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Showing content with the highest reputation on 02/01/21 in all areas

  1. Version 1.0.0

    139 downloads

    Here is a dx version of Black Hole one of my most favourite 2p machines from the 80s. I could not find the correct font for the numbers on the reel symbols but they don`t look to bad in my opinion, also had to make the space shuttle reel symbol up from a picture I downloaded from the inter web so if anyone knows what font is on original symbols please let me know and I will try to update. Please enjoy and let me know what you think. Short cuts are within the notes. Thanks to @barcrest junky for his classic and above all thanks to wizard R.I.P.
    8 points
  2. Just a tech update, started tinkering again after a nice long programming break over the holidays So before I roll out the dot alphas from the recent videos properly, I want to speed up the generation/regeneration of the 3d machines from the layouts (so I can move into getting ~50 unique machines in the arcade from the current 5 test machines). Main plan is to implement screen scraping of the delphi font, then also have an option to not save out/process any images that already exist (from previous conversion run). Those two features should take processing of a pre-processed machine down to 4-5 mins from like 35-45 mins. I did some provisional rough test scraper code for the numbers, handcopying, much like making the old ZX Spectrum character graphics from my childhood That seemed to work fine, so I've now grabbed all the characters and worked out their dividers: Fortunately Delphi uses ancient font rendering techniques, so there's no font smoothing and no dynamic kerning (so it's easier to scrape). So once I can program this, it'll allow for grabbing any text from the MFME UI very quickly (compared to the current approach of sending various keypresses with delays to grab text to the copy buffer, one field at a time).
    6 points
  3. Version 1.0.0

    342 downloads

    New Year, New Release from me in the form of snakes and ladders a different take on the popular machines of past, this time if you lose the boards hold but doesn't necessarily mean you'll get to the top. like i said when i released the classic, its a different concept from bellfruit within the era of the usual Dond shite they released around the same time and should keep you entertained for a little while longer thanks goto @infection for images used and playtesting shortcuts written within the notes plays in mfme v20.1 Enjoy and Happy Gaming!!!!
    3 points
  4. Had a nice relaxing Xmas/New Year thanks, hope you had a good one too!
    3 points
  5. Version 1.0.0

    143 downloads

    Ultra hd layout of my favourite mazooma machine, great sounds and great game play, massive thanks to @Player for the ultra res artwork he has shared with the scene and to the late wizard for the new mfme, game should be off it's tits from the off. MFME V20.1 ONLY THANKS.
    2 points
  6. Fancy having a life outside of DIF!!!!!!!!!!!!!!! Glad you're well mate, relaxing is the way forward I think
    2 points
  7. After what you have given to us (or at some point will) you deserve the break. Hope you had a good Christmas and New Year @johnparker007 even with this shitty virus hovering over all our heads?
    2 points
  8. Version 1.0.0

    187 downloads

    Photo based extreme gaming epoch game, spent quite a while on this one, not everyone's cup of tea etc, thanks to @loo for uploading the sound roms and to @spa for the images from his drive, and to the late wizard for the new mfme. MFME V 20.1 ONLY THANKS.
    1 point
  9. Version 1.0.0

    141 downloads

    Here's another ultra res dx from the resources @Player has been uploading to the forums,quite enjoyed this game back in the day, even though it could be a pig at times. thanks to @Player for the images used and to the late wizard for the new mfme. MFME V20.1 ONLY
    1 point
  10. I have thanks and going to let you get back to what you do best, put a smile on all our faces. Stay safe bud.
    1 point
    Great DX, thanks Vecs I Have no idea what happens when you fill the fruits at the bottom, nor what the three pipes do. But it's a fun game I never saw in the wild.
    1 point
  11. Yes exactly. I'll have to download this lovely DX and play it again (classic ROMs are on another defunct computer of mine) to remind myself of the full empty. It's slow and hard work but there's a position you can get into with antidote, final ladder and something on the bonus that rips a mega streak before it's ready. Most even on £70 are chipped but I remember this one was a worker. Let me play it for a bit and I'll get back to you with the exact method and Alex if he's interested. The game is still around today on ipub2 £100jp but is quite a different beast!
    1 point
  12. Had you of read the FAQS you wouldn't be asking that.
    1 point
  13. make a donation :P, helps the forum and saves u headache (click Portal on the menu and it's on the right side of the webpage)
    1 point
  14. Just a fun update on that display, as I've had a festive amount of seasonal grog I realised it was all set up to do gameplay with zero changes required, so here's that new WIP alpha display in some gameplay action:
    1 point
  15. As is the way of Xmas day, it's 11:40am and I'm cracking open my first can Cheers!
    1 point
  16. Still a bunch of things to do (this has all been somewhat manually set up, and doesn't take the colors/settings from MFME yet)... but it's showing signs of life in this first test Merry Xmas everyone!
    1 point
  17. Tech update - MFME memory reading research continues (Apologies in advance, this stuff is getting more technical than the usual updates while I'm working out all the hacking stuff) I've since found the raw pixel information for the Dot Matrix Alpha displays, so that should allow for pixel perfect rendering of the alpha displays (including flash, scroll, custom UDG characters)... though not alpha fades, though I'm sure I'll be able to track that byte down. Also experimenting with lamp reading - this time in such a way that I can find the lamps each time. Every time you boot MFME (or any Windows process on a modern version of Windows), the memory layout is shuffled around a bit, due to a security feature called ASLR. It's there to stop casual hackers having an easy way to be able to get access to a specific part of memory each time a program runs. There is a way to get around this however So I've been researching static pointers, and pointer chains, and have managed (just in CheatEngine for the moment), to get a 'dynamic' link to the address of the byte that shows the DirectX alpha value of the Collect/Cancel lamp of Eastern Fortune (I can use this information for rendering lamps). It works if I keep relaunching MFME and still gets the value, even though it's moving around each time I relaunch Next step is using that pointer chain in code, to get that one test button being driven directly by the MFME memory instead of the slow window capture technique I currently use. A load more to do after that (to descramble the lamps to match, I believe they're currently in the order they were originally added to the layout), but I believe all this new memory reading work will make getting the realtime data an order of magnitude faster than the current system, so highly worth it since I'm past proof-of-concept stage now, and trying to get a solid foundation in.
    1 point
  18. Another tech update I've got the new keyboard stuff basically working, so now the Arcade window has focus, and fakes the keys that are pressed/released through to the MFME window that is unfocused behind (before I was doing bad things to make that work). Also - I've done a little more on this direct memory reading, which I'm hoping I can eventually get working enough (and automated in terms of finding the addresses). The advantage is a very large performance boost, compared to the current system which screen captures the MFME window at 60FPS, then reads pixels from the texture of the captured data layout to determine lamps and reel positions etc. In this vid you can see a test where I'm rendering the contents of the alphanumeric display. A lot to do yet, for instance once I play some credits, it uses a different memory page (I think) so then the display is blank. Plus, when there are stutters, I think that's probably where codes are being send to control stuff like fading the display up/down, flashing etc. EDIT: Since posting this, I've found that I was reading from the emulated program RAM for the alpha-numeric display contents. Having checked some other machines, this doesn't look to be usable, as for instance Monopoly Millionaire's Row is programmed in a different way, so doesn't have the raw text stored in the same way. Still good to have memory reading working though I will see if I can find the MFME display component byte/pixel data instead, as that method would work across all machines, and get custom character support for free. I've always got the dreaded slow screen capture technique as a fall back if I can't find a way...
    1 point
  19. is there any reason why i can not download this file as its saying,you aren't permitted to download this file?
    -1 points
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