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johnparker007

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Made a start on object selection.  Vid first shows left mouse clicking on objects one at a time to select (or clicking no object to deselect all).  Then shows holding down shift (you can use shift or ctrl) to perform multi-selection :) 
 

 

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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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19 minutes ago, A:E said:

I’d love to see some old coin pushers, I wouldn’t usually play them but I can’t imagine a retro arcade without them.  They were an integral part of the arcade aesthetic. Well they still are, though they don’t play as fairly as back in the day.

J

That is because they use glue and make it all push down the friggin sides but use to love having a bash on them as could be there hours and you could win little trinkets they use to put in them.

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I also love coin pushers :) They are planned to be fully playable machines in the simulator ;) 

I was just going to just hand recode any ROM-type behaviour initially, since no emulation exists.  If the project gets traction we may be able to get some dumps going in MAME and have it drive the machine in the simulator to get proper sounds etc.

I've just pulled up one of my ideas docs for other non-standard machines I was thinking about implementing:

- that spooky Morgana fortune-telling machine (can map video from youtube onto face mesh).  I used to go alone to the arcades from a startlingly young age, and it used to genuinely scare me!

- those multi-player horse racing games with the horses on tracks where you bet on the color to win

- like the horse racing games, but they were a roulette wheel under a dome.  Again I think you had 5 colors to bet on for increasing odds

- pool/snooker (with turn-based play in online mode)

- moving hydraulics cabs like Outrun, Afterburner etc - plan to implement the hydraulics in MAME so the model moves in response to the live gameplay while you are sat in it

- penny vertical bagatelle units

Lots of possibilities really, though it's all much further down the line :) 

Edit: at 12:10 in this video you see some footage of the Morgana machine in action.  Still pretty scary to be fair!

https://youtu.be/JXHwZBngCuY?t=730


 

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 hour ago, johnparker007 said:

I also love coin pushers :) They are planned to be fully playable machines in the simulator ;) 

I was just going to just hand recode any ROM-type behaviour initially, since no emulation exists.  If the project gets traction we may be able to get some dumps going in MAME and have it drive the machine in the simulator to get proper sounds etc.

I've just pulled up one of my ideas docs for other non-standard machines I was thinking about implementing:

- that spooky Morgana fortune-telling machine (can map video from youtube onto face mesh).  I used to go alone to the arcades from a startlingly young age, and it used to genuinely scare me!

- those multi-player horse racing games with the horses on tracks where you bet on the color to win

- like the horse racing games, but they were a roulette wheel under a dome.  Again I think you had 5 colors to bet on for increasing odds

- pool/snooker (with turn-based play in online mode)

- moving hydraulics cabs like Outrun, Afterburner etc - plan to implement the hydraulics in MAME so the model moves in response to the live gameplay while you are sat in it

- penny vertical bagatelle units

Lots of possibilities really, though it's all much further down the line :) 

Edit: at 12:10 in this video you see some footage of the Morgana machine in action.  Still pretty scary to be fair!

https://youtu.be/JXHwZBngCuY?t=730


 

That is an insane to do list!

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Wow, yes the Morgina machine used to creep me out, I was scared of it but also very inquisitive to how it all worked.  I’d always been interested in how the video machines worked, I remember watching Williams Star Rider, it really blew my mind, I couldn’t understand why it was so much better,  graphics wise, than everything else, I wondered what kind of a magic was behind it.  Same with Dragon’s Lair.   
 

J

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3 hours ago, A:E said:

Wow, yes the Morgina machine used to creep me out, I was scared of it but also very inquisitive to how it all worked.  I’d always been interested in how the video machines worked, I remember watching Williams Star Rider, it really blew my mind, I couldn’t understand why it was so much better,  graphics wise, than everything else, I wondered what kind of a magic was behind it.  Same with Dragon’s Lair.   
 

J

I also saw Star Rider briefly - the one I saw was in the first arcade past the train station, ran by a red-headed guy at the time.  He'd temporarily converted his sit-down Hang On machine to run it - I was pretty young and also very blown away, young me didn't know about panning/chroma-keying with pre-rendered video like I do now, so I saw it and also thought actual magic was happening! :)

Here's some footage of Star Rider, that came out in 1983 - so impressive for back then:

 

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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Remember every arcade getting a few Magic 7's when they were released during 04/05. They can streak like crazy if played right. Also Pac-Man Ball was everywhere as well. 

Another non-standard that was unique was Club Kart Prize. Used to always empty it at my local. Race round a track collecting money then had to stop the kart at the right time to win it. Some versions had a double or nothing choice after you won as well. Two versions clubkprz and clubkpzb, mame/demul roms running on Naomi 2.

There was also a pool version that paid real money. Trickshot money pool or something it was called. Can't seem to find images or any trace of it online. Remember you had to pot like 3 balls to start earning money then you get a choice to cash out or play on to win more. 

 

maxresdefault.jpg

Club_Kart_Prize_Cab_DWQ3f6X.gif

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2 hours ago, Mazza500 said:

Remember every arcade getting a few Magic 7's when they were released during 04/05. They can streak like crazy if played right. Also Pac-Man Ball was everywhere as well. 

Another non-standard that was unique was Club Kart Prize. Used to always empty it at my local. Race round a track collecting money then had to stop the kart at the right time to win it. Some versions had a double or nothing choice after you won as well. Two versions clubkprz and clubkpzb, mame/demul roms running on Naomi 2.

There was also a pool version that paid real money. Trickshot money pool or something it was called. Can't seem to find images or any trace of it online. Remember you had to pot like 3 balls to start earning money then you get a choice to cash out or play on to win more. 

