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johnparker007

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28 minutes ago, johnparker007 said:

Thanks for all the awesome 3d models!  They're a massive help in getting new machines in :D 

Thanks John, the walk around I did before it crashed was like finding money on the street!! Awesome!!! Thanks @Spidy21982 too, I was hoping to be able to help somehow but couldn’t, fortunately you came along and truly lent a hand!! You both are very kind and generous people to share your skills and time with us all!! Truly awesome to behold!! Thanks to all the layout creators too!!! If I ever get one (just one) of my layouts in the arcade I think I’ll faint haha!! I really am in awe of the project and its future… thanks 

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Had a quick lunch test on my work PC - Indiana Jones is broken in the new update, very likely ram issue... as now the data layouts have the checkboxes to fix things like always paying out in tokens.  I checked the other Vogues and they all boot... so just Indy.

Shame as it's one of the absolute classics!  Not sure how quick a fix will be, as really it needs doing properly in conjunction with expanding the ram management system, which could also do with a UI, which depends on me developing a better UI system in general etc...

Hopefully no other non-runners 🤞

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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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17 minutes ago, johnparker007 said:

Had a quick lunch test on my work PC - Indiana Jones is broken in the new update, very likely ram issue... as now the data layouts have the checkboxes to fix things like always paying out in tokens.  I checked the other Vogues and they all boot... so just Indy.

Shame as it's one of the absolute classics!  Not sure how quick a fix will be, as really it needs doing properly in conjunction with expanding the ram management system, which could also do with a UI, which depends on me developing a better UI system in general etc...

Hopefully no other non-runners 🤞

When you add new machines I guess it’sa lot of coding and the like, my query is; if a machine is in the same cabinet and same era is it a simple swap out or is every machine a new build start to finish? Reason being could you swap Indy out with rollercoaster as same cab, era, tech, payout. Just a query. I can’t compliment you enough for the arcade and the patch is awesome!!

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16 minutes ago, woodsy said:

When you add new machines I guess it’sa lot of coding and the like, my query is; if a machine is in the same cabinet and same era is it a simple swap out or is every machine a new build start to finish? Reason being could you swap Indy out with rollercoaster as same cab, era, tech, payout. Just a query. I can’t compliment you enough for the arcade and the patch is awesome!!

also first bug encountered.. hold 2 - haunted house not functioning.

crystal maze lamps half on/off on win decals.

may of been a strange combo of key press unsure but upon escaping from take your pick, avatar start position is restarted outside the square arcade area. can walk back so no problem but fyi.

also LOVING IT

Edited by woodsy
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1 hour ago, Danik2343 said:

Main Menu: "Create" Button not works, because is coming soon?

Is coming one day, not sure how 'soon' that will be - needs at least local level management system, plus the Arcade Editor is very base bones and buggy right now... that will need a lot of work to be good enough for end users.  But it is definitely planned :) 
 

1 hour ago, woodsy said:

When you add new machines I guess it’sa lot of coding and the like, my query is; if a machine is in the same cabinet and same era is it a simple swap out or is every machine a new build start to finish? Reason being could you swap Indy out with rollercoaster as same cab, era, tech, payout. Just a query. I can’t compliment you enough for the arcade and the patch is awesome!!

Every machine is a new build - lots of machines don't convert yet for various reasons... I will investigate Indy further later, if there's nothing quick I could potentially do roller coaster.  Don't want to spend any time on 'bodge' fixes unless they're very quick :)  So yeah, hopefully fixing Indy, or a replacement vogue in the gap.  But it takes time to build a new machine, and often problems come up at this stage, the converter still needs a lot of work.

56 minutes ago, woodsy said:

also first bug encountered.. hold 2 - haunted house not functioning.

crystal maze lamps half on/off on win decals.

may of been a strange combo of key press unsure but upon escaping from take your pick, avatar start position is restarted outside the square arcade area. can walk back so no problem but fyi.

also LOVING IT

Thanks for haunted house bug, have added to the buglist :) 

Crystal Maze already on buglist - it's a general issue with certain masked lamps

The 'teleporting' also already known issue, a couple of systems related to navigation/camera/character animation (for multiplayer) are going to be completely redone so that will probably stay a bug for a while.

