-
Posts
590 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Downloads
Gallery
Blogs
Everything posted by Sbaby
-
LaunchBox Games Database Image Viewer-Plus
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
-
LaunchBox Games Database Image Viewer-Plus
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
-
LaunchBox Games Database Image Viewer-Plus
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
This plugin is really useful and well-made! šŖ The resizable window with the mouse is also very convenientāit would be great to have this feature in all other plugins. I also wanted to report that if I try to remove multiple images at once, it only deletes one, whereas removing them one by one works correctly. -
I just wanted to contribute to the discussion by sharing my experience: in the past, I had created symbolic links for the folders LaunchBox/Videos, LaunchBox/Images/Cache-BB, and LaunchBox\Images\Cache-LB, pointing to a much more performant NVMe hard drive. After updating to version 13.19, I haven't encountered any issues, the symbolic links remained intact and continue to work correctly.
-
I join in the thanks! It's great to see the team focusing on performanceāLaunchBox is now smoother and more responsive. Thanks to the developers, moderators, and community for the amazing work! š
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
- 22 comments
-
- 1
-
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
I prefer The Addams Family (Bally 1992) 2.4.41.vpx table, but I have tried several ROMs (Taf_l5, Taf_l5c, Taf_l6, Taf_l7), and unfortunately the plugin always responds with the message: ānot supported rom...\nvram\Taf_lnumber.nvā. I have tried using the commands you pointed me to pinemhi.exe taf_l7.nv and also pinemhi.exe taf_l6.nv and the hi scores are shown correctly This is really a mystery, considering that all my other 23 tables work correctly with the plugin.- 22 comments
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
- 22 comments
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
I use Visual Pinball X 64 bit exclusively, but unfortunately this table has the script menu locked and I can't find any option to unlock it. I tried modifying it with a previous emulator and the plugin works, but unfortunately the table starts with messy graphics. Twilight Zone (Bally 1993) VPW Edition v1.0.vpx- 22 comments
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
Theatre of Magic works very well, thanks! Twilight Zone, I can't edit the script natively, so I'm forced to create the VBS file. I commented out some lines using the ' symbol and added the one you suggested. The table works, but the plugin still throws the same error. Maybe the plugin only checks VPX files and not VBS? ' Dim cGameName ' Select Case Romset ' Case 0: cGameName = "tz_94ch" ' Coin-Based Home Version (Advanced Features) ' Case 1: cGameName = "tz_94h" ' Free Play Home Version (Advanced Features) ' Case 2: cGameName = "tz_92" ' Last Arcade Romset (Basic Features) ' End Select Const cGameName = "tz_94ch" Happy to help! š Honestly, I think the only reason no one stress-tested it before is simply because the pinball theme isn't very popular on this forum. Your plugin is solid, and Iām glad I could put it through its paces after all this time! Hopefully, my feedback can be useful if you ever decide to update it. š- 22 comments
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
You are great!!! š® The plugin works great and it is very helpful to have the high score available before choosing which game to play. Thank you very much. I would like to report that out of 24 tables tried, I only encountered problems with 3. For example, for two popular tables such as āTheatre of Magicā and āTwilight Zone,ā the plugin shows the phrase āNo ROM listed in this table.ā Also, for āSuperman (Pup Edition)ā the message āNo such fileā appears, with the path āsupermanLE.nvā. I think Superman's problem is because he uses an alias āsupermanLE,supermanā in the file ā\VisualPinball\VPinMAME\VPMAlias.txtā , so the file he is looking for nonexistent is superman.nv Last thing: do you think it is possible and easy to have the plugin also available in bigbox? like "how long to beat" plugin.- 22 comments
-
- 1
-
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
I followed your instructions, but unfortunately, if the official emulator with the VPX executable is not present, the plugin is only visible but not selectableāthe plugin name appears grayed out. Additionally, I would like to know if my custom VBS scripts for certain tables will be overwritten by the plugin. Iād prefer that not to happen.- 22 comments
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
