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johnparker007

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7 minutes ago, wearecity said:

Wow, what an update this is.

Looks incredible.

I managed to play several arcade games for much longer than intended, with my Xbox one pad, without an issue.

I'm not seeing any attract modes on the arcade games screens, (the fruit machines are doing attract mode), as I'm walking around. Also did I see something about hearing arcade sounds, while playing fruit machines, I'm not hearing any myself.

Have I missed something, or is this how it's meant to be?

As for the multiple credits, perhaps, some of the coin mechs are very sensitive and it thinks, people are entering multiple coins.

On older MFME versions, ACE Sys 1 machines, like Pound Sterling etc, used to alarm, because it would think more than one coin was being inserted, even though you were only pushing 0 once. You used to have to jab 0 quickly, with the tip of your finger.

Thanks for letting us know it works with the Xbox one pad :)  

For the attract videos videos/audio:  Enable them from Settings > Graphics > Attract Videos - you will then need to exit the arcade and reload it to see/hear the attract videos

(the attract videos require a more modern CPU, so if it runs poorly once they're enabled, you can disable again and reload the arcade for the change to take effect)

I think the guys above were saying it's actually starting 2 player games for them - hopefully get to the bottom of it! :) 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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19 minutes ago, johnparker007 said:

Thanks for letting us know it works with the Xbox one pad :)  

For the attract videos videos/audio:  Enable them from Settings > Graphics > Attract Videos - you will then need to exit the arcade and reload it to see/hear the attract videos

(the attract videos require a more modern CPU, so if it runs poorly once they're enabled, you can disable again and reload the arcade for the change to take effect)

I think the guys above were saying it's actually starting 2 player games for them - hopefully get to the bottom of it! :) 

DOH!

I never saw the scroll bar in the graphic settings, so never saw that setting, all loaded fine. I have a Core i9-10850K processor, so no problem for performance.

Edited by wearecity
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Looks really good!

I dont seem to have any options to turn on videos attracts.

Be great to beable to handpick and build our own :)

Keep up the good work!

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10 hours ago, spa said:

Scratch that! I was trying settings in the main menu, not in the arcade menu!

Glad you found the setting, the settings system will get an overhaul at some point, it's a bit flakey right now! (you have to reload the arcade after enabling the Attract Videos setting, but it doesn't tell you/automate it - I'll sort this in the future...):) 

9 hours ago, shaun2097 said:

Downloads latest patch.....jaw hits floor!

im lost for words...there is almost a tear in my eyes...

so much emotion

Thank YOU! @johnparker007

:)

You're welcome, glad you're enjoying it man :) 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Here's my single player pusher, similar to the magic 7 one much earlier in this thread.

You can have this if you think it may be useful too you down the line?

DSC_0658.JPG

DSC_0659.JPG

DSC_0660.JPG

DSC_0661.JPG

DSC_0662.JPG

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5 hours ago, spa said:

Here's my single player pusher, similar to the magic 7 one much earlier in this thread.

You can have this if you think it may be useful too you down the line?

DSC_0658.JPG

DSC_0659.JPG

DSC_0660.JPG

DSC_0661.JPG

DSC_0662.JPG

Bruh, this project's already nuts with the addition of arcade games, adding in coin pushers would be downright ridiculous! Especially with how much memory simulated ones can take if the coins are a 1 to 1 scale with the real ones, there would be so many entities that even the most basic-looking coin pushers could lag a computer!

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10 hours ago, bionic_beast said:

Bruh, this project's already nuts with the addition of arcade games, adding in coin pushers would be downright ridiculous! Especially with how much memory simulated ones can take if the coins are a 1 to 1 scale with the real ones, there would be so many entities that even the most basic-looking coin pushers could lag a computer!

Only added photos of it as John said he wants them in down the line. He took a liking to the magic 7 photos so if he can make use of this, it's his for free.

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Hiya @spa - big thanks for your kind donation, your Test Pilot cabinet photos/measurements, and also the offer of the coin pusher machine!

