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johnparker007

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On 06/10/2021 at 03:14, ruthless said:

personally, think you`r  phat application is bloated. why the fuck would u need a decent GPU to run something so visual and badly programmed.

i think, its lazy programming.

good concept, but excludes so many

Omg have just been catching up on this thread @johnparker007 can’t believe the nerve of this guy what a fucking prick pardon my french.Thanks for all the good work and time you are putting into this project much appreciated. 👍🍺🍺

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Just on the off chance and I can’t imagine how it would be possible to, but I’m going to ask you if I can do anything to help with any of it? I’m not a coder programmer or hot shot designer but I’m highly motivated and able to follow instructions etc. I’m sure it is not a viable idea but it’s just better to say than not. I’m happy to do any of the boring stuff like beta testing and the like. No need to save my feelings I’m well aware of my limitations haha but it’s just been difficult not being able to help take some of the efforts of your hands etc. keep up the great work!!

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living the dream

 

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11 hours ago, woodsy said:

Just on the off chance and I can’t imagine how it would be possible to, but I’m going to ask you if I can do anything to help with any of it? I’m not a coder programmer or hot shot designer but I’m highly motivated and able to follow instructions etc. I’m sure it is not a viable idea but it’s just better to say than not. I’m happy to do any of the boring stuff like beta testing and the like. No need to save my feelings I’m well aware of my limitations haha but it’s just been difficult not being able to help take some of the efforts of your hands etc. keep up the great work!!

Aw thanks mate, that's much appreciated :)  I don't have anything right now that would be feasible to outsource, but if something comes up I'll give you a holla :) 

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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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Tech update :)  More display coloring work...

image.thumb.png.d76e1d7351025d2e988da873c29ae318.png

image.thumb.png.741ff1880fcbfe1cd35bd71e7d903c27.png

image.thumb.png.0b4af5c3fd58377828daad4fe5082def.png

The red dot alpha on Oliver's Twist/Cash Exploder currently looks too dark - this is due to not directly using the exact colors from the source layouts, but deriving the base hue (pure red/blue/magenta/green/cyan/yellow/white).  There will be further work to then make good looking versions of these 7x base palettes for each display type (dot alpha, 7 segment display, 16 segment display). 

This may seem convoluted, but it's all part of the work to apply a level of 'normalisation' to the layouts.  So, if there were two layouts side by side, and the left source layout had a dark yellow dot alpha, and the right source layout has a brighter yellow dot alpha - then in Arcade Sim, both the left and right machines will have perfectly matching yellow alphas (using the ArcadeSim yellow dot alpha palette).

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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It is indeed quite a bit further down the line, but it might be doable :) ...there's quite a few things to do: 

- the current 'dot alpha' is a fast shader (so the GPU does all the work)... but needs a whole new approach (still GPU based), so that it doesn't look so pixellated and bad :)  So it'll be a bit more like the 7seg / 16seg shaders, which scale better at a distance.  Unsure how best to do this yet (getting the pixel data in/out in a fast way)...

- I need another processing step built into the converter (like the one that removes the reel windows)... so with some level of automation with potential for manual config, it will determine the correct area to make transparent where the 7seg/16seg/dot alpha is installed under the glass.  So then these would be set back a little under the glass in a darkened box (like how the reels are actually 'behind' the glass visible through the window).

- once all that's in place, I can look into a dynamic blur/bloom type effect, to occur at the level of the glass, only affecting the transparent area.

So that's the general long-term plan that I have in mind for these displays - but it's gonna be a good while before I can get to it! :) 

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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 06/10/2021 at 21:37, johnparker007 said:

Probably this one? (the Barcrest Genesis cabinet) :) 

image.png.2842c4740ed70283cc8513eaccfa9119.png

Cash Lines appears to be in a Genesis cab:

913390310_CashLines(Barcrest)(UK)0-17screenshot.thumb.png.6a367f64efdae9090d4b7a67a56f2519.png

That's them!  Therefore the Genesis cab was probably my golden age of fruity playing.  Thanks again for all your efforts (I'll have to ask santa to pay over the odds for a decent lappy and graphics card :D)

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12 hours ago, woodsy said:

Bring on that cabinet!!! Genesis not nemesis all the way!!!

Ah but in the future when we have video games in there, I wouldn't rule out a Nemesis ;)  I do like that game :) 

 

11 hours ago, CBNMNIJ said:

Sorry if this has been answered (couldn't find it).

Does the Arcade Simulator store cash in/out for each machine on our local computers or does it just reset every time we go into the application?