Sorry, but I donāt quite understand. I just want the plugin to remain active in LaunchBox without having to give up the emulator managed via AHK. Having to go through all these steps every time I launch a game makes the plugin impractical. I was wondering if it would be possible to add a simple command line in the pinemhi.ini file that, in addition to the table path, also allows specifying the path of the Visual Pinball executable. This way, it wouldnāt be necessary to set it as the default emulator in LaunchBox.- 22 comments
-
Visual Pinball X ā Top Scores (hiscore) Viewer
Sbaby commented on JoeViking245's file in Third-party Apps and Plugins
Hi @JoeViking245 First of all, great work on this plugin! Itās really well done, and I can see how useful it can be. Lately, I've been playing a lot of pinball and got interested in trying it out. I just tested it with a table, and it works fine. However, I noticed that the plugin only seems to work with the default emulator configuration, meaning the emulator must be set to the Visual Pinball executable. In my case, I use an AutoHotkey script as my default emulator, which performs some preliminary operations before launching the tables. So technically, my emulator is a different executable, even though it correctly starts Visual Pinball in the end. I'm wondering if there's a way to keep my AHK script as the default emulator while still making the plugin work. Thanks in advance! š- 22 comments
-
PINBALL M For the other game Pinball M, the operations to perform are identical to those for Pinball FX, so I won't repeat them here: you can refer to the instructions above. The only difference, of course, is the folder paths, which are the same but with the path changed from \PinballFX to \PinballM. For the configuration files, the first path to use is: C:\Users\*USER*\AppData\Local\PinballM\Saved\PersistentDownloadDir\Steam\LocalSettings.cfg Or, depending on the game version: C:\Users\*USER*\AppData\Local\PinballM\Saved\SaveGames\76561197960267366\settings.sav For the cabinet elements, the path is: GAMEINSTALLDIR\PinballM\Mods\Cabinet\Settings.ini
-
PINBALL FX (2023-2024) I don't want to go through the entire installation process for the cabinet and desktop modes step by step, because the PinballFX website explains very well how to copy the backglass images into the correct folders and activate the various cabinet mode functions. I just want to share what I've discovered regarding PinballFX configuration for quickly switching between the two modes. PinballFX saves resolution and screen rotation settings in the file C:\Users\*USER*\AppData\Local\PinballFX\Saved\PersistentDownloadDir\Steam\LocalSettings.cfg (if the LocalSettings.cfg file is not present, see the note at the end of this post). Additionally, the information related to enabling cabinet mode (such as the position of the backglass and DMD on other displays) is stored in the file GAMEINSTALLDIR\PinballFX\Mods\Cabinet\Settings.ini To simplify switching between modes, I created four separate files with distinct names: LocalSettings_CABINET_MODE.cfg LocalSettings_DESKTOP_MODE.cfg Settings_CABINET_ON.ini Settings_CABINET_OFF.ini For the LocalSettings.cfg file, the only change I made was to the forcedDisplayRotation line. I set "forcedDisplayRotation": "Default" for desktop mode and "forcedDisplayRotation": "Rot_270" for cabinet mode. There's no need to use different resolutions for each file; just set the highest resolution of your best monitor (e.g., 3840x2160), as PinballFX automatically adjusts when switching monitors, such as from 4K to FullHD , and keeps the highest resolution supported by the monitor, never exceeding the one you set. For the Settings.ini file, simply set CabinetEnabled=False for desktop mode and CabinetEnabled=True for cabinet mode. As for setting up the emulator in LaunchBox, I won't describe my script here since everyone can create their own as they prefer. In summary, you need to create a script that overwrites these files in the respective folders before launching the game. This way, you can quickly switch between desktop and cabinet mode directly from BigBox or LaunchBox. š --------- Note : In some installations or versions of the software, some save files may not exist. If that's the case, youāll need to use the file: C:\Users\*USER*\AppData\Local\PinballFX\Saved\SaveGames\76561197960267366\settings.sav. However, in this case, you cannot manually edit the file with a text editor. Instead, follow these steps: Launch the game and save the settings for desktop mode (e.g., with the default screen rotation); Exit the game and copy the settings.sav file to another location with a different name; Launch the game again, save the settings for cabinet mode (e.g., with screen rotation set to 270 degrees); Exit the game and copy the settings.sav file again with another name.From this point on, the process is identical to the one described for the LocalSettings.cfg file, except that you will use the settings.sav file and its respective path instead.
