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Post #41 · Posted at 2014-03-15 07:12:27am 10.1 years ago

Offline vilepickle
vilepickle Avatar Banned
15 Posts
United States
Reg. 2013-01-06

Nintendo Network ID: VilepickleOrigin: Vilepickle

Last updated: 2014-03-15 07:12am
So in building my Stepmania rig, I ordered a Soundblaster Z. If anyone's building a new box for this, note that this sound card does NOT support Windows XP. Also, many other things don't run on Windows XP, including the motherboard driver CD that came with my new motherboard.

Whoever developed the light driver for this needs to update it past XP. It may have been relevant 4 years ago but XP support is being dropped officially by MS next month.

I'm going to give Windows 7 a shot, as Xaero mentioned it works when SM/OITG are outside of Program Files. I can report back if my lights work when I get it. Perhaps UAC is an issue? I always turn UAC off anyway.

Edit: If someone wants to open source the light driver, that'd be awesome. I'm a programmer and I've worked in Visual Studio, it can't be terribly hard to port it into the new Visual Studio and compile it for a new version of Windows.

I also noticed a lack of info in the install guide about audio input. As mentioned my PC has a sound card. My DDR arcade cabinet has audio jacks, will I need to get a splitter cable from the soundcard's green output to the cabinet's audio plugs? I'm assuming Minimaid doesn't deal with the audio.

Post #42 · Posted at 2014-03-15 09:00:11am 10.1 years ago

Offline Zero6823
Zero6823 Avatar Member
28 Posts
United States
Reg. 2013-12-16

Quote: vilepickle
So in building my Stepmania rig, I ordered a Soundblaster Z. If anyone's building a new box for this, note that this sound card does NOT support Windows XP. Also, many other things don't run on Windows XP, including the motherboard driver CD that came with my new motherboard.

Whoever developed the light driver for this needs to update it past XP. It may have been relevant 4 years ago but XP support is being dropped officially by MS next month.

I'm going to give Windows 7 a shot, as Xaero mentioned it works when SM/OITG are outside of Program Files. I can report back if my lights work when I get it. Perhaps UAC is an issue? I always turn UAC off anyway.

Edit: If someone wants to open source the light driver, that'd be awesome. I'm a programmer and I've worked in Visual Studio, it can't be terribly hard to port it into the new Visual Studio and compile it for a new version of Windows.

I also noticed a lack of info in the install guide about audio input. As mentioned my PC has a sound card. My DDR arcade cabinet has audio jacks, will I need to get a splitter cable from the soundcard's green output to the cabinet's audio plugs? I'm assuming Minimaid doesn't deal with the audio.

I agree with this. I haven't been too fond about setting up a system with a soon to be obsolete OS just for the Minimaid device and trying to find good working hardware that supports Minimaid is becoming harder until someone presents us with a better solution.

Vilepickle, if you can get the lights to work with Windows 7, I would like for you report back here cause I too am not wanting to be restricted to XP.

Post #43 · Posted at 2014-03-16 09:23:11pm 10.1 years ago

Offline RyogAkari
RyogAkari Avatar Member
51 Posts
United States
Reg. 2009-08-06

There are definetely plenty of rigs constructed that work just fine under Windows 7. Usually you end up having to play around with the administrator rules when installing and running the stepmania programs and things like that. The big problem is stepmania 3.9 plus redux itself is just so old (much much older than minimaid. I used 3.9 when I was in college....a decade ago). The program itself gives the light instructions, not something minimaid does inherent. We just translate the instructions it's giving (over a parallel port no less, anyone remember parallel?) into USB so that it can be fed into the minimaid device.

I am not saying you can't run Windows 7, you can and people do I'm saying I can't help you out with any troubleshooting you might encounter with stepmania 3.9 plus redux.

Post #44 · Posted at 2014-03-16 09:52:51pm 10.1 years ago

Offline Opoth
Opoth Avatar Member
23 Posts
Not Set
Reg. 2007-03-13

I am a big fan of continuing to use XP for my DDR cabinet. Why? In the case of Stepmania 3.9+, that software was specifically designed for XP. I'm sure everyone has their own type of setup, but I'd assume that most people are using a dedicated system just for their cabinet. If that's the case, doesn't it make more sense to use the intended OS for most of the DDR-related software that's available? Newer isn't always better, however using the right tool for the job is - I think people have been trained to think otherwise though.

