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johnparker007

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1 hour ago, vectra666 said:

Is this that dodgy twat we’ve tried banned from Facebook 

off to Facebook to search and report it

Sorry, there was additional info from @Amusements - 

It seems that they must of had complaints already, as their FB and Youtube accounts are closed.

fruitmachineemulation.com

So there is no FB page apparently. 

These Arcade collection sellers are almost as old as arcade emulation itself to be honest, I don't think you'll ever manage to get rid of them, only make it slightly inconvenient for them... Had the same in the Pinball scene, a lot of talented 'table builders' getting peeved that their hard work was ended up on eBay DVDs etc.

[ 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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@nails That won't really make any difference, nothing will really.  There's always going people that simply don't mind paying for a full setup.   I've paid for emu discs in the past.  Mame, Visual Pinball, full rom discs, there's no real difference.  That's why I don't mind my layouts being uploaded to archive.org.  At least it's being offered for free.

J

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Small tech update:

- more scraping of new components/data used for classic layouts implemented in the extractor.  Things like text strings, button colors, old style non-dx buttons, labels, frames, etc.  Still need to implement scraping on config pages per tech.  Here's the example MPU4 Adders & Ladders text layout text dump (generally human-readable format).

CLASSICClassicAddersAndLadders(Barcrest).zip

This stuff will be used directly in AS for a future feature that should allow playing classic layouts on a retro style PC.  Also indirectly to help with configuring per machine settings within the MAME drivers per tech.  Also rewriting the old mfme2mame project code for generating internal layout and specifically 'debug layouts', which show which lights from the matrix are wired up, clickable button matrix etc - here's an example of one of the old ones, missing some stuff, not currently booting since regressions) from the original project (only can generate from pre-fml layouts):
image.thumb.png.9230f3db7d35e53085131bf68e3b653c.png

Current focus is on MPU4.

Not very exciting updates at the mo, but work is still happening, just not directly on AS project at this stage! :) 

Also, may be moving away from using libRetro cores for the video game emulation and future new version of MAME-based FME... pending further research later down the line.

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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20 minutes ago, Altharic said:

Just had a play with the latest mame git loads more boot now for mpu4

Also @SomeRandomGuy has done a massive amount of work on JPM SRU tech, there are machines booting for that (I couldn't see MFME classic layouts on that tech much to make internal test layouts though, as part of the dev support work I'm doing).

James is currently doing something with Bwb MPU4 as well, so MPU4 getting a good amount of work at the mo :) Also, you should find a lot of Impact tech now are working from James/David work a little while back.  There have been regressions though as machines/techs I did layout/emu dev work on years ago that definitely worked, now do not work.

[ 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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15 minutes ago, Altharic said:

If SRU is in System80 shouldn't be too hard for them very similar tech

There is some provisional 'skeleton' driver code, looks like I also did some internal layouts way back when:

https://github.com/mamedev/mame/blob/master/src/mame/drivers/jpms80.cpp

Edited by johnparker007

[ 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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1 hour ago, Altharic said:

There are service manuals for system80 and mps wonder if they ever had eyes on them?

The main thing that we are short of is motivated coders with the various skillsets to be able to develop emulation drivers at present, who are also interested in reverse engineering specifically fruit machines; it's just not a common combination! :) 

[ 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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1 hour ago, Altharic said:

Its always was a shame that MFME was closed source there were things fixed in MFME that are still broken in MAME eg Sidewinder is mute in MAME works in MFME 

Yes, there is a lot of work (years) left to do - but I do want to see AS do cross-platform, and also save-states, if I/others can do the additional code to get them stable in MAME... otherwise multiplayer is going to be scuppered on newer techs, due to on/off alarms.  Also the 'turbo' startup feature will still be slow when running natively on a VR headset/android so again, save states are needed really... 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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2 hours ago, johnparker007 said:

Yes, there is a lot of work (years) left to do - but I do want to see AS do cross-platform, and also save-states, if I/others can do the additional code to get them stable in MAME... otherwise multiplayer is going to be scuppered on newer techs, due to on/off alarms.  Also the 'turbo' startup feature will still be slow when running natively on a VR headset/android so again, save states are needed really... we'll get there :) 

This is the problem in FME everyone was too scared to assist anyone that come forward that could  code were treated hands away in case they upset the one monopolist coder, I really don't think anyone that could have helped is still in the 'scene' people were quite impolitely asked to step back and never return because the mob wanted a new MFME.

