- This topic has 53 replies, 2 voices, and was last updated 4 years, 1 month ago by Mr_H.
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May 1, 2019 at 5:57 pm #126806
yeah, been through that.  I can even see the MPF.Controller registration in component services under DCOM.
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May 14, 2019 at 9:23 pm #128369Hey Michael, how goes your progress?
I finally got mine working correctly now and I’m jumping in to see how far I can get. One thing it looks like is the platform code is going to need some help with any pincode that has a fadecandy controller for lights. Mine is not happy that my laptop doesn’t have an actual fadecandy device. Will need to figure that out.
Anyways, happy to finally be working and digging in.
-Mike
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May 15, 2019 at 12:03 am #128377Hi Mike,
I added some new methods to the VPX platform and the bridge. Jabdoa2 merged the platform changes into the dev version 0.53 and the extended bridge is availiable at GitHub. There You can find a new VPX demo table too.
We can now use Controller.PulseSW to pulse a target switch, normally closed switches are handled correctly, the light types led and flasher are handled and I am monitoring hardware rules to enable/disable autofire coils.
Maybe You can send me Your MPF machine folder, so I can have a look. The long term goal for me is to provide a solution, that lets You develop the MPF files for the real hardware platforms using VPX.
Michael
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May 15, 2019 at 12:24 am #128379Oh, and You can use string type numbers for lights and solenoids now.
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May 15, 2019 at 11:52 am #128430Hi Mike,
the lights.yaml is looking fine. The rgb LEDs should behave as matrix lights. I am not processing the Colors at the moment.
I will play a bit with the fadecandy setting and Your example.
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May 15, 2019 at 4:14 pm #128455Hi Mike,
if I add the “lights: fadecandy” line to my hardware section, MPF is not starting well. Maybe I would have to install the server, but without any of the hardware this seems to be no good approach.
Could You comment out the “lights: fadecandy” line in Your Lights.yaml, just for the VPX test? It would be interesting, if the table is starting up normally that way.
Michael
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May 15, 2019 at 6:01 pm #128474Mike, are you running MPF with the force virtual flags? -x or -X
I haven’t tried running mine yet with the vpx bridge
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May 15, 2019 at 9:17 pm #128502Will try to comment out the fadecandy and let you know.
No -X or x, just changed the platform. Although I still have a bunch of code to do on the vpx table before I can even test that part. This was just to see what kind of issues pop up just with the platform change.
-Mike
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May 18, 2019 at 1:42 pm #128770removing the fadecandy hardware controller results in other errors related to RGB’s.
ERROR : root : Type rgb does not match channels [{‘number’: ‘0-0’, ‘subtype’: None, ‘platform’: None, ‘platform_settings’: {}}] for light l_left_inlane
Traceback (most recent call last):and
AssertionError: Type rgb does not match channels [{‘number’: ‘0-0’, ‘subtype’: None, ‘platform’: None, ‘platform_settings’: {}}] for light l_left_inlane
so I can’t even run MPF to test VPX table.
-Mike
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May 18, 2019 at 2:23 pm #128775So I was able to bypass those by changing ‘fadecandy’ to ‘virtual’.  This allows me to proceed further. We’ll see what the results are.
-Mike
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June 15, 2019 at 10:37 am #132322The virtual_pinball platform in MPF currently only supports single channel lights (i.e. only one color). Additionally, we currently either return True if brightness > 50% or False otherwise. Not sure if that is strictly needed for VPX. We could easily change this to return a float 0-1 value. Additionally, there are two ways to change the light from single color to multiple color:
a) Use 3 channels for an RGB light. We could use “subtype: led” to do that. However, you would get three lights in VPX. That is how most hardware platforms (such as Spike, PD-LED) do it. You can test it using this syntax: http://docs.missionpinball.org/en/dev/config/lights.html#channels (use subtype led).
b) Create a unified light for VPX. I guess that would be much nicer. FAST has something similar because they got one command to update three brightness values for one color at once.With option (b) you would get a color triple in VPX for some types of lights (i.e. subtype led). Additionally, we should return the brightness for all other type (or maybe everything except flashers). Let me know what you think!
Jan
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February 28, 2020 at 5:29 am #165114Hey gang,
So I’m jumping on board and going to give it a go and build a table with VPX and MPF with rules, coding, lcd screen for scoring …. all that. Much like the Sonic Spinball table that is being created. And then maybe one day when I understand it properly build one. So I’m thinking I’ll dig through the test table and look into all the mpf files and see how it all works and relates. How does vpx and mpf talk to each other? I’m looking at the vpx file and I see things labelled ‘Bumper1’ and ‘Trigger_A1’ etc but search all the yaml files in MPF folder and I don’t see these mentioned in any of them. Any help? Cheers.
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February 28, 2020 at 12:06 pm #165138Here is your starting point! Mission pinball has very good documentation, just read and follow the links…. good luck!Hey gang,
So I’m jumping on board and going to give it a go and build a table with VPX and MPF with rules, coding, lcd screen for scoring …. all that. Much like the Sonic Spinball table that is being created. And then maybe one day when I understand it properly build one. So I’m thinking I’ll dig through the test table and look into all the mpf files and see how it all works and relates. How does vpx and mpf talk to each other? I’m looking at the vpx file and I see things labelled ‘Bumper1’ and ‘Trigger_A1’ etc but search all the yaml files in MPF folder and I don’t see these mentioned in any of them. Any help? Cheers.
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February 29, 2020 at 12:12 am #165226Yeah I’ve got it all up and running easily. Now to just learn how to code etc in mpf and away I go.
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