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johnparker007

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Editor updates :) 
- got the occlusion mapper working properly so it 'relocates' to only map the area in the auto-perimeter
- fixed a silly bug, that was making the occlusion map bake take something like 10x longer than it needed to
- improved carpet rendering at a distance
- few misc bugfixes

Here I'm going back and forth between the editor and running the edited arcade, moving the whole arcade around and changing the size.  You can see how long the occlusion map takes to bake now, it's the amount of time the 'floppy disk' save icon stays highlighted after I click it.  I'll probably just have it do the one-time bake with a progress bar when you actually run the arcade rather than every save while you're editing, as that could get annoying.

 

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[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
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5 minutes ago, Big J said:

That'll be the Jolly ones out the window then😭

I checked that message to remind me - it was Jolly Taverner and Jolly Joker:

I don't have 3d cabinet models made for either of these, though the most likely to be first would be the Jolly Joker machine - as this shares its cabinet with a bunch of other popular machines (Nudge Nudge Wink Wink, Cloud 999, Sunset Boulevard, Roll Em etc).  

So yeah, when I get back to cabinet modelling, the Jolly Joker won't be too far down the list, as it's got a cabinet used by a bunch of other popular machines - so I can then add those machines to the library sharing the same model.  I will need to get hold of a half decent side profile image for it though which I don't currently have.

The Miami Dice type machines will be a good while yet, as it involves sorting out mixed video/lamp scraping, though thanks to @serene02 we should have a nice accurately proportioned model :) 

I've got a ton of other things to do yet though - but it'll all get there in the end! ;) 

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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
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I know you will eventually I'm just being a dick.

Imagine having Mr's Rush, Carlo, Dice and Reels all next to each other and bouncing from machine to machine, that my friend will definitely throw me back to my late teens/early twenties when I use to walk into a Top Rank or Gala with 5 or 6 Suprizes all lined up next to each other, now that was a serious mission. and never got bored as was a challenge to see how little I could use to get it started without anything going down the back as that use to really piss me off, preferred it when they were token JP's as I never felt anything when tokens dropped down the back, sometimes I had to play it a pound at a time then when the tokens were full I would put in cash then switch back if the cash tubes went full, it wasn't all rainbows and sunshine as had to be on my toes to maximise profit (a quid is a quid you know).

I do dread the day you finish this as it will be a battle to get out the house and do anything else, it was like that when I first joined the FME world and MFME but at that point had several months off to tighten up my fitness and health (although have been a bit lazy over the last year or so) and had just ditched a bird so was enjoying some great freedom ahhhhhhhh!!!!

A quick question, would classic layouts still be able to be played on your simulator?

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1 hour ago, johnparker007 said:

I checked that message to remind me - it was Jolly Taverner and Jolly Joker:

I don't have 3d cabinet models made for either of these, though the most likely to be first would be the Jolly Joker machine - as this shares its cabinet with a bunch of other popular machines (Nudge Nudge Wink Wink, Cloud 999, Sunset Boulevard, Roll Em etc).  

So yeah, when I get back to cabinet modelling, the Jolly Joker won't be too far down the list, as it's got a cabinet used by a bunch of other popular machines - so I can then add those machines to the library sharing the same model.  I will need to get hold of a half decent side profile image for it though which I don't currently have.

The Miami Dice type machines will be a good while yet, as it involves sorting out mixed video/lamp scraping, though thanks to @serene02 we should have a nice accurately proportioned model :) 

I've got a ton of other things to do yet though - but it'll all get there in the end! ;) 

Barcrest genesis cab and roll top like red hot roll dimensions 

also crystal maze which is the same as Andy Capp etc

FC091AA8-DBB0-4932-B592-1BDC876E0A72.jpeg

5B5EB736-646E-4575-B72E-CA4EE2969544.jpeg

FBE9E8AE-94CD-49A1-9831-795B3AADBA47.jpeg

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@vect

8 hours ago, Big J said:

 

A quick question, would classic layouts still be able to be played on your simulator?

They're technically possible, but they're extremely low on the list of priorities - as it would be a significant amount of work from me, and my time is so limited.  I can't imagine doing that until I have 100s of DXs in basic versions of their correct cabs running perfectly, online multiplayer working, MAME video games working, coin pushers built etc.  So sorry to the classic fans out there - but I really do have to heavily prioritise what I spend my time on.