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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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13 minutes ago, johnparker007 said:

Is coming one day, not sure how 'soon' that will be - needs at least local level management system, plus the Arcade Editor is very base bones and buggy right now... that will need a lot of work to be good enough for end users.  But it is definitely planned :) 
 

Every machine is a new build - lots of machines don't convert yet for various reasons... I will investigate Indy further later, if there's nothing quick I could potentially do roller coaster.  Don't want to spend any time on 'bodge' fixes unless they're very quick :)  So yeah, hopefully fixing Indy, or a replacement vogue in the gap.  But it takes time to build a new machine, and often problems come up at this stage, the converter still needs a lot of work.

Thanks for haunted house bug, have added to the buglist :) 

Crystal Maze already on buglist - it's a general issue with certain masked lamps

The 'teleporting' also already known issue, a couple of systems related to navigation/camera/character animation (for multiplayer) are going to be completely redone so that will probably stay a bug for a while.

Thanks John, I’ll try and read the bud list in future, apologies. Thanks for explaining the process, please don’t change your planned workload if it causes extra work, I was purely curious to know how it worked and if I had found a cheat for you to utilise re swap machines of similar type. As for the teleport is it at all possible to increase the walk speed with shift pressed to be a bit faster by changing a number in the code only? If so please do add that will help with the bug before being fixed maybe? Wish I could help

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31 minutes ago, woodsy said:

Thanks John, I’ll try and read the bud list in future, apologies. Thanks for explaining the process, please don’t change your planned workload if it causes extra work, I was purely curious to know how it worked and if I had found a cheat for you to utilise re swap machines of similar type. As for the teleport is it at all possible to increase the walk speed with shift pressed to be a bit faster by changing a number in the code only? If so please do add that will help with the bug before being fixed maybe? Wish I could help

If you hold down left shift while walking it goes a little faster.  Not planning on adjusting that right now - it wouldn't have any effect on the teleporting bug... new systems are replacing navigation/camera/character animation, so that system will be the one that gets the love.

Current workaround is just to stop walking completely before you press enter to engage a machine!  Not great I know lol but I don't want to waste dev time fixing things that will be stripped out :) 

I may look at roller coaster tonight, as a single machine can be done (not optimal)... but then at least I can rest easy knowing that all the machines work (hopefully) as Indy isn't a quick fix, due to ram management.

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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41 minutes ago, jabbathehut said:

Small bug report.

Rat race reel lights not working played it ,left some credits in it.Went back today and it boots with credits the start buttons flash but nothing happens .Apologies if this is already know to you 

Thanks - sounds like a turbo start up lamp issue, I'll add to the bugsheet - honestly thought I'd already fixed that.

The reel lamps will be dark for a while, as rat race used a fluorescent tube - so I'll be doing a shader to simulate that effect.

[ 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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Just watched this video...

..absolutely stunning - it really is as work of art here @johnparker007 and my one sadness is @Wizard is not here to see this.

If I may - on the likely huge list - there are three clubbers I would love to play in this arcade - to emulate the world I used to really play in a snooker hall.

M1AB - Monopoly Club

S2 - Cops N Robbers  Club

MPU4 - Adders and Ladders Club

I don't know the status of cabinets etc - but by good to have them next to each other and playable in this would I be a pig in poo ! :)

If I may add those to a future list please ?

 

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1 hour ago, jabbathehut said:

Small bug report.

Rat race reel lights not working played it ,left some credits in it.Went back today and it boots with credits the start buttons flash but nothing happens .Apologies if this is already know to you 

Just had a quick look at this... does it happen every time, that the start buttons don't work?  Or was it just a one time thing?

