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Posted

When I fire up my cab it is set to auto launch PinballX. I can browse nice and smooth. But I notice that the 5x RGB flashers do not light within the first 30 or so seconds.

They light white and flash in sequence left to right when pressing right flipper button, and vice versa. It's quite neat and I don't really want anything else too flashy.

They also flash all together when moving letter by letter.

However, I have recently added two Ford 12V type solenoids for my flippers only. This compounds the delayed lighting when first launching PinballX because now the flipper solenoids  are very haphazard in PinballX.

Within VPX they seem to fire perfectly all the time. And after about 15 minutes play when going back to the FE they also behave there too.

But for that first preiod after booting they only seem to fire around 30% of the time. Friends have noticed it who know nothing about building a cab. And now that I can "feel" the tactile feedback it's quite obvious and more irritating than just the missing flashers for first 30 seconds or so.

What could be causing this? I'm not too bothered about the solenoids going off in the FE at all, to be honest. I either want them working 100% or kill them totally while in the FE. Either solution will do.

There seems to be a lot of stuff in the plugins folder (which I just noticed from sorting out my last issue). Is there anything in there causing this delay? Do I need all that stuff?

Posted

I checked the plugin code and this behaviour is caused by the event_input .
When a key or joy is pressed it triggers an input event.
It also returns the  PinballXStatus  as an integer
When PBX starts the PinballXstatus = 6 
After around 18 seconds (on my cabinet) the PinballXstatus changes to 10 and the code will trigger the flashers

I could not find the meaning of all PinballXstatus that are coming with the event_input
If I know them, I can change the code, so it will directly start with working flashers (As it was bothering me for years, but never looked at it, until this morning)

@Tom SpeirsDo you have a list of them ?
Or maybe @scuttersknows it as well, as he build multiple plugins

 

Posted
36 minutes ago, Mike_da_Spike said:

Or maybe @scuttersknows it as well, as he build multiple plugins

Don't think i use PinballXStatus flag anywhere Mike. Maybe it's something to do with the 'online' initialisation status of PinballX for those two values, but that's just a guess. I'd be tempted to just change code to work for status 6 or 10 and see what happens!.

Posted
1 minute ago, scutters said:

Don't think i use PinballXStatus flag anywhere Mike. Maybe it's something to do with the 'online' initialisation status of PinballX for those two values, but that's just a guess. I'd be tempted to just change code to work for status 6 or 10 and see what happens!.

Lol. No, Doesn't want trial on error, I will wait until Tom is awake for the codes :D 
Thanks for the feedback buddy !

 

Posted

its Main Loop Stage in PinballX. There is only a few of them. It will vary on things like playing a gameplay video, showing the menu or showing instructions. I've never documented them officially, not sure if there too useful or how it could cause a bug?

Posted
2 hours ago, Tom Speirs said:

its Main Loop Stage in PinballX. There is only a few of them. It will vary on things like playing a gameplay video, showing the menu or showing instructions. I've never documented them officially, not sure if there too useful or how it could cause a bug?

It's definitely nit a bug, but Swisslizard made explicity 2 routines for PinballXStatus. 10 and 20. I think 20 is when entering in the  menu and 10 is just in the front end browsing.

As the plugin only does something with those status entries, it takes around 20 seconds until itshows the led flashers, as the first 18 seconds are pinballxstatus 6.

I can add the status 6  as well, but not sure when it is used more. 

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