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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6 hours ago, vectra666 said:

Barcrest genesis cab and roll top like red hot roll dimensions 

also crystal maze which is the same as Andy Capp etc

FC091AA8-DBB0-4932-B592-1BDC876E0A72.jpeg

5B5EB736-646E-4575-B72E-CA4EE2969544.jpeg

FBE9E8AE-94CD-49A1-9831-795B3AADBA47.jpeg

Thanks very very much @vectra666these are awesome! :D Especially that Cystal Dome Barcrest Rolltop flier - that cabinet was used for lots of classic machines  :) 

I have a theory that the 'non Roll Top' version of that cabinet might be the same dimensions/angles as the Roll Top cabinet, but with the coin slot embedded in the top-right of the upper glass panel (and a different 'rolled' coin tray):

image.thumb.png.ed32f5665b664d5f541cce187b763c7f.png

I've not yet seen a video that shows them next to each other so I can check the heights/angles are the same - but from a  manufacturing perspective it'd make sense so they could share the wooden side panels/metal surrounds etc.

So I could perhaps get two cabinet models (rolltop and 'non roll top') out of the same base model, which cuts down on the work.


I have to confess I got confused when I said Roll 'Em was in that same cab as Nudge Nudge Wink Wink, Sunset Boulevard, Cloud 999 etc - I misremembered ;) 

If anyone has a flyer with those diagrams for the cabinet shared by Sunset Boulevard, Cloud 999 etc. - that'd also be super welcome.

I've looked through every flier I have access too, so thanks for digging through more - these really are gold dust for creating new cabinet models.

So yeah, any fliers with this information on them (the diagram of front and side with measurements) are very welcome:
.image.png.97ce829da429e66a67d64c08652f8718.png

All the (three) cabinets I've made so far are from photos/youtube frames, and there's a lot more guesswork involved...

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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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Found a few more including crystal maze video

on a side note didn’t know cash explosion went to 5p/£2 would if the roms are about??

nothing for bellfruit but will check out Astra’s lo tech in a mo!!

only one found for Astra is this clubber no layout or roms for it afaik 

17292A91-2C17-4917-A2BE-D8D0A5378765.jpeg
 

3107E89F-02CD-4A53-8E1F-50CE9172C78B.jpeg

E23AD573-68C7-434F-9FFB-A92044FF5184.jpeg

B07D9A1B-B71A-45B5-9580-F7C6801C96EB.jpeg

AE68A499-568D-4591-A4D1-B6C316BCD1BE.jpeg

C2084AC4-8FFC-4B6F-BC04-711DD174A7BD.jpeg

06C09096-254E-4A02-A22B-15325D6F4A2A.jpeg

Edited by vectra666
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2 hours ago, vectra666 said:

Found a few more including crystal maze video

on a side note didn’t know cash explosion went to 5p/£2 would if the roms are about??

nothing for bellfruit but will check out Astra’s lo tech in a mo!!

only one found for Astra is this clubber no layout or roms for it afaik 

17292A91-2C17-4917-A2BE-D8D0A5378765.jpeg
 

3107E89F-02CD-4A53-8E1F-50CE9172C78B.jpeg

E23AD573-68C7-434F-9FFB-A92044FF5184.jpeg

B07D9A1B-B71A-45B5-9580-F7C6801C96EB.jpeg

AE68A499-568D-4591-A4D1-B6C316BCD1BE.jpeg

C2084AC4-8FFC-4B6F-BC04-711DD174A7BD.jpeg

06C09096-254E-4A02-A22B-15325D6F4A2A.jpeg

Thanks loads @vectra666 - some great dimensions, side profiles in that lot!

Quite a few similarities between the roll top, the 'non-roll-top (if my hunch is correct), and the genesis slimline - so maybe I could kinda work on all 3 of those from a common base.

Nice to get dimensions for the Nudge Nudge Wink Wink family of cabs too, from that Jackpot Gems flier, and the side profile isn't too bad either since it's taken from level with the vertical center, so less distortion for figuring out the flat side profile.

Those casino style ones will come, though it'll need more work to support non-rectangular glass, which I currently haven't implemented.  Great set of measurements and diagrams again.

I have some I think for JPM Electra also... so this is great for getting some more cabinet models built - thanks again! :) 

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[ 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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That jackpot gems is slightly smaller than the standard mpu4 chrome barcrest cab I have some straight on images of Nickelodeon somewhere if not there’s plenty of members about on here and the Mecca that own these , surely we can get the measurements and decent images of one??

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2 hours ago, vectra666 said:

That jackpot gems is slightly smaller than the standard mpu4 chrome barcrest cab I have some straight on images of Nickelodeon somewhere if not there’s plenty of members about on here and the Mecca that own these , surely we can get the measurements and decent images of one??

So do you mean that Jackpot Gems is smaller than this design?
image.thumb.png.bb6536a79c428ec5d36eaf4a193d00a6.png

I see what you mean I think, I see the payout tray is different...

