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johnparker007

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  1. Looks like to truly emulate, would need to get one of those kits to dump what is on that Lattice FPGA (if that is even dumpable).
  2. I wasn't quite sure what you meant by dragging the windows, however I should've updated here that Paul has managed to identify where these two values live in the Fml structure, so we now have access to them, and so the issue is resolved from our side In the earlier times of FmlDecoding it was a lot about making small adjustments, then comparing several saved layouts to be able to find where things were stored, but he's an expert now, so he managed to figure it from just that one Simpsons layout! All sorted now, but thanks for the additional info mate
  3. Just checked it out, looks like a really nice DX Though I'm mainly looking to change those values - so then by using some less common numbers (than zero), we can figure out where those value live for the FmlDecoder package... The only thing I can think right now is that it was a feature in an older MFME so if those fields are set, then they are read only on v20.1. Not sure if that feels like the right answer though...
  4. I've come across an issue which is confusing me lol So for some Backgrounds, such as this Simpsons background, it has an offset, -5 in this case. It does need that, and it shifts the background 5 pixels left. Then the background lines up with the lamps, reels etc perfectly. However if I try to edit the values in the field, even on a new blank layout with/without a Background image loaded, it's not possible to edit/delete the values. What am I missing please? As surely Ross managed to type that -5 in there... somehow. Cheers all - JP
  5. This looks like a great project, nice work @Reg!
  6. Cherry Master machines can be played in MAME if that's any help:
  7. If you look here, these are the ROMs we have, as of about 18 months ago - more have been added since, but I just make this archive as a handy snapshot. Hopefully you can find the ROMs you seek in there [ Fruit Machine ROM Archive ] The archive: https://tinyurl.com/3jhzbueb
  8. Here's a poor quality image of the clone machine showing bottom glass - there's only a classic layout available for that machine...
  9. That artwork cleans up alright - still need a bottom glass image from somewhere though!
  10. 'Pixel-perfect' is a tall order not sure what the DPI is of the printing process that made the original glasses - perhaps it varies... I suspect some early ones might have been screen-printed, I believe some early pinball glasses used that same tech (and had same stuff like full+half silvered mirror parts etc.. The more modern ones, I see that 'rosette' pattern on a zoomed in scan, along still with the semi-trans mirror features - so some special form of CYMK maybe - not really my area, I'm sure others know far more about how they are made! Yeah, the guys who make they layouts here all have their own variations on techniques for building their 'lamped' image - a lot of different ways to illuminate. But as you say, one of the critical parts is that flat color image Then that basic on/off transparency mask - though the real ones have areas that are semi-trans, and mirrored etc.
  11. Appreciate it's a bunch of work, but that would be a welcome addition! If you do decide to take that on; if you just wanted to dump them all in a folder, that'd still be awesome - I'm sure someone would be up for organizing them on the drive side, to take some of the burden of work from you No pressure though honest!
  12. A youtube search for: bell fruit temptation yeilds a few decent quality videos - a lot of patient cropping and scaling would give a much higher quality base image (though unevenly lit). Not checked them all, but this one is well lit and the machine lamps are off: https://www.youtube.com/watch?v=mWj2uWB4Vws Using a plugin to download frames at native resolution, they've got a lot of detail e.g:
  13. Yes, that's how the new renderer I'm working on will work - flat color and alpha (prob a bit fancier with more of a PBR/SubstancePainter thing, as there's other effects like glitter, mirror, etc). But for the MFME renderer, it's entirely basic 2d techniques with prebaked brighter 'sprites' to represent lamps. If you do end up drawing some fruit machine art, please do make it proper flat unlit color, as the guys who make the MFME layouts can do the baked lighting effects themselves, but pure unlit flat color is then reusable for modern renderers (like mine ).
  14. The (current) emulator is all baked. So I guess it'd want to be a 'lamps off' vector art image, e.g: https://drive.google.com/file/d/1mw_P-VuywYnRFkJXsEq9_VbdUtZlBvvm/view?usp=drive_link And then a matching vector/layer of the lamp mask, e.g: https://drive.google.com/file/d/1MWnDV_A7q1tnVBHQiXtf30c2mS2zRBxy/view?usp=drive_link And then the MFME layout creators would rasterise them at the resolution they needed. I am working on a different system (modern 3d renderer using alpha layers, light shaders etc), but it's a long way off, so best to just go with what works for the MFME 2d baked image stuff I'd say
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