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johnparker007

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Developed 'slider' setting for UI; saves the (float) value to users settings, controls Bloom intensity (puts the warm nostalgic/smoky arcade glow around lights)...

Quick demo of the new slider in action:  :) 

More slider settings will follow, as required - much quicker to add new ones now I've set up the system...

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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Great to see the revised settings structure and very keen to be able to control the bloom. I find it’s an awesome effect that adds that next level of realism to the emulation. I will be interested to see if I can strike a good balance though as i find that the bloom at its current hardcoded level can be perfect at times but then overbearing when the machine has many lamps active and then you see a compound effect of the bloom across the multiple lamps. All great stuff, still can’t believe how far we have come. To play these games in 3D is just awesome. 

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7 hours ago, Mort said:

Great to see the revised settings structure and very keen to be able to control the bloom. I find it’s an awesome effect that adds that next level of realism to the emulation. I will be interested to see if I can strike a good balance though as i find that the bloom at its current hardcoded level can be perfect at times but then overbearing when the machine has many lamps active and then you see a compound effect of the bloom across the multiple lamps. All great stuff, still can’t believe how far we have come. To play these games in 3D is just awesome. 

Yeah there ultimately needs to be two more large stages developed for the conversion process.  The first is ot 'normalise' various aspects of the lit/unlit lamps and backglass (and reels).  For instance if you look at say Bonanza or Game of Gnomes, it is overall much brighter than say Indiana Jones.  So the idea will be to do pre-processing to get the brightness/contrast/exposure/blacklevel/saturation essentially 'evenly balanced' between all the converted layouts.

In addition to that, finally the unlit backglasses then need to be ramped up (while balanced) so they are at source image brightness (as if one had the source artwork before it was silkscreened/printed).  At this stage, the backglasses/reels could then be rendered as properly environment-lit surfaces.

All super time-consuming to develop unfortunately!  :)  ...But it is something I can retro-actively run through later... so for now, it's uneven, non-dynamic lit machines. 

So I guess what I'm saying is that right now, it'll be a case of finding a happy medium setting, that's just ok for all machines (or adjusting down for particularly bright machines)... but one day, all machines will be balanced, so then it'd be possible to dial that setting right in, and it should be good for all :) 

That's why I am now also currently skipping very bright source layouts, to come back to later once I have the balancing work done (Game of Gnomes would probably be put to one side now until it can be balanced).

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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3 hours ago, bionic_beast said:

Good News! I just returned home today booted up Arcade Simulator and...

image.thumb.png.b9e05225b07694ecb868d9c29ecbbdeb.png

IT'S ALIVE! ALLIVE I TELL YOU!

Well that is confusing - I know you originally had the sharing violation on un-reversing the "Speedhack2.dll" file... which seemed very much anti-virus related, though I think you'd disabled it.

Good news for you then, though that bug is still lurking... It tries to recreate that file every startup, so without wanting to be a doom-monger, the issue may return! 

If it does, please gimme a shout - I think we'd said we'd do TeamViewer or something once you were back from your Xmas break... so could still do that.

I did submit the .dll to another antivirus company, but they bounced it back... perhaps somehow the anti-virus definitions have been updated, despite the bounce back,  to whitelist the dll, and that is why it's now happy - fingers crossed that's the case, as then the issue won't return.

(well, not until I have to at some point build a new 'dll' to allow for more functionality/speed/stability... but I'm holding off for now to avoid the anti-virus hassle I'll have to go through again with whitelisting with all the vendors!)

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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@jabbathehut for your stability issue, where it stops working after playing a few machines... one thing you could try is disabling the 'Turbo Startup' option from 'Experimental Settings' menu.

It'll mean that machines will be slower to start up... but there's a chance it may improve/fix with those MFME process crashes you are having.

Just something worth trying... no promises! :) 

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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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16 minutes ago, jabbathehut said:

I tried just that the other night meant to post it seems to have solved the issue.Will give it a further bash over the weekend. 

Thanks

Thanks for letting me know - I'll update the bug sheet with this info. 

In the future the turbo startup system may become more stable (and ~4 seconds faster) if I do some changes... but not a priority right now with all the other work needing doing! :) 

[ 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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5 hours ago, johnparker007 said:

Yeah there ultimately needs to be two more large stages developed for the conversion process.  The first is ot 'normalise' various aspects of the lit/unlit lamps and backglass (and reels).  For instance if you look at say Bonanza or Game of Gnomes, it is overall much brighter than say Indiana Jones.  So the idea will be to do pre-processing to get the brightness/contrast/exposure/blacklevel/saturation essentially 'evenly balanced' between all the converted layouts.

In addition to that, finally the unlit backglasses then need to be ramped up (while balanced) so they are at source image brightness (as if one had the source artwork before it was silkscreened/printed).  At this stage, the backglasses/reels could then be rendered as properly environment-lit surfaces.

All super time-consuming to develop unfortunately!  :)  ...But it is something I can retro-actively run through later... so for now, it's uneven, non-dynamic lit machines. 

So I guess what I'm saying is that right now, it'll be a case of finding a happy medium setting, that's just ok for all machines (or adjusting down for particularly bright machines)... but one day, all machines will be balanced, so then it'd be possible to dial that setting right in, and it should be good for all :) 

That's why I am now also currently skipping very bright source layouts, to come back to later once I have the balancing work done (Game of Gnomes would probably be put to one side now until it can be balanced).

