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johnparker007

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9 hours ago, Spidy21982 said:

@johnparker007Next one for later use 🙂

greetings spidy

mazooma.jpg

mazooma.zip 3.38 MB · 0 downloads

Awesome work again Spidy! :)  I had a browse through the layout gallery, I see there are also Bell Fruit machines in this cabinet (I think they are the original manufacturer, and Mazooma provide rebuild kits...) - so another super useful cabinet :) 
Daylight_Robbery_(Bellfruit)_[Dx01_15jp].jpgCrazy_Fruits_(Bellfruit)_[Dx05_5jp].jpg

5471f109d928d1ce23ac6f3f.jpeg.thumb.jpg.2cce98fce48aace83e97893622cc5371.jpg

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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Switching gears back to work on reel lamps/Leds and process optimisation... here is a somewhat hacked together test with bugs, but I've recorded a bit where it's working... so these are the basic reel lamps running in play mode.  They now read Led values from the data layout, and so can go red via rom control :) 
 

 

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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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20 minutes ago, johnparker007 said:

Switching gears back to work on reel lamps/Leds and process optimisation... here is a somewhat hacked together test with bugs, but I've recorded a bit where it's working... so these are the basic reel lamps running in play mode.  They now read Led values from the data layout, and so can go red via rom control :) 
 

 

Nice! Led the good times glow

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living the dream

 

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5 minutes ago, JRSC01 said:

I'm in awe of this whole project, the whole thing looks fantastic! What you just need is nosy teens hanging around the machines, trying to tell you how to win the JP lol!

he's got a lot of nosy dif users hanging around telling him the bugs instead haha

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living the dream

 

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Anyone got the link to the spreadsheet?

Just played Indiana Jones for over an hour.  Got it down to about 10% payout.  A token win is not possible.  Even on leap of faith it disables the cancel as if there's no tokens in it.  I've been to the end of ther trail at least 20 times, one bullet, dead.  Oh, and it curiously pays wins in 20p's??

Token dipswitch not right?

@Chopaholic@serene02You two must have played it - any ideas?  Thanks.

 

Edited by niallquinn
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50 minutes ago, niallquinn said:

Anyone got the link to the spreadsheet?

Just played Indiana Jones for over an hour.  Got it down to about 10% payout.  A token win is not possible.  Even on leap of faith it disables the cancel as if there's no tokens in it.  I've been to the end of ther trail at least 20 times, one bullet, dead.  Oh, and it curiously pays wins in 20p's??

Token dipswitch not right?

@Chopaholic@serene02You two must have played it - any ideas?  Thanks.

 

don't you hate those dodgy arcade owners who set the machines that way... fekkers 

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living the dream

 

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1 hour ago, niallquinn said:

Anyone got the link to the spreadsheet?

Just played Indiana Jones for over an hour.  Got it down to about 10% payout.  A token win is not possible.  Even on leap of faith it disables the cancel as if there's no tokens in it.  I've been to the end of ther trail at least 20 times, one bullet, dead.  Oh, and it curiously pays wins in 20p's??

Token dipswitch not right?

@Chopaholic@serene02You two must have played it - any ideas?  Thanks.

 

Look in John's signature for the link to the  known issues spreadsheet.

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4 hours ago, niallquinn said:

Anyone got the link to the spreadsheet?

Just played Indiana Jones for over an hour.  Got it down to about 10% payout.  A token win is not possible.  Even on leap of faith it disables the cancel as if there's no tokens in it.  I've been to the end of ther trail at least 20 times, one bullet, dead.  Oh, and it curiously pays wins in 20p's??

Token dipswitch not right?

@Chopaholic@serene02You two must have played it - any ideas?  Thanks.

 

This sort of thing should all be fixed in the next patch :) 

It was due to me not transferring 'checkbox' components from the source layouts to the data layouts; that is now in place - and fixes things like Indiana Jones always paying any small cash wins out in tokens (on my PC, not live yet)... so I think all these kinds of related issues will clear up.

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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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Drunken Clam - should start working after I do some bugfixes on the flow from source layout to AS.