Short answer is yes, it does save the state.  So if you leave credits in a machine and exit that machine for example, when you next fire up that machine, it should have those leftover credits in :) 

It's currently using a base version of a new system for 'ram management'.  So when you install Arcade Sim / a new machine, it comes with an 'original' RAM state.  Then as you play the machine, that gets copied to your 'current' RAM state.   The new system is set up so that we will be able to have various 'save slots' etc, and the ability to reset the RAM back to the 'original' state (potentially a real reset also, but this could cause config issues, so will probably be hidden away under Advanced Controls to keep new users safe from breaking their machines).   This system will also form the basis for multiplayer with 'shared rams', so you could be watching someone else play a machine.  When they move on from the machine, and you choose to play it straight afterwards, you'll be getting the machine as they left it (but with a reboot)... more development will happen with this in future 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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Tech update :)  

Alongside converter workflow improvements, I've been chipping away at some more bugfixes (these fixes aren't live for everyone until the next patch update drops, I have to rebuild all the machines first):

- Fixed broken color in alpha blended lamps, most notably will fix the missing red lamps in @dad's recently added layouts:
image.png.e4a674801eb6f857c444845a2e4c6c50.png

- Fixed corrupt (usually number) reel graphics on machines where the source reel image was a horizontal strip, here's an example Wild Jackpots with a fixed number reel:
image.png.2b73b2d0eb91d8c9e86f22dbae1570ef.png

- Fixed alpha display data being shifted to the right, fixes machines that have this corrupt block of pixels on left side of alpha:
Wrong:
image.png.25be7c9f5caa02a1fd06ef9d27e378be.png
Fixed:
image.png.0e2b54b01fe8dcbe13ef762d14f6dd91.png

- Fixed non-working yellow button on bottom glass on DOND The Crazy Chair (tagging you @Reg as you requested this machine :)), fixed incorrect Dynamite Deal / Break Or Bust buttons and lamps on Cash Exploder ( @Chopaholic I saw the pain this missing button caused in your recent video! ;) )
image.png.6403a3c7ed1fdc88d088d0c18009af57.png

image.png.2ddc226f42ef36f4a975e3786c6ee441.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
[ 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 minutes ago, niallquinn said:

There is one thing I've noticed, and it's fairly crucial, on a lot of the betcoms the high/lo reel is screwed, ie on MIB, Looty Call etc.

Thanks!

 

 

I did vaguely notice that when I was making the new machines, but forgot to note it down - have added to my bug tracking sheet to have a look into, ta :) 

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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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At first I though it was displaying the two numbers on the reel, split, so it was etiher the number above or the number below, but it's isn't.  On MIB it shows it as this, like split numbers.  On Looty Call, it shows the whole number in view, but that isn't the correct number, eg  6 is a 2, a 5 is really a 1, a 4 is really a 12, but that's all I've been able to figure out.

Thanks.

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1 hour ago, niallquinn said:

At first I though it was displaying the two numbers on the reel, split, so it was etiher the number above or the number below, but it's isn't.  On MIB it shows it as this, like split numbers.  On Looty Call, it shows the whole number in view, but that isn't the correct number, eg  6 is a 2, a 5 is really a 1, a 4 is really a 12, but that's all I've been able to figure out.

Thanks.

Thanks man :) That reel issue has now been fixed, so they should all be working correctly in the next patch update :) 

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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 09/10/2021 at 12:28, serene02 said:

Thanks for the tech update John, can’t believe how far this project has come already ;)

I know these are aesthetics further down the line..  but could we have a nice glow on the alpha when the lighting is low, do you know what I mean?

J

Just having another look at this effect on a youtube video... looks like it should definitely be doable :) 

Off:

image.png.8df6852cbda8249804110c02a2c60972.png 

On:
image.png.c87d150a8a18d49a63da78d65a6341fd.png

Can just blend in the 'glow' per character based on what it's displaying, should end up looking something like that (when I also have the new shader done).

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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10 minutes ago, johnparker007 said:

Just having another look at this effect on a youtube video... looks like it should definitely be doable :) 

Off:

image.png.8df6852cbda8249804110c02a2c60972.png 

On:
image.png.c87d150a8a18d49a63da78d65a6341fd.png

Can just blend in the 'glow' per character based on what it's displaying, should end up looking something like that (when I also have the new shader done).

Thank God you’re a perfectionist!! 

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living the dream

 

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30 minutes ago, johnparker007 said:

Just having another look at this effect on a youtube video... looks like it should definitely be doable :) 

Off:

image.png.8df6852cbda8249804110c02a2c60972.png 

On:
image.png.c87d150a8a18d49a63da78d65a6341fd.png

Can just blend in the 'glow' per character based on what it's displaying, should end up looking something like that (when I also have the new shader done).

Wow, very cool 😎 

J

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