Project Amber for example soon as that got somewhere and could run anything a new MFME was released, no one was ever sure what happened to the other Epoch emulator by killcrazy again made obsolete by a new MFME.

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2 hours ago, serene02 said:

@Altharic None of those were open source either to be fair.

It is a shame but we still have the amazing mfme that pretty emulates everything we could ever wish for.

J

For now it does this is what makes the MAME thing exciting without any updates of any emulator FME will slow to a stop least this way it continues in some form

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You would be surprised what MAME is able to play now I'd say most of Impact runs, mpu4 video is running and more recently MPU4 reeled games, add to that SRU, scorpion 2 it will get there there has been a Dr Who layout in it for years biggest problem with MAME is the creation of .lay files there are no tools.

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4 hours ago, Altharic said:

There is a version of MFME that has been patched to output an uncompressed .fml file I suppose if you had the knowledge you could make some form of converter that would output the .lay files MAME needs together with the exported lamps.

I've investigated this previously, for the moment, I am sticking with using my internal Arcade Simulator method, it's very flakey and takes over the whole machine (as it remote controls MFME and screen-scrapes) - so it can crash, or desync and start move files around on the desktop etc!  But, it does work with MFME 20.1, as it was developed for making the Arcade Sim machines.  But it's too dangerous to release (it could literally delete random files if it goes wrong etc), and is completely tied in with the whole AS project, which is around 60gb and will grow further - so it's not a workable solution for public use.
image.png.3807f194b59924f3a249c84066837775.png

This is only one of the main dirs - there's lots of support dirs, the way AS is structured, there's a lot of data involved, which is linked in.  It's architected how commercial mobile/console scale games are done, rather than a small standalone lib, due to that being the top priority.

I may do this properly one day as a standalone project (working with Delphi enthusiasts to track down a specific version of a lib so make a true standalone extractor so then a new editor could be made that would save out to various formats, that could then be safe for public use, and not a part of AS, but it's an awful lot of work and risk, as some information will be really grotty to decode, even though the format is cracked (I had previously suspected it was an arcane Delphi compression format, which was confirmed by user SomeRandomGuy - it also has a password which he'd worked around with some jank - but then that approach was unstable, due to probably needing to match the exact ancient version of the compression lib.  But then it was quicker to crack MFME to save out bypassing the Delphi compression lib - which was great to allow investigation of the data stream.

Example of reading the simple header info, this is fixed before it shifts to deserialization that would require reverse-engineering:
image.png.27d3cddb6372a0e7044c1f65f23f11b3.png

It's one of the many things that is feasible, but the time can't be justified at present, at least not for me.  I am helping out on MAME stuff, then I'm eventually back to AS stuff, where I need to work on fixing issues that came with updating Unity version, then after that get onto building more of Spidy's models into things that can be used in AS, then extracting/building more machines, multiplayer, cross-platform video/fruits via MAME, and the list of features goes on and on... I got literally many years of work lined up :) ... so the standalone Fml extractor will only happen if someone else has the time and skillset to write it.

As part of my Classic extraction I've been porting/rewriting the old mfme2mame code that didn't get lost as a component in AS internal automation toolset, this is a WIP of conversion from v20.1 FML -> .lay (just some lamps with bugs and labels)
image.thumb.png.30c3d91b2edd79e85c379709f3b94c93.png

Edited by johnparker007
  • Like 4

[ 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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