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johnparker007

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1 hour ago, Mrbeanstreak said:

When will this be released ?

There's a very early tech demo of it you can try out here - you will need the latest MFME installed to play the machines:

http://arcadesimulator.net/

Expect lots of bugs, it's just something to try out for now :) 

[ 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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Tech update:

Made a start on the 'decoupling' work this week, so that the stuff involving MFME (extacting layout, building data layout) is done as an initial stage (as it's quite crashy due to how I do it).  Then from the 'extract' I can do the 'convert' step entirely standalone... which will help with rolling out fixes and improvements to the library of machines as they grow.

Managed to get segment alpha and lamps working with the new process so far, here's having a play on Rat Race rebuilt from the new process :) 

Going away, so prob won't get back to doing dev until Tuesday night, but looking forward to continuing with the actual fruit machine work again, after spending so long over the last few weeks just getting it to not crash on other people's PCs! :) 

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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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Put off packing suitcase for my trip, and got predictably side-tracked on a little initial experiment :)  

It's having the lamps reflect on the cabinet sides, I've outlined an example of the effect in programmer purple here:
image.thumb.png.da123400a24517e3166262e6b3c09be9.png

Looks better in motion:


This is just a quick test of the basic idea - much more work to actually get this working on all machines at once (will need optimisation tricks), correct size/intensity/hue of lamp that is being projected, and fixing where light gets through where it shouldn't etc... will probably be quite demanding on low end graphics hardware, though it could have a 'quality' option of some kind... looks nice though :)

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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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13 minutes ago, serene02 said:

Oh good god this would be insanity!!

J

Agreed man, I'm definitely into the effect if I don't say so myself ;)  I've been thinking about it for a while, so couldn't resist a quick crude test of the idea since I can't get stuck into the big Converter jobs until next week :) 

It'll be better with more work (correctly colored reflections per lamp instead of always yellow for instance, correct sizing, other things).  I could perhaps get an early preview version out in a patch, that just works on the machine you're currently playing, like I have it working here.

To make it work across say 30 machines visible onscreen at once, will need various in-depth optimisation strategies.  I have some ideas how it could be achieved without too much visual compromise though... :) 

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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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Just realised I could give it a rough test to see how bad it was without optimisation trying to draw all those lamps on all the machines - basically around 2 frames per second - so yep, will definitely need something doing! :) 

Unlisted video link here of the 2 FPS badness: https://youtu.be/-RuV4QcwA1A

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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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52 minutes ago, serene02 said:

It is a heavy workload.  How might you go about it?  Prebaked for walking around with attract modes then real on the machine in view when in play mode?

 

 

J

Been having a think about it, I reckon it's gonna be a mix of:


- lower level of light detail at a distance, as they'll all merge together anyway (so one live/baked) lamp for every two, representing an average... then one for every three as it's further away, then one for every four etc.

- remove 'inner' lights at a distance, in stages (as they're further from the edges, their effect is very subtle)

- swap the lights for a custom flavour of 'baked' at a distance, as you say, so they are like semi-transparent colored blobs that are drawn directly in front of the interiors of deep cabinets like the JPM Vogues.  That can use my existing custom lamp renderer, which is very fast

- only render 'far half' lights (via whatever system) at a distance - so if you're on the right side of a Vogue cab, the effects of half the lamp reflections are hidden anyway

- turn off dynamic (non-baked) lamps when closer if the brightness is zero.  Yields a saving, whereas when it's baked 'blobs' going through my existing fast lamp renderer, it's actually faster to always draw all the lamps even when they are off (as GPUs are a bit crazy ;) )

- some cabs, it's very subtle (the eclipse cabs, the cab that houses Crackpot shown in the vid), so at a distance the effect can be switched off / aggressively reduced

- some managed update stuff
 

There's probably more ideas, but I'd imagine with these optimisations I'd be able to get all machines appearing to have the effect with no obvious visual compromising when you walk around.  Though this will require a better than low end PC... definitely seems like it should doable though, but a fair amount of work to pull off.  Does look nice though :) 

I'll leave some extra options so low end PCs can try just having then for the machine (or several machines) that are very close.

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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37 minutes ago, Zippy said:

I question your abilities, one of them is your "breaktime" abilities, told you I was right but certainly not complaining.

The future's bright the future's Mr Parker!!

🖖

Definitely no more work on this now until Tuesday, since I won't have my computer! ;) 

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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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30 minutes ago, serene02 said:

You’ll find a way I’m sure..  lol

Enjoy the break mate ;)

J

You know him better than anyone I know so tell him to knock a head on it for now anyway.

Your post did make me laugh, the guy is obsessed but I seriously don't blame him as this is no small task. Just want to keep putting that quid in eh JP trying to get that JP lol

 

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Tech update :) 

Have been doing some work on lamp rendering issues - now Indy has all his lamps again, plus am making progress on fixing issues with overlapping lamps.  There are transparency issues where lamps overlap - here for example, there are dark grey squares on the Bonus and 2 Feature Shots lamps):
image.png.91f6f5d7d21b98fe5518157b155663af.png

At the end of the quick vid, you can see this is now less on Wok n Roll.  With a little more fettling on this technique I should be able to fix all overlapping lamp issues (the dark grey squares/flickering).

 

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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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11 minutes ago, serene02 said:

Impressive mate, loving the lamp reflections, really adds atmosphere ;)

J

Those early experimental lamp reflections will be an option you can choose to enable in the next patch, hopefully uploading later this week :) - but, it'll just be on the machine you're actually playing...

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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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Tech update :) 

I've not managed to fully resolve the overlapping lamps dark squares issue yet, though it's much improved and the flickering is gone.

I have however done a manual test of a way to automatically get the masked lamps (used to light up game name logos etc), that has come out looking 1:1 with how they should look in MFME - another night or two to automate the stuff I've done manually for this test, then I can re-extract/re-convert the machines to pick that enhancement up to go in the next patch :) 

Eastern Promise logo showing the test in action:


Still need to keep working to try figure out a complete fix for the occasional dark squares... have another idea for an approach to try out :) 
image.png

 

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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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Done more work, that also finally fixes the grey square issue :)  So done another extract/convert of Cash Explosion to test, as that has very fancy blended lamp effects on its game logo:


Next I should be able to re-extract and convert the rest with some manual steps (since they were done before this new blend mask stuff) - future new conversions, the blended mask lamps should just work :)  ...and then it'll definitely be time for a patch update, with these new lamp improvements on all machines.

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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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A patch is uploaded :) 

- fixes various grey squares where lamps overlapped (e.g. on Wok and Roll feature wheel when all lamps lit

- adds support for blended lamps - good examples are Indy game logo, Cash Explosion game logo, there are various others on some of the layouts

- adds very preliminary experimental lighting feature, only for the machine you are playing.  This really requires at least a midrange PC/GPU otherwise framerate is going to be very low.  To enable this, go to Settings Menu (Escape key in arcade when not playing a machine) > Experimental > Machine Lights.  You'll then need to exit the arcade and reload it for the setting to take effect.

- added a Rat Race

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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Just for fun :)  Had a play on Pook's excellent Indy layout on the latest patch:

 

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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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