Game of gnomes issue, is that due to me making the layout brighter than usual if so can you not change the brightness/contrast in mfmes dx editor prior to converting 

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52 minutes ago, vectra666 said:

Game of gnomes issue, is that due to me making the layout brighter than usual if so can you not change the brightness/contrast in mfmes dx editor prior to converting 

I can do that, but really I'm holding out until I do the big job(s) - so brightness/contrast along with other grading, like black level, saturation etc can all be adjusted as part of the conversion process, in a somewhat automated fashion from the unedited source layouts... as ultimately I'll be trying to get everything to evenly matched source scan grading, so it can be dynamically lit in the engine. 

Probably sounds like a very long way round, but it'll be worth it when it's done!  It'll also future-proof the conversions for when ray tracing (RTX cards etc), become widespread and affordable (so the engine could migrate to fully raytraced).

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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, Danik2343 said:

Результаты перевода

Will there be arcade game machines added? It would be interesting.

They are planned for later, but it will probably take significant dev time to do an optimal implementation of a custom ArcadeSim build of MAME (already done with scraping, but that introduces input lag which is not great for retro arcade games)... so not planning this for a while yet :)

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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 new patch is live :) 

This adds the new Settings menu.  This now allows for custom setting of 'Bloom Intensity' via a slider in the Graphics options.

For user @Ultra JP - now you shouldn't have to do the 'debug cheat' to make the machines work on your setup :)  I have rolled that setting in as 'On by default' (it's under MFME options in the Settings menu).  So you should just be able to launch ArcadeSim, and the games will now work.

If this causes problems for other users, it can be disabled (and then I'll have it off by default in next patch) - I think it should only improve scraper reliability 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, bionic_beast said:

image.thumb.png.89329ba81d028f95b770b61f83ea12fb.png

...

lol I take it it's gone back to doing the 'black screen of death' at startup again!  Presumably if you do the 3x clicks in the top-left corner to pull up the debug console, it is back to having the Sharing Violation Error message on the speedhack2.dll file?

I may have to TeamViewer in to work on this one further...

[ 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 minutes ago, johnparker007 said:

lol I take it it's gone back to doing the 'black screen of death' at startup again!  Presumably if you do the 3x clicks in the top-left corner to pull up the debug console, it is back to having the Sharing Violation Error message on the speedhack2.dll file?

I may have to TeamViewer in to work on this one further...

yep... that's exactly what it's come down to. When's a good time for you to TeamViewer?

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12 minutes ago, bionic_beast said:

yep... that's exactly what it's come down to. When's a good time for you to TeamViewer?

Have messaged ya :) 

[ 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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This is getting better and better, it looks amazing, well done John, I'm still getting problems though, the machines don't start up, I did get one to play, then nothing, I did notice mfme started up, and when I clicked on it, it was running the game, albeieit just the alpha and a few lights, but the alpha was loading the game correctly,  anyway I wouldn't worry to much, insure its just a problem with my pc.

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59 minutes ago, flying giraffe said:

This is getting better and better, it looks amazing, well done John, I'm still getting problems though, the machines don't start up, I did get one to play, then nothing, I did notice mfme started up, and when I clicked on it, it was running the game, albeieit just the alpha and a few lights, but the alpha was loading the game correctly,  anyway I wouldn't worry to much, insure its just a problem with my pc.

Hiya - offhand would recommend:

- try running Arcade Simulator as Administrator, this has definitely fixed for some people
- try disabling the Turbo Startup option, it's in the Settings menu under MFME
- try enabling/disabling the new Update Window Title option, it's in the Settings menu under MFME (it might help, it might have no effect)

It's all down to the unreliable approach(es) required to interface with MFME at present.

If none of the above works, I could remote into your PC via TeamViewer to take a look... while the current MFME stuff is crazy unstable, it just about works for most people I think now... 

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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894180315_Beer1.thumb.png.bce5f4c802e11ce4a0166649d04e7c17.png

I love this, you have created "pissed mode"... ...I would neer normally keep it like this - but this reminds me of years gone by when lights were way too bright playing machines that I could barely see due to too many beers and wonder why I lost cash...

image.thumb.png.99b98c8abe373daa6dfe8364ee48669e.png

...this is so cool looking - especially when you turn off the lights.  Love that the attracts all interface and work in this mode as well - simply stunning.

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7 minutes ago, Mort said:

Thanks for the bloom slider, just gave it a try, settled on 5.0 for now - seems to strike a good balance for my setup. 

Yeah I think before I had it up at around 11... but it was overkill, especially with some unlit backglasses being bright currently.  I think 5.0 is what I set the new default setting to, seems about right for now (until I can do the normalisation work).

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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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2 minutes ago, Reg said:

894180315_Beer1.thumb.png.bce5f4c802e11ce4a0166649d04e7c17.png

I love this, you have created "pissed mode"... ...I would neer normally keep it like this - but this reminds me of years gone by when lights were way too bright playing machines that I could barely see due to too many beers and wonder why I lost cash...

image.thumb.png.99b98c8abe373daa6dfe8364ee48669e.png

...this is so cool looking - especially when you turn off the lights.  Love that the attracts all interface and work in this mode as well - simply stunning.

I guess we'll be needing a 'double vision' mode next - where you have to close one eye to focus ;) I try not to booze that hard any more! :) 

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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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5 minutes ago, johnparker007 said:

I guess we'll be needing a 'double vision' mode next - where you have to close one eye to focus ;) I try not to booze that hard any more! :) 

Well why not...

...I mean the surreal things was - I was not going to mention it, but one of the layouts I did you included ( and thank you was Hot Shots ), I thought it used to be on the end of a row.  I was literally walking around looking for it and finally found it here...

Found.thumb.png.fe500b875798150f2d02ba6eb0734731.png

...there was something frightening realisitic about this experience thinking "Nooooo" it's gone and then relief when found !

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