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johnparker007

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1 hour ago, Amusements said:

Wow! That's really coming along nicely:)

I can just imagine rows of 80s machines flashing away.

I was just thinking, if this can randomise what MFME layout goes where, we could have multiple copies of our favorite games, and never know if what we are playing is due or not. That would add some extra spice.

Thanks man :)  

I think for standalone mode, randomised machine floor plans can be a thing (along with duplicate machines each with own RAM) - for online multiplayer mode, they must be fixed, as everyone needs to be seeing the exact same arcade, or things will go very wrong!

But online mode can also have duplicate copies of machines (for a row of Bar X machines or whatever), and bots will probably silently play machines server-side when they are not in use via my/MFME autoplay system, to get those RAMs happy.  

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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2 hours ago, johnparker007 said:

I think for standalone mode, randomised machine floor plans can be a thing (along with duplicate machines each with own RAM)

That is very good - multiple arcades that are random ! :)

Think you might even make it feel like you are walking into a new arcade everytime you play. :):)

Edited by Reg
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I've been having a think, and come to the conclusion I will actually focus on the standalone version first, rather than having the online mode as the 'base project'.  Currently it is already hooked up to a multiplayer server, even in all the test videos - I'd planned to build for online as standard, and the standalone mode as an extra.

I've realised it's going to be much better to get the system optimised, bug-fixed, and running well on a range of PCs... without all the extra added headaches/complications of the online server(s), streaming and all that entails (there will be at least 2 servers for it to work).

Good news for guys like @Reg who I know is more interested in the offline version at this stage!

While there'll be an initial hump to refactor stuff to work the other way round (offline is default, online is an extra mode) - it will actually simplify development over the long term, which is a good thing (for my sanity!) :)  As there's a lot of new (perhaps never been done before) tech to develop for the online stuff...

So, the new plan is to do the standalone PC version first.  Once that's stable and we're relatively happy it does the main core features we want, that will be a solid foundation to build the online mode on top of.

This also means it'll be sooner that I'll get to the stage of providing vaguely stable alpha builds for people to play with ;)

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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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26 minutes ago, A:E said:

Wow. Just watched the latest video, this is looking superb.

Are the reels anti-aliased?  Or can these settings be changed on user end?

Really looking forward to the beta testing, I'd love to have a play on it for sure ;)

J

Rendering fine-tuning for stuff like that is not set up until quite a bit later, when I've got everything working on a logical level - so the reels are just the unlit raw textures for now.  Sorting all that out will be a bit of a learning curve, there are various 'render pipelines' to consider, I'll be implemented LOD'd shaders - 3d rendering these days is all bloomin' crazy :)

So I'm just getting a functional first/second pass in here for now - which will cover reel lamps, general control of the arcade illumination and balancing out lighting of the unlit glasses.  Then later can come the proper scalable stuff - so the better graphics cards will get the extra shiny graphics, the weaker graphics cards/onboard graphics will get less fancy graphics, but still at a good enough framerate to enjoy (hopefully!) ;) 

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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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Your the man, man ;)

PS Slightly off-topic I did see that a lot of the BWB video machines are pretty much emulated in MAME now, which is bonkers good.    I love MFME it's an amazing emulator, but MAME it's probably the only way forward for a new branch of fruit machine emulation.

I totally missed this back in July!!   Great work by them for sure.

J

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36 minutes ago, A:E said:

Your the man, man ;)

PS Slightly off-topic I did see that a lot of the BWB video machines are pretty much emulated in MAME now, which is bonkers good.    I love MFME it's an amazing emulator, but MAME it's probably the only way forward for a new branch of fruit machine emulation.

I totally missed this back in July!!   Great work by them for sure.

J

Ah so MFME doesn't do these video techs then?  Well - just like back in the DOND days when we made the layout in MFME, to play in MAME... it would be possible to do the same approach here ;)  Though would have to be further down the line, as I'll need to do time consuming work to sort out getting a 'data layout' into MAME and some other things.

