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johnparker007

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Everything posted by johnparker007

  1. Yeah great work @Laylow with all these Dutch layout releases, much appreciated And I thought I recognised that name, I used to be quite VP-focused many years back!
  2. johnparker007

    Amiga Mods

    I use to sequence back in the day (Noisetracker, protracker, Octamed), was good times If you sail the high seas there's this: Amiga Mods Anthology - 4cds A massive 4 CDROM-Set, 18,000+ files (Protracker, S3M, XM, Amiga Synth...) Many, many, artist represented (with their OWN permission, info-files, pics and previously unreleased mods!) from the origins of the scene (Amiga days) on up to early 1996 featuring most of the best PC-Multichannel musicians. This CD is readable under all major platforms (MS-DOS, Win, Mac-os, UNIX, Amiga-DOS...) Hope that is of use - would recommend most stuff Romeo Knight did, one of my fave scene musicians from back then Edit: also found this collection of torrents, covering a 29gb base collection plus update torrents: http://tracker.modarchive.org/
  3. Ah wow - that's the machine we (me, @A:E and a nice chap called Keith) got going with a DX in door closed mode back in the mfme2mame days back over at dadsfme, was a preliminary sc4 ccTalk test - good times - nice one @Reg
  4. 400th?! That is seriously a lot of layouts man - awesome work
  5. Happy birthday Chris, I hope they have fruit machines up there to tinker with You are very much missed around these forums, and I wish we could have worked on the new 3d stuff together - rest in peace dude.
  6. You can see the effect kind of replicated just by watching some Indiana Jones flashes - I noticed recently that most of them (hold buttons flashing etc) have a ramp up/down coded into the ROM. I guess because it was an expensive license they took their time... but anyway, on a modern monitor it gives the same effect. So all machines would look similar to that, with a single frame of ramp/decay each side of the 100% lit frame(s). Right - sorry for taking this off-topic, back to the Autoplaying - gotta hit that 10K @Reg!
  7. If it turns out to be the case that is a shame. I will continue to hold off doing any intensive work on anything like that for now, and keep working on Arcade Sim (which is emulator-agnostic, it can be driven by MAME running fruit machine data layouts). If you need any pointers on getting Cheat Engine to speed up MFME, gimme a shout, I'll perhaps knock up a very quick guide
  8. I did actually think about this for the 'auto-player' when I was doing my turbo startup feature for arcade sim - you can just use the off-the-shelf Cheat Engine to run MFME at turbo speed once you've started the auto player. I'd put it to one side in my mind, as I am still unsure if Chris's code is now lost, or if it will one day find its way to the community. If it's certified never to come back, I was planning as a long term project to build on my DLL injection work, to develop an enhancement suite or 'player' - such that you would use MFME as the emulation core, and it would render the 2d layouts via Unity engine, and have various things like support for bulb 'ramp/decay', turbo start until machine has booted (like you can already see in Arcade Sim)... and whatever else can be dreamed up within the contraints of DLL injection hacking to enhance the final released MFME version. But yes, you can definitely make autoplay run fast (insanely fast if it's pre-Scorpion 5 / MPU 5 tech) - just using standard cheat engine
  9. Hi @MrRog - there's an awful lot of great layouts these days, I don't really get to spend time playing them as I'm usually busy working on some research or coding when I do get 'hobby time'! Off the top of my head - the Happy Hour layout from Pook aka DXcellent is nice and clean, would look good in a cab.
  10. Totally agree, the AI upscaling will never be substitute for a good source art. It's a tricky problem to crack for sure
  11. Hi @MrRog One of the issues is getting 'clean' source images of a high enough resolution. The layout artists do a fantastic job with the resources available, though it can be challenging when all they have to work with is a grainy flyer from the 1980s! I did have a look into this and am planning to provide 'AI upscaled' machines (in cases where good results can be achieved from the source images) in the arcade simulator project. For more information of my preliminary AI upscaling tests and some general chit chat, see here: And for more information on the arcade simulator project (3D machines / AI upscaled virtual streaming textures (planned, not yet implemented) / VR), see here:
  12. Thanks for (yet another) awesome layout @vectra666 Yeah, that music really stood out to me too @depdawg!
  13. johnparker007

    20201030_100226.jpg

    Nice high res image!
  14. Thanks @Amusements I'm just looking into it a little for the moment, but I may take you up one of your flat PSDs at some point to try some tests with, thanks very much for the offer (As the AI upscaling technique may not work well on some lower res layouts on the bottom glass panel, since it's already heavily vertically 'squashed' for the pseudo-3d perspective of the source MFME layout image). I'm thinking that theoretically once I've 'auto-flattened' an existing MFME layout so it can be used for the 3d panels, I could somehow write something to take a high res flat scan (or flat redraw), and auto map that into place (and potentially auto-lamp it) - giving a much higher fidelity source texture on the existing 3d layout. I've still got a couple of big chunks of work left to do on the converter to auto-flatten and AI upscale the source layouts, but then investigating this idea further might be a cool side-quest, to further enhance the visuals In the 3d engine, whilst the glass panels can be viewed from any angle: ...they are stored internally as perfectly flat:
  15. Ah cool, good to know it's a standard technique Yeah it's a tricky one with the lighting, I tried equalising then tweaking brightness/contrast down, seems to level it out a bit ready for an 'unlit' glass image... but getting the different stitched together parts to have even brightness, that does definitely add more complexity. It's an interesting problem, trying to get back to a evenly lit 1:1 ratio complete 2d scan from a bunch of unevenly lit 3d frames
  16. Hey guys I've just been experimenting with a youtube video, I was able to get this perspective/aspect correct image (as if it were scanned) from a single frame. This was using perspective tool, then scale in just the single axis required to correct aspect ratio... Corrected image: Source image (youtube video frame): I was wondering, is this what you guys sometimes do when getting a layout source image assembled - grab a bunch of these then scale and stitch them together to end up with a 2d video 'scans' of the machine glasses? I was watching 1080p videos of fruit machines on youtube, and it got me thinking that the information for high res layouts is technically there, just in a somewhat painful to extract format!
  17. I had a look at the Jetsons pinball artwork, and I believe you should get incredibly good results following the guide I posted earlier in the thread. The reason being is that it's drawn art, exactly what the waifu2x AI was trained on (manga graphic novels).
  18. As this has kind of morphed away from the original topic of AI upscaling now - I've started a new thread in the Technical section, for updates to the 3D renderer project
  19. Just a little tech tinkering with those upscaled reels and MFME - MFME driving the 3D renderer (the 3D reels are mirroring the MFME 2D reel). It's all very hacked together and laggy, I may be able to fix the slight delay between MFME and 3D engine...
  20. With Unity, it's got a ton of ways of rendering stuff, various pipelines etc. I think a shader may end up being the way to go. So unlike mfme's inbuilt renderer that has dark and light images, it would have say just a large glass 'lamps off' image, and then illuminate areas on that image dynamically with the shader to simulate the individual lamps behind the glass, reels etc. Summats like that anyway
  21. Just for the fun of it, I upscaled a reel from a Tuppenny Nudger style machine from this site, and mapped to a '3d reel' in Unity - original scale on left, upscaled 8x on right
  22. Had a quick go with the green one I found on here out of interest, as I'm still amazed how much it can get out of the source images - some improvements, though it does struggle with the tiny writing on the location squares around the edge of the board: Original Scaled Some more writing: Original Scaled Some 'cards' on the board... Original Scaled Some more writing: Original Scaled
  23. That's already pretty high resolution when I zoomed in!
  24. That was fast! The ink on my guide I just posted hasn't even dried yet Glad you got it going
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