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johnparker007

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5 minutes ago, wolf676 said:

the roms were once bulk added years ago to MAME, so every FME ROM that surfaced in the last years is missing in MAME today, since nobody added them.

 

Yeah I have talked about this with David many moons ago, there was a large collection they used.

I'd not thought about this, but this will be a real preservation push!  As while I'm currently just running this for the 'selected' layout per Dif Legacy Section game folder (the one autochosen as best candidate to make a MAME internal classic for debugging/playtesting)... I can run it again, but for all the layouts...

So I should be able to generate some kind of spreadsheet/csv, that will list every missing ROM from the dif legacy section, along with various stuff like its tech platform, DIP settings, name, manufacturer etc - along with the zipped ROMset and sound ROMs.

I'll have to talk to the MAME guys about how best to get all these in - there's always more work haha! :) 

Once they're officially in, I can do a second pass, to generate their internal classic layouts.

Edited by johnparker007
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[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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, Altharic said:

If you rebuilt the mame set from the fruit machine dat and used remove source files using clrmame what is left would be what isn't in mame.

thats right, but that way you would have all the problematic ROMs on the list again, that were eliminated by Haze in the process when adding them to MAME, bad dumps, empty ones, half dumped, wrong format, hacked texts, hacked to run in MFME and ROMs that didn't come from fruit machines ;) 

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17 minutes ago, Altharic said:

If you rebuilt the mame set from the fruit machine dat and used remove source files using clrmame what is left would be what isn't in mame.

Does the fruit machine dat have muchother info per ROM, such as Manufacturer, Platform (MPU3/Scorpion 4/etc?)

For ones that are not emulated by MFME (ie in the legacy section as part of a working layout) this could be super useful, as the emulation bugs can be ultimately worked out in MAME to get them running (with exception of maybe some MPU6/Scorp 6 protection stuff).

For the ones with layouts, there's more that I can pull over (damn only realising now, I've got to doo all the scraper work for these per tech Config pages yet!):
image.png.651fc92ce61a137864f513efad515943.png
Which are then useful for the MAME driver, e.g: for MPU4, these settings lead to which sub-driver they end up in, or inform setting up of 'traits'.

[ 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
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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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I think for now just doing this based on the legacy section will be a good stage in the process, the only thing it won't protect against is:

1 hour ago, wolf676 said:

...hacked texts, hacked to run in MFME...

Hacked texts might be obvious ("JOHN PRESENTS ADDERS & LADDERS" etc) though would still need to be checked by a human... roms hacked to run in MFME, not so obvious.

I need to do all this work anyway, I'll check in with David when I need to talk to him about all this stuff in general, see what he reckon is best :) 

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[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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:

Does the fruit machine dat have muchother info per ROM, such as Manufacturer, Platform (MPU3/Scorpion 4/etc?)

For ones that are not emulated by MFME (ie in the legacy section as part of a working layout) this could be super useful, as the emulation bugs can be ultimately worked out in MAME to get them running (with exception of maybe some MPU6/Scorp 6 protection stuff).

For the ones with layouts, there's more that I can pull over (damn only realising now, I've got to doo all the scraper work for these per tech Config pages yet!):
image.png.651fc92ce61a137864f513efad515943.png
Which are then useful for the MAME driver, e.g: for MPU4, these settings lead to which sub-driver they end up in, or inform setting up of 'traits'.

Nice progress as always, cool to see SRU in action :). Talking to David about it is definitely the way to go here, some of the drivers were last updated a long while ago, so things are bound to be out of date.

Haven't had much time the last few days to work on things, but finally managed to find some. Looking at Golden Spin now and seems it does just about everything slightly differently compared to the usual games, though that might have been the case for Bellfruit's original club machines as well. The code not being easy to follow in places doesn't help much either. Slowly figuring things out now, made some good progress but I still haven't found where the start button is :D

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1 hour ago, SomeRandomGuy said:

Nice progress as always, cool to see SRU in action :). Talking to David about it is definitely the way to go here, some of the drivers were last updated a long while ago, so things are bound to be out of date.

Haven't had much time the last few days to work on things, but finally managed to find some. Looking at Golden Spin now and seems it does just about everything slightly differently compared to the usual games, though that might have been the case for Bellfruit's original club machines as well. The code not being easy to follow in places doesn't help much either. Slowly figuring things out now, made some good progress but I still haven't found where the start button is :D

You're doing amazing work man! :) I'll def check in with David about the new ROMs - they're spread across the platforms, but I noticed a large showing of MPU5 games...

