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Everything posted by Mike_da_Spike
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Latest version should work again. Can you try it? I only see that sometimes the videos are not showed. P,ayfirld and backglass. If going to next table and previous it shows fine. Not sure if you experience the same
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Your logfile sjows : No Joysticks Attached Are you using joytokey or something?
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Can't figure out how to switch between emulators in Pinball X
Mike_da_Spike replied to pinnutz1's topic in General
must be a configuration issue Please upload your log.txt and your pinballx.ini. -
I’ve tested it, and mine is still working. If I keep pressing the left or right flipper button, it speeds up quickly.
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Question about Touchplay in combination with MFME.
Mike_da_Spike replied to VenumX's topic in General
I'm not an expert in touch play, but I'll do my best to help you out. Are you trying to use DOF to light things up? If so, I think you can do that right in the DOF configuration tool on the VPU website. Just make sure both the DOF plugin and the DOF configuration are installed and turned on. -
Version 26.02.26 is just released! The Media Makeover Release Grab your popcorn, because this update is packed with more rewrites, refactors, and rescued features than a full season of Extreme Makeover: Code Edition. After weeks of digging through old logic, trimming spaghetti, and giving dusty functions a fresh coat of paint, we’re excited to present a release that’s all about speed, stability, and a much smoother workflow. What’s New? A Faster, Smarter Media Audit The Media Audit system has undergone a complete transformation. We didn’t just tweak it, we rebuilt it from the ground up. It now loads in a fraction of a second. Data is displayed correctly and consistently. Actions execute instantly and reliably. You can export results to CSV, copy selected rows, or even copy a single value to the clipboard. Bulk operations? Absolutely. Delete unused media, re‑record multiple playfields, clean up leftovers, all with ease. Basically, Media Audit went from “takes a coffee break” to “blink and it’s done”. Here’s a video of the old version: And here's a video from the same system with the new version : There are several other improvements and fixes in this release, but compared to the Media Audit overhaul… they’re tiny in comparison! A massive shoutout to @scutters, my partner‑in‑code and the Luigi to my Mario. As always, a release without him wouldn’t be a release, more like a half‑working prototype lost in the multiverse. And huge thanks to @robertms, who performed the final testing and caught several sneaky bugs hiding in the new code. Thanks to him, we avoided a catastrophic “oops‑everything‑is‑broken” release. Enjoy the new build, and as always… cheers and happy flipping!
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Another quick fix is to hit the Windows key (if you have a keyboard connected). Type PinballX hit enter and directly close pinballx again. It will bring back your taskbar and the mouse pointer
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I know there were some issues with pindmd v3 in the past. I can't recall it anymore, but the longer PBX was open, the longer it took to exit PBX (even into minutes). I thought it was resolved at some moment as well. Not sure, but I thought it had to do with DOF as well. Are you using DOF? Can you try to disable it (within plugin manager) for a test? Maybe related to this post as well:
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Can you please post your logs(including xdmd log) and your pinballx.ini And which PinDMD do you exactly have V1,2 or 3?
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[RESOLVED] How do I get to activate or see all these table "filters"?
Mike_da_Spike replied to Almodo's topic in General
@Tom Speirsis the real Pinballx wizard. We just try to keep up while he’s out there casting the actual spells. 😜 And slightly off‑topic: back in the late ’90s, people called themselves Windows experts just because they managed to install Windows 95. By that standard, sure, I can “do PinballX” too. But the real magic still comes from Tom.. -
[RESOLVED] How do I get to activate or see all these table "filters"?
Mike_da_Spike replied to Almodo's topic in General
Sorry for my typos. According to your ini fileithe settings are not set Thats completely the opposite of your screenshot, but pinballX is using the ini file. Maybe you didn't save the file correctly, or it is read only? -
Yes. Where can we find this roadmap?
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[RESOLVED] How do I get to activate or see all these table "filters"?
Mike_da_Spike replied to Almodo's topic in General
I think you have a few settings to check. First you habe basic mode enabled. Accprd8ng to the documentation (which you read offcourse) Enable: Turns the basic mode ON/OFF Enabling the basic menu mode, will limit your menu option. This is including: not the ability to switch to system list, no favorites list. It just give the ability to launch a game and show media 2nd enable system lists as well(which will return you to the system. Or create an filter that will show all -
I still don't understand why you use Dosbox-pinhackv3, but I'm glad it's working.