-
Sega Model 3 - Wii Remote Supermodel.ini File Request
Sbaby replied to jrusso4587's topic in Emulation
Honestly I didn't find any particular kind of problem playing with two wiiremote players with emulator SuperModel LightgunEdition (traditional sensorbar) Simply the command line of the emulator is this : -input-system=xinput -fullscreen -crosshairs=1 You can also decide for -crosshairs=0 Touchmote : for accurate calibration I recommend you to use the version of Touchmote patched Tmote x64 Rotation July24 v6 or higher And Games config in Supermodel.ini like this : ; Analog joystick (Star Wars Trilogy) InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right InputAnalogJoyUp = "KEY_UP" ; digital, move up InputAnalogJoyDown = "KEY_DOWN" ; digital, move down InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON" InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON,JOY_BUTTON8" InputAnalogJoyTrigger2 = "JOY_BUTTON3" InputAnalogJoyEvent2 = "JOY_BUTTON4" ; Light guns (Lost World) InputGunLeft = "KEY_LEFT" ; digital, move gun left InputGunRight = "KEY_RIGHT" ; digital, move gun right InputGunUp = "KEY_UP" ; digital, move gun up InputGunDown = "KEY_DOWN" ; digital, move gun down InputGunX = "MOUSE1_XAXIS,JOY1_XAXIS" ; analog, full X axis InputGunY = "MOUSE1_YAXIS,JOY1_YAXIS" ; analog, full Y axis InputTrigger = "KEY_A,JOY1_BUTTON1,MOUSE1_LEFT_BUTTON" InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE1_RIGHT_BUTTON" ; point off-screen InputAutoTrigger = 1 ; automatic reload when off-screen InputGunLeft2 = "NONE" InputGunRight2 = "NONE" InputGunUp2 = "NONE" InputGunDown2 = "NONE" InputGunX2 = "MOUSE2_XAXIS,JOY2_XAXIS" InputGunY2 = "MOUSE2_YAXIS,JOY2_YAXIS" InputTrigger2 = "JOY2_BUTTON1,MOUSE2_LEFT_BUTTON" InputOffscreen2 = "JOY2_BUTTON2,MOUSE2_RIGHT_BUTTON" InputAutoTrigger2 = 1 ---------- You'll have to go into the game service to calibrate the gun but if you're not sure how to do that I recommend downloading the already preconfigured nvram and ini files here : -
Thank you for the clarification! Now that Iāve resolved the switch for Visual Pinball, Iām moving on to Future Pinball. After doing some research, I discovered a quick and effective way to make it work, and Iād like to share it with you. FUTURE PINBALL To summarize, I will not describe all the configurations of Future Pinball for Desktop and for Cabinet. In summary, the .reg file covers everything that is configurable through the program options, such as displays, graphics, and screen rotations. The three zipped files, on the other hand, concern the BAM configurations. I created two separate launchers for the Future Pinball frontend with BAM, one for Desktop Mode and one for Cabinet Mode. Both launchers perform similar operations, but with specific configurations for each mode. The operation is as follows : Enter the registry with regedit here HKEY_CURRENT_USER\Software\Future Pinball and export future pinball configurations for desktop mode and then save another one for cabinet mode Run the registry file : For Desktop mode: BAM_reg_for_desktop_SBABY.reg For Cabinet mode: BAM_reg_for_cabinet_SBABY.reg Extraction of BAM configuration files from a ZIP file: For Desktop mode: BAM_settings_for_desktop_SBABY.zip For Cabinet mode: BAM_settings_for_cabinet_SBABY.zip