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johnparker007

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42 minutes ago, johnparker007 said:

Thanks man :)  And yes, they will ultimately be going in @Spidy21982's Goliath cab, they should look great :) 

The plan is that you'll not need to set anything up, they'll just work the same as the fruit machines.  Initially keyboard controls, then at some point later support for joysticks etc.
 

Hmm... if I ask a couple of questions please:

- what resolution is the touch screen monitor running at

- if you put the monitor back into landscape under Windows, then relaunch Arcade Sim, does it then definitely work ok?

- 'nothing moves video wise' - do you mean that you can walk around fine, just that the machine that you are playing has no lamps flashing (but all the others do)?

- is the touch screen portrait monitor your primary monitor?

Cheers :) Hopefully we can troubleshoot the issue, as it can work on my admittedly limited test of one single computer lol ;) 

 

Hi

 

Works ok when i plug little screen back in.

On touch screen res is 1920x1080 and i can walk around fine plus all the other machines are doing attract mode. when i start the game it fills the screen nicely but the digital dispays show 8s and the scrrool screen is full of vertical lines on a little slant.

I did notice that when i went back to my normal screen the program shortcut pics had double spaced to fill the screen. 

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23 minutes ago, headcook said:

 

Hi

 

Works ok when i plug little screen back in.

On touch screen res is 1920x1080 and i can walk around fine plus all the other machines are doing attract mode. when i start the game it fills the screen nicely but the digital dispays show 8s and the scrrool screen is full of vertical lines on a little slant.

I did notice that when i went back to my normal screen the program shortcut pics had double spaced to fill the screen. 

Ok so its working fine now. Did you change anything?

The resolution is the same but the icons now show the same on the 43 inch touch screen.

Any one have a link for a rotatable bracket that will hold a llyama 43 inch touch screen?

Also are there any touch screen movement controls i can bring up to get around the arcade and enter and exit machines?

Great work and thank you.

 

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26 minutes ago, headcook said:

Ok so its working fine now. Did you change anything?

The resolution is the same but the icons now show the same on the 43 inch touch screen.

Any one have a link for a rotatable bracket that will hold a llyama 43 inch touch screen?

Also are there any touch screen movement controls i can bring up to get around the arcade and enter and exit machines?

Great work and thank you.

 

Hiya - I think somehow what has heppened is that before, Windows was perhaps setting the screen into a non-0native resolution with stretching, perhaps only while Arcade Sim was running.  For reading MFME it needs to read precise pixel values from MFME's window that is hidden in the background - if the display goes to non-native resolution, the pixels will become blurred, and so this system fails.  This would look like:

"the digital dispays show 8s and the scrrool screen is full of vertical lines on a little slant."

And with a bit of plugging/unplugging, it sounds like Windows has got it's resolutions stabilised.  If it happens again, Alt-Tab to display MFME and take a screenshot.

Unfortunately this method of screen-scraping is pretty fragile!  Glad you got it going :) 


"are there any touch screen movement controls i can bring up to get around the arcade and enter and exit machines?"

There are not, but that's a good idea, I've added it to the backlog... though it will be quite some time until I get to working on controls, good call though :) 

[ 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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1 minute ago, johnparker007 said:

Hiya - I think somehow what has heppened is that before, Windows was perhaps setting the screen into a non-0native resolution with stretching, perhaps only while Arcade Sim was running.  For reading MFME it needs to read precise pixel values from MFME's window that is hidden in the background - if the display goes to non-native resolution, the pixels will become blurred, and so this system fails.  This would look like:

"the digital dispays show 8s and the scrrool screen is full of vertical lines on a little slant."

And with a bit of plugging/unplugging, it sounds like Windows has got it's resolutions stabilised.  If it happens again, Alt-Tab to display MFME and take a screenshot.

Unfortunately this method of screen-scraping is pretty fragile!  Glad you got it going :) 


"are there any touch screen movement controls i can bring up to get around the arcade and enter and exit machines?"

There are not, but that's a good idea, I've added it to the backlog... though it will be quite some time until I get to working on controls, good call though :) 

Loving this program, thank you. Intending to to hook up to Aladdin's package and yours.

Feeling like a kid with this 43 inch touchscreen next to me on the floor:)

A touch screen 4 arrow interface with an enter or exit button would be amazing. 

Could be called up by a touch in a corner perhaps so as not to upset mouse users?

thx

 

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1 hour ago, headcook said:

Loving this program, thank you. Intending to to hook up to Aladdin's package and yours.

Feeling like a kid with this 43 inch touchscreen next to me on the floor:)

A touch screen 4 arrow interface with an enter or exit button would be amazing. 

Could be called up by a touch in a corner perhaps so as not to upset mouse users?

thx

 

Sure - it'd likely be something to enable in Settings, 'Touch Controls' or similar.  So then it could be permanently on for cabinet/touch users, and off for standard/VR users.  Won't be for a good while, a lot to work on and not enough time with day job / life commitments, but I will get to it at some point :) 

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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 09/02/2022 at 23:18, johnparker007 said:

Audio test :)  It's overall far too quiet, desync, and other problems, but much less distortion issues, needs more work...

 

Wow, the sound definitely brings this together.