Post #45 · Posted at 2014-03-21 08:10:54am 10.1 years ago

Offline vilepickle
vilepickle Avatar Banned
15 Posts
United States
Reg. 2013-01-06

Nintendo Network ID: VilepickleOrigin: Vilepickle

Last updated: 2014-03-21 08:11am
Quote: Opoth
I am a big fan of continuing to use XP for my DDR cabinet. Why? In the case of Stepmania 3.9+, that software was specifically designed for XP. I'm sure everyone has their own type of setup, but I'd assume that most people are using a dedicated system just for their cabinet. If that's the case, doesn't it make more sense to use the intended OS for most of the DDR-related software that's available? Newer isn't always better, however using the right tool for the job is - I think people have been trained to think otherwise though.

Certainly. But in the case of actually building a computer TODAY to run XP, most drivers for new things like motherboards and Soundblaster Z cards just don't run on XP at all. I don't have a problem running an older OS but if drivers won't work at all this is an issue. Essentially the answer would be "well, go Ebay a Soundblaster Audigy or something". Problem with this route is that for future Minimaids it isn't sustainable. The other problem is that the earlier Audigy cards sound like dung compared to the Soundblaster Z.

Same deal with motherboards, really. Trying to Ebay a motherboard from 2009 is sketchy if it even works (and for how long).

Quote: RyogAkari
There are definetely plenty of rigs constructed that work just fine under Windows 7. Usually you end up having to play around with the administrator rules when installing and running the stepmania programs and things like that. The big problem is stepmania 3.9 plus redux itself is just so old (much much older than minimaid. I used 3.9 when I was in college....a decade ago). The program itself gives the light instructions, not something minimaid does inherent. We just translate the instructions it's giving (over a parallel port no less, anyone remember parallel?) into USB so that it can be fed into the minimaid device.

I am not saying you can't run Windows 7, you can and people do I'm saying I can't help you out with any troubleshooting you might encounter with stepmania 3.9 plus redux.

Sounds good. I'll be giving 7 a go and when I get my Minimaid I'll report on its compatibility.

Alright, I've been having quite the adventure... Windows 7 kept crashing when I'd put parallel_lights_io.dll in the mix. Both on OITG and SM. I tried inside and outside of Program Files with UAC turned off, compatibility mode, etc. No luck with anything when that DLL is present.

So I went ahead and installed XP on a franken-computer I made, which is working great. I am getting the EXACT SAME access violation crash on this computer. Note that both computers had a dedicated soundcard, which shouldn't be an issue... my SM/OITG sound works fine. Here's the crash log from Stepmania on XP. This is in the software step of the Minimaid install.

Quote
StepMania 3.9+ Redux crash report (build 30756)
--------------------------------------

Crash reason: Access Violation

Thread: Main thread
.\RageTextureManager.cpp:108 RageTextureManager::LoadTexture(Themes/default/BGAnimations/_black.png).
.\IniFile.cpp:10 Reading 'Themes/default/BGAnimations/_fade out/BGAnimation.ini'
.\IniFile.cpp:10 Reading 'Themes/default/BGAnimations/_fade out/BGAnimation.ini'
.\GameSoundManager.cpp:427 0.000000, delta 0.000000
.\Screen.cpp:93 ScreenMessage(9)
Thread: Mixer thread
.\arch\Sound\RageSoundDriver_DSound.cpp:41
.\arch\Sound\RageSoundDriver_DSound.cpp:48
.\arch\Sound\RageSoundDriver_DSound.cpp:41
.\arch\Sound\RageSoundDriver_DSound.cpp:48
.\arch\Sound\RageSoundDriver_DSound.cpp:41
Thread: MusicThread
.\GameSoundManager.cpp:87
.\GameSoundManager.cpp:89
.\GameSoundManager.cpp:93
Thread: DirectInput thread
.\arch\InputHandler\InputHandler_DirectInput.cpp:510
.\arch\InputHandler\InputHandler_DirectInput.cpp:485
.\arch\InputHandler\InputHandler_DirectInput.cpp:505
.\arch\InputHandler\InputHandler_DirectInput.cpp:510
.\arch\InputHandler\InputHandler_DirectInput.cpp:485

