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joyrider3774

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Everything posted by joyrider3774

  1. Here is the database with the game name's renamed to use what zaccaria itself expects Zaccaria.xml I also have created an ini file for pinball fx3 launcher which you can use with zaccaria pinball options https://github.com/joyrider3774/PinballX_Launcher_app/tree/master/other_games/Zaccaria Pinball
  2. @PcTeknic & others. Direct table launch without menu's has finally been added: NEW FEATURE: LAUNCHER OPTIONS ADDED new launcher options: ‘skipmenu_gamemode’ and ‘skipmenu_player’. Here are variations of these commands to use: -skipmenu_player 1 -skipmenu_player 2 -skipmenu_player 3 -skipmenu_player 4 -skipmenu_gamemode classic_arcade -skipmenu_gamemode classic_simulation -skipmenu_gamemode classic_user -skipmenu_gamemode 90sec -skipmenu_gamemode targeteliminator -skipmenu_gamemode lamphunter -skipmenu_gamemode checkpoint -skipmenu_gamemode challenge -skipmenu_gamemode survivor Some examples: -skipmenu “Zankor Deluxe” -skipmenu_player 3 -skipmenu_gamemode classic_arcade. -skipmenu “Zankor Deluxe” -skipmenu_player 1 -skipmenu_gamemode targeteliminator. You need to use -skipmenu “table name” every time you would like to use the new ‘-skipmenu_player’ and ‘-skipmenu_gamemode’ options. I updated my guide ... https://steamcommunity.com/sharedfiles/filedetails/?id=2545556227
  3. Updated database, now with company names and table release dates. I took for years the very first year each table was available on any platform and i used their facebook page, ios app version history, wikipedia etc to find out these years. I also uploaded a company logo and some topper video's, but the logo's are basically the current wheel images as i can't find any seperate "text" logo's, but you can find it here also Pinball HD Collection.xml
  4. @susoarkangel i created an autohotkey script for it to be able to select tables & remap keyboard keys see
  5. Guys media is finished and uploaded to ftp : /-PinballX-/Other Uploads/Joyrider3774/Pinball HD Collection You can see how it looks in this video and i also show dmdext dmd mirroring
  6. Hey, Did something with the pinball cabinet again, i saw @susoarkangel requesting it and as far as i'm aware noone got this working on their cabinet, so i created once more an autohotkey script to make it work even with table selection from within a frontend. The script works by accepting 1 (table) parameter and then it launches the games, waits for the game to become visible / active and then in the menu it will first move left about 16 times so i know i'm on the 1st table and then depending on the table parameter move right X Number of times to select the correct table. I also remapped keyboard controls as the game buy default comes with no keyboard remapping and no support for joypads as far as i'm aware (although you can use steam input remapping to make a joypad work by assigning keyboard keys to your joypad inside steam input config). One last nasty thing the game has is high score entering screen, you can not input anything using the flipper buttons, the game only accepts Escape to cancel the dialog but this posed a problem as i also use escape with pinballx to quit a game. I found a way around it by using a different button than escape inside to send escape a few times so it first cancels input, then cancels the high score list then brings up the main menu (so 3x escape) and then pressing enter to play again so it works like a restart button. I tried documenting the script a bit and you will need to change a few values depending on your system (like keyboard shortcuts remapping) and possibly the timeout value for launching the game and becomming visible. I will not provide an executable so you will have to compile the script yourself using autohokey and adapt where needed. You also need to use this launcher script instead of the game's exe to launch the game. The script will remain running as long as the game is running, you can place the script anywhere you'd like. You will also need to make sure the game is running in portrait mode before launching the launcher, i personally use irotate in a launch before and launch after script to do this. you will also need to start the game once normally from within steam to change the camera style to fixed instead of flyby and exit the game. So here is a screenshot my settings in pinballx.. and here is the script : LaunchPinballHDCollection.ahk and here is the pinball x Database: Pinball HD Collection.xml The script accepts the following table names, always in lowercase exactly as written below: wildwest fantasy zombie deep jungle halloween davinci snow arcade pirates redplanet tanks streetracing dreamland mafia vikings and here is a video showcasing the script running from my arcade cabinet:
  7. Pinball HD Collection does not have any commandline parameters to select tables, only solution is to create autohotkey script. But i never did it because you need to be able to press ESC at multiple locations in the game to be able to restart a game after loosing on the table. There is also no way to input high scores without a real keyboard attached so it's not really worth it and on steam the author has never answered any of the discution topics so i doubt it will ever happen.