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
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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 hours ago, johnparker007 said:

but I noticed a large showing of MPU5 games...

In MFME the MPU5 ROMs were byte shuffled (hi/lo pairs) and merged to one file called *.hex

In MAME the ROMs are stored how they were found on the PCB, in 512kb files.

You can convert them in both directions, tools (byteshuf+gnu split) attached:

MFME to MAME:
byteshuf -u rom.hex rom.1h rom.2h
split --bytes=524288 rom.1h 1
split --bytes=524288 rom.2h 2

MAME to MFME:
byteshuf -s a a4__sjk1.2_1 a4__sjk1.2_2
byteshuf -s b a4__sj1.1_3 a4__sj1.1_4
copy /b a+b rom.hex

tools.zip

Edited by wolf676
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2 hours ago, wolf676 said:

In MFME the MPU5 ROMs were byte shuffled (hi/lo pairs) and merged to one file called *.hex

In MAME the ROMs are stored how they were found on the PCB, in 512kb files.

You can convert them in both directions, tools (byteshuf+gnu split) attached:

MFME to MAME:
byteshuf -u rom.hex rom.1h rom.2h
split --bytes=524288 rom.1h 1
split --bytes=524288 rom.2h 2

MAME to MFME:
byteshuf -s a a4__sjk1.2_1 a4__sjk1.2_2
byteshuf -s b a4__sj1.1_3 a4__sj1.1_4
copy /b a+b rom.hex

tools.zip 40.86 kB · 1 download

Thanks, that's great info!  :D  

Also it does explain what's going with MPU5, in the second chart here... though it does have some matches, I'll see about batch-fixing these hacked MFME ROMs to be the original data, and regenerate the charts, hopefully MPU5 will then be looking a lot better :) 


image.thumb.png.b1689b0f906a1343b0d3192449c6fc95.png

 

image.thumb.png.9f1c5bb1e27143b78b319a2d5a9b52b6.png

A small number of the MPU5 games have matched, even before doing the byte shuffle, these are:
Barcrest    Austin Powers (Barcrest)
Barcrest    Bonkers (Barcrest - Red Gaming)
Barcrest    Elvis Gold Rush (Barcrest)
Barcrest    Elvis Red Hot Roll (Barcrest)
Barcrest    Elvis Super Streak (Barcrest)
Barcrest    Horn Of Plenty (Barcrest)
Barcrest    Hot Rocks (Barcrest)
Barcrest    Run For Your Money Club (Barcrest) [c]
Barcrest    Seven Deadly Spins (Barcrest)
Barcrest    Spinsation (Barcrest)
Barcrest    Squids In (Barcrest)
BWB    Magic Carpet (BWB)
BWB    Reel Thunder (BWB)
Empire    Bonanza Club (Empire) [c]
Empire    Hot Shots (Empire)
Red Gaming    Aftershock (Red Gaming)
Red Gaming    Demon Streak (Red Gaming)
Red Gaming    Fruits U Sir (Red Gaming)
Red Gaming    Funfair (Red Gaming)
Red Gaming    Hypalinx (Red Gaming)
Red Gaming    Jewel Strike (Red Gaming)
Red Gaming    Lock 'n' Load (Red Gaming)
Red Gaming    Lock 'n' Load Club (Red Gaming) [c]
Red Gaming    Nitro (Red Gaming)
Red Gaming    Paint The Town Red (Red Gaming)
Red Gaming    Rainbow Runner (Red Gaming)
Red Gaming    Rampage (Red Gaming)
Red Gaming    Red Dwarf (Red Gaming)
Red Gaming    Red X (Red Gaming)
Red Gaming    Take Two (Red Gaming)
Red Gaming    Top Dollar (Red Gaming)
Red Gaming    Zig Zag (Red Gaming)
Vivid    Car Wash (Vivid)
Vivid    Connect 4 (Vivid)
Vivid    Magnificent 7's (Vivid)
Vivid    Manic Streak Features (Vivid)
Vivid    Raise The Roof (Vivid)

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
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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 minute ago, wolf676 said:

Older MFME versions (until 9.4?) needed the MPU5 ROMs in one file, in MFME 20.1 both formats work.

