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Legends pinball vpx8/30/2023 ![]() When you have the Key -> map it to your Visual Pinball If your Xin Mo is a Keyboard Encoder -> Open up note pad -> press a button and the key should be typed into note pad. The VP codes are for you to create a VIsual Basic script or to edit your VPMkeys.vbs file. Why don't you post screen shots of what you have done and what windows does with your joystick Then I could use the key codes page to figure out what to enter: I really need to know behind the scenes what keyboard code each button corresponds to. But I have not been able to find a proper mapping guide for this board. If only I knew how to determine which keyboard key each button corresponds to on the xin mo board then I could input those keys. Anyone else have this issue? I really don't want to add more buttons just for pinball. Yet they all work perfectly fine in MAME. But still some of the buttons don't register anything in the mapping screen. ![]() The xin mo board shows in windows twice since it's a 2 player. Changing a setting is not a big problem or anything, but it makes me curious why things act differently when the script looks the same.Unfortunately that dn work either. I'm mainly DT but every so often connect a second monitor to play FS. I'm presuming most people use either DT or FS, not both with the same PC, so it's not an issue. Only the DT checkbox in the edit screen has to be either checked or unchecked. IOW “forcedisableB2S“ does not have to be changed back & forth. So far it's a small sample but 2 out of three work this way so it's probably the correct behavior.īut why does AFM behave "better". IOW “forcedisableB2S“ =0 to get the backglass to display in FS mode and “forcedisableB2S“ =1 to get the new style DMD in DT mode. I added these to the VPX Dirty Harry table.ĭirty Harry then behaved the same as MM. It is a cut/paste but apparently I didn't highlight properly & dropped the "e". Is this a cut/paste error or perhaps the difference since it wont set the value to the expected varioable. What is causing the difference in behavior?Įdited by Brer Frog, 24 October 2016 - 06:30 AM. They look the same, other than HandleMechanics (whatever that is). SplashInfoLine = "based on Medieval Madness (Williams 1997)" & vbNewLine & " VPM table by JPSalas VP91x v2.4.2" If Err Then MsgBox "Can't start Game" & cGameName & vbNewLine & Err.Description:Exit Sub Games(cGameName).Settings.Value("rol") = 0 'rotate display to the left Games(cGameName).Settings.Value("rol") = 0 With MM you have to have “forcedisableB2S=1” to get a DT DMD.ĭim DesktopMode:DesktopMode = Table1.ShowDT With AFM you can change from DT to FS and you will always have a DMD. Please help me understand what is happening in VPX. Just have to remember what changes are needed.Įdited by Brer Frog, 24 October 2016 - 02:57 AM. At least I know what it takes to make things work. I don’t know how many VPX can easily go back & forth between DT & FS like AFM. Previously I started a thread because these were issues or interactions with some DT tables and new & old DMDs and changing cController.txt to 1. Not the end of the world but not as convenient as in AFM. The only way to get the DMD back is by changing the Controller.txt back to 0. It’s not hidden & it’s not on the monitor 2 screen. I check the “DT” box and do get the DT table. The problem is going back to DT mode in MM. This is the old style DMD which can be resized & moved & has to be dragged to monitor 2. When changing to FS mode the DMD still displays in the corner of monitor 1. MM also has the new style DMD in DT mode. I can go back & forth from DT to FS by just checking or unchecking the “DT” box in the Options > Backdrop screen. When changing to FS mode the DMD automatically appears on the second monitor in about the correct position & size, & it can be dragged. Changing it to 0 did the job.ĪFM uses the new style DMD in DT mode. In Controller.txt, “forcedisableB2S“ was =1.
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