  8. pretty funny to see my own post from my guide i made on zaccaria steam to end up here being copy / pasted lol https://steamcommunity.com/sharedfiles/filedetails/?id=2545556227
  9. pinball fx2 does not have any parameter to select number of players (hotseat mode) so you can not make it work with pinball fx2. The app works with passing certain commandline parameters to the executables, if the parameters don't exist in the original game it won't work which is the case for pinball fx2
  10. It is not exactly the same, you don't need scripts or changing the settings of zaccaria to launch "into a table". The reason they stop at the play screen is so that people can still choose gametypes / modes etc as they do not have parameters to select for example "lamphunter" or "90 sec" mode etc. But i understand what you mean, would have been nice if they supplied all those parameters
  11. yes but gamenames don't equal what we were using before. The example they give is ``-skipmenu "Time Machine 2019" basically it's the display name that is required so it means we'd have to update all our video's, and other media as well database.xml files so i tested it. steam.exe -applaunch 444930 -skipmenu "Time Machine 2019" It does not launch the table immediately, you skip main menu's and end up on the game type selection etc you'd still have to press play etc to eventually start the game. doing esc and choosing main menu seems to close the game. so it's not really doing a full direct launch you still need to press the play buttons but it's better than scripts already I might switch to it but kinda lazzy to do all game name changing :x Also it seems to be case sensitive "Time Machine retro" failed to load the table but "Time Machine Retro" worked Also fun fact you can start zombie invasion mode with steam.exe -applaunch 444930 -skipmenu "Zombie Invasion" also it seems there also exists "-safemode" "-vr" "-rotate" commandline options not sure if the "-vr" one was known Aslo check https://steamcommunity.com/sharedfiles/filedetails/?id=2545556227 i added the complete game name list
  12. it could be a bug a in the game and is indeed possible then it will never gets fixed as you can't buy FX2 anymore it's also delisted on most stores
  13. just an idea but try making a copy of Football_Roma.pxp and name it something else than Football_XXXX.pxp like Kootball_Roma.pxp then use Kootball_Roma as tablename in game manager we have a similar problem with pinball fx3's mars table also make sure you own the table
  14. there exists linux boot cd's which allow for reseting passwords on windows machines. Just not sure about windows 10
  15. @Tom Speirs i wonder what you did to make it work ? Does it still use flash.ocx or did you implement some rendering library for flash (so not using flash.ocx) ? I have not tried it yet though
  16. i can confirm the aspect ratio fix is working i had tried it last night and worked just fine now
  17. i just converted all my files on my cabinet. i noticed a small percentage of files did not convert ok but the majority did. Some files have a transparant background with black text. With SWF this was no problem as background would display white but with pinballx & png the background is also black so you will need to fill the background with white in those images. A simple trick is to open the file in paint (not paint 3d) and then save the file again if you notice that. (normal paint can't work with transparant backgrounds). Example swf was bugs bunny in my case but i have not verified all the images yet (i've got 3000+ images and am only going to verify and correct when i actually look at them when needed). A quick "manual" way to validate your images is open the 1st image in "photo's" app and then use right arrow key to quickly scroll between them. If you find a bad one you can delete it. However "photo's" app uses white background (not sure it can be changed) so can not detect the images that had transparant background and black letters which pinball x will seemingly display as just a black screen because of black background) Edit: you can change theme to dark theme inside settings and then you can detect these images as the background won't be white but will be same greyish / dark theme color as rest of the app !
  18. you need to render the SWF and then save to image it's not really a conversion so i doubt there are many tools than can do it even ffmpeg.exe did not work for all swf's (if they contain shapes or so it fails). i think swfrender.exe is currently the only solution unles you find some other way to render them first and then save png image. the render is needed in case the swf used vectors if you just extract an image or don't let it render high res first you might get a small resolution image saved that when displayed in pinballx will display bad when upscaled to your monitor's resolution. While if you let the swf render at high res and it used vectors (not all swf's do i noticed) then you get an high res png image and don't have that problem
  19. OK, SWFRender.exe from swf tools seems to work great. I created a small batch file script to convert your swf files. for a lot of swf files it just works out of the box. but do verify your exports. extract the files in your directory containing SWF files and then run "convert_all_swfs_swfrender.bat" this is the main code: swfrender.exe "%%~nf.swf" -Y 1200 -o "%%~nf.png" The -Y 1200 will make the SWF render at 1200 pixels height (my backglass monitor height) and then scale Width accordingly while keeping aspect ratio. if the resulting width is greater than your monitor pinballx will probably scale the picture but i did not test that. There also Exists -X widthvalue you can specify for example swfrender.exe "%%~nf.swf" -X 1920 -o "%%~nf.png" which will render the swf at 1920 width and then scale height accordingly before saving a png image. if you don't specify X or Y value it will use original size however do note that when the image is for example 400x200 and it gets scaled by pinballx to your monitors size that you will get very bad quality. SWF can render with vector format so it has no impact (only if it uses vectors to display it an