Thread: Pinball Arcade module with the new DX11 version

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    Re: Pinball Arcade module with the new DX11 version 
    #61
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    Glad you got it sorted!
     

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    Re: Pinball Arcade module with the new DX11 version 
    #62
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    Hi

    I got it working on 1.59.5 version with 83 tables

    I'll post it later.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #63
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    Check the following link:
    http://www.hyperspin-fe.com/forums/t...rcade/?page=13

    I think that next Rocketlauncher module update should keep old version and this version to fit both.
    Last edited by jviegas ; 06-15-2017 at 12:11 PM.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #64
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    Hello, I guess that the module needs an update, the new version 1.69.4 changed the main menu and they added more tables, hope someone with the aknowledge can update this.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #65
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    Please update module for v1.69.4, Thanks
     

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    Re: Pinball Arcade module with the new DX11 version 
    #66
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    Guess I picked a bad time to finally set up my pinball systems. I have version 1.70.6. None of the files in the Hyperspin link posted by Jviegas are available any more. Tried setting it up in Launchbox as well but have no idea on how to proceed. Does any one have a working module and quick instructions on how to set this up?
     

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    Re: Pinball Arcade module with the new DX11 version 
    #67
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    Judging by the responses above and the fact the post by jviegas is 2 years old they probably wouldn't do you any good anyway. That may have also been before they changed the UI.

    I'll add it to my list of modules to update but it probably won't be anytime soon since that list is already somewhat large.
     

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    Pinball Arcade module with the new DX11 version 
    #68
    Senior Member Ninja2bseen's Avatar
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    The newest version now supports 100 tables and a new GUI. Could we get an updated ahk?

    I can post the last one that I have which is like 1.5 something I believe if it helps

    Sent from my iPhone using Tapatalk
     

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    Re: Pinball Arcade module with the new DX11 version 
    #69
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    I wouldn't expect one considering it has needed an update for a while now and nobody seems interested in doing it (or any modules tbh).

    I don't think many people are interested in pinball to begin with and the fact they lost the licenses to many big name tables doesn't help either. It's towards the bottom of my list for some of those reasons as I don't have any interest in it myself. I'll get around to it eventually if nobody else does but I have plenty of other new modules and fixes I'm prioritizing over this.
     

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    Re: Pinball Arcade module with the new DX11 version 
    #70
    Senior Member Ninja2bseen's Avatar
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    Awesome thanks. Ya the 100 tables is the last update ensuring no table got lost. Wondering what updates you have on your list?!


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    Re: Pinball Arcade module with the new DX11 version 
    #71
    Senior Member Ninja2bseen's Avatar
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    This isnít working but feel like it should be close.....what is wrong here?

    MEmu := "Pinball Arcade"
    MEmuV := "v1.70.27"
    MURL := ["http://www.pinballarcade.com/"]
    MAuthor := ["djvj","Metalzoic","MichelKenshin"]
    MVersion := "2.1.3"
    MCRC :=
    iCRC :=
    MID :=
    MSystem := ["Pinball Arcade","Pinball"]
    ;----------------------------------------------------------------------------
    ; Notes:
    ; Initial setup:
    ; Manually run Pinball Arcade.
    ; If you own all the tables and they can all be found in the My Tables section in-game, simply enter My Tables from the main Pinball Arcade menu, browse to the first table (alphabetically) and exit Pinball Arcade.
    ; The module comes default with all the available tables (as of 2/1/2016) alphabetically sorted in the module setting My_Tables.
    ; It will parse this setting and assume you own all the tables. If you do not own all the tables, recreate this setting in the RocketLauncherUI module settings with only the tables you do own, and separate each one with a |
    ; If you do not own all the tables you also need to change the All_Tables module setting in RocketLauncherUI to "false" for the module to navigate the menu properly.
    ; The My_Tables names must match the names from your 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.
    ; Under the Pinball Arcade system settings in RocketLauncherUI set Skip Checks to "Rom and Emu" when using this module as roms do not exist.
    ; The executable must be named PinballArcade.exe to work properly. Rename it if it does not match that exactly.
    ;
    ; 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 to be defined.
    ; Under the Pinball Arcade system settings in RocketLauncherUI set Skip Checks to "Rom and Emu" when using this module as roms do not exist.
    ; The executable must be named PinballArcade.exe to work properly. Rename it if it does not match that exactly.
    ;
    ; To use the DX11 version of Pinball Arcade you must select the DX11 option in the module settings.
    ; For the Steam version you must also rename the actual Steam DX11 exe file. Go to Programs (x86)/Steam/Steamapps/Common/PinballArcade and rename PinballArcade.exe to PinballArcadeDX9.exe (or whatever you want) to make a backup.
    ; Then rename PinballArcade11.exe to just PinballArcade.exe. Changing the name does not cause issues with updating, but you'll have to do this renaming step every time they update the game with a new version.
    ; If you are using a non-Steam version then you may or may not need to rename the exe and certain module setting may or may not work (such as no-nag), however your exe must be named PinballArcade.exe for it to work.
    ;
    ; 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\PinballAr cade
    ;----------------------------------------------------------------------------
    StartModule()

