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johnparker007

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3 hours ago, Mort said:

The Vogue cabinets are a thing of beauty, thanks @Spidy21982 for the hard work on these models and of course thanks @johnparker007 for implementing into AS. 
 

SMAA is a welcome addition and i see no performance penalty of note. 


@Spidy21982's cabs really are super awesome :D, and more are coming as I get to the stage of being able to work on those :)  The next ones planned are the ones that do not have (or have minimal) curved button panels (planning 'vantage'/eachway nudger mk2/smiley 2/maybe Genesis variants),  as I learned from my attempts on the Horizon cab, others may be best to wait until I can implement the 3d button solution.  I'm hopeful that I can 'bodge' my way around the Genesis variants for now wrt button panels :) as there's so many games in those...

The new AA (SMAA) - I just had a build check (as I tested before in Editor) - unexpectedly it seems more demanding when a fruit machine is filling most of the screen compared to just looking at the brick wall (I thought it'd be exactly the same) - seems to be around +1% CPU, and +5% GPU on my rig (i5 7600K with 10% overclock, Nvidia 1060 GPU. running at 1080p).  The old effect (FXAA) was less, I think maybe 1-3% GPU, but the new SMAA effect is so much better than the old FXAA approach, I not sure whether I'll even add it back in to be honest, do we want a setting that makes things a bit blurry...


For pure layout sharpness - it is still better to currently actually have the 'Post Process AA' setting off. though then you have jaggies (noticeable on the 'side grooves' when playing a new Spidy Vogue) - with this project I've come to realise just how much Unity doesn't expect you to be rendering high fidelity '2D' textures - it's definitely not the standard use case! :)  I think for now, observing Pook's excellent Indy layout gives the feel we'll should get on many more machines once I can work in the AI upscaling and potentially 'AI sharpening' to the conversion pipeline. I have a bodgy version of the upscaling part I've had working, but it's not great on small lamps... one day these things will all come together a bit more :) 

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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A lot going on with other stuff recently (real life stuff plus some fruit machine database work)... so just going to mop up some layouts I have already built cabinets for as next job:
image.png.45ca77a287c37efe6bec478dee587d8e.png

Some of these may not end up converting at this stage (only started preliminary work), hopefully 80%+ should make it through to a patch... :) 

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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22 minutes ago, woodsy said:

Eek I’ve got two on the mix!!! And @vectra666’s crazy fruits as a£15 jp I’m really really being treated today

Sadly I've had to put Crazy Fruits to one side for much later - as I've not built the BFM LED component yet (which is not a simple task)... hopefully we can get yours through without showstopper issues 🤞:) 

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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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21 minutes ago, johnparker007 said:

Sadly I've had to put Crazy Fruits to one side for much later - as I've not built the BFM LED component yet (which is not a simple task)... hopefully we can get yours through without showstopper issues 🤞:) 

In can live with that ;) 

but it’s going to be a long time before I can get above vecs on the all time leaderboard of AS machines! But every gamble starts with a single credit

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living the dream

 

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  • 2 weeks later...

Quick tech update :)  Been working on automating a (small but repetitive) manual step of the machine building process... still a few kinks to iron out with this optimisation, but working now - here's the first @woodsy machine in the arcade as a test of the new automated step:
image.thumb.png.4997455010a9aab09060c5b17cfee338.png

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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9 hours ago, johnparker007 said:

Quick tech update :)  Been working on automating a (small but repetitive) manual step of the machine building process... still a few kinks to iron out with this optimisation, but working now - here's the first @woodsy machine in the arcade as a test of the new automated step:
image.thumb.png.4997455010a9aab09060c5b17cfee338.png

Nice to see others joining vex’s arcade lol

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Tech update :)  

Unfortunately, I have to put the new machine building on hold (again), and prioritise a new approach to in the internal 'machine library' system.

There are 4 layers of this library for different stages of the machines build processes:
image.png.b34e9974f07e3ec05b1b0139bbf86a6f.png

The issue is that the complexities of these machines with their many components, resources, meshes etc at the multiple levels, is stretching the UnityEditor quite far!  (as currently, these libraries are like the trunk of a tress, that connects to every single lamp, 7 segment display etc of every machine, along with attached scripts etc.

So while this work needed doing at some point, it's now making the Editor almost unusable (this all changed when I had to update Unity versions by a couple of years in order to properly support the video games).

I was going to initially push out the current batch of around ~10 machines and try to work around the problem, then build/optimise the Electra model from Spidy's initial Cinema 4d and make 20+ Electras... and then do this work... but I'm just wasting tons of time here trying to use the Editor while it's struggling with the current system!

So that is the new top priority task - since I can't realistically build more machines in any sane amount of time per machine otherwise (and it needed doing eventually anyway, Unity Editor has just forced my hand now it's running so bad...) :) 

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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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7 minutes ago, woodsy said:

Ah well, I’ve waited this long haha. Thanks for letting us know your plans and the reason why! 