02ae105c: parallel_lights_io!02ae0000
004da349: bool GetRegKeyType(class CStdStr<char> const &,class CStdStr<char> &,struct HKEY__ * &)
0058af51: void PrefsManager:ConfusedaveGlobalPrefsToDisk(void)const
004cab6c: int RageSound_Generic_Software::GetDataForSound(struct RageSound_Generic_Software::sound &)
004cb5e1: virtual void RageSound_Null::Update(float)
7c912cae: ntdll!LdrLockLoaderLock [7c900000+12c43+6b]
7c912ce4: ntdll!LdrLockLoaderLock [7c900000+12c43+a1]
7c912d51: ntdll!LdrUnlockLoaderLock [7c900000+12cf9+58]
7c912d58: ntdll!LdrUnlockLoaderLock [7c900000+12cf9+5f]
7c912d58: ntdll!LdrUnlockLoaderLock [7c900000+12cf9+5f]
7c916612: ntdll!LdrLoadDll [7c900000+163a3+26f]
7c9164ee: ntdll!LdrLoadDll [7c900000+163a3+14b]
7c910202: ntdll!RtlAllocateHeap [7c900000+100a4+15e]
7c919d52: ntdll!RtlReAllocateHeap [7c900000+19b80+1d2]
7c910021: ntdll!RtlFreeHeap [7c900000+ff0d+114]
7c91003d: ntdll!RtlFreeHeap [7c900000+ff0d+130]
7c910021: ntdll!RtlFreeHeap [7c900000+ff0d+114]
7c91003d: ntdll!RtlFreeHeap [7c900000+ff0d+130]
7c910415: ntdll!RtlAcquirePebLock [7c900000+103ed+28]
7c910440: ntdll!RtlReleasePebLock [7c900000+10431+f]
7c914659: ntdll!RtlQueryEnvironmentVariable_U [7c900000+14579+e0]
7c910098: ntdll!RtlFreeHeap [7c900000+ff0d+18b]
7c80e499: kernel32!DuplicateHandle [7c800000+de8e+60b]
7c3420d6: MSVCR71!msize [7c340000+20a2+34]
7c3420df: MSVCR71!msize [7c340000+20a2+3d]
7c34214f: MSVCR71!unlock [7c340000+213c+13]
7c341d57: MSVCR71!initterm [7c340000+1cbe+99]
7c341d5e: MSVCR71!initterm [7c340000+1cbe+a0]
005e95b9: virtual void CD3DXCodec_D3DX_A16L16:Big Grinecode(unsigned int,unsigned int,struct D3DXCOLOR *)
005e9701: virtual void CD3DXCodec_D3DX_A16R16G16B16:Big Grinecode(unsigned int,unsigned int,struct D3DXCOLOR *)
005d8d04: luaopen_base()
7c817067: kernel32!RegisterWaitForInputIdle [7c800000+1701e+49]

Static log:
StepMania 3.9+ Redux
Compiled Tue Mar 27 00:57:11 2007 (build 30756)
Log starting 2014-03-20 21:03:28
Loading window: win32
Windows 5.1 (WinXP) build 2600 [Service Pack 3]
Memory: 2047mb total, 4095mb swap (4095mb swap avail)
Video driver: NVIDIA GeForce GTX 750 Ti [NVIDIA]
6.14.13.3528, 3-9-2014 [pci\ven_10de&dev_1380]
Drive: "ASUS DRW-24B1ST i" Driver: atapi DMA: yes
Drive: "C300-CTFDDAC256MAG" Driver: atapi DMA: yes
Sound device 0: SB X-Fi Audio [0001], 5.10, MID 1, PID 100
DirectSound Driver: Primary Sound Driver
DirectSound Driver: SB X-Fi Audio [0001] ctaud2k.sys 6.0.240.0008-2.40.0000 [541848b, 03-01-2014]
DirectSound sample rates: 1..192000 (continuous)
Sound driver: DirectSound
Video renderers: 'opengl,d3d'
SDL version: 1.2.6
Got 32 bpp (8880), 24 depth, 0 stencil
Mode 7: ICD 32 (888) 24 depth 64 accum
Paletted textures disabled: GL_EXT_paletted_texture missing.
OGL Vendor: NVIDIA Corporation
OGL Renderer: GeForce GTX 750 Ti/PCIe/SSE2
OGL Version: 4.4.0
OGL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
OGL Max texture size: 16384
GLU Version: 1.2.2.0 Microsoft Corporation
Fullscreen 640x480 32 color 32 texture 0Hz Vsync AA
Found 1 DirectInput devices:
0: 'Keyboard' axes: 0, hats: 0, buttons: 256 (buffered)
Players joined: none
Language: english
Current renderer: OpenGL
Theme: default