I tried on two of my PCs and it seems to restart without problems:

Lemme know if you're still seeing the issue, and we can do some troubleshooting, try figure out what's going on :) 

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[ 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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1 hour ago, johnparker007 said:

If you hold down left shift while walking it goes a little faster.  Not planning on adjusting that right now - it wouldn't have any effect on the teleporting bug... new systems are replacing navigation/camera/character animation, so that system will be the one that gets the love.

Current workaround is just to stop walking completely before you press enter to engage a machine!  Not great I know lol but I don't want to waste dev time fixing things that will be stripped out :) 

I may look at roller coaster tonight, as a single machine can be done (not optimal)... but then at least I can rest easy knowing that all the machines work (hopefully) as Indy isn't a quick fix, due to ram management.

Absolutely at your discretion and much wiser informed choice be it. I just hoped to help if at all, I will leave the details to you and your best laid plans!! I’m truly in awe of what you have done!

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On my first load up, all machines wouldn't start for me, I could hit enter and stand in front of them, but then nothing happened. On the second load no issues.

One issue I can't see on the list, but I'm sure is known about, is that the box amount on all DOND machines are visible and on some the box amount reel isn't lined up properly.

I saw some cabinets, when standing looking at them from a 90 degree angle and from behind the machine, you could see what looks like the framework at the top side of the cab was detached from the rest of the cab.

A minor issue, the feature entry music on Adders and Ladders is cut short and when you get a win, it normally does a drop down of the lamps to the win gained and then does a countdown on amounts lighting the feature exchange against amounts one at a time, but AS immediately show them, rather than light a lamp at a time.

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4 hours ago, Reg said:

Just watched this video...

..absolutely stunning - it really is as work of art here @johnparker007 and my one sadness is @Wizard is not here to see this.

If I may - on the likely huge list - there are three clubbers I would love to play in this arcade - to emulate the world I used to really play in a snooker hall.

M1AB - Monopoly Club

S2 - Cops N Robbers  Club

MPU4 - Adders and Ladders Club

I don't know the status of cabinets etc - but by good to have them next to each other and playable in this would I be a pig in poo ! :)

If I may add those to a future list please ?

 

Thanks man :)  And yes, it is a true shame he's not with us exploring this new avenue of FME.

New machine conversions are mainly dependant on the status of the cabinet, from 'do we have good reference images, esp. side profiles'... and measurements can be handy too... up to 3d model, and then conversion/tweaking/other stuff for me to get it to usable state for actual use.

On that, the closest one on your list is the MPU4 clubber - I have to make a version of the Barcrest Highline cabinet, based on the non-rolltop (which was of course built based on Spidy's excellent 3d models :) ) - but it's a minor tweak so shouldn't take ages to start getting those rolling through.

However, there is a second major factor that is an issue for that one - the layouts where the exposure and/or background vs glass balance is unusable (most often due to the background being too bright.  An early test was here, the Game of Gnomes is too bright, and I was testing a simplified way to adjust:

Though ultimately I need to do something more elaborate (as is often the case!) - so the machine background/lamp images will be hard-adjusted at conversion time, with some way to mask baked in lamps.  This will later allow for the backgrounds to then absorb light from the environment- they currently can not.

So for now I'm putting those aside for later as it's better to keep working on the core program/processes, alongside slowly bringing in new machines that I can convert with whatever the current process is.  Otherwise they get put to one side... it's the only way I can keep any kind of momentum up as all this takes ages!

Club Cops n Robbers - major issues; no cab, don't have dot matrix displays yet

Maygay Monopoly Club - major issues; no cab, unknown layout artist

Currently the process is more a case of converting what I can, into the cabinets I can build/adapt variants, from mine and now Spidy's layouts.

Also am prioritising more commonly used cabinets to get more games for the upfront work of the various stuff involved in each cab creation.

So unfortunately it's really not so easy to accommodate requests at this early stage, as they may depend on a month or two's worth of other work depending on what they need.  I have set up a new spreadsheet anyway - I will put requests on there for now, and do preliminary work to look into their suitability (like I've done with these).  But in these early stages there's still a lot of showstopper issues, some of which may not be immediately obvious - so it's far more likely a machine won't be doable at this stage.

