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johnparker007

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23 minutes ago, serene02 said:

Ah man, I got a htc vive elite cosmos v2 here you could have borrowed from young jaye.  He never uses it.  Though I could use it to help with any testing ;)

J

That's v kind, thanks man :) ...and if you still have it in like 12-18 months (when I think I can actually start looking at the AS VR), I'd definitely be up for trying it to iron out Vive bugs, once it's working good on the Quest 2 via PC link. 

Though to be honest, it's probably worked out better this way, I'd be mortified if I'd scratched young Jaye's lenses! :)

I'd seen these places that will make prescription VR lenses for the headset, I will probably go that route - so for now it's back in its box until I can sort that out.  From what I did see though, it was bloody amazing :D  Will be very cool being actually inside the arcades, looking around, playing machines, watching others play, having voice chats... it's all very immersive. 

My first run-ins with VR were dev kit 2, and then a GearVR (which I made a casual Rugby minigame for).  Back then I think I was probably wearing very scratched glasses anyway, but these ones I'm wearing now are only a month old - bloomin' typical!

I do think the technology is really impressive... though I think it has a fair way to go (along with the parallel miniaturisation of more of the related commodity electronics; batteries etc) before this stuff becomes mainstream (to the level mobile smartphones have become mainstream).  Also, I wonder if the mature ones will ultimately be more of a 'projector' housed in a standard eyeglasses formfactor that project onto the retina - the current approach is always going to be pretty bulky; fresnel lenses and high pixel density displays.

It did occur to me upon taking the headset off, and being met with my untidy bedroom with clothes scattered on the floor, that it would be great to have a 3d scan of my bedroom when it's really clean and tidy.  Then instead of tidying up in future, I can just put the headset on and run the 'tidy bedroom' environment :) 

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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, Altharic said:

There is a new MAME out however MPU1 does not seem to be in it?

MPU1 didn't make it unfortunately, Vas (the guy reviewing most of the pull requests) was busy this month and simply didn't have time to check all of them. Just how things go on volunteer projects sometimes, should be in next month though. If anybody wants it right now then I can just put a build that has it somewhere myself :)

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Been looking at more text reel stuff - can now just about play the (slightly unusual) Graffiti using MAME internal layout:

 

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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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39 minutes ago, johnparker007 said:

Been looking at more text reel stuff - can now just about play the (slightly unusual) Graffiti using MAME internal layout:

 

Lookin' fine if you ask me. The layout of the lights and everything makes sense... neat! I suspect once you establish a connection between Arcade Simulator and MAME's fruit machines you'll be switching everything over to be 100% MAME.

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10 minutes ago, bionic_beast said:

Lookin' fine if you ask me. The layout of the lights and everything makes sense... neat! I suspect once you establish a connection between Arcade Simulator and MAME's fruit machines you'll be switching everything over to be 100% MAME.

Plan is to keep MFME compatibility also, but use MAME for a new 2nd test arcade inside Arcade Sim, and that one will be populated with MAME-driven machines... so can ultimately base multiplayer/ram-saves/instant startups on save states, and potentially also do cross platform later.

[ 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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Added boxed symbols from my old text reel symbol representations:

This highlights an issue that it seems that different chr chips might have been in use for different ROM revisions - a little confused at present :) This works for m4sunsetd, which is 2.0... but B25 1.2 seems different, as again does BSB 0.3/BSB 0.4, as again does BS__ 1.1/BS__ 1.0... which as again does SB__ 1.1/SB__ 1.0, which finally as again does SBU 2.0 (the one shown in the video above).

Will need to run these different ROMs through MFME to sanity check this... perhaps they were for different physical cabinets (and so different lamp wiring)... or something.

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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46 minutes ago, serene02 said:

Yeah usually each revision on these Barcrests will have a different CHR.

So a version v1.4will have a different CHR to a v2.0.  Same with the BWB games on MPU4 I imagine.

J

Thanks that's good to know :) 

The idea is to get all the MPU4 ROM variants per game running with correct descrambled lamps (this MAME work is turning into a massive job) - at least it's only MPU4 that has this lamp scrambling... I'm not getting into different stake/prize decals at this stage... that's a whole other rabbit hole!

[ 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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Set up a non-MPU4, as I'd been alerted to it having some additional thick red stripes behind some fruit symbols.  Added them in, though lots not working (clickable buttons, coin input mech, reel alignments, some hold button lamps) as I've not done all the set up/bug hunting for JPM Impact yet. 

 

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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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Got chance to do a bit more with the JPM Impact building:

Correctly aligned 12 & 16 symbol reels, clickable buttons, clickable coinslot (hardcode to £1 for now). The hold buttons don't light correctly for holds but they do for Hi/Lo, will need to be checked out.

 

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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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34 minutes ago, Altharic said:

Great news, and great work by @SomeRandomGuy :)  

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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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5 hours ago, Altharic said:
4 hours ago, johnparker007 said:

Great news, and great work by @SomeRandomGuy :)  

Finally got it through! Looks like the backlogged SRU Lite a Line is up next now. Good work with the layouts as always :) I've been slowly figuring out bits of Black Box hardware as well - haven't started on the driver yet, but work is underway.

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On 06/08/2022 at 20:29, SomeRandomGuy said:

Finally got it through! Looks like the backlogged SRU Lite a Line is up next now. Good work with the layouts as always :) I've been slowly figuring out bits of Black Box hardware as well - haven't started on the driver yet, but work is underway.

You mean this one HERE

:D

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Had a read of the mame source and the sound hardware is just unknown.

Quote

/* sound hardware */

Source

Unless someone has information about the sound used this will be mute for quite some time in mame if anyone still has access to  a machine maybe taking some close up photos of the boards may help although if they have the names scratched off the chips that will not help :(

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