Partial log:
00:00.662: RageBitmapTexture: Loaded 'Themes/default/BGAnimations/ScreenCompany background/shadow (32bpp).png' (512x512); FMT_RGBA8, source 512,284; image 512,284.
00:00.662: Sprite::LoadFromTexture( Themes/default/BGAnimations/ScreenCompany background/stepmania (dither).png )
00:00.667: glTexImage2D(format GL_RGBA8, 512x256, format GL_RGBA, type GL_UNSIGNED_BYTE, pixfmt 0, imgpixfmt 0
00:00.667: RageBitmapTexture: Loaded 'Themes/default/BGAnimations/ScreenCompany background/stepmania (dither).png' (512x256); FMT_RGBA8 dither, source 480,252; image 480,252.
00:00.667: Sprite::LoadFromTexture( Themes/default/BGAnimations/_black.png )
00:00.668: glTexImage2D(format GL_RGBA8, 32x32, format GL_RGBA, type GL_UNSIGNED_BYTE, pixfmt 0, imgpixfmt 0
00:00.668: RageBitmapTexture: Loaded 'Themes/default/BGAnimations/_black.png' (32x32); FMT_RGBA8 opaque, source 32,32; image 32,32.
00:00.670: Sprite::LoadFromTexture( Themes/default/BGAnimations/_black.png )
00:00.670: Loaded ScreenCompany in 0.017000
00:00.670: ... SetFromNewScreen

-- End of report
Do I have to actually connect a Minimaid to get rid of this crash or is it just broken on my setup? Note that this is XP Service Pack 3, 32 bit.

Post #46 · Posted at 2014-03-21 12:57:20pm 10.1 years ago

Offline radonflux
radonflux Avatar Member
9 Posts
United States
Reg. 2012-06-26

Nintendo Network ID: Radonflux
"Dude I don't lie, I'm a mirror"
Yes the minimaid does need to be plugged in or else stepmainia/oitg will crash. Windows 7 can run this setup just fine as far as I know. (keep stepmania/oitg out of the programs folder btw).

Post #47 · Posted at 2014-03-21 04:40:12pm 10.1 years ago

Offline Zero6823
Zero6823 Avatar Member
28 Posts
United States
Reg. 2013-12-16

Does anyone have any recommendations on how to go about mounting this inside a DDR cabinet or can I just leave it hanging like show in the picture in the first post in this thread?

Post #48 · Posted at 2014-03-21 08:31:18pm 10.1 years ago

Offline vilepickle
vilepickle Avatar Banned
15 Posts
United States
Reg. 2013-01-06

Nintendo Network ID: VilepickleOrigin: Vilepickle
Quote: radonflux
Yes the minimaid does need to be plugged in or else stepmainia/oitg will crash. Windows 7 can run this setup just fine as far as I know. (keep stepmania/oitg out of the programs folder btw).

Thanks. That does give me hope, it would have been nice to have the computer be test-able with the parallel lights file before having Minimaid.

So basically I made an XP computer unnecessarily, but at least I was able to upgrade my main PC in the process since its guts were from 2011 Smile

Post #49 · Posted at 2014-04-03 09:59:49am 10 years ago

Offline RyogAkari
RyogAkari Avatar Member
51 Posts
United States
Reg. 2009-08-06


Last updated: 2014-04-03 09:59am
Alright, we are experiencing a shipping delay from the assembling company. There was some confusion on their part as to which day was the required ship date and receive date in the purchase order contract we made with them. The boards are now shipped from the assembler and are en route to us at this point. I'm anticipating the boards being received in to the designer early in the week and then they will drive down to me next saturday for the testing process.

Sadly this delay effects both you guys and myself personally as my schedule was clear for this weekend for testing, packaging, shipping however next weekend not so much as I have personal obligations to fulfill. Ill have time to test the boards on saturday and begin packaging but my Sunday is completely booked. I'll know more next weekend as I begin the process. I'm going to do some beginning prep this weekend in assembling the priority mail boxes taped up on all sides except one and supplies all ready to help streamline next weekend. Ill know more saturday late evening as to where I got. In the meantime sit tight!

Those that have deposits if you would like to go ahead and contact me to start making complete payments we can get that processed.

EDIT:


ok so has anyone else had a really hard time loading this page for the past couple days? The times I've had to respond to PMs and post I can't seem to get on the website. Anyway, yes I have received your PMs and I will be responding to them, time permitting and webpage permitting tomorrow.

I have the boards in hand. We will be carrying forward with testing and shipping this weekend!

Post #50 · Posted at 2014-04-04 02:20:00pm 10 years ago

Offline Zero6823
Zero6823 Avatar Member
28 Posts
United States
Reg. 2013-12-16

I was experiencing the site loading issue too, and it loads faster now. Anyways, I'm excited to hear about the update on the boards. Smile

Post #51 · Posted at 2014-04-09 02:28:41am 10 years ago

Offline RyogAkari
RyogAkari Avatar Member
51 Posts
United States
Reg. 2009-08-06

https://farm4.staticflickr.com/3804/13719582363_5e226c52ac_b.jpg


Great to have the site back up! 14 boards have gone out. On this site I27, Adamn, and Zero have shipped. Expecting to ship the rest of the boards by this weekend. Thank you for your patience!