    primaryExe := new Emulator(emuPath . "\" . executable); instantiate emulator executable object

    rotateMethod := moduleIni.Read("Settings", "Rotate_Method", rotateMethod,,1) ; Shortcut, Display, iRotate
    rotateDisplay := moduleIni.Read("Settings", "Rotate_Display", 0,,1) ; 0, 90, 180, 270
    moduleDebugging := moduleIni.Read("Settings", "Module_Debugging", "false",,1)
    selectKey := moduleIni.Read("Settings", "Select_Key", navSelectKey,,1)
    ;pinballTitleClass := "Pinball Arcade ahk_class PxWindowClass"
    settingsFile := modulePath . "\" . moduleName . ".ini"
    nrcol := 8 ; How many columns are shown in your screen ?


    If (RotateDisplay > 0) {
    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
    Rotate(rotateMethod, rotateDisplay)
    }

    BezelGUI()
    FadeInStart()

    fullscreen := moduleIni.Read("Settings", "Fullscreen", "true",,1) ; 0, Shortcut, Display, iRotate
    startGame := moduleIni.Read("Settings", "Start_Game","true",,1)
    pinballVersion := moduleIni.Read("Settings", "Pinball_Version", "DX11",,1)
    allTables := moduleIni.Read("Settings", "All_Tables","true",,1)
    whatsNewScreen := moduleIni.Read("Settings", "Whats_New_Screen","false",,1)
    sleepLogo := moduleIni.Read("Settings", "Sleep_Until_Logo",7000,,1)
    sleepBaseTime := moduleIni.Read("Settings", "Sleep_Base_Time",1,,1)


    myTables := moduleIni.Read("Settings", "My_Tables","ACDC (Stern)|Addams Family, The (Bally)|Al's Garage Band On a World Tour (Gottlieb)|Attack From Mars (Bally)|Banzai Run (Williams)|Big Shot (Gottlieb)|Black Hole (Gottlieb)|Black Knight (Williams)|Black Knight 2000 (Williams)|Black Rose (Bally)|Bone Busters (Gottlieb)|Bram Stoker's Dracula (Williams)|Bride of Pin-Bot (Williams)|Cactus Canyon (Bally)|Cactus Jacks (Gottlieb)|Centaur (Bally)|Centigrade 37 (Gottlieb)|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)|Dr. Who (Bally)|Dr. Who Master of Time (Williams)|Earthshaker (Williams)|Eight Ball Deluxe (Bally)|El Dorado - City Of Gold (Gottlieb)|El Dorado (Gottlieb)|Elvira and the Party Monsters (Bally)|F-14 Tomcat (Williams)|Fathom (Bally)|Fireball (Bally)|Firepower (Williams)|Firepower II (Williams)|Fish Tales (Williams)|Flight 2000 (Stern)|Frank Thomas Big Hurt (Gotttlieb)|FunHouse (Williams)|Genie (Gottlieb)|Getaway - High Speed II, The (Williams)|Ghostbusters (Stern)|Gladiators (Gottlieb)|Goin' Nuts (Gottlieb)|Gorgar (Williams)|Harley-Davidson, 3rd Edition (Stern)|Haunted House (Gottlieb)|High Roller Casino (Stern)|High Speed (Williams)|Hurricane (Williams)|Indianapolis 500 (Bally)|Jack-Bot (Williams)|Jacks Open (Gottlieb)|Judge Dredd (Bally)|Junk Yard (Williams)|Last Action Hero (Stern)|Lights... Camera... Action! (Gottlieb)|Mary Shelleys Frankenstein (Stern)|Medieval Madness (Williams)|Monster Bash (Williams)|Mustang (Stern)|No Fear - Dangerous Sports (Williams)|No Good Gofers (Williams)|Paragon (Bally)|Party Zone (Bally)|Phantom of the Opera, The (Data East)|Pin-Bot (Williams)|Pistol Poker (Alvin G. and Co.)|Rescue 911 (Gottlieb)|Ripley's Believe It or Not! (Stern)|Red and Teds Roadshow (Williams)|Safe Cracker (Bally)|Scared Stiff (Bally)|Sorcerer (Williams)|Space Shuttle (Williams)|Spanish Eyes (Williams)|Star Trek (Stern)|Star Trek - The Next Generation (Williams)|Starship Troopers (Stern)|Swords of Fury (Williams)|Tx-Sector (Gottlieb)|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)|WHO Dunnit (Bally)|Whirlwind (Williams)|White Water (Williams)|Wild Card (Williams)|Wipe Out (Gottlieb)|World Champion Soccer (Bally)|Xenon (Bally)",,1) ; | separated list of the tables user owns
    lastMyTable := "ACDC (Stern)"; Mytables always starts on AC/DC