Thanks, good to make sense of why there are some that match! :) 

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[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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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6 minutes ago, wolf676 said:

MFME has an "unpack" tool built-in, but i'm too dumb to use it, always used my own tools ;) 

image.thumb.png.0145ac57267851474bfaa62d49add12e.png

Ah cool :)  Can't beat your own tools though - I am going to use those tools you posted above, so I can batch out command line process from Unity -  thanks again for posting, I had no idea what was going on with those MPU5s!
image.png.a51f01842047e2c5fd8ab97b4bef64c0.png

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[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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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Probably in MAME land those .hex  roms would not be 'allowed' and would need to be split.

This goes back to the 9.4 leak version of MFME thats how it took the roms seem to remember we used the dos copy command something like copy rom1 + rom2 + rom3 Rom4 rom.hex and it combined them into a 2mb file

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8 minutes ago, Altharic said:

Probably in MAME land those .hex  roms would not be 'allowed' and would need to be split.

Absolutely, as it should be - I plan to do that using @wolf676's tools above as part of the process of getting all the unmatched ROMs added to the relevant MAME drivers as new games/variants :) 

Edited by johnparker007
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[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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, woodsy said:

been away @johnparker007 can you do a little highlight recap for the adhd people please? 

just amazing work

Currently working on MAME stuff, there's a lot of steps involved in this, will ultimately be used to drive the emulation in Arcade Sim with various advantages.  When it's finally done from my end, I'll be looking at getting mame to work with AS then back to JPM Electra machines.

[ 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
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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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Could the casino rio style be looked at, AS cuts the top of the cab off.

image.thumb.png.461359ae75a328006077596065067021.png

also, as we said via pm, that bottom glass area...

image.thumb.jpeg.d7c04926d1515f39ed2d2a0a411a034b.jpeg

 

A few other casino style cabs, just for some comparisons.. The bell fruit (1) and Electrocoin (2) are extremely similar!

image.thumb.jpeg.c5beacc4be0ab432ded6238a005d2598.jpeg

 

and lastly, I found this, a chap call Spanner made it, not sure if its any use?

barcrestgenmodel v1.zip

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31 minutes ago, spa said:

Could the casino rio style be looked at, AS cuts the top of the cab off.

image.thumb.png.461359ae75a328006077596065067021.png

also, as we said via pm, that bottom glass area...

image.thumb.jpeg.d7c04926d1515f39ed2d2a0a411a034b.jpeg

 

A few other casino style cabs, just for some comparisons.. The bell fruit (1) and Electrocoin (2) are extremely similar!

image.thumb.jpeg.c5beacc4be0ab432ded6238a005d2598.jpeg

 

and lastly, I found this, a chap call Spanner made it, not sure if its any use?

barcrestgenmodel v1.zip 105.4 kB · 0 downloads

I did already have a feature in the backlog related to this:

"Camera X/Y/Z/angle controls somewhere like Visual Pinball has? Kinda nice for fine tuning the camera position to just where I like it."

I have added a an idea for another feature, that'll be a much easier to use 'set it and forget it' option, in the settings menu:

(bool) Ensure all panels fully in frame

or for more user control:

(bool) Ensure topmost panel fully in frame
(bool) Ensure topmost panel fully in frame
(bool) Ensure leftmost panel fully in frame
(bool) Ensure rightmost panel fully in frame

This will be used for machines such as the Streak in casino cab, so the user can be stoody further away when playing so as to seeing the entire topbox and/or belly glass.

One a 3 player party time, could be used to ensure some/all of the left/right side machines are visible.

I think this idea will be more useful, so you'd simply turn on the setting Ensure all panels fully in frame, and then machines would always have play camera so that you'd see the top of that topbox and the whole belly glass.  It would mean you would be stood further back for casino cab machines like The Streak, 3 player Partytime etc, and the buttons etc would be a little smaller so it all fits on screen.

Yes those cabs are pretty similar, I'll perhaps adapt the existing model to make some of those others that are very similar :) 

And ta for the model, we should be ok as Spidy has made some already (though I've downloaded a copy for safekeeping, might come in handy for proportion checking), they'll be developed in Arcade Sim models at a later stage :)  

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[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ 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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