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johnparker007

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Just now, slasher said:

This is my idea of hell. Can we get some DONDs instead of horrid reflexes 😂😂😂

Looking good as always mate

I'd prefer 50 Galaxy's and 50 Surprizes, that'll be my arcade sorted, pure emptiers in my arcade which only I can play lol. Talk about obsessed.

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1 hour ago, Big J said:

Wonder how these will respond in recordings for reviews but am I getting too far ahead of myself once again?

I'm tired - not sure what you mean bud..? :)  If you mean how will they look when being played, if you capture the gameplay footage, should look like earlier videos of gameplay I've recorded... probably not parsing this sentence very well cos I'm knackered! 😴

1 hour ago, slasher said:

This is my idea of hell. Can we get some DONDs instead of horrid reflexes 😂😂😂

Looking good as always mate

lol sorry mate :)  It's probably a while yet as doing all the other pre-alpha tasks on my checklist before I can work on various converter features/improvements, then there will be machines with the bearded one I'm sure 🧔

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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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8 hours ago, Big J said:

Sorry @johnparker007 get some 💤 I told you health always has to come first. If I sounded like I was bugging I apologise.

Will leave you too it.

Zzzz's caught - much better! :) 

If you wanted to know if they'd be legible in a recording made for a youtube review, then they'd be fine I'm sure :) 

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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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WIP tech update :) - made a good bit of progress on the segment alpha 'fast' renderer - like the recent renderers, this runs on the GPU (leaving the CPU free and not bogged down with any rendering).  

Partway through the work so there are currently issues: display reversed (reads from right to left), no decimal points, space characters are coming out as ! characters...

Vid :) 

 

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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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Done more on the segment alphas, looking usable now :) 

Stuff still to do on these; decimal points, scaling issues, off segments not drawn - but I'm generally just getting the fast renderers good enough for pre-alpha, and then later I can spend time sorting out the minor issues.  These fixes will then get rolled out in the patch updates.
 

 

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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Pre-alpha.  I like the sound of that for sure :).

Might get some extra exposure when people can experience themselves.

I would love to see the BWB’s, I might have mentioned it a few times before.  I think I have some old pics, so hopefully will be able to get rough size.

I wonder if the big cab BWB vid machines were housed in normal cab from this era, I have a feeling they were bespoke in that respect, those monitors were extremely heavy etc.

 

J

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Pre-alpha will be a while yet, a lot of things to sort out - I posted a rough todo list a bit back... but it's all slowly progressing :) 

I did do a BWB Rat Race a bit back, in a Barcrest cab variant ;) 


VId machine cabs I've seen so far all looked pretty custom, but just focussing on standard reel based fruities for the moment.

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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 a little sidetracked :)  Ended up implementing the incandescent bulb ramp/decay curve model - so now the bulbs 'glow up' and 'fade down'.  Looks a bit nicer/more real, and more matches 60FPS fruit machine videos on youtube.  Curve settings will ultimately be user-overridable on a per tech/machine basis.

(@serene02 I know you were asking about this a bit back :) )

 

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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 minutes ago, slasher said:

Bellfruit and Betcom went through a phase more recently utilising this function of fading in and out on their more recent games

I wonder if that's to make LEDs look more like bulbs - definitely looks a bit less harsh, and kind of warmer when lamps flash on and off rapidly.

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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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Not a lot of time to work on stuff this week, but manage to get some work in - made a new batch system for re-recording attract modes, recorded more of the test machines, so all with their lamps with brightness recording (very noticeable on Cash Explosion attract, a lot of slow fade), segment alphas/dot alphas, and seven segment displays - rendered thru the new fast renderers.

Various graphical issues are present, and Smash n Grab is broken - I think I was using that one to test something a bit back, so I'll need to rebuild it.

Hopefully get another hour or two in here and there over the next few days to keep chipping away at stuff... :) 

 

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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On 06/06/2021 at 22:18, johnparker007 said:

I wonder if that's to make LEDs look more like bulbs - definitely looks a bit less harsh, and kind of warmer when lamps flash on and off rapidly.

Nah, the actual lamps fade in and out during attract. Will grab some videos next time I see one.