The extracted files are: bam.cfg default.cfg reality.dat These are overwritten in the BAM folder to ensure proper startup of the selected mode. I put 7z.exe and 7z.dll for convenience in the same folder as the script. Starting the game via FPLoader.exe with the necessary parameters to automatically start the *.fpt table Below is an image with the DESKTOP MODE configuration for Launchbox Script for the Launcher (Fake Emulator ahk to exe) in Desktop Mode ; Set the working directory to the one containing the .ahk file SetWorkingDir, %A_ScriptDir% ; Extract ZIP file RunWait, .\7z.exe x "BAM_settings_for_desktop_SBABY.zip" -o%A_ScriptDir% -y Sleep 300 ; Run the registry file RunWait, C:\Windows\regedit.exe /s "%A_ScriptDir%\BAM_reg_for_desktop_SBABY.reg" Sleep 100 ; Launch the game (FPLoader.exe) without blocking the script Run, "FPLoader.exe" /open "%1%" /play /exit Script for the Launcher (Fake Emulator ahk to exe) in Cabinet Mode ; Set the working directory to the one containing the .ahk file SetWorkingDir, %A_ScriptDir% ; Extract ZIP file RunWait, .\7z.exe x "BAM_settings_for_cabinet_SBABY.zip" -o%A_ScriptDir% -y Sleep 300 ; Run the registry file RunWait, C:\Windows\regedit.exe /s "%A_ScriptDir%\BAM_reg_for_cabinet_SBABY.reg" Sleep 100 ; Launch the game (FPLoader.exe) without blocking the script Run, "FPLoader.exe" /open "%1%" /play /exit Note : Some users also consider the \plugins\iCom.cfg file in addition to these three. I am currently using only the three files mentioned, and everything is functioning correctly.
-
MAME works very well for two players with a generic Wii sensor bar, but personally, I use the right analog stick as pointer for all light gun games. I've set up Touchmote to launch automatically with MAME. You can see an example of my configuration in the attached image. My mame.ini file is as follows: Note: You wonāt have the SBABY_DEFAULT entry, but itās important to adjust the saturation 0.80 and threshold values between 0 and 0.3. yourctrlrl.cfg or gamename.cfg file should have these settings: </port> <port type="P1_LIGHTGUN_X"> <newseq type="standard"> JOYCODE_1_ZAXIS OR MOUSECODE_1_XAXIS </newseq> <newseq type="decrement"> JOYCODE_1_HATSWITCHL OR JOYCODE_1_DPADLEFT OR JOYCODE_1_HAT1LEFT </newseq> <newseq type="increment"> JOYCODE_1_HATSWITCHR OR JOYCODE_1_DPADRIGHT OR JOYCODE_1_HAT1RIGHT </newseq> </port> <port type="P1_LIGHTGUN_Y"> <newseq type="standard"> JOYCODE_1_RZAXIS OR MOUSECODE_1_YAXIS </newseq> <newseq type="increment"> JOYCODE_1_HATSWITCHD OR JOYCODE_1_DPADDOWN OR JOYCODE_1_HAT1DOWN </newseq> <newseq type="decrement"> JOYCODE_1_HATSWITCHU OR JOYCODE_1_DPADUP OR JOYCODE_1_HAT1UP </newseq> </port> <port type="P2_LIGHTGUN_X"> <newseq type="standard"> JOYCODE_2_ZAXIS OR MOUSECODE_2_XAXIS </newseq> <newseq type="decrement"> JOYCODE_2_HATSWITCHL OR JOYCODE_2_DPADLEFT OR JOYCODE_2_HAT1LEFT </newseq> <newseq type="increment"> JOYCODE_2_HATSWITCHR OR JOYCODE_2_DPADRIGHT OR JOYCODE_2_HAT1RIGHT </newseq> </port> <port type="P2_LIGHTGUN_Y"> <newseq type="standard"> JOYCODE_2_RZAXIS OR MOUSECODE_2_YAXIS </newseq> <newseq type="increment"> JOYCODE_2_HATSWITCHD OR JOYCODE_2_DPADDOWN OR JOYCODE_2_HAT1DOWN </newseq> <newseq type="decrement"> JOYCODE_2_HATSWITCHU OR JOYCODE_2_DPADUP OR JOYCODE_2_HAT1UP Another crucial point is that Windows must correctly recognize the XInput controllers as Player 1 and Player 2. If you have other gamepads connected, or if your gameās cfg file or the ctrlrl file isnāt properly configured, you might encounter issues. For example, the second joystick emulated by Touchmote could be detected as Player 3 in MAME, causing misalignment. I hope this helps!š
