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Tales of the Arabian Nights VP91x3.2FS MOD


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#21 chriz

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Posted 03 April 2012 - 11:20 AM

ddraw=0 helps also with a real DMD, because the DMD is just hidden. try it and check your fps wink.gif

cheers
Chris
 

 


#22 haddonfield

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Posted 03 April 2012 - 11:47 AM

hi there,
As soon there is time I´ll tweak some things for reducing the amount of alpha textures.Think this could help for the weaker PCs and graphic cards.
Also, I`ll fix the ball hang till the end of this week . version 1.0.1 yeah:)
greetz,
haddonfield

#23 Arcade4

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Posted 03 April 2012 - 04:11 PM

QUOTE (chriz @ Apr 3 2012, 06:20 AM) <{POST_SNAPBACK}>
ddraw=0 helps also with a real DMD, because the DMD is just hidden. try it and check your fps wink.gif


Where do we find ddraw?
In the game script?
Windows?
VP settings?
Sorry, I am at work, so I can't hunt for it right now. smile.gif

#24 Zablon

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Posted 03 April 2012 - 04:21 PM

Not so sure about that chris. LW3 after I added the PinDMD has absolutely no stutter, and I made no changes. It's as if the DMD drawing itself and timing with PinMame was causing the stutter. I realize that it's essentially running in the background, but the ddraw change never did anything for me in the past. I don't know that it would make a difference if you aren't even actually drawing.

Dumb question, but those with issues on TOTAN, do you have UVP enabled? Turn it off if you do.

Edited by Zablon, 03 April 2012 - 04:24 PM.


#25 jimmyfingers

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Posted 03 April 2012 - 06:24 PM

I have a pretty substantial and optimized system (GTX 560ti / i5 OC'd to 3.8 GHz), albeit Windows 7 32-bit and not XP, and get a substantial decrease in performance from the standard JP version to this one. The FPS rate has been cut down to about 40% of what I got from the default download of JP's last version - both with no UVP and DMD moved to the 2nd screen. I have tested as well on my development box which is pretty decent as well and confirmed similar findings. So, it is not only stuttering on weaker systems, although, Windows 7 needs a little bit more beef than XP. However, apples to apples with the OS / system the same, there is a considerable increase in demands between the original and this MOD.

It does look great and is appreciated but I think this table in general is one of the toughest to have perform well for VP with alphas because of the amount of curves / control points for the ramps and the amount / length of ramps. From what I can summarily ascertain, it looks like the alpha ramps have been doubled on the left right ramps at least (for the plastic effect I presume) and this will definitely make a somewhat demanding table even more demanding.

It would be great if alpha processing didn't eat so much FPS / fluidity and seems that it, or the freeimage.dll that allows for the .PNG files, is a little friendlier and less consuming under Windows XP from tests I've conducted when adding as few as two or three alpha ramps.

Thanks for the MOD and JP for the permission and the original table. This one is difficult to MOD and keep smooth.

#26 chriz

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Posted 03 April 2012 - 07:24 PM

QUOTE (Arcade4 @ Apr 3 2012, 05:11 PM) <{POST_SNAPBACK}>
QUOTE (chriz @ Apr 3 2012, 06:20 AM) <{POST_SNAPBACK}>
ddraw=0 helps also with a real DMD, because the DMD is just hidden. try it and check your fps wink.gif


Where do we find ddraw?
In the game script?
Windows?
VP settings?
Sorry, I am at work, so I can't hunt for it right now. smile.gif


it's in the pinmame registry. start "regedit" and search for "freeware" (thats the pinmame registry folder). then go to the desired rom and change ddraw=1 to ddraw=0

gives a boost of 50-100 fps+ (hit F11 during vp gameplay for fps)

cheers
Chris
 

 


#27 htamas

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Posted 03 April 2012 - 07:37 PM

QUOTE (chriz @ Apr 3 2012, 12:24 PM) <{POST_SNAPBACK}>
it's in the pinmame registry. start "regedit" and search for "freeware" (thats the pinmame registry folder). then go to the desired rom and change ddraw=1 to ddraw=0

gives a boost of 50-100 fps+ (hit F11 during vp gameplay for fps)

Is there any disadvantage or negative effect of doing this? One would think direct draw is used for a reason, not to decrease performance smile.gif

#28 DominoNL

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Posted 03 April 2012 - 07:44 PM

Great table, plays lovely, but there are some bugs.

Besides the noted stuck-ball bug, It also seems to be impossible to hit the 3rd skillshot hole. If I shoot at full power, it only reaches for the middle hole.

