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@Altharic@johnparker007@wolf676

For some reason the tune after you collect a gamble is shorter than the real one, it's almost like it plays less notes. Other than that it's done now, thanks a lot to everybody who contributed! 2-3 weeks ago I stumbled across this thing, and now it's emulated :D Now I'm back to dealing with Golden Spin I guess, getting close...

Build is attached if anybody wants to give it a go :)

mame.zip

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27 minutes ago, SomeRandomGuy said:

@Altharic@johnparker007@wolf676

For some reason the tune after you collect a gamble is shorter than the real one, it's almost like it plays less notes. Other than that it's done now, thanks a lot to everybody who contributed! 2-3 weeks ago I stumbled across this thing, and now it's emulated :D Now I'm back to dealing with Golden Spin I guess, getting close...

Build is attached if anybody wants to give it a go :)

mame.zip 14.32 MB · 1 download

no the tune is the same length, it is repeated twice, it looks like the other sounds are just other tunes sped up which is easy to do as on the doorbell I had did have this fault! there was no feedback from one pin to another for note length

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1 hour ago, Jolt-Z said:

Will they eventually bring Phoenix 1/2 support to MAME? I wanna eventually see Dungeon Master and the other unemulated Electrocoin hitechs.

Thats more of missing resources

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4 hours ago, andrew96 said:

no the tune is the same length, it is repeated twice, it looks like the other sounds are just other tunes sped up which is easy to do as on the doorbell I had did have this fault! there was no feedback from one pin to another for note length

It's kinda weird, doesn't seem like it's repeating it to me... (edit: the audio player doesn't seem to work here, files are in a zip now)

The Black Box side has a line that controls whether the tunes play at normal or fast speed, and I set the normal speed after how fast Oranges & Lemons is supposed to be, so changing it would be right for only one of them. Even with a slower speed the tune still doesn't sound 100% right, strange issue...

tunes.zip

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5 hours ago, SomeRandomGuy said:

@Altharic@johnparker007@wolf676

For some reason the tune after you collect a gamble is shorter than the real one, it's almost like it plays less notes. Other than that it's done now, thanks a lot to everybody who contributed! 2-3 weeks ago I stumbled across this thing, and now it's emulated :D Now I'm back to dealing with Golden Spin I guess, getting close...

Build is attached if anybody wants to give it a go :)

mame.zip 14.32 MB · 2 downloads

Absolutely stellar work man :D  Really cool to hear that US eBay doorbell dumped and running driven from proper FME!

Good luck with that last Golden Spin game :) 

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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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I for one am delighted never thought I'd hear that tune again used to sometimes annoy me other times it reminded me i was at the seaside good memories.

What plans do you have after blackbox been looking at the current state of techs in mame and some are almost there as in they do more than the mame status suggest?

Eg spoof mpu3 seems to boot and go into attract mode but doesn't coin up

Yet its status is non working

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7 hours ago, andrew96 said:

Well look at my video I did of it earlier in the thread when I got the doorbell working, it is only a short tune! I pressed the doorbell button twice!

 

If you are referring to the Oranges & Lemons song, it is meant to keep retriggering as it does in the MAME emulation, the real machine also retriggers it repeatedly - watch from 3:17:

Somerandomguy is talking about:

"the tune after you collect a gamble is shorter than the real one, it's almost like it plays less notes."

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
[ 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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7 minutes ago, Altharic said:

The mpu4 changes are in :)

I had a brief look the other day, I think a lot of this big CL is James' hopper changes, which a guy Keith (not around at present this was back in 2016 mfme2mamev1 times) needed the hopper for, for our provisional ccTalk enabled DOND.

So this should hopefully still provide good template code for doing the ccTalk hopper stuff when we get to that stage (as well as of course being great for MPU4 drivers) - actually had them working back in a very hacky way back in 2016, so we could play the first DOND in door closed mode.

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
[ 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 hours ago, SomeRandomGuy said:

It's kinda weird, doesn't seem like it's repeating it to me... (edit: the audio player doesn't seem to work here, files are in a zip now)

The Black Box side has a line that controls whether the tunes play at normal or fast speed, and I set the normal speed after how fast Oranges & Lemons is supposed to be, so changing it would be right for only one of them. Even with a slower speed the tune still doesn't sound 100% right, strange issue...

tunes.zip 931.8 kB · 1 download

I have a theory - wasn't there like MP0029, MP0029A etc...?  Perhaps Texas Instruments released their standard 24 song chip, but then someone at TI realised they could make some of the beeper tunes sound a little better, and so started putting out v2 chips with some slight improvement tweaks to the note sequence data? 