-
I tried adding what you suggested, but unfortunately, I canāt make it work in my script. I added WshShell because I was getting an error when trying to use vpmInit Me. Maybe my VPX configuration is different from yours; Iām not sure. Iām attaching my original VPX file in VBS format so you can take a look and perhaps figure out whatās wrong. If y ou have any other suggestions or maybe a practical example, Iād be happy to try again. Thanks! Batman Dark Knight (Stern 2008)_Bigus(MOD)2.0.vbs That's exactly what I was doing! The only thing I hadn't tried was 'Click and hold... wiggle/shake it a little (weird, I know)'. Since I did it once, it works every time now. Incredible! How do you know all this stuff? Haha!
-
Thank you so much for everything! With your help, a lot of study, and a bit of AI, I was able to create VBS scripts that activate the DMD in desktop mode and hide it in cabinet mode. With Star Trek, it was quite simple: Dim DesktopMode: DesktopMode = Table1.ShowDT If DesktopMode = True Then VarHidden = 0 Ramp16.visible = 1 Ramp15.visible = 1 Primitive13.visible = 1 TransReel.visible = 1 Else VarHidden = 1 Ramp16.visible = 0 Ramp15.visible = 0 Primitive13.visible = 0 TransReel.visible = 0 End If However, with other Bigus tables, I had to declare Dim WshShell and call the ROM's system registry, but in the end, it works great. For example, with Batman: Sub Table1_Init ' Initialize the game vpmInit Me ' Declare the WshShell variable at the beginning Dim WshShell Set WshShell = CreateObject("WScript.Shell") With Controller .GameName = cGameName If Err Then MsgBox "Can't start Game " & cGameName & vbNewLine & Err.Description: Exit Sub .SplashInfoLine = "Batman - The Dark Knight (Stern 2008)" .HandleKeyboard = 0 .ShowTitle = 0 .ShowDMDOnly = 1 .ShowFrame = 0 .HandleMechanics = 0 ' Detect the mode and set DMD visibility Dim DesktopMode: DesktopMode = Table1.ShowDT If DesktopMode = True Then ' Desktop Mode - Show the DMD .Hidden = 0 WshShell.RegWrite "HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\bdk_294\showwindmd", 1, "REG_DWORD" If Err.Number <> 0 Then MsgBox "Error modifying the registry: " & Err.Description Exit Sub End If Else ' Cabinet Mode - Hide the DMD .Hidden = 1 WshShell.RegWrite "HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\bdk_294\showwindmd", 0, "REG_DWORD" If Err.Number <> 0 Then MsgBox "Error modifying the registry: " & Err.Description Exit Sub End If End If ' Start the game On Error Resume Next .Run GetPlayerHWnd If Err Then MsgBox Err.Description On Error Goto 0 End With It works perfectly! -------------------------------------------- I would still have one last question regarding VisualPinball: how can I make the internal DMD slightly larger by default? I manage fine with FlexDMD, but it seems the same approach doesn't work for the VPINMAME DMD. If I change it with the mouse, it doesn't maintain the size.