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Not sure why I missed this thread; I think I'm too busy with side projects. Anyway, if you want my opinion, I would say a build that works on any computer and also VR. But if DX11 or VLC is easier to implement (or requires less code), you should follow that route. I understand it will be the same for the other GameEx apps as well, and maybe those arcade cabinets run on lower hardware and older OS.
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I agree with scutters. Terry’s scripts can work well, but they often need a bit of tweaking depending on how your cabinet and FP setup are structured. A clean approach is to use an unused field in your FP system configuration (for example the <type> tag) to mark tables as PE or NOPE. With that in place, you can create a small Launch Before batch file that reads this parameter and automatically copies the correct Future Pinball settings files before the table launches. That way PinEvent V2 tables get the required “no backglass / no Arcade Mode” configuration, while your regular FP tables keep their normal settings, without you having to manually switch anything. It’s essentially the same idea behind Terry’s own batch files, but more integrated into PinballX and easier to maintain once set up. A few extra tips that might help: Keep two separate FP settings folders (e.g., FP_Settings_PE and FP_Settings_Normal) and let your batch file copy the right one to the active FP folder before launch. Avoid duplicating FPLoader.exe, it tends to cause the exact issue you described, because FP stores its settings globally, not per executable. Test outside PinballX first, so you know your settings swap works reliably before integrating it into the frontend. If you use DOF, make sure the correct DOFLinx or DOF settings are also loaded depending on the table type. I don’t use FP as often these days, but this method should be perfectly doable and keeps everything clean and automated.
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I understand. Rome wasn't build in one day either ! If there is anything people can do to help you, you know where they are.😉
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Will that ever happen ? Unity is powerfull, but lot of re-coding, so lot of time .
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Don't forget to most important part :
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added issue to the bugs-tracking-thread/
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Hello, I’m not familiar with a “Snap‑On arcade gaming system” as an official product, so I looked it up. Is it this type of machine? https://www.facebook.com/100057216739003/videos/oh-hell-yeah-snapon-arcade-game-for-my-customers-/367005264200891/ If so, these cabinets are usually custom‑built systems running Windows with a frontend such as PinballX or another launcher, combined with one or more emulators underneath. That means the issue can come from several layers: the frontend, the emulator, or the input configuration of the game itself. To troubleshoot this properly, we’ll need the PinballX log files and the PinballX settings file from the machine. These files show how the frontend launches the emulator and whether any input errors occur. About the credit button issue You mentioned: • The joystick and buttons work normally in the PinballX menus • Once a game launches, the credit button stops working • Adding credits does work when using a keyboard (“5” key) • The gamepad works for gameplay, just not for adding credits This strongly suggests that: 1. PinballX is working correctly, since the controls function in the frontend menus. 2. The emulator is not receiving the credit‑button input from the cabinet’s encoder. 3. The credit button may be mapped in PinballX, but not mapped inside the emulator itself. PinballX is only a frontend. Once a game is launched, the emulator takes over completely. So the emulator must have the correct input mappings for: • Coin / credit • Start buttons • Player controls If the emulator is Visual Pinball, the credit button must be configured in VPXs internal input settings, not only in PinballX. Arcade or Pinball? You also mentioned PinballX, which is primarily designed for virtual pinball cabinets. It can be used for arcade cabinets, but: • PinballX does not handle the controls of the game itself • The emulator must be configured separately • Each emulator (MAME, RetroArch, etc.) has its own input system So it’s important to confirm whether we’re dealing with: • An arcade emulator (MAME, RetroArch, etc.) • A pinball emulator (Visual Pinball, Future Pinball, etc.) • Or a mix of both This determines where the credit‑button mapping must be fixed. Recommended next steps Since you’ll have access to the machine on Saturday, I recommend gathering the following: 1. PinballX log.txt (after simulate the issue) 2. PinballX.ini (settings file) 3. A screenshot of the emulator’s input configuration 4. Whether the cabinet uses a USB encoder (e.g., Xin‑Mo, Zero Delay, IPAC) 5. Any other information which could help us to find the cause of your issue With that information, it becomes much easier to pinpoint the cause. If you’re new to PinballX, the “Start to Finish” documentation included with PinballX is very helpful. It explains how the frontend interacts with emulators and how input devices are handled.
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Bummer. It's just a workaround, and I hope Tom can find a good fix.
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I only have W11 PCs, but my assumption is that NVIDIA broke it, and that will be on all OS types where the driver can be installed.




