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    Re: Pinball Arcade module with the new DX11 version 
    #9
    Senior Member marxkemp's Avatar
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    Ill also have a look later today to add the Xenon table
    update:
    1. Without RLUI it starts and plays fine. With RLUI it crashes around "My Tables", FIXED that by deleting: C:\Users\%username%\My Games\Pinball Arcade
    2. Now the timing seems of on my machine.
    Last edited by marxkemp ; 05-30-2015 at 11:13 AM.
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    Pinball Arcade module with the new DX11 version PART 2 
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    From djvj in that thread:
    Thanks metal.

    Can you tell me if these work:
    ahk:
    http://pastebin.com/JQtV6Sj3
    isd:
    http://pastebin.com/uPFzR8Fc

    I added an option to set the directx version you use in the module.
    DX9: It works perfectly for the DX9 version (so long as the "new table" nag screen doesn't pop-up). It keeps TPA faded right until the table is there and unfades at the screen with the big yellow start button.

    DX11: It looks for the correct Window Class, but it still launches the DX9 version (pinballArcade.exe) instead of the DX11 version. To get the DX11 version to work you need to rename it to PinballArcade.exe. I think this is a problem on Farsights end because trying to launch the DX11 version (PinballArcade11.exe) right from explorer still launches the DX9 version. They have something goofed up.

    Anyway if you rename it it works with this setting (as long as the table pop up doesn't randomly occur), however Fade doesn't. You can see the TPA menus as your script runs so you don't get that cool effect of it un-fading right at the table. Be cool if that could be fixed.
    Last edited by marxkemp ; 05-30-2015 at 02:11 PM. Reason: Merged threads
     

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    Re: Pinball Arcade module with the new DX11 version PART 2 
    #11
    Senior Member marxkemp's Avatar
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    Or change the global emu to pinballarcade11.exe. But then again i didnt check what dj's module does with the dx11 setting.
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    Re: Pinball Arcade module with the new DX11 version PART 2 
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    Quote Originally Posted by marxkemp View Post
    Or change the global emu to pinballarcade11.exe. But then again i didnt check what dj's module does with the dx11 setting.
    I'm not sure if that would work because PinballArcade11.exe seems to launch the DX9 version anyway. The only way I can get the DX11 version to launch is if I launch it from the Steam app or rename it.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #13
    Senior Member marxkemp's Avatar
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    oh when i run PA11 it does say in the bottom right corner dx11...
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    Re: Pinball Arcade module with the new DX11 version 
    #14
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    Quote Originally Posted by marxkemp View Post
    oh when i run PA11 it does say in the bottom right corner dx11...
    So does mine. It says version 1.38.10 DX11... but it's actually running DX9 tables, lighting and graphics.
    It might be a bug. There are others on the TPA forums that noticed the same thing. Says it's DX11, but is actually DX9.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #15
    Senior Member marxkemp's Avatar
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    Thats bad. When in beta I did see the difference between the two.
    2 out of 3 time I get the what's new nag. Guess ill wait for an update.
    Last edited by marxkemp ; 05-31-2015 at 07:36 AM.
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    Re: Pinball Arcade module with the new DX11 version 
    #16
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    Yeah. The module we have would be 99% good if it weren't that they glitched the nag screen.
    The devs have known about the nag popping up for about a week or so so hopefully the next update fixes it.

    Then if DJVJ can fix the fade in stuff we'll be gold!
     

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    Re: Pinball Arcade module with the new DX11 version 
    #17
    Senior Member Potts43's Avatar
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    I've not set this up yet but can I ask - do you create an XML of all the games and then the module loads the corresponding game in pinball arcade?
     

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    Re: Pinball Arcade module with the new DX11 version 
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    Quote Originally Posted by Potts43 View Post
    I've not set this up yet but can I ask - do you create an XML of all the games and then the module loads the corresponding game in pinball arcade?
    Sort of.

    I use Marxkemp's database here http://www.rlauncher.com/forum/showt...1227#post11227 and the newest AHK module. Then I simply commented out the tables I don't have from the xml so they don't show on my wheel.

    Then what you do is make an alphabetical list of the tables you actually own and you can put that directly into the Global Module Settings in Rocketlauncher or you can put it directly into the module. For example mine looks like: Addam Family, The (Bally|Attack From Mars (Bally|Big Shot (Gottleib) etc... You also tell it which table is the first table you own that the in-game menu starts on alphabetically (so Addams Family is first on mine).

    Now what happens is when you pick a table from the Hyperspin wheel, the module then presses all the right buttons to start the game, go into your tables, it scrolls to the right table and starts it. While it's doing all that it blocks all inputs from the control panel so you can't mess it up. Works awesome.

    The only problem is this pop-up nag screen is random so when it happens it interrupts the button presses the module is sending and goofs it up. Hopefully Pinball Arcade fixes that in the next update.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #19
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    I don't do anything with the exe, that wasn't the point. You set the exe you want to run in the emulators tab in RLUI like any other emu. Sounds like the devs have to fix that dx9 issue though.

    For Fade, nothing ever changed with when fade ends. it sounds like you only need to adjust your FadeIn Exit Delay to line up closer with when you want it to disappear.
    "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

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  20. Collapse Details
    Re: Pinball Arcade module with the new DX11 version 
    #20
    Senior Member
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    395
    Quote Originally Posted by djvj View Post
    I don't do anything with the exe, that wasn't the point. You set the exe you want to run in the emulators tab in RLUI like any other emu. Sounds like the devs have to fix that dx9 issue though.

    For Fade, nothing ever changed with when fade ends. it sounds like you only need to adjust your FadeIn Exit Delay to line up closer with when you want it to disappear.
    Ok, that makes sense. I'll have to play with Fade then because as-is it works perfectly with the DX9 version and doesn't work at all with the DX11 version.
     

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