I do appreciate the feedback though - if you wanted to send me your email address via PM, I can add that to the sheet, and then you can add/edit any bugs you've noticed :)- live bug sheet is here, though there's a ton I'm carrying around in my head to be fair, not on the sheet :)   need to get them all logged to here really...

https://docs.google.com/spreadsheets/d/1UY-db_6bdyJBV9MonUFRwvl5dP4GvtosG8GemPuB7i4/edit#gid=0

[ 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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3 hours ago, Spidy21982 said:

@johnparker007 next one an astra cab.

greetings spidy

ASTRA.jpg

ASTRA.zip 12.59 MB · 0 downloads

Wow awesome as always Spidy! :)  I am working on some coding stuff at the mo, just to get back so I can release patches again, but I will also get these new cabinets you have built through the process soon :) 

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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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4 minutes ago, johnparker007 said:

Wow awesome as always Spidy! :)  I am working on some coding stuff at the mo, just to get back so I can release patches again, but I will also get these new cabinets you have built through the process soon :) 

Thanks. No problem. You have all time of the world 🙂

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Been making good progress on the larger process optimisation stuff - have managed to get back to a working arcade again (I've had to completely re-extract and build every single machine from scratch!), note reel lamps are working, reels aligned to their last position when machine running (I still need to do mre work on reels, for this first pass shader, have to make work properly on 12/24 symbol reels, other bits) :) 


Also, been experimenting further with a more aggressive image enhancement ideas as I'm looking at some older layouts to put in the new Spidy cabs, where the resolutions can be lower.  This backglass is AI upscaled , but also sharpened aggressively, the second (processed) image is notably sharper than the source image:

Original:image.thumb.png.9b7d4c1ed5593184512d13597a5dbcd3.png

Processed:image.thumb.png.653fe7a7897b7750877a28f3f64cc7b6.png

Looking promising for when this process can be integrated (for those lower resolution and/or blurry layouts that can be improved by 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
[ 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, johnparker007 said:

Been making good progress on the larger process optimisation stuff - have managed to get back to a working arcade again (I've had to completely re-extract and build every single machine from scratch!), note reel lamps are working, reels aligned to their last position when machine running (I still need to do mre work on reels, for this first pass shader, have to make work properly on 12/24 symbol reels, other bits) :) 


Also, been experimenting further with a more aggressive image enhancement ideas as I'm looking at some older layouts to put in the new Spidy cabs, where the resolutions can be lower.  This backglass is AI upscaled , but also sharpened aggressively, the second (processed) image is notably sharper than the source image:

Original:image.thumb.png.9b7d4c1ed5593184512d13597a5dbcd3.png

Processed:image.thumb.png.653fe7a7897b7750877a28f3f64cc7b6.png

Looking promising for when this process can be integrated (for those lower resolution and/or blurry layouts that can be improved by it)  :) 

That’s the most diplomatic way of saying things!!! Haha!!! If you can make any of mine look better I’m not going to stop you haha!! Thanks for the update and well done!! Very very well done

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living the dream

 

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Just amazing, as always, @johnparker007 I think you've got such a great eye for detail, the community here is so lucky to have you continuing to make advances in this area.  I know you've already put in countless weeks of work to get it where it is and you're diligently working hard to build something that has solid foundations for future use rather than hacking in quick fixes.  Sometimes I can see that you have to go a little backwards in order to make a great advance and redo a section of work.  This must be annoying and frustrating, hopefully you'll be able to keep it going ;) .As you can tell, I for one am very grateful and I check in regularly just to catch-up on snippits like this.   Thanks again !

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2 hours ago, GREDDIE said:

Just amazing, as always, @johnparker007 I think you've got such a great eye for detail, the community here is so lucky to have you continuing to make advances in this area.  I know you've already put in countless weeks of work to get it where it is and you're diligently working hard to build something that has solid foundations for future use rather than hacking in quick fixes.  Sometimes I can see that you have to go a little backwards in order to make a great advance and redo a section of work.  This must be annoying and frustrating, hopefully you'll be able to keep it going ;) .As you can tell, I for one am very grateful and I check in regularly just to catch-up on snippits like this.   Thanks again !

Thanks man :)  And yeah, there's a lot of 'Two steps forward, one step back' moments, when I need to rebuild everything to propagate out an improvement across the machines! :) 

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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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2 hours ago, niallquinn said:

Treasure Island Jackpots by Dad, can't take the DOND feature, either with mouse or all the keys I've tried.

PM sent with email addy.

:)

 

Thanks man :)  I've added your email so you can now add new bugs to the open bugs sheet, thanks for your help :) 

(I've also added the above bug to the sheet for later investigation).

[ 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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@niallquinnThat one was a simple fix, have now resolved so will be working in next patch :) 

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
[ 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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Tech update :)  Still working on process optimisations, along with some minor ones, a big one is redoing how the attract mode recordings are done.  So I need to make it record everything about a data layout (even if lamps /leds aren't referenced in the generated machine as it stands, just capture the whole matrix for each).  Then that'll mean that I shouldn't need to keep rerecording them (which has to be done in realtime as they run in MFME, so slow plus unstable so can crash).  So I'll just have this large 'master copy' - and then all subsequent processing/compressing/etc is derived from the master copy, which is super fast as it doesn't need to be run in realtime.

On a sidenote, here's a new machine that I've been testing process stuff with - Haunted House :) 

 

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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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