Yeah sorry man I know you've been waiting a while to see yours start coming through!  Whenever I find myself losing time though like I am with this new Machine Library issue... I find it's better to be patient, and put everything on hold to try improve the process - leads to more cabinets overall in the long run over the same time :) 

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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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29 minutes ago, johnparker007 said:

Yeah sorry man I know you've been waiting a while to see yours start coming through!  Whenever I find myself losing time though like I am with this new Machine Library issue... I find it's better to be patient, and put everything on hold to try improve the process - leads to more cabinets overall in the long run over the same time :) 

I totally agree, the work you do is far more important than my vanity! If I understood it I would be only too happy to help!! Hope it goes well 

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living the dream

 

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End of the day, if any new process makes it better, it sounds good to me.

I'm slowly turning into a machine cabinet... machine! 

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For anyone curious, Spa is doing lots of good work on the early incarnation of a  'fruit machine database'.  Just a google sheet for now, as it's quickest way to get something collaborative and free, that is easy to navigate.

Started out as I needed something to try organise info about cabinets/manufacturers/what games go in what cabs etc.  But Spa has really been putting the hours in, we now have links to flyers for the machines building up.  And also this is helping get machines assigned their cabinet model(s), again lots of info learnt from the flyers - cabinet industry names/dimensions etc.

It's an early WIP for now - you can view it here:
https://tinyurl.com/2c5znxzz

(This link is also in my Dif forum signature).

If you're signed into a google account (e.g: if you use gmail/drive), then hovering over the links will show a small preview of the flyer:
image.thumb.png.2c3d8223e3ccfc2aa88ae5a64e297e24.png

Clicking on them takes you to the image on Spa's drive in a new tab.  (This is all a little slow if you're not signed into a google account).

It's growing into a monster of a sheet, so big thanks to @spa for all the time he's putting in, transferring new images/flyers/data etc! :) 

Note: Ctrl+F then type part of a machine name to search through using search box that appears in top-right.

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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Sorry guys, quick update - there is a further layer of side-tracking taking place - as my help is needed for some specific FME work over with the MAME team (related to improvement of MPU4 and probably other techs), which I need to take care of... so the revised plan is now:  do some work for 1-2 weeks to help with MAME FME dev; then back to rewriting the Machine Library system; than after that I can get the current batch of cabs finished, and move onto the JPM Electra.

There's just so much to do, and such limited free time to spend doing it!  That is the updated plan though - we'll get there... :) 

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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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12 minutes ago, johnparker007 said:

Sorry guys, quick update - there is a further layer of side-tracking taking place - as my help is needed for some specific FME work over with the MAME team (related to improvement of MPU4 and probably other techs), which I need to take care of... so the revised plan is now:  do some work for 1-2 weeks to help with MAME FME dev; then back to rewriting the Machine Library system; than after that I can get the current batch of cabs finished, and move onto the JPM Electra.

There's just so much to do, and such limited free time to spend doing it!  That is the updated plan though - we'll get there... :) 

for the uneducated does this mean MAME can emulate fruit machines too? 

living the dream

 

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27 minutes ago, woodsy said:

for the uneducated does this mean MAME can emulate fruit machines too? 

Yes you'd be surprised how well too but the lack of tools makes it hard to contribute check out the impact machines they show not working but they are playable 

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Dr Who timelord has run in mame for years although I tried to get it working recently and the art would not show I'm also conscious that we are creeping away from topic and taking the limelight from Johns Arcade tool is there a mame section to discuss this further on topic?  

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I worked on this stuff years back, and kept a dev log over at @dad's website :) ...a bunch of files from around then got lost to the failed hard drive void lol - had a quick root around though since people are asking, to see if any old vids - did manage to find some early screengrabs of some mfme2mame 'dx' output, though they're quite crude (various minor gfx issues) as these were from early in the project:

image.thumb.png.6924e0239fc49461660968b5e1bf3759.png

image.thumb.png.1761c047c84addf70fc4099bd46c6b66.png

image.thumb.png.6f6a10680aee1aa7bb32c54d03ae4e8c.png

image.thumb.png.8e389869a43e517cd023bfa6156c3836.png

image.thumb.png.a6c448eda9e1ddb36542e2093dcc9eb7.png

image.thumb.png.8322a4c0c156afa3f6ff619b47091a07.png

I think at the end me and @serene02 had a ccTalk DOND machine working in Door Closed mode (this had not been done yet at that time, they only ran in Door Open, but we got a basic implementation of the ccTalk comms hopper working)... so yeah, MAME can actually run DXs :) 

@Spidy21982 This old version of mfme2mame only converts old format layouts from 9.4 though, can't do the new .fml format... so it wouldn't be useful right now, for converting your .fml layouts...

It was an interesting project! :) 

Edit: done some googling, someone posted a tutorial video at the time, this is @serene02's DOND layout running (created in MFME 9,4, running in MAME), however this is an earlier video.  Later on we had new hopper code in a test build of MAME that allowed for Door Closed play... ages all that now! :) 


Edit 2 :)  Just found a few more screengrabs I took, again from quite early so visual bugs like no reel window overlays etc - these are sc1:
image.thumb.png.93ffaa73c86372e394514d67eab50acf.png

image.thumb.png.7a072f3a6abec863d039d0e68180fcd3.png

image.thumb.png.b42644f15d1c3e04d57c1e2a3c6183bf.png

image.thumb.png.8df4cde0b1835a6709b8563cba4b0aec.png

image.thumb.png.3388e6a05057c7c5cebb541e6e5341b9.png

image.thumb.png.23bfcf65960f925b0dd4798e8ee6696f.png

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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