    ;tableNavX := IniReadCheck(settingsFile, romName, "x",,,1)
    ;tableNavY := IniReadCheck(settingsFile, romName, "y",,,1)

    ;If (tableNavX = "" || tableNavY = "")
    ;ScriptError("This game is not configured in the module ini. Please set the grid coordinates in ;HyperLaunchHQ so HyperLaunch can launch the game for you")


    emuPrimaryWindow := new Window(new WindowTitle("Pinball Arcade", (If pinballVersion = "DX11" ? "GameWindowClass" : "Pinball Arcade"))); instantiate primary emulator window object

    BezelStart()

    ; get user's save path
    paUserPath := Registry.Read("HKCU", "Software\PinballArcade\PinballArcade", "SavePath", "Auto")
    PinballArcadeDat := new File(paUserPath . "settings.dat")
    PinballArcadeDat.CheckFile()

    ; Update fullscreen setting
    res := BinRead(pinballArcadeDat.FileFullPath,pinballArcad eDatData,1,8); read current fullscreen setting
    Bin2Hex(hexData,pinballArcadeDatData,res)
    If (fullscreen = "true" && hexData != "02") {
    Hex2Bin(binData,"02")
    res := BinWrite(pinballArcadeDat.FileFullPath,binData,1,8 )
    } Else If (fullscreen != "true" && hexData != "00") {
    Hex2Bin(binData,"00")
    res := BinWrite(pinballArcadeDat.FileFullPath,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
    RLLog.Info("Module - Found """ . romName . """ at position " . thisTablePos . " in MyTables")
    }
    }








    BlockInputExe := new Process(moduleExtensionsPath . "\BlockInput.exe")
    BlockInputExe.CheckFile()


    If !thisTableArray
    ScriptError("This table """ . romName . """ was not found in My Tables folder. Please check its name that it matches what the module recognizes.")
    RLLog.Info("Module - Table """ . romName . """ was found in array """ . thisTableArray . """ at position " . thisTablePos)
    RLLog.Info("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

    b := thisTablePos
    x := 0
    y := 0
    If (b < nrcol + 1) {
    x := b
    y := 1
    } Else {
    If (Mod(b,nrcol) = 0) {
    x := nrcol
    } Else {
    x := Mod(b,nrcol)
    }
    y := Ceil(b / nrcol)
    }


    tableNavX := x
    tableNavY := y


    hideEmuObj := Object(emuPrimaryWindow,1)
    HideAppStart(hideEmuObj,hideEmu)