The current plan is that I have various finishing up work to do on this first pass of the basic video games which will probably take a few more weeks (non-video attract modes with sound, perhaps getting latest MAME working etc).  After that, I am going back to fruit machines, using @Spidy21982's excellent models he has been making in Cinema4D.  I did think I'd be able to do the video games in a month just after Christmas, and be back on the fruits by early February... but then it's been more complicated than I originally thought - definitely getting there now though :) 

The offer of the coin pusher is very generous, for now though I think I should be ok, but thanks very much, it's really appreciated :)  I do have a plan for the coin pushers, though it's going to be a little tricky for people with significantly older CPUs.... as I'd like to make pushers that have the correct scale/amount of coins.  It's a demanding thing to simulate, due to the physics... but as @serene02 said above, that is my plan, that the coin pushers apart from the one you are playing, will be 'baked'... so they won't cost any physics calculations.  The bakes will be generated from the previous pusher coins state, so they will show the 'live' state of the pusher (so you could visually choose one whilst walking around that has a good overhang/prize near the edge etc).  But for each shelf, all the coins will be joined together as a single mesh (containing all coins, as if they were 'glued together'), so it should be quite efficient to draw.  Then when you press enter, to engage with a pusher, it will switch over to live physics.  This will need some experimentation as to how I can best do this, further down the line when I come to properly work on these new coin pusher machines.

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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Hey John, is it possible that you could add a JPM machine to your to do list.

It’s a JPM machine in the Vogue cabinet running on Impact tech, the game is a complete classic machine from the 90’s.  Money Talks ;)   I know you are busy mate but if you could pop in on the fruit machine list that would be appreciated ;)

J

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Monopoly 60th is another very good Impact, as is Snakes & Ladders. But for me Money Talks is my fav on that tech.

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18 hours ago, serene02 said:

A lot of these JPMs are classics.   I used to love Indy when that first came out.

J

Oh yes! Would be a great sight seeing them in a row :D

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@serene02 @spa I've added those to the requests sheet, checked the ones I have from Legacy section, and they look like candidates (no obvious conversion issues, have permission from layout artists).

I'll probably go through and convert as many new Vogues as can be done with the present process, once I've adapted Spidey's much improved Vogue cabinet to replace the existing one :) 
 

4 hours ago, spa said:

Just to add, a small request. Could we set our own keys for the arcade games down the line?

There's a bunch of work to do later to develop a much more fully featured input config/control system, and that will have the option to define custom key/joypad mappings, at a global level (affecting all machines), and also on a per machine basis (to override for a particular machine).  It will be a while yet though... :) 

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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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3 minutes ago, johnparker007 said:

@serene02 @spa I've added those to the requests sheet, checked the ones I have from Legacy section, and they look like candidates (no obvious conversion issues, have permission from layout artists).

I'll probably go through and convert as many new Vogues as can be done with the present process, once I've adapted Spidey's much improved Vogue cabinet to replace the existing one :) 
 

There's a bunch of work to do later to develop a much more fully featured input config/control system, and that will have the option to define custom key/joypad mappings, at a global level (affecting all machines), and also on a per machine basis (to override for a particular machine).  It will be a while yet though... :) 

if you can get any of my layouts in there then I’ll be like a kid on Xmas eve hyped up on sugar who’s parents win the lotto the day before!! But obviously when you get the chance and not before! Bloody amazing stuff

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living the dream

 

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5 hours ago, spa said:

Just to add, a small request. Could we set our own keys for the arcade games down the line?

Off the top of my head I believe you can by using the "J" key to pull up the mame  options menu,  and using the q and a keys to move up and down the menu and "B" as the selection button, go to the "inputs for this game setting" , press "b" then highlight the buttons you wish to configure , press "b" to  configure each button, and press the new key for each button you wish to configure when it asks , once done press "j" to exit back to the game...  not sure if it saves the information or if you have to do it each time though.

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