So the chip has the same inputs from the CPU (play song #3 and normal speed etc)... but now some of the songs have subtly different notes :) 

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
[ 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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Update list for mpu4 

barcrest: Refactored MPU4 machine configuration.

* Added hopper support and DUART-based hoppers.
* Set YM crystal to match PCB.
* Fixed some Dutch reel/input setups so that sets boot
* Moved a some more sets to appropriate source files.
* Disable coin lock logic for now - it probably needs per-machine code.
* Removed an identical clone set - game clearly boots as 'Atlantis', not Triple Dice'.
* Fixed a few more reel setups.
* Allow m4madhse to boot based on AJR's research.
* Changed m4matdr to a 6-reel setup, allowing it to pass the reel check before encountering another error.
* Turned the reel templates into simple methods, and moved the config templates to where they're used.
* mpu4mod4yam.cpp: Split out YM2413 configuration from parent class, and hooked up the YM2413 using address maps.
* Confirmed that m4nnww2__hx5 is a bad dump.
* mpu4.cpp: Removed palette device from base class.
* Cleaned up some more, removing m_mod_number parameter, unnecessary headers and some unused configurations.
* mpu4.cpp: Continued moving methods down into derived classes.
* Set up reels/lamps/hoppers/LEDs as traits.
* Got m4luckwb to boot and moved it out of the "unsorted" file.
* machine/roc10937.cpp: Ignore transitions on SCLK while POC is active, and don't reset input line states on POC.
* Identified m4cbing sound chip, move it to new configuration, and made it boot.
* mpu4redpoint.cpp: Actually renamed the stuff in this driver.
* Improved m4blkgda ROM loading.

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Haha I love that it's been also added as a standalone machine :)  Maybe I'll have one on the front door of the arcade in Arcade Sim, and use a DX made in MFME for the front panel ;) 

image.thumb.png.8fbe2b660662e243f90dac1625f29a4e.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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15 minutes ago, wolf676 said:

is this good enough?

videomaster-door-tunes-single.jpg?resolu

Yes, ta :) it wouldn't be a hard DX to make - me having the time to put it in is all a long way off unfortunately with all the other high priority MAME layout/integration stuff at the mo   :)  But wouldn't rule it out if I get chance in the future! ;) 

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
[ 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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20 hours ago, Altharic said:

I for one am delighted never thought I'd hear that tune again used to sometimes annoy me other times it reminded me i was at the seaside good memories.

What plans do you have after blackbox been looking at the current state of techs in mame and some are almost there as in they do more than the mame status suggest?

Eg spoof mpu3 seems to boot and go into attract mode but doesn't coin up

Yet its status is non working

Honestly no idea right now, Black Box is not quite done yet as I need to take care of that remaining machine, then clean the code up to get it to a state ready for submitting, then clean it some more once I get feedback on it. As far as MPU3 goes though, now that the MPU4 cleanup is finally in I can see Haze looking at it since the two are similar, there was already a bit of MPU3 characteriser stuff done.

9 hours ago, johnparker007 said:

I have a theory - wasn't there like MP0029, MP0029A etc...?  Perhaps Texas Instruments released their standard 24 song chip, but then someone at TI realised they could make some of the beeper tunes sound a little better, and so started putting out v2 chips with some slight improvement tweaks to the note sequence data? 

So the chip has the same inputs from the CPU (play song #3 and normal speed etc)... but now some of the songs have subtly different notes :) 

Well the dumped chip and the one in the real machine are both MP0027A's, and I doubt they would have silently changed the code without giving it a new part number, that's what the A is probably already there for. The note data in the TMS1000 code does seem to correspond to what the emulator plays, I don't think it can pull any alternate data out of somewhere either. With help from Hap's doorbell code I did find a bug now that caused the tempo to be slightly wrong, but that still doesn't explain where the extra notes come from. I'm gonna say this is good enough for now :D

1 hour ago, johnparker007 said:

Yes, ta :) it wouldn't be a hard DX to make - me having the time to put it in is all a long way off unfortunately with all the other high priority MAME layout/integration stuff at the mo   :)  But wouldn't rule it out if I get chance in the future! ;) 

A DX of a doorbell, truly the new era of fruit machine emulation has arrived!

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