 

maxresdefault.jpg

Club_Kart_Prize_Cab_DWQ3f6X.gif

Some good ones in there - I really like the look of that Magic 7 coin pusher! :) 

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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'm guessing these ROMs don't run in MFME (spin the reels if switches manually triggered etc)?  I don't think MAME has bothered with coin pushers yet afaik... 

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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Made some progress on implementing the move tool.  There will be more to do on this after I add the rotate tool (as all the machines can't face the same way :) )... also, I've introduce a bug where the objects are deselecting when I release.

You hover over either of the arrows to drag on just that axis (handy for keeping things aligned), or you hover over the square that joins the arrows to drag in any direction.  You can see which mode you are in as the relevant arrows light up yellow...

A lot more to do on this stuff, but happy to see the start of something a little more 'editor-like' :) 
 

 

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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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3 hours ago, johnparker007 said:

Made some progress on implementing the move tool.  There will be more to do on this after I add the rotate tool (as all the machines can't face the same way :) )... also, I've introduce a bug where the objects are deselecting when I release.

You hover over either of the arrows to drag on just that axis (handy for keeping things aligned), or you hover over the square that joins the arrows to drag in any direction.  You can see which mode you are in as the relevant arrows light up yellow...

A lot more to do on this stuff, but happy to see the start of something a little more 'editor-like' :) 
 

 

Is it possible to add a snap function so people with OCD can get all machines perfectly aligned ;)

J

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16 hours ago, Mazza500 said:

There was also a pool version that paid real money. Trickshot money pool or something it was called. Can't seem to find images or any trace of it online. Remember you had to pot like 3 balls to start earning money then you get a choice to cash out or play on to win more.

That pool money machine you're on about, IIRC it was made by Konami and had that cue ball prop there. The other one was made by the people that did that Pharaoh's Gold machine and was called Trick Shot. (was it by Nova Games or something?) Either way, the Novas seemed to go faulty and were removed, but they were fairly prolific. It was more than the parts were hard to access if something simple like the gun broke it would take ages to get it apart.

Oh and we might as well not forget Silent Scope Fortune Hunter. That's somehow more famous and there are a few variants. Probably popular as it would be easy to peddle the "You missed" screen when the target is so far away.

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4 hours ago, A:E said:

Is it possible to add a snap function so people with OCD can get all machines perfectly aligned ;)

J

There will be one, though I've been thinking about how it'll work...

I think horizontally it'll just be a configurable gap between the left-right sides of each machine.  

In terms of the front/back alignment... say we have a row of different cabinets models along a wall.  Do we align the cabinets so all the backs are the same distance from the wall (so that the fronts are uneven?).... or do we have it align that row such that there are varying gaps behind, and the fronts of the cabinets are all roughly in a straight line, in terms of how far they stick out into the room?

As different cabinet models have varying depths...

Here's a pic of sort of what I mean:

twzk56eycxzqqzn3bftl.jpg 

Here for instance, it looks like they have 'back-aligned' to the wall: the red cabinet and the one beyond further in the distance stick out more into the room.

But for the true OCD arcade builder, would it be neater to have the less-deep cabinets in the foreground a bit further out with a gap behind them before they meet the wall, so that then the entire row has all their fronts in a straight line (since that's the bit you actually see when walking around in the arcade)?

I think it'll initially have to be 'back-aligned', otherwise there will be problems - say if you put a stand-up streetfighter cabinet next to a sit-down outrun, and aligned them... the streetfighter would be like a meter away from the wall, so that its front could be even with the rear of the 'car' (which is generally seen as the front of the machine in terms of the outrun cabinet).

Hopefully as I continue to work on move/rotate, and get more cabinets to their proper scale and in, it'll become clear with testing what is needed :) 

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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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10 hours ago, johnparker007 said:

Made some progress on implementing the move tool.  There will be more to do on this after I add the rotate tool (as all the machines can't face the same way :) )... also, I've introduce a bug where the objects are deselecting when I release.

You hover over either of the arrows to drag on just that axis (handy for keeping things aligned), or you hover over the square that joins the arrows to drag in any direction.  You can see which mode you are in as the relevant arrows light up yellow...

A lot more to do on this stuff, but happy to see the start of something a little more 'editor-like' :) 
 

 

Spot on and very user friendly for all walks of life, sweet.

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2 hours ago, johnparker007 said:

There will be one, though I've been thinking about how it'll work...

I think horizontally it'll just be a configurable gap between the left-right sides of each machine.  

In terms of the front/back alignment... say we have a row of different cabinets models along a wall.  Do we align the cabinets so all the backs are the same distance from the wall (so that the fronts are uneven?).... or do we have it align that row such that there are varying gaps behind, and the fronts of the cabinets are all roughly in a straight line, in terms of how far they stick out into the room?

As different cabinet models have varying depths...

Here's a pic of sort of what I mean:

twzk56eycxzqqzn3bftl.jpg 

Here for instance, it looks like they have 'back-aligned' to the wall: the red cabinet and the one beyond further in the distance stick out more into the room.

But for the true OCD arcade builder, would it be neater to have the less-deep cabinets in the foreground a bit further out with a gap behind them before they meet the wall, so that then the entire row has all their fronts in a straight line (since that's the bit you actually see when walking around in the arcade)?

I think it'll initially have to be 'back-aligned', otherwise there will be problems - say if you put a stand-up streetfighter cabinet next to a sit-down outrun, and aligned them... the streetfighter would be like a meter away from the wall, so that its front could be even with the rear of the 'car' (which is generally seen as the front of the machine in terms of the outrun cabinet).

Hopefully as I continue to work on move/rotate, and get more cabinets to their proper scale and in, it'll become clear with testing what is needed :) 

People will have to make up their own minds, I don't want to catch this OCD because it is meant for people with OCD and I end up getting it I'd have to sue the Author;)

 

 

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