Other than that, KUTGW! Worship.gif otvclap.gif

#29 settingsons

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Posted 03 April 2012 - 08:17 PM

QUOTE (htamas @ Apr 3 2012, 07:37 PM) <{POST_SNAPBACK}>
QUOTE (chriz @ Apr 3 2012, 12:24 PM) <{POST_SNAPBACK}>
it's in the pinmame registry. start "regedit" and search for "freeware" (thats the pinmame registry folder). then go to the desired rom and change ddraw=1 to ddraw=0

gives a boost of 50-100 fps+ (hit F11 during vp gameplay for fps)

Is there any disadvantage or negative effect of doing this? One would think direct draw is used for a reason, not to decrease performance smile.gif

You can find more info on the ddraw here:
ddraw boost

I think it uses a differnent implementation to draw the DMD and for many it boosts FPS in a multi-screen setup by being turned off. The window is less resizable but if you set your DMD to a low resolution such sd 640 x 480 you should be able to resize it as needed. Other tweaks to improve performance are set Backglass monitor to 16-bit, DMD to 16-bit, play with lamptimer either by increasing interval (maybe even decreasing may help), set sound to 16000hz (from chriz), and if using UVP use an affinty setting program to assign VP and UVP to separate cores.

Also disable as many Windows XP services as possible (I have only 5-6 running - most are useless to a pincab), turn off virtual memory - 3.5gb of ram is plenty and you don't want the PC using the harddrive for VM), disable firewalls, internet, virus checkers.

Differnent things work for different people but only experimenting will lead to positive results. smile.gif

Edited by settingsons, 03 April 2012 - 08:24 PM.


#30 Kret_mole

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Posted 03 April 2012 - 08:57 PM

QUOTE (DominoNL @ Apr 3 2012, 08:44 PM) <{POST_SNAPBACK}>
Great table, plays lovely, but there are some bugs.

Besides the noted stuck-ball bug, It also seems to be impossible to hit the 3rd skillshot hole. If I shoot at full power, it only reaches for the middle hole.


Yeah I`ve noticed that as well, but it`s possible to reach that third skillshot hole, you just need to use full power and front nudge just after you relase the plunger, if you time it right you`ll have the ball in the third hole. Works for me and I kinda like it the way it is, a bit more challanging.


#31 Arcade4

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Posted 03 April 2012 - 09:24 PM

I have only played one game so far and while the ball no longer kicks out of the Bazaar to the left flipper it now dribbles out to the right slingshot. It should kick out with more force to the right flipper.
Just something else to add to the fix list at some point.

Edited by Arcade4, 03 April 2012 - 09:25 PM.


#32 Aaron James

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Posted 03 April 2012 - 09:34 PM

lol...all these problems with the mod, he's never gonna wanna do a mod ever again! lol.

I hope none of us scare him off...cause he did a great job smile.gif

vpsig.jpg


#33 DominoNL

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Posted 03 April 2012 - 09:44 PM

QUOTE (Aaron James @ Apr 3 2012, 10:34 PM) <{POST_SNAPBACK}>
lol...all these problems with the mod, he's never gonna wanna do a mod ever again! lol.

I hope none of us scare him off...cause he did a great job smile.gif


Nah, the comments might seem a bit harsh, but I think everyone is just trying to add their 2 cents in this pin trying to make it near-perfect, and not to scare him off!

#34 Arcade4

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Posted 03 April 2012 - 09:50 PM

True.
If no one ever says anything then little progress will be made.
For his first mod, this thing is spectacular.
I don't think anybody is complaining.

Edited by Arcade4, 03 April 2012 - 09:50 PM.


#35 Kret_mole

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Posted 04 April 2012 - 06:03 PM

There are just some litle issues nothing serious and I think it`s preatty clear that everyone saying about them loves the table, it`s really an incredible job Thanksa lot Haddonfield there`s a beer in my frige for you ;]

#36 thewool

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Posted 04 April 2012 - 06:07 PM

This type of respectful constructive debate is healthy. Folks are trying to solve the issues which means the author simply has to implement the solutions if identified.

Corker of a table, even my wife likes it (and that's saying something!!!)

#37 netdefilr

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Posted 05 April 2012 - 12:34 PM

Great looking table. I got the ball stuck every time I played. Can't wait to play this again.

#38 haddonfield

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Posted 09 April 2012 - 01:24 AM

hi there,
thanks 4 your report what`s all wrong with the mod. I`ll fix as soon as there is time. I`m in contact with grizz right now and he has beautiful new pf (great job!) which I´ll put in there too!Also he made me my totan avatar biggrin.gif Damn, I´m really busy right now. But there will be an upcoming version till may or june I think (in fact that gfx tweaking in vp is a timekiller) blink.gif

A short recap

- ball stuck on the left
- the plunger is too weak
- graphics of the pf are a little blury
- too much alpha for the slower machines
- Bazaar popout is too weak

did I forget something?



greetz,
haddonfield


#39 chriz

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Posted 09 April 2012 - 08:39 AM

maybe you can make the ramps a little more "round" on the edges... like with a bit more anti aliasing.

cheers
Chris
 

 


#40 Kret_mole

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Posted 09 April 2012 - 10:54 AM

Can`t wait to see your update, most of this things are just little and the table works ok on my machine, exept that ball getting stuck, I`ve managed to stuck 2 balls in there during multiball biggrin.gif that made me stop plaing your mod until update, but the table looks incredible I love it. I`d be likely to help you on this one if I could, but I know know much about making a VP tables yet, I could do some graphics but you did exelent on your own already and you have better ones to help you as well. Well I guess I just have to wait until june or may smile.gif