-
Summary of the situation I want to provide a quick summary to clarify the situation. I have installed Pinup Popper Baller, which automatically configures my three screens and the display settings for Visual Pinball and Future Pinball, including the positions of the DMD and FlexDMD. In cabinet mode, I have no issues with any ROMs or tables; everything displays correctly. The default system registry for the DMD related to the ROMs is configured as shown in the attached image. HKEY_CURRENT_USER\Software\Freeware\Visual PinMAME\ In this mode, I use the 32-bit executable VPinballX.exe, which records changes in: HKEY_CURRENT_USER\Software\Visual Pinball There are no issues with any of the 20 tables Iām currently testing. I believe the DMD on the third screen is managed by FlexDMD and the dmdevice.ini file, which defines the position and display settings for the external DMD. (Perfect) Switching to desktop mode To quickly switch to desktop mode and make it easier to use without making too many changes, I prefer using the 64-bit version, VPinballX64.exe. Unlike the 32-bit version, this one saves changes in an .ini file located here: C:\Users\"user"\AppData\Roaming\VPinballX\VPinballX.ini. For 15 out of the 20 tables, when launched in desktop mode, the internal DMD automatically activates (even though itās disabled in the system registry for both the ROMs and the default setting). This likely happens because itās configured in the table script to activate in desktop mode. This functionality works perfectly for me because it avoids using the FlexDMD and doesnāt require me to move it manually inside the playfield. Additionally, in desktop mode, the FlexDMD is still activated but remains in the background beneath the playfield screen. This works perfectly for me since itās not visible. WinDMD active and visible FlexDMD active but not visible I am aware of the dmdevice.ini file, where the position of FlexDMD can be configured, but I prefer not to move it because I already have custom coordinate settings based on the background image for cabinet mode (3screen) Problem with 5 tables The issue lies with the other 5 tables, which do not automatically display the internal DMD. Iāve tried the methods you suggested, but each script is different, and even after adjusting settings, I still couldnāt get it to work. I also wasnāt able to get it working by modifying the associated .ini file for the table. The only solution I found was to create a .reg file for each table that activates the internal DMD by modifying the registry under the ROM entry: HKEY_CURRENT_USER\Software\Freeware\Visual PinMAME\romname. This method works: Iāve set up an additional app (Additional Apps) in LaunchBox to trigger the registry and set ShowWinDMD to 1 at launch and return it to 0 upon exit. While this system works, I have to admit Iām not thrilled with it because it modifies the entire ROM configuration, not just that one parameter. If I change any ROM settings, I need to recreate the .reg files. For now, this works, but Iād like to know: Is there a command line that can change only that registry parameter? Or, can it be set directly in the .ini file in some way? With this method, Iāve solved the issue for 3 of the 5 tables. Remaining tables There are two remaining tables that I don't know how to fix: Star Trek 25th Anniversary (Data East 1991) Secret Agent (Original 2024) v1.0 For Secret Agent, I understand the problem since it doesnāt use MAME ROMs. But for Star Trek, which uses VPinMAME ROMs, I donāt understand why the internal DMD isnāt showing. Iām attaching the link for the tables that are having issues. There are no ROMs, of course. https://we.tl/t-Q93b376MxS Iām looking forward to your suggestions, thank you! --------------------------------------------------------------------------------------------------------------- Update 03-01-2025 I decided to update all my Visual Pinball X tables to make them compatible with the latest 64-bit version. At this point, switching between modes becomes very straightforward: you just need to load a different INI file via the command line, one for desktop mode and one for cabinet mode. The two INI files can be easily placed in the emulatorās folder, and the command line looks like this: For desktop mode: VPinballX64.exe -ini VPinballX_DESKTOP.ini -minimized -exit -play For cabinet mode: VPinballX64.exe -ini VPinballX_CABINET.ini -minimized -exit -play The only parameters that differ between the two files are: ForceDisableB2S BGSet This makes switching between the two modes simple and efficient! As for the DMD, letās continue the discussion below:
-
I thank you for the path you have set me on Iāve realized that with three screens in cabinet mode, I prefer using the 32-bit version of VisualPinballX.exe, while in desktop mode, I find the 64-bit version VisualPinballX64.exe works better. This is mainly because the 32-bit version is far more compatible with all the tables I have, both old and new, whereas the 64-bit version performs very well in desktop mode. For the 32-bit version, switching between desktop and cabinet modes is simple. I save the entire registry folder HKEY_CURRENT_USER\Software\Visual Pinball into two .reg files: one configured for cabinet mode and the other for desktop mode. When launching the game, I just run the appropriate .reg file to apply the desired settings. However, Iāve noticed an issue: disabling the B2S doesnāt work properly. Although the .reg file saves all the other settings, it doesnāt save the one related to B2S, so the backglass ends up overlapping the screen. Renaming the backglass every time I launch a game would be too cumbersome and time-consuming. The solution I found is to use the 64-bit version for desktop mode. This version saves configurations not in the registry but in a configuration file: C:\Users\"user"\AppData\Roaming\VPinballX\VPinballX.ini. By adding the line ForceDisableB2S = 1 to this file, the issue is resolved perfectly. Another important configuration is for the DMD, either internal or external. Unfortunately, I have a small number of tables that wonāt show the internal DMD in desktop mode alongside the external one, unless I press F1 and set it there. This is inconvenient because it breaks my streamlined startup process. I've tried tweaking things a bit, but I can't figure out the problem. Basically, when everything is set to external DMD (without selecting āshow internal DMDā), all tables show it indifferently and correctly even in desktop mode. ... well, that's exactly what I want. . this allows me to not even edit the screenres config . It seems like thereās a variable in the code that says, "if youāre in desktop mode, enable the internal DMD as well," but some tables still donāt display it. These tables are few, but itās annoying, and Iām forced to press F1 to enable it.do you have any ideas?
-
Hi š½ I've been using LaunchBox for years to run my pinball games (Future Pinball, Visual Pinball, Pinball FX (2023), Pinball M, Pinball FX3, Pinball Arcade, and Zaccaria Pinball) on a single screen in desktop mode, and everything was working perfectly. Recently, I wanted to try the PinUp Popper frontend to explore the 3-screen setup, including a vertical screen, temporarily excluding the fourth screen (my TV, which I usually use for desktop mode). Everything worked fine with the new setup. (For now, Iād like to focus only on the first 4 games listed above.) I had installed the emulators in separate folders thinking that I could keep both the LaunchBox desktop mode and the PinUp Popper 3-screen mode active. However, Iāve realized that these simulators are likely writing configuration files or even modifying system registries. As a result, even when launching from separate folders, I end up with rotated screens or incorrect configurations when launching from LaunchBox. I'm forced to adjust the configuration every time to return to desktop mode, which is not very convenient. I know that using separate computers or setting up a dual boot would be a better solution, but unfortunately, I'm working on the same Windows 11 setup. To be honest, I'd love to have two different ways to launch the pinball games based on how I feel for the evening. For example, if I want to stand in front of three screens, Iād use PinUp Popper, but if I want to relax on the couch, Iād prefer BigBox with a single screen and desktop mode. Maybe someone has already encountered this issue and can help me solve it with a script or other solution. For example, I'd like to create a script to run at the launch of the pinball games from LaunchBox that would activate desktop mode, and another script to switch to cabinet mode when I play with PinUp Popper. Iāve seen some registry files in the VisualPinball and Future Pinball folders, but Iām a bit scared to run themāwho knows what could happen? Ahahah! Iāve also come across some settings files for Pinball FX that I could maybe use, perhaps overwriting the file every time I launch, but Iām not sure. Iād prefer to ask first to see if anyone has already done this and can help me without me going through too many trial and error attempts. Thanks in advance! āŗļø