Jump to content

johnparker007

  • Posts

    3,648
  • Joined

  • Last visited

  • Days Won

    167

johnparker007 last won the day on October 11

johnparker007 had the most liked content!

Retained

  • Where did you find out about this site ?
    na

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

johnparker007's Achievements

Ηρωική αφίσα

Ηρωική αφίσα (11/13)

  • Five Years In
  • Four Years In
  • Three Years In
  • Two Years In
  • Followed

Recent Badges

6.8k

Reputation

  1. Having a quick look around, I'm surprised various BlackBox machines don't have classic/DX MFME layouts... There's more games, just some very quick youtube screengrabs of the first few... ROMs are in MAME, would prob also work in MFME since it does run some Blackbox games... Edit for info - games mentioned in the driver, some in MFME, some I couldn't find: Nudge Climber 21 Up Bell Trail The Nudge Machine Upstairs 'N' Downstairs Reel Gambler Double It Spin Up Fire Cracker Crackerjack Fiesta Oranges And Lemons Golden Spin
  2. Currently focused on the path to developing the new art/lighting renderer, so this Full Throttle is a useful layout, as I have the 'real' artwork, plus the DX - allows me to evaluate some of this transform/upscale stuff against ground truth. But things like Blackbox/SRU/Impact/Mpu1/Mpu2/Mpu3/Mpu4/M1a/Sc1/Sc2/Sc4 off the top of my head are close to working enough to be playable via MAME (just some bugs, unemulated elements like ccTalk etc) - definitely some early era stuff in there
  3. Been working more on the Layout Editor, and somewhat got the 'panel' view stuff started - so now a ViewQuad can be set up saved as part of the project, and the de-perspective view created: Need to design more of how this will work, so we can get multiple Views next among other things (currently that single Bottom view is somewhat hardcoded in by name, and there can only be one ViewQuad).
  4. Yeah, I also noticed it seems to have a bit more vibrancy to the colors Always happy to get free unexpected quality wins along the path!
  5. Been working on stuff in the layout editor: - improved zoom in/out - zooms in/out while keeping the position under the mouse cursor anchored. Still a bit janky, as the layout is currently locked to the top-left, where as in Gimp, the image is not. I'll probably replicate this as then the zoom will work better still - started implementing 'ViewQuads'. These are the quadrilaterals that we use on the perspective elements from MFME layouts; mainly rectangluar glass panels, but also buttons for instance are planned for this time around. Just have one view quad for now while it's in development. - view quads have draggable corner handles, and can be relatively quickly aligned to the corners of a perspective panel, then in the vid you see at the end we use a temp menu function to export a 'transformed' view quad image (back to rectangle from perspective). Aspect ratio is off, as I need to start thinking about the cabinet side, as those predefined panels on the cabinet are what the glass panels map to, and the aspect ratio of the output image is derived from there. View quads are loaded/saved with the project (at least this initial test one).
  6. So back on the editor side, I fancied having a fresh go at my 'de-perspective' transform strategy (plus I have to as everything in Oasis is open source and I was using something commercial in original AS ). The 'de-perspective' stuff is how we get from an MFME DX where there is perspective in the image, back to a non-perspective image (so standard glasses are transformed back to rectangles). So we've got one written, and it's actually a little better quality than the original AS one was - so a nice surprise! This will ultimately result in the 3d machine glasses in the new Arcade Sim being a little sharper then the old ones, even before we get into the planned inbuilt AI upscaling, which will help add further clearness in some cases. Arcade Sim (original): Oasis Layout Editor (new): Definitely a bit less blurry, Catmull-Rom bicubic interpolation with cubic pixel clamping for the win! A non-zoomed in area - it's subtle, but it's definitely a little clearer with the new transform algorithm: Arcade Sim (original): Oasis Layout Editor (new):
  7. Plus it probably lasts for what they thought the working life of the machine would be - but then arcade owners just kept them going for decades. I remember there was a couple of old MPU5s in Smithies about 5 years back, no retro angle, just running them into the ground!
  8. Here's some of those perished adhesive foam strips from an old Cashcade - you can see white strips on the floor, plus old residue of strips on the mask/tray interface. I believe when the machine was new, there would be no inter-tray light bleed. But then as the foam perishes (the heat from the lamps probably plays a part in its demise), strips disintegrate and fall away - allowing the light to bleed across to adjacent trays. I'll prob have a slider or something so it can be adjusted between a new machine with perfect foam and no bleed, to a very old machine, with no foam left, and plenty of bleed
  9. I've imported Full Throttle DX - then it seems the reel band values I had for Sc4 were off, so I've fixed those up to marry up with Full Throttle's reels. Something weird going on, as when I got the bottom glass number reel aligned, the top glass number reel is not aligned correctly - could be Oasis bug, could be MAME bug. It's roughly playable for now at least (in Door Open mode until we implement ccTalk in MAME). I think after those initial lamp render tests (where I'm using a single shader to render the artwork+lamps+glows as simple layers - the next stage is getting into having it as individually controllable lamps. This will involve a bunch of steps of the Layout Editor side, to pull out the perspective-removed glass panels to their own views. Then something to initially predict and arrangement for the white plastic lamp trays, with the option to edit that layer as lines/curves with handles. Though hopefully the predicted trays won't be too far off. That then allows for simulation of cross-tray light bleed (usually where the foam tape has perished). I'm thinking then I could convert those tray boundaries to signed distance field data, that a compute shader can work with, so the bleed can all be done on the GPU (rather than having a prebaked illumination for each lamp). It's all a bit bonkers, the idea being there will be a single GPU material instance per glass panel, which will just have a list of current lamp intensities from the emulation - and it will render all of the lighting effects internally in a single draw call on the GPU. This is more complicated to develop, but then it'll be efficient (like original Arcade Sim), which later will be useful for better performance when lots of machines onscreen at once, which is always key. Anyway, enough of that, here's a few credits on sc4 under the Layout Editor
  10. I realised I'd been artificially down-rezzing some of my textures and using non-optimal texture compression, which was giving worse image quality than it should be the previous vids - this is with the correct settings, a little bit cleaner in places (bear in mind I also bodged these masks pretty quick just to make a test glass, a patient artist would be able to do a better job!) Lamps off: Lamps on:
  11. I think there's room for both things on this site If those posts bother you, and you wanted to get fancy, you could always write a chrome plugin that hides posts that contain keywords like gambling/addiction etc.
  12. Another update - I've added in the lamp mask and a yellow tint plus a few misc tweaks
  13. And here's a view of lower down the glass showing the same color glow outlines, but with more different colored outlines on that part of the glass. I suspect I'm going to need to tweak how it does the brightness as the yellow/white look a lot brighter compared to say red. I'll check some youtube vids for reference
  14. I've done a bit more on masked effects - so this is the unmasked colored outlines around text etc - that sometimes then has a second mirror outline. I've also added a small amount of the reflection to the glass in the non-mirrored areas. This will all be user-configurable, as some may prefer not having general glass reflection changing the look of the art
  15. Cherry Master machines can be played in MAME if that's any help:
×
×
  • Create New...