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FME-Forever Beta Version...
Started by Guitar, Aug 08 2008 02:40 PM
180 replies to this topic
#161
Posted 13 August 2008 - 02:23 PM
f***ed if i know....
At least someone is willing to work on an emulator with consistent reports on how well (or not) they are doing. If