So you'd make a MFME DX layout of the front of the machine with a screen component - I'd have a data layout in MAME that is running the ROM, to give me the display graphics and the button lamps/sound/input handling etc.  Then it could be in the 3d arcade working, via the standard 2d 'panel warping' stuff I do for the fruits :) 

Very low priority from my side though as it'd take me away from the core 3d arcade work - but there's no reason why that wouldn't work - something for the future :)  I do remember you had one (two?) of these in your front lounge at one point!  I was very impressed ;) 

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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, A:E said:

MFME does do these, it’s been WIP in MAME for many years, great to see they got there in the end.  They had some of the Barcrest video ones running I believe but to get the BWB’s running is awesome.

J

 

Thanks mate - good to know :) 

1 hour ago, A:E said:

Lol yes.  It was having these that got me into rom hacking.   I learned so many new skills ;).  Also you gave me some amazing pointers to help me on my way regarding the types of checksum protections that I may encounter etc. 

J

 

Ah wow, I remember that!  I remember you had a chip writer, and then we somehow ended up getting into how a ROM might know it's been tampered with... good times - I also remember you doing some pretty impressive ROM hacking, to change stakes, jackpots and maybe even program flow - all the awesome stuff :) 

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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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Keep up the ROM hacking ;) Looking forward to future geekends man :) 

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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've finished the first pass of the seven segment displays :) 

Needs at least another full day's work to sort out the various rendering issues and make look generally better:

- slant, perhaps build in / several set slant levels
- add converter stage to detect horizontal adjacent groups and align/fix up their positions/scales
- capture new higher resolution segments to use
- make segments pure white, and use shader to change colour as required (Wok and Roll should have yellow segment display for example)
- (later) support for lamp-driven segment displays
- general fettling

Happy to have them in and working at least, another commonly used component knocked off the list :) 

Here's a vid of me running the machines that now have segment displays:

 

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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A little off topic, but pleased to see more progress on MAME FM dev, using my mfme2mame classic layout conversions :)
 

 

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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 minutes ago, russdx said:

This is incredible! Really want to make all the impulse games like Hurricane, Funny Money etc... 

Would love to make my own arcade full of my fav games.

At a later point, I will be sorting out more cabinet models - then I can build other, older machine etc - currently I'm just sticking with ones that fit into my Eclipse model, as it's the only decent cabinet model I have to hand... :) 

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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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Been plugging away, and got the first pass of clickable buttons / custom mouse cursors / locked camera during gameplay done :)  

Coin slots are a bodge for now (it's just clicking through to the original layout 2d coin slot underneath)... I'll probably also do a hand with the finger pressing down for when you have a button held down by the mouse later...

It's definitely more fun playing the features, now I can click the other buttons! 🥳

EDIT: I just skipped through the video to check it recorded correctly -  at some points the mouse pointer appears to flicker and blink off.  This doesn't actually happen, it's just the video recording software glitching out :) 

 

 

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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2 minutes ago, russdx said:

What software are you using to build all the 3D?

My fav cab of all time is the Maygay Epoch one :)

Currently using max for cabinet, my own system for converting 2d layout => 3d machine and Unity Engine for rendering.

The Epoch doesn't look too far away from an Eclipse... initially I'll probably just work on using the Eclipse as a base to build similar cabinets :) 

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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've done a (very basic) version of the feature to auto-position the player and set the camera up when playing machine.  Currently it just instantly 'snaps' to the viewing position, and then snaps back to the original position you were in before you started playing.

It's pretty ugly :) But it's perfectly functional for now.  To do the proper system I have in mind (with various fancy modes), requires a time-consuming rewrite of the controller/camera code, which I'm not looking to get bogged down in at this stage.  So this is as done as this gets for the moment :) 
 

 

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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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  • Reg changed the title to Development Updates
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