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johnparker007

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Glad you like it mate - the Trello site is free, and you can use it for anything project in life really, like renovating a run-down house.

And yeah, the Backlog list is always much bigger than the Done list!  ;) 

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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, serene02 said:

I remember when John showed me a mobile phone game he’d converted for Elite games.  He did an amazing job on that.  Wasn’t it R-Type JP?   ;)

J

Bloody hell, just checked - 14 years ago!

Promo video from elite here (they still owe me £5k for a load of ports, don't recommend doing work for them!):


And it seems someone has bothered to actually stream themselves playing it recently here:

 

Fun times :) 

"Gyrox" was my bedroom coding outfit, it was a play on words: "GY rocks" as I'm from Grimsby, that everyone refers to as GY as that's what's on all the boats in the fishing port.

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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42 minutes ago, johnparker007 said:

Bloody hell, just checked - 14 years ago!

Promo video from elite here (they still owe me £5k for a load of ports, don't recommend doing work for them!):


And it seems someone has bothered to actually stream themselves playing it recently here:

 

Fun times :) 

"Gyrox" was my bedroom coding outfit, it was a play on words: "GY rocks" as I'm from Grimsby, that everyone refers to as GY as that's what's on all the boats in the fishing port.

In that second video I've noticed they've broke it using an emulator - on most handsets it didn't need to scroll up/down - it would all fit in the screen vertically...   Grrr Russian java mobile phone game streamers, out there tarnishing my rep with their buggy emulator recordings lol :) 

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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, serene02 said:

What were the phone specs John?  Still looks decent fella ;)

 

J

Lead device at the time was the 240x320 SonyEricssons - they used to be the worst for Java games in the early years, but then they upped their game and got a new guy to do their KVM, and then they were the best around the time I made R-Type (taking the crown from Nokia/Sharp for decent KVMs).

Those stylish Motorola V3/V3i RAZRs that we all loved - they were a nightmare to write games for (along with other 176x220/208 (can't remember which) Moto devices).  Memory fragmentations issues and dog slow.

Amazing how good phones are for games these days - the stuff I do now, we target locked 60FPS at full HD minimum... 

(KVM: 'Kilobyte Virtual Machine' - it was the Micro Java implementation, and there were many random bugs across different manufacturers/devices that you had to work around.  They were often written in assembler by a single person - it was a bit more of a wild west back then).

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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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Wow, who'd have thought you'd be holding a mobile device capable of HD 60FPS!!   I still remember my first mobile phone and playing Snake ;).   Snake is just a perfect mobile phone game, the only mobile game I gave any time to was Smash Hits.  I just loved that game.

J

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26 minutes ago, serene02 said:

Wow, who'd have thought you'd be holding a mobile device capable of HD 60FPS!!   I still remember my first mobile phone and playing Snake ;).   Snake is just a perfect mobile phone game, the only mobile game I gave any time to was Smash Hits.  I just loved that game.

J

 

 

Knock yourself out...............................

Bet you can't beat that score.............

 

 

 

Edited by Big J

 

 

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On 06/05/2021 at 07:49, johnparker007 said:

Adam pretty much nails a big part of it here.  If I had a team of developers working fulltime, some things would be more feasible - but I started work I think around the start of October 2020 thinking I'd have something out for Xmas. 
 

John, if you need any assistance with either images or audio, feel free to gimme a shout, I'll help you out any way I can 👍👍👍

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12 hours ago, adam763 said:

John, if you need any assistance with either images or audio, feel free to gimme a shout, I'll help you out any way I can 👍👍👍

Thanks bud! :)  Can't think of anything right now (it's all programming and a bit of 3d modelling at present) - but if I do I'll give you a holler :) 

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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4 hours ago, johnparker007 said:

Thanks bud! :)  Can't think of anything right now (it's all programming and a bit of 3d modelling at present) - but if I do I'll give you a holler :) 

Bet at the end you get a shite load of people wanting to test the finishing product:mess_401:

Names in a hat or would bribery work;)

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No bribery required - though it'll be a bit finicky in the pre-alpha stages, as I've 'hardcoded' the UI at 1920x1080, so you'll want to be running in that resolution.  It's on the list, I need to redo them all using 'anchor points' so that I can properly scale to different resolutions - then any monitor will work fine :) 

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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:

No bribery required - though it'll be a bit finicky in the pre-alpha stages, as I've 'hardcoded' the UI at 1920x1080, so you'll want to be running in that resolution.  It's on the list, I need to redo them all using 'anchor points' so that I can properly scale to different resolutions - then any monitor will work fine :) 

So does that mean I have to buy a five grand Pc😋

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Done more on the hybrid machine stuff, also fixed up the attract modes that had become broken.  Have reconverted some more machines to hybrids, Multiplay now doesn't work as I'm still working on getting scraping of the '£' character from MFME working which has caused issues with scraping I/l (uppercase I vs lower case l, they both look identical).

I thought I'd fixed the audio desyncing issue, but it's still there - it's to do with the turbo startup stuff in MFME which is achieved by a hack (it's done more more cleanly for MAME via a different MAME-specific technique).  I think if there's audio playing during the startup while the machine is in turbo mode, that's causing the desync.  Not really sure what I can do about that at present :/  I considered sampling the PC audio, but I can only sample the overall mix, so once all the other machines are making attract noises, they'll cancel the turbo.  Likewise if the user was listening to some music on their PC that'd also cancel the turbo.  I may just end up having to disable the turbo for problematic machines (currently Smash n Grab).

There also seems to be more lag than there should be before it disables the turbo (for MFME), so I'll need to do more work on that.  Bugs, as far as the eye can see lol :) 


Here's a vid, showing working attract modes, booting the each of the machines through MFME, then booting each of them through MAME:

EDIT: The sound gets distorted near the end of the video, this wasn't happening when I recorded it, so it's just a recording artefact, not a bug :) 
 

 

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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15 minutes ago, Big J said:

So does that mean I have to buy a five grand Pc😋

No, that shouldn't be necessary :) 💰

Though once we're at the first pre-alpha build, and we can get it testing on a range of machines we'll get an idea of system requirements.  It's probably going to need an modern-ish CPU like an i3 or equivalent as a minimum.  Hard to say on graphics card yet, it may struggle on weak old ones... also will be needing like 4gb RAM minimum I think. I will try to get it running on as low spec machines as is feasible :) 

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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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More work on with the converter to fix dot alphas for hybrid format/faster loading, brought over some of the existing Eclipse cabinet machines to the new format.  More issues surfaced surrounding the part-finished work on scraping '£' character (causing i / L / £ scrape bugs).
 

 

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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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Moved onto some editor work, now that MFME and MAME seem to be basically working (albeit with some new bugs) :) 

This 'bright zone' shows the perimeter - this will be used for auto-generating a simple rectangular surrounding wall (if the user hasn't drawn a custom wall to enclose the arcade).

Quicker for prototyping arcades as you don't need to make walls, plus I will also be using this to only bake the custom occlusion map in the bright zone (as it's currently a time consuming process - taking 20-30 seconds, smaller occlusion map means quicker bake times).

 

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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Done the basic walls that get generated based on the automatic perimeter :)  

Next step is to hook up the occlusion mapper/render logic to work around the perimeter (for now I've guessed where the old fixed occlusion map area is).

Example of walls in a very small arcade:

 

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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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