I was just going to use flyers for the moment, rather than putting people out with requests for photos from specific heights and measurements.  But once the simulator is out in some very early form, I'll feel a bit better about bothering folks to do that stuff - as then they can at least play some of the machines :)  As you are right, and that'll be the best for long term, to get nice accurate models made - getting measurements and photos from the side/front at mid height of the unit from the owners themselves  And one unit does a ton of machines, thanks to manufacturing, and the kit companies who made new games to go in the existing cabinets.  It'll all come together in the end :) 

2 hours ago, vectra666 said:

@johnparker007 not sure if it’ll help but a topic via the mecca for rat race and smash n grab measurements 

https://www.fruitemu.co.uk/ib/index.php?app=forums&module=forums&controller=topic&id=5041&tab=comments#comment-69841

I’ll see if any more

Haha great minds mate ;)  This was the very topic that I got the basic dimensions from :) From my cabinets spreadsheet (which is out of date, especially with the new flyers):
image.thumb.png.535ce26b985e574e5664edab5ced18fa.png

I think I did searches for stuff like 'dimensions', 'height', 'measurements' and scoured through them all.  I do need to collate, but from memory I think I've got detailed info for genesis (and now genesis slimline thanks to your post), jpm electra, eclipse, some old barcrests like high top, the rolltop (again thanks to your post, that's a great one to have)... and I reckon the 'non roll top' will be similar.  I think also Rio dimensions, that new casino one from your post.  So I've got a few to be going on with :)  But I will get properly organised with this at some point soonish, and get that public cabinets sheet updated with all references, and everything together.

Edited by johnparker007
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[ 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
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2 hours ago, serene02 said:

Shouldn't be different in size, it wouldn't be cost effective to have bespoke sizes for individual machines, would it?

J

I think so, I see similarities between various cabs I've looked at so far, like the Roll top / 'non-roll top', which I suspect are the same but one has the roll top coin stuff on top - good news for me as less 3d modelling to deal 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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Bit of a tech update here - some may wish to skip straight to the video below (there's eye candy ;) )

Tech update:
Done quite a bit of refactoring away from quick prototyping code, as that was causing an issue in the previous vid, where after I'd gone Editor > Frontend > Arcade > Frontend > Editor > Frontend > Arcade - a bunch of the attract modes were 'frozen' for all subsequent runs of the arcade.  All sorted now, can go back and forth with no issues :) 

A more eye-catching test I've done tonight is playing around with those somewhat expensive realtime point lights (since I can't use the cheaper pre-baked approach due to the user-created arcades).

The CPU usage is very high here (and framerate is below 60fps); I was mainly standing in the most demanding spots, and designed the arcade so I'd have plenty of machines on screen at once.  I believe that because since remaking the machines I have not done the new additional process step to allow me to pass some of the 'work' from the CPU to the GPU (GPU instancing from atlassed textures via shader).  So hopefully not an issue/less of an issue (plus I have hopefully another minor CPU optimisation when I do the big task of writing the attract mode codec).  Of course most people won't be laying out their arcades then standing in specific spots to intentionally stress test the system ;) 

This test system I've made is allowing me to tweak procedurally generated point lights, changing their intensity, the number of them (evenly spaced in a grid near the ceiling) - plus also independently tweak the up and down directional lighting I have in (I've just mapped it all to various key presses for my test).

This also highlights the need for another big job I'd highlighted in an earlier post, to allow independent control and normalisation of the back glasses.  Currently they come in various brightnesses and are 'Unlit', there's a ton of work to do, but it should be possible to get them responding to the experimental lighting - as with the lamp mask they wouldn't really self illuminate - so they look wrong in this darker lighting.  Some of the dark layouts look a lot better in these new lighting tests - with the big job done, all layouts would appear to be like the dark layouts (but with bright lamps, and potentially even darker).  Of course the user can opt to have a nice brightly lit arcade, or spotlight, but with yellow lamps with more spread... Sooooo much work to do lol :) 

Anyway that's enough blurb from me - here's some light tests :D 
 

 

Edited by johnparker007
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[ 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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That is just sick John, seriously sick but believe I am going to have a problem with your simulator, you've put too many options for lighting effects so instead of playing the machines I'll be too busy playing with the lights.

 

Edited by Big J
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Thanks guys glad you like it :) 

It's all a cheat I've decided on, since I can't pre-bake lightmaps due to the user-created arcades, but I think it looks good enough to distract, and gives some fake darkened corners by the intentional light placement - so everything looks less flat. 

Next big jobs will all be focusing on getting the CPU usage down when there's lots of machines on screen at once running their attracts, and that's clearly the bottleneck now - quite a lot to do there, but the optimisations should be worth it...

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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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