Post #52 · Posted at 2014-04-09 04:18:12pm 10 years ago

Offline Zero6823
Zero6823 Avatar Member
28 Posts
United States
Reg. 2013-12-16

Do you have a tracking number you could send me?

Post #53 · Posted at 2014-04-09 05:14:48pm 10 years ago

Offline razorblade
razorblade Avatar Member
1,099 Posts
Not Set
Reg. 2011-03-01

It may be a dumbed question but, does it have support for red cab that have all connectors compatible to BEMANI PC?

Post #54 · Posted at 2014-04-10 05:33:44pm 10 years ago

Offline RyogAkari
RyogAkari Avatar Member
51 Posts
United States
Reg. 2009-08-06


Last updated: 2014-04-10 05:33pm
You have to order a special made board compatible for Python cabinets (supernova+). It's only $10 more. Basically that just pays for the labor in hand changing out the connectors that are put on the board by the assembly company.

and I appologize for not getting the tracking out sooner. I really don't have much time during the weekdays due to work and family obligations. I try to schedule all the minimaid tasks for weekends where I have time to devote to it.

Post #55 · Posted at 2014-04-10 06:18:23pm 10 years ago

Offline Zero6823
Zero6823 Avatar Member
28 Posts
United States
Reg. 2013-12-16


Last updated: 2014-04-10 08:48pm
No problem! Well I finally got my board in the mail, but I don't have the USB cable I need to hook it up to my computer. So where exactly do I get those?

edit: Nevermind, I figured that part out. Now, didn't think about this until now, but how am I gonna get sound from my minimaid usb??? Does it come through usb or something?

Post #56 · Posted at 2014-04-10 09:54:02pm 10 years ago

Offline LemonInside
LemonInside Avatar Member
4 Posts
United Kingdom
Reg. 2012-08-14

Quote: Zero6823
No problem! Well I finally got my board in the mail, but I don't have the USB cable I need to hook it up to my computer. So where exactly do I get those?

edit: Nevermind, I figured that part out. Now, didn't think about this until now, but how am I gonna get sound from my minimaid usb??? Does it come through usb or something?

I would connect the sound from the PC to the audio amplifier.

Post #57 · Posted at 2014-04-11 05:36:14am 10 years ago

Offline radonflux
radonflux Avatar Member
9 Posts
United States
Reg. 2012-06-26

Nintendo Network ID: Radonflux
"Dude I don't lie, I'm a mirror"
Quote: Zero6823
how am I gonna get sound from my minimaid usb??? Does it come through usb or something?

It can be plugged into the headphone jack from the audio amplifier. You are gonna need a male 3.5mm to female RCA connector, something like this http://www.newegg.com/Product/Product.aspx?Item=N82E16882196031 .They shouldn't be hard to find and don't cost much.

Post #58 · Posted at 2014-04-11 07:49:37am 10 years ago

Offline Zero6823
Zero6823 Avatar Member
28 Posts
United States
Reg. 2013-12-16

Quote: radonflux
Quote: Zero6823
how am I gonna get sound from my minimaid usb??? Does it come through usb or something?

It can be plugged into the headphone jack from the audio amplifier. You are gonna need a male 3.5mm to female RCA connector, something like this http://www.newegg.com/Product/Product.aspx?Item=N82E16882196031 .They shouldn't be hard to find and don't cost much.

lol, yeah. I figured this out within minutes after my post. I really should think more about these things before asking.

Post #59 · Posted at 2014-04-13 11:03:05pm 10 years ago

Offline RyogAkari
RyogAkari Avatar Member
51 Posts
United States
Reg. 2009-08-06

Wanted to let you guys know that all boards are in posession of the postmaster as of today to go out in the mail. This excludes the one supernova board since modification of that board and testing takes a little longer than the others that come preassembled for 573 based DDR machines. Thank you guys for your patience! Ill be sending tracking information in PMs to each of you as soon as I can.

Post #60 · Posted at 2014-04-14 05:08:53pm 10 years ago

Offline vilepickle
vilepickle Avatar Banned
15 Posts
United States
Reg. 2013-01-06

Nintendo Network ID: VilepickleOrigin: Vilepickle
Darn, I'm the special case Sad

Looking forward to the Supernova board.
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