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Help setting up Pinball Arcade


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Posted

the new module stil aint got the new roadshow table in it.

It doesn't have Xenon either I don't think. Which is why I tell people to enter their tables in the module settings (not the module) themselves.

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Posted

If the table is wrong will it run the wrong game or not work at all?

Should work, just run the wrong games.

Do you own all the tables or not?

Posted

Hi, ok done a few things and now it's running the games...found another glitch with the module and the main reason mine wasn't working.

I have a cab with arcade buttons and pinball plunger so I have my player 1 select configured to the "1" key like mame. I therefore reconfigured TPA to use my ipac configuration for flippers and selecting start. The module is hard wired to send "enter" so straight away it stops working. It would be nice if you could tell the module what key to send. For now I edited the module to send "1" instead of "enter "

Hope this helps others.

Posted

If it isn't selected the right table or it is exiting then your problem is

 

-You have extra key presses getting sent at the beginning. i.e., you have a key press being sent at the beginning to get rid of the nag screen but the nag screen isn't actually coming up.

-You don't have all of your tables listed. It doesn't even really matter what you have the table named as long as you have an entry in there as the module basically counts how many spots over the game is and enters that many key presses.

- Your timing is off. The keypresses are too quick or too close together and it is not registering all of them. You need to get in there and mess with the delay and some of the in between timings to get it down good. Not to mention a lot of the time when you are running it for the first time or from an idle hard drive it will cause it to take longer to load which can throw stuff off.

Yep. All of these are already fixed in both my custom module and the latest module though. So shouldn't be the issues unless he was using an old module version.

Posted

Hi, ok done a few things and now it's running the games...found another glitch with the module and the main reason mine wasn't working.

I have a cab with arcade buttons and pinball plunger so I have my player 1 select configured to the "1" key like mame. I therefore reconfigured TPA to use my ipac configuration for flippers and selecting start. The module is hard wired to send "enter" so straight away it stops working. It would be nice if you could tell the module what key to send. For now I edited the module to send "1" instead of "enter "

Hope this helps others.

Well it should be enter. Sounds like you're using a custom setup so in cases like that you'd have to customize the module like you did.

That's why I asked you earlier, I could have told you exactly what line to change to what then.

Posted

the whats new pop up pops up nearly all the time new so its aint working had to revert back to dx9 that works fine. no pop up there.

 

ok hangin on mate lol. plus got beer now lol.

Posted

I just re-customized the newest module. Fixed the module table list to be 100% complete, accurate and matching the official. Made a new database XML that is also complete and accurate and matching.

As soon as I fix the "standalone" version in the module fixed I'll release all in a new thread and it will be dead simple to get it all running.

Posted

ok mate il use dx9 for now till its ready mate.

Try this for me. Create a shortcut for your PinballArcade.exe (DX11 version). Then in HyperLauncher/RocketLauncher under the Global Emulator settings for Pinball Arcade change the Path (second line) from the exe to the shortcut you created, then see if Hyperspin/HyperLauncher/RocketLauncher will launch the game that way.

Posted

OK, try this one. If it doesn't work the first time try removing the "'s from around skipwhatsnew and try it again.

	Run(executable "skipwhatsnew", emuPath)
Shit I just realized I told you to put it at line 129 earlier, but in my custom module it would have been line 125...

the line should have looked like this before you changed it.

	Run(executable, emuPath)
Is that the line you changed earlier?
Posted

If it pops up Everytime just put an extra send enter in the module?

No no no!

You need to give me more info.

Which module are you using?

Are you playing the Steam version?

Do you own all the tables?

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