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johnparker007

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7 minutes ago, johnparker007 said:

Thanks very much, it's truly appreciated.

In terms of oldies, there are plenty planned, but I also have to keep general momentum towards an alpha release, so most of those oldie cabinet models (along with all their machines) will come a bit later.  I'm thinking probably some JPM Vogue/Rat Race cab/JPM System 80 machines will make it in before the alpha push.  

And yes, I do love the Smash & Grab machine, with all the gambling/nudge saving strategy it's a ton of fun to play :) 

No worries, was a pleasure watching that whole vid.

Even better if you flick it on Smash, you'll then get another pop at it.

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32 minutes ago, Big J said:

Even better if you flick it on Smash, you'll then get another pop at it.

^^ Do you mean plug it, so reset the machine?  I know there were those exploits later on for a bit (Monopoly while win was counting up could be successfully clicked on early roms I think)

[ 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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16 minutes ago, johnparker007 said:

^^ Do you mean plug it, so reset the machine?  I know there were those exploits later on for a bit (Monopoly while win was counting up could be successfully clicked on early roms I think)

Yes, it's the same thing but me and a mate of mine back in the 90's called it numerous names, pluggy,  clicky(using an instrument) flickey(flicking the switch) and sparky(static from the floor, don't ask lol), just stupid terms we made up tbh. Plenty of exploits/emptiers on £3 and £4 JP's which I found out over the last several months but was told the S&G trick on here. SYS5, Scorp 1 and some Scorp 2's had the same off/on exploit like the Maygays.

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8 minutes ago, Big J said:

Yes, it's the same thing but me and a mate of mine back in the 90's called it numerous names, pluggy,  clicky(using an instrument) flickey(flicking the switch) and sparky(static from the floor, don't ask lol), just stupid terms we made up tbh. Plenty of exploits/emptiers on £3 and £4 JP's which I found out over the last several months but was told the S&G trick on here. SYS5, Scorp 1 and some Scorp 2's had the same off/on exploit like the Maygays.

I used to rub my trainers on the floor with a 2p of a conductive year in hand to rinse free games out of the 'Carnival' video game - nothing wrong with a good and honest self-generated static click :) 

I will have a bash at implementing 'plugging' at some point (along with emptier ROMs), it's on the low priority list for the mo though, a lot more core stuff to get going first :) 

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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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Hahaha that'll do it but beat this....

I use to shove the end of my clicker in the cash door lock on Maygays (ones that couldn't be emptied on the win flick) give it a few baby charges until it either dumped one or all tubes or give unlimited plays, preferred the latter as you could take what you need then just switch it off and on and it would go back to normal, when it dumped a tube or three it wouldn't shut off not even on a reset, just turned it off and walked out, funny though it was gone three days later lmfao.

You prioritise what you need to John, the rest comes later besides @Wizard is still keeping me very happy with his prodigious MFME which is purely no surprise, I bet he would of loved this.

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Done some testing of AI upscaling in the simulator itself.  This feature can't go live until I've done the texture streaming work which will be linked to the lighting, so quite a bit later on, but it certainly sharpens up these lower resolution layouts.

Here's an example on Smash & Grab, running as normal with the scaling magic in place - normal on the left, AI upscaled on the right:

image.thumb.png.078cd66cfdba710a480df48aa8cd9e0c.png

May need to zoom in/view at 100% scale to properly see the effect :)  

And here's a bonus shot of the AI upscaled top glass looking at it close up in the editor: 
image.thumb.png.23b3f8731144b39da9b1823c3750acd2.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
[ 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've been looking into doing these alphanumeic displays for the oldies, as it's different to the dot matrix display the new ones use.  Due to those differences (it has a fixed font, no custom segments to deal with) I'm thinking I can just use overlapping alpha textures, which allows me to add a 'glow' effect ;)  

Probably gone a bit overboard with the glow here, but shows promise... :) 

image.thumb.png.d5910b84f5a5179d21ba0c564ff22984.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
[ 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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Hey JP.  Wondered if this is of any help?

I noticed on some flyers there is a profile image with dimensions, very small but you can see the side and front profiles.

This is a Barcrest Genesis cab.  Late 90's.   Games like Psycho Cash Beast, Austin Powers etc.

It was also used on games released by BWB, Empire, Vivid.  Sure someone could compile a list of fruit machines in these cabinets.

J

psychocashbeastprofile.jpg

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Awesome that is brill mate! Thanks very much :) 

Pure side and front profile, plus the dimensions - that will make doing an accurate Genesis cab model a nicer task :) - sounds like it was used plenty of machines too, which is a bonus.

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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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This talk of cabinets has reminded me to finish up converting some old fruit machine database rows I got from a FMEDB data dump - if anyone wants edit access to add/update info on it, let me know - all can view it:

https://docs.google.com/spreadsheets/d/1wOMCTOBThxv8AgPYb-suvmM6AuXpqAOsVCyJUlofjvA/edit?usp=sharing

Got it up to 1311 rows now :) image.thumb.png.2b5d91357ef7352a5f7c6f999f9e8211.png
 

[ 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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2 hours ago, johnparker007 said:

This talk of cabinets has reminded me to finish up converting some old fruit machine database rows I got from a FMEDB data dump - if anyone wants edit access to add/update info on it, let me know - all can view it:

https://docs.google.com/spreadsheets/d/1wOMCTOBThxv8AgPYb-suvmM6AuXpqAOsVCyJUlofjvA/edit?usp=sharing

Got it up to 1311 rows now :) image.thumb.png.2b5d91357ef7352a5f7c6f999f9e8211.png
 

Just added 67 DONDs off the top of my head although some are scorp 6 so feel free to wipe them as it's not yet emulated

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1 hour ago, slasher said:

Just added 67 DONDs off the top of my head although some are scorp 6 so feel free to wipe them as it's not yet emulated

Thanks for those :) I'll definitely keep them on, they'll probably get emulated at some point in the far off future...

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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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On 07/02/2021 at 09:21, johnparker007 said:

Here's an example on Smash & Grab, running as normal with the scaling magic in place - normal on the left, AI upscaled on the right:

 

That AI upscaling actually does a good job. That's impressive. Thanks for the steady stream of updates.

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Working on the 16 segment alpha display for the oldies... looks ok when zoomed, like the bottom-right of this first editor screenshot, but face on/smaller; looks pretty glitchy :/ 
 

Bottom-right ok:

image.thumb.png.3e4dacba224f2f5b82360b3900222e3d.png

Glitchy when smaller on screen:

image.thumb.png.6921042f00ad65799dba65861c3c94fc.png

Going to keep fettling and try figure something out. 

I'll probably have to redo this with a shader (which is a big chunk of time to learn how to write, then write), so may just be a case of getting it 'usable' for the short term...

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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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Ok sorry for the quick follow-on post, but turned out it was an easy fix after all, it was due to sub-pixel sampling stuff -looking much more legible now, had a big sigh of relief seeing them work, I thought they might be be doomed to look a bit glitchy :)  Still got to get hooked up to mfme, but at least they can be clearly read now.


image.thumb.png.abdd32bc0de829b2244fbb89201d57ef.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
[ 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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14 minutes ago, slasher said:

Glad it was an easy fix. Sounded proper complicated in your initial dilemma post lol

I was a bit worried it was going to be ballache yeah :)  Think it's gonna be alright now - got it actually working in a very rough state, various bugs to sort 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
[ 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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