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18 hours ago, johnparker007 said:

Not a lot of time to work on stuff this week, but manage to get some work in - made a new batch system for re-recording attract modes, recorded more of the test machines, so all with their lamps with brightness recording (very noticeable on Cash Explosion attract, a lot of slow fade), segment alphas/dot alphas, and seven segment displays - rendered thru the new fast renderers.

Various graphical issues are present, and Smash n Grab is broken - I think I was using that one to test something a bit back, so I'll need to rebuild it.

Hopefully get another hour or two in here and there over the next few days to keep chipping away at stuff... :) 

 

Hmm... was waiting for Wok N Roll to say "LET ME - SPELL IT OUT- WOK N ROLL IS FOR W I N N E R S ! !" 

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3 hours ago, slasher said:

Nah, the actual lamps fade in and out during attract. Will grab some videos next time I see one.

Maybe like Cash Explosion attract mode near the end of the recent vid above?  That does some very slow fading in and out of lamps :) 

https://youtu.be/YBoJ4jI4kjg?t=156
 

3 hours ago, slasher said:

Hmm... was waiting for Wok N Roll to say "LET ME - SPELL IT OUT- WOK N ROLL IS FOR W I N N E R S ! !" 

lol there's something on Bonanza's dot matrix attract mode text I noticed during testing that's not aged well; something about going 'Injun bashing' - I certainly don't think they'd have that in there now! 

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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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Quick server tech update :) 

So I've been having a little look around at how to host the downloads and patches from my house along with the website, I think it'll be cheaper since I'll need a server for some other arcade sim world stuff (online multiplayer, cloud-stored machine rams, league tables etc), plus potentially have that as code repository, and managing offsite backups of everything.

Big thanks to @slasher who's already been giving me helpful advice, much appreciated! :) 

Found just about enough bits to cobble together a dedicated server machine that'll live in my office, then it can be on 24/7 doing arcade sim tasks.

Just bodging around with my 'bedroom PC' for now to experiment, which is currently on weak Wifi (moved to the attic to escape the noisy neighbour, but it's too hot up here so I'm moving back down over the weekend - going to need to sort out soundproofing)...

But here is the first sign of life, publicly addressable test website running :) 

image.png.91951b9393a748334736400aa20a6361.png

This is just a test, I need to get the server built and then I'll stick on a proper website... which will mainly be a download button to download the latest version.

Before it's release I'm sorting out a patching system, so that once you've downloaded it, when there's an update, you will have the option to download the patch update to get the new stuff.

All the downloads/patches will be hosted from my house, so it'll cost no additional $ for the bandwidth ;) 

That means I can release pre-pre-pre Alpha builds - as everyone can just seamlessly update their client.  Will mean that (very buggy incomplete) versions will be available much sooner.

That website above will probably work until I shut down my PC later, I've previously bought the arcadesimulator.net domain, so I'll need to get that pointed at the duckdns one.

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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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10 hours ago, johnparker007 said:

Maybe like Cash Explosion attract mode near the end of the recent vid above?  That does some very slow fading in and out of lamps :) 

https://youtu.be/YBoJ4jI4kjg?t=156
 

lol there's something on Bonanza's dot matrix attract mode text I noticed during testing that's not aged well; something about going 'Injun bashing' - I certainly don't think they'd have that in there now! 

There’s a lot of machines especially the globals that wouldn’t stand a chance if re-released today with there smutty sayings lol don’t know how they got away with some of them , the club versions are just a filthy sometimes

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I've assembled the cobbled together parts (to save money by using stuff I had), and made the server machine:

- AMD Phenom II @ 3.3ghz
- 8gb RAM
- 240gb SATA SSD
- Radeon 5800
- 1200W PSU (not a typo, it's a beast)
- motherboard with 4x full PCI-E slots (again an old beast), built in gigabit ethernet
- large old school cooler case

It's the massive one on the left lol :) 
image.thumb.png.6d4f2e213c546823ebc18ce35a1c6bc1.png

This was originally used for bitcoin mining, then DVD burning.  And no - I didn't get rich from the bitcoin, though I was in early - had to sell them back then as needed cash unfortunately... just made a few hundred quid (would have been worth a few hundred thousand quid now if I'd kept them, c'est la vie).

It's now installed and serving up a very basic holding page - via a ddns service. 

http://arcadesimulator.net/

It'll probably go down/change a bit while I'm working on things... good to have an actual start on this now though :) 

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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