New requests sheet:
https://docs.google.com/spreadsheets/d/1VtMkjI0R3fnQE3ueasZNUrVk2DltPRjZFSPTPgYVQoA/edit?usp=sharing

What I would say is if you do happen to have some image reference for the Scorp 2 cab or the Maygay cabinet - especially side profiles... they are the first step in 3d modelling it, so would be very welcome as a zip per cabinet or something like that.

Also - do you know who the layout artist is who created this one please? (as I will need to get permission if I don't have it yet, unless it's considered an orphaned work)... it's either a layout that is 'dark'... or by someone called Dark...
image.thumb.png.abeb433123ebafce848081c1469c298d.png

It is layout Monopoly_Club_(Maygay)_[Dx03_250jp]_[c].fml  from Geddy's excellent legacy packs.  Thanks very much for these @Geddy, very useful for creating the machines :) 

Later in the project many more conversions should be possible (with the normalisation work, missing components created, cabinets created etc)... but for now, it is a highly constrained path I am walking :) 

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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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5 hours ago, wearecity said:

On my first load up, all machines wouldn't start for me, I could hit enter and stand in front of them, but then nothing happened. On the second load no issues.

One issue I can't see on the list, but I'm sure is known about, is that the box amount on all DOND machines are visible and on some the box amount reel isn't lined up properly.

I saw some cabinets, when standing looking at them from a 90 degree angle and from behind the machine, you could see what looks like the framework at the top side of the cab was detached from the rest of the cab.

A minor issue, the feature entry music on Adders and Ladders is cut short and when you get a win, it normally does a drop down of the lamps to the win gained and then does a countdown on amounts lighting the feature exchange against amounts one at a time, but AS immediately show them, rather than light a lamp at a time.

If it's working ok now, I'll just consider it a 'one off' for the moment, this is all experimental stuff ;) - the scraping technique I am using at present is far from robust... though I am only focussing on fixing permanent problems.

I had that bug re the DOND silver covered reels elsewhere in another tracking system, I've added a note about it to the public bugsheet.  The alignment again is something I'm aware off, but needs various work - I think I know how to solve it but time-consuming to revise.  Have added a note to the public bugsheet.

I saw some cabinets, when standing looking at them from a 90 degree angle and from behind the machine, you could see what looks like the framework at the top side of the cab was detached from the rest of the cab.
That is my placeholder eclipse models - they just aren't great quality haha, I don't have the patience or skills to do great models.  This will be solved at some future point with more work on the 3d models.  Note added to public bugsheet.

the feature entry music on Adders and Ladders is cut short and when you get a win, it normally does a drop down of the lamps to the win gained and then does a countdown on amounts lighting the feature exchange against amounts one at a time, but AS immediately show them, rather than light a lamp at a time
Music will be down to emulator/roms... Adders and Ladders has some wrong lamps in source layout, this is actually getting worked on at some point, as I need to fix them to make a no-chr chip patched rom - that may fix a lamp issue or two (the number reel has issues on source layout for instance, is 'shorted with Skill Cash I believe).
 

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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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5 hours ago, Chopaholic said:

Amazing stuff, many thanks @johnparker007 :) 

 

 

Thanks for another awesome video! 

I'm with you, that DOF effect is pretty extreme right now, more just an initial proof of concept... the bloom will look better later (quite a lot later) when I can do the various work involved in normalising the layouts so they're all of a more balanced exposure... if you play brighter layouts like Game Of Gnomes or Bonanza, it's currently kinda blinding with bloom on :)  Shows the effect is possible at least 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
[ 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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4 hours ago, Mrbeanstreak said:

Is the update out ?

Yes - when you next launch arcade sim, it should update itself.

Edited by johnparker007

[ 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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Re the update - as well as the new machines in new (older era) cabinets I think I added around maybe 8x new games in Eclipse cabinets which should be in there mixed up with the other eclipses - sorry I can't remember which one they were!  But they are new in the update :)

Edited by johnparker007

[ 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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