    If executable {
    RLLog.Info("Module - Running Pinball Arcade as a stand alone game and not through Steam as an executable was defined.")
    primaryExe.Run(" skipwhatsnew")
    } Else {
    If !steamPath
    GetSteamPath()
    RLLog.Info("Module - Running Pinball Arcade through Steam.")
    Steam(238260,,"skipwhatsnew")
    }

    emuPrimaryWindow.Wait()
    emuPrimaryWindow.WaitActive()

    BezelDraw()
    BlockInputExe.Run(" 30",,,1) ; 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
    KeyUtils.SetKeyDelay(80*sleepBaseTime)
    TimerUtils.Sleep(sleepLogo) ; sleep till Pinball Arcade logo appears

    If (moduleDebugging = "true")
    Tooltip, sending %selectKey% to get to the main menu
    ;jviegas;KeyUtils.Send("{" . selectKey . " Down}{" . selectKey . " Up}"); Presses select to enter Main Menu
    If (whatsNewScreen = "true") {
    KeyUtils.SetKeyDelay(80*sleepBaseTime)
    KeyUtils.Send("{" . selectKey . " Down}{" . selectKey . " Up}"); Clear What's New Screen
    }
    If (allTables = "false") {
    KeyUtils.Send("300{Down Down}{Down Up}"); Moves selection cursor down to My Tables if all tables aren't owned
    }

    ; TimerUtils.Sleep(2000*sleepBaseTime)
    KeyUtils.Send("300{" . selectKey . " Down}{" . selectKey . " Up}"); Selects My Tables folder

    KeyUtils.Send("300{Down Down}{Down Up}"); Chooses Arcade Menu (jv)
    KeyUtils.Send("300{Left Down}{Left Up}"); Moves selection cursor down to My Tables if all tables aren't owned (v.1.61.4)


    KeyUtils.Send("300{" . selectKey . " Down}{" . selectKey . " Up}"); Selects Arcade Menu (jv)





























    If (moduleDebugging = "true")
    Tooltip, entering MyTable folder
    TimerUtils.Sleep(2000*sleepBaseTime); wait for folder to load

    If (moduleDebugging = "true")
    Tooltip, navigating to %romName%
    KeyUtils.SetKeyDelay(80*sleepBaseTime)

    if (b = 1) {

    KeyUtils.Send("{Right Down}{Right Up}"); select game
    KeyUtils.Send("{Left Down}{Left Up}"); select game
    KeyUtils.Send("{" . selectKey . " Down}{" . selectKey . " Up}"); select game
    } Else {
    Loop % tableNavY-1
    {KeyUtils.Send("300{Down Down}{Down Up}")
    Sleep, 50
    }


    Loop % tableNavX-1
    {KeyUtils.Send("300{Right Down}{Right Up}")
    Sleep, 50
    }

    KeyUtils.Send("{" . selectKey . " Down}{" . selectKey . " Up}"); select game
    TimerUtils.Sleep(500*sleepBaseTime)

    }

























    If (moduleDebugging = "true")
    Tooltip, waiting for game to load
    KeyUtils.Send("{" . selectKey . " Down}{" . selectKey . " Up}80{" . selectKey . " Down}{" . selectKey . " Up}"); select game
    If (startGame = "true") {
    TimerUtils.Sleep(4800*sleepBaseTime); waiting for table to load
    KeyUtils.Send("{" . selectKey . " Down}{" . selectKey . " Up}100{" . selectKey . " Down}{" . selectKey . " Up}"); start game
    }


    If (moduleDebugging = "true")
    Tooltip, Finished

    BlockInputExe.Process("Close"); end script that blocks all input

    HideAppEnd(hideEmuObj,hideEmu)
    FadeInExit()
    primaryExe.Process("WaitClose")
    BezelExit()
    FadeOutExit()

    If (RotateDisplay > 0) {
    Gui 1: Show
    Rotate(rotateMethod, 0)
    TimerUtils.Sleep(200*sleepBaseTime)
    Gui 1: Destroy
    }

    ExitModule()


    HaltEmu:
    disableSuspendEmu := true
    KeyUtils.Send("{ESC down}{ESC up}")
    Return
    RestoreEmu:
    KeyUtils.Send("{ESC down}{ESC up}")
    Return

    CloseProcess:
    FadeOutStart()
    emuPrimaryWindow.Close()
    Return


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