Now has anybody got change of a pound note, I fancy a game of Mr.Do!, hopefully its not on the other side of the room. :)  

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On 10/02/2022 at 22:49, headcook said:

Loving this program, thank you. Intending to to hook up to Aladdin's package and yours.

Feeling like a kid with this 43 inch touchscreen next to me on the floor:)

A touch screen 4 arrow interface with an enter or exit button would be amazing. 

Could be called up by a touch in a corner perhaps so as not to upset mouse users?

thx

 

That sort of option could potentially be useful accessibility wise too, e.g. for an eye-gaze user and some other accessibility devices.

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6 hours ago, Danik2343 said:

Will the simulator be translated into languages in the future? I'm a native Russian speaker, I could easily translate into Russian (interface)

Thanks @Danik2343 - I've added localisation to the backlog, and made a note to check in with you - there'll be a public google doc with the strings, so translations can be entered, I guess I'll initially do EFIGS/NL/Ru... it's low priority for now though, especially as there's so much of the text interface that is not yet designed/built :) 
image.thumb.png.be7c3227f48d62a68107b36a8ce59cf0.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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42 minutes ago, Spidy21982 said:

Awesome as always @Spidy21982!  Looks brilliant :D 

I am still working on the video games at present, they will be in your Goliath at some point soon... Once video games are actually working (you can't play them yet) and bugfixed... I think I'll be back on building fruit machine models from your c4d models... but the video games are taking longer than anticipated, as is often the case with everything! :) 

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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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Well I've been briefly temporarily side-tracked onto another project (ROM patches to remove need for Chr chip on real MPU3/4 machines) - that seems to now be working at a basic level.

Vid here for those interested, showing patching an MPU3 game to not need the Chr chip:
https://www.youtube.com/watch?v=ZZt4eL91mWI

So now I can get back to Arcade Sim dev again :) , not planning to do the next chunk of work on CPR program for quite a while, which will be about 'stealth patches', to hopefully address some issues to do with payout percentage on some patched roms 🤞...flagged by the talented @andrew96, who is also doing research into this stuff

That's why it's been a bit quiet on this thread! ;)  But we have saved this real MPU3 machine from being broken up for parts and the tip (as it was missing its Chr chip), so it's all good :) 

LS50.jpg.8409513695e6b52fea61bfc1f145882d.jpg

Next stuff on Arcade Sim - I've been working on machine generating, plus I have quite a few problems/improvements to sort out with getting the cabinet model rendering efficiently through Unity - it's all good fun :) 

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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14 hours ago, Danik2343 said:

What about generation settings? For MAME, it is better to do this too, in order to select the maximum number of machines and select them for download, or you can click on the button "Load all machines (MFME + MAME)"

There will be a 'library' system, so users can choose to download all the machines if they need to for offline use etc.  However, this won't happen by default, due to bandwidth.  The default behaviour is that it will download machine assets only when required for use by loaded arcade, or in Arcade Editor.  Otherwise, each new user would need to download the entire current library of assets, which would be result in crazy bandwidth usage (if there are say 800 fruit machines and 1000 video games with attract videos).

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 :)  I've been working on the basic system for 'generating' the Goliath video games, still a ways to go, but here is a demo of generating a 1942.

Quite a few stages left to develop yet, plus the cabinet model needs a lot more work to optimise... hopefully tomorrow I can regen all the videos (takes a while to run, otherwise would've test build these tonight) then rebuild the games, to get to a point of having the initial 64x game attracts in cabinets with marquees for a local test... 


I have also found a very large collection of accurate though basic SketchUp models that a guy has put up royalty free.  They'll need a ton of work, though I'm planning to download them all, for hopefully building an automated conversion/enhancement process later.  Tried to contact the guy, but could only comment on his models - no way to contact unfortunately...

The models:
https://3dwarehouse.sketchup.com/collection/4ac3dc12784cb20bd06e6be4f8954ac/Arcade-cabinets-by-Gozer

I'll be going back to working on Spidy's cabinet models though when I finally have the initial 64 Goliath video games actually playable/packaged... everything's taking much longer than planned lol :) 

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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Quick in editor demo of generated machines with marquees, various hacks and bugs to sort out...

 

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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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3 hours ago, johnparker007 said:

Quick in editor demo of generated machines with marquees, various hacks and bugs to sort out...

 

HOW MANY MACHINES?! AND ALL MAKING SOUND?!?!

52 minutes ago, pubjoe said:

This is so good it's ridiculous.

Yeah, and that could be an understatement especially with how much potential this project shows!

Good job @johnparker007! This is at the very least a new step in emulation, and at most... an emulation platform!

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Have sorting out missing marquees 9plus replaced Puckman with Pacman marquee.  Super Pang - I had to crop from the top of a Japansese flyer, looks ok though :)  Super Space Invaders, I had to bodge from from an ebay photo of a non-flat repro artwork - can't find original.  Still, no bright purple rectangles due to missing marquees any more :)  Cosmo Gang also a bit of a blag, couldn't find real marquee scan.

Demo of performance in build (as Editor always runs badly at present)... not great, not terrible :) ...but more optimisation work to do, should be able to get CPU/GPU down a bit...

 

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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Also low key looking into the large collection of Sketch Up dedicated arcade models, if I could get a consistent conversion process, it might work for all of them... playing with a Defender:
image.thumb.png.8366c0a8371be37c7dd5c2058f21a002.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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