imported low res image will still display low res). Hence specifying the height or width for the swf to render in before it saves a png image might be a good idea. Also you may want to use a bigger size than your monitor in case you ever upgrade your backglass monitor or so. I think pinballx will downscale the image then to your monitor's width and height while keeping aspect ratio if thats the case. you can also specify both at the same time but then your PNG's will contain deformed images as it does not keep aspect ratio then. if the SWF file contained multiple frames they will be saved as "orignalrootfilename-1.png" "originalrootfilename-2.png" etc and you may need to rename those files for pinballx to recognize them as multi instrunctions cards or erase one of the png files and rename to correct name without "-1" "-2" if they seem identical. For those cases manual intervention is needed for pinballx to display them again as the exported filenames won't be identical to what the swf filename used. (Don't use it on animated SWF's or that swf file can produce a lot of png's and conversion can take a very long time) The script will "try" to see if a png file already exists and if so skip swf converion. It will also not delete any of your swf files. So you can ctrl-c to abort the script and continue later by just running the script again I would not immediatly delete swf files as you may want to experiment first with the values and see what works best, also it might depend on monitor resolutions you use for backglass monitor for what values you want to use. So i would not delete them from ftp but rather move them to a seperate (sub)dir or so, so they can still be downloaded and used with this script. Also i think pinballx still gives preference to SWF files so in order for png's to show you might need to move your swf file to a temporary subdirectory to test the png's or first move them to temporary dir and do conversion there and then copy swf files to instruction cards media folder (did not test) Some converted images might still need to be edited afterwards if they used transparancy the png will also be transparant. But with swf the background color was always white while inside pinballx it is black so if text was black and background transparant it won't show correctly. A simple trick is to open the file in paint (not paint 3d) and then save the file again without changing anything or use gimp and use bucket tool to fill background etc. I also noticed a small subset of files i had no output for but just a transparant image but for the majority of files i converted it did work and displays fine now in latest pinball x version released today (to fix aspect ratio) Here is the script + swfrender.exe swfrenderscript.zip Hope this helps
  20. if you find a commandline tool swf2png or something have not really found / tested anything it should be easy to create a batch file that does the conversion and move the SWF files to a seperate directory but that would only work if the swf2png tool exports only 1 png file with same filename as the swf. It's possible FFMPEG.EXE can do it but when i did it the other way around with ffmpeg (png to swf) the quality of the swf was bad so not sure if the same would happen if you convert them back to png edit: i tried ffmpeg.exe it does not work with all swf files so can not be used
  21. as it's not a good idea to distrubute those and there are multiple versions of flash and we can't know which version a user has installed. not to mention the possibility of user errors where they copy the 64 bit version in 32 bit directory (or vice versa). Much safer to do it yourself
  22. ok i got it working again by hacking flash.ocx I found the instructions here : https://superuser.com/questions/1616866/use-flash-player-after-12-01-2021/1617078 here is what i did : install HXD hex editor https://mh-nexus.de/en/hxd/ copy folder C:\Windows\System32\Macromed\Flash to c:\temp\flash open c:\temp\flash\Flash.ocx using hxd press CTRL-F and highlight the tab "Hex Values" let it search for "00 00 40 46 3E 6F 77 42" it should only find one result if you have the recent flash player Replace the found value with "00 00 00 00 00 00 F8 7F" in the hex view Save the file Edit or create a file mms.cfg in c:\temp\flash and place the following inside it # Disable Automatic Updates AutoUpdateDisable=1 SilentAutoUpdateEnable=0 # Disable prompts to uninstall Flash Player EOLUninstallDisable = 1 Rename folder C:\Windows\System32\Macromed\Flash to C:\Windows\System32\Macromed\Flash.bak (using explorer.exe) and answer yes on security questions copy folder c:\temp\flash to C:\Windows\System32\Macromed\Flash Repeat same steps for "C:\Windows\SysWOW64\Macromed\Flash" and the flash.ocx inside it. if your flash is completly gone you can still grab it from here https://fpdownload.macromedia.com/pub/flashplayer/latest/help/install_flash_player.exe (for the time being) In the summer of 2021 microsoft will also pull of a blockage i'm not sure how they will do this but it's possible the flash.ocx won't be loaded at all anymore. Also it seems on my windows 10 at least flash.ocx inside the pinballx directory is never used !
  23. it's possible to renable flasher player using corporate settings and using the offline installer. But while i'm able to show my instruction cards again in internet explorer i have not been able to make them display inside pinball x. I'm not sure how pinball x loads them. Well i know it uses interop / activex but even though i can give access to it on a similar way as this for IE https://charleswilkinson.co.uk/2021/01/12/how-to-use-flash-in-2021/ pinballx still refuses to load them and shows the blocked content icon. I also know window in itself will issue an update to remvove it's (buildin ?) flash support but maybe they will block activex as well somehow so maybe pinballx have to search for another library / emulator like that ruffle one eventually
  24. yes but unlike SWF the PNG / JPG files display stretched accross the display last time i tried it while SWF scaled them and kept aspect ratio maybe https://ruffle.rs can be of help eventually
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