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johnparker007

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Got the other 'On' lamps in - so now Monopoly Millionaire has the red lamps working.  Also got in the rom-controlled variable brightness lamp support, so in the video, you can see the lamps fade up/down when entering the inner board feature, and at game over points from the board :) 

Looking into reels and getting the reel windows transparent next, to get these initial converted flat layouts basically playable...

 

Edited by johnparker007
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[ 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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6 hours ago, A:E said:

Excellent, this is looking superb John.  Wow, this is immense, is there any latency issues at all?

J

Thanks man :)  Good question re latency...

So I think when I last checked I had latency down to the minimum it could be with this particular technique of window capture (1/60th of a second, i.e. a single frame behind what MFME is displaying).  This is inherent in this specific technique of data capture, as MFME must draw, then be captured and processed, and then redrawn by the renderer, so the renderer must always be a single frame behind at best.

I did have another idea though, so I might be able to get around this... but not a priority for the moment.

The reels are actually slightly more behind when using the physics 'bounce' as seen in the earlier 2p Cash Nudger tests, as I did a simple model for those that is always 'catching up' to MFME  (though it does look very similar to what reels do on actual 'bouncy' machines in youtube videos, so I think it's close to what it should be).  Reducing/eliminating bounce effect would reduce/eliminate the reel lag.  More ideally, me writing a tweaked reel physics model (that only applies physics when it detects the reels have abruptly stopped), would probably be able to eliminate some/all of that additional latency though and retain the nice bounce, so not worried about it for now :) 

TL:DR - there is technically lag, but pretty much imperceptible at 1/60th of a second (a single frame behind MFME on a 60Hz display).

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
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[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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A very provisional tinker with the reel rendering stuff - getting a bit closer to that thing where you could peer through the glass and see the 'back' of the reel to work out how may nudges you needed! :)image.png.5eb7e01c555b390a18d08dd3afd50f92.png

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[ 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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6 hours ago, slasher said:

Looking great!

 

You'd be best playing this game on £1 stake for demo videos. It's much easier to get on the feature!

Good call - I put it on £1 and did get more features! :) 

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[ 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
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Another update - been working on reels and misc bits, new video has all 6 reels working :)

 

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[ 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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No eye candy this time, just a tech progress update :)

Having to redo how lamp image extraction will work for the AI upscaling stage of the converter, as it adds AI upscaling 'noise' around the edges if scaling lamp images independently of the background, which is noticeable when a lamp flashes on/off (and is just not perfect even when lamps are steadily lit, when it can be ;) ).

To address this, now I auto-generate a background image for each of the lamp sets (Off, On1, On2, On3 etc...) like this:
image.thumb.png.38a3b8bbd01dfc0d55ce95818d971d57.png

So when those images (or at least the perspective quads) are upscaled 8x with the AI, I can extract the lamps without having pixel noise around the edges.

Currently I'm looking into the 'perspective fixing' (much like what's done in Photoshop/Gimp perspective tools), but implementing myself so it can be automatic once the quad is defined.  Here's the very early WIP editable quad tool in place for the bottom glass, in the Unity Editor:

image.thumb.png.3a60a1ab832c0956610ccc01698c408d.png


The next step is auto-converting those defined quads (usually two for a machine; one for top glass, one for bottom glass) into 'flat' images.  Then from the flat images, I can extract the background and lamps with original alpha masking (not yet implemented) and also the additional perspective masking, so everything will be correct 'flat' aspect ratio, ready for 3d rendering.

This process (AI upscale, then perspective correct both backgrounds and lamps, then fix positions and scales) was how I (very slowly and completely manually) made the 2p Cash Nudger 3d test layout, so hopefully it'll all eventually come together and look alright :)

image.thumb.png.d00cd721c1a64f7563fcbced49794cd1.png


Edit: Just done a test with the lampsOn1 background, should all look good and noise free :)

Original:image.thumb.png.b3812d5b8fed50b382a3e792da8bce9e.png

8x AI Upscaled:image.thumb.png.08d662aa553f3e2a6509d60747026c0c.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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Work progresses slowly but steadily on the 'Converter' to generate 3d machines from 2d layouts... :)

Now supports multiple perspective panels on the source 2d layout:

image.thumb.png.1c1fa3c17eaa08c330d9d5f61508cb4d.png

...and after some maths pain, I am finally able to auto-extract 'flat' textures from the perspective panels:
image.thumb.png.d1e09b9f3d1d277ea9031c7f2a75f588.png

Here are the generated backgrounds in a cabinet model, as the base for the lamps to go on next:image.thumb.png.d0de68e0dcb288e0e726819833ba9815.png

3d buttons on bottom are wrong (these are just placeholders), but there is a plan for those, along with the other buttons dotted around the glass panels.

The note acceptor and coin slot housing in top-right of machine are also 3d.

Next stage, I'm hoping to get the lamps working :) 

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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6 minutes ago, A:E said:

Will it be able to play machines with video screens or would like be too taxing?

J

Video screens should be fine - I had Pacman running before, so doesn't seem to be any issues doing 60FPS emulator raster output in general :) 

 

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[ 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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I was meant to be taking a break this week to focus on the day job but got hooked in again :) 

Got a good start on the extraction of lamp textures from the flat lit background quads and creation of relative positioned new lamps on the quad panels.  There's still quite a bit of work, you'll notice a some lamps are visibly slightly incomplete, usually in their bottom-right, there's some grotty maths and whatnot to sort that out, which may take a while.

Thought this was worth a quick vid update though albeit in its somewhat unfinished state :) 
 

 

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[ 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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7 hours ago, Big J said:

Looks like VLC player on your taskbar, a pretty good cross platform multimedia player, use it myself.

Yep seems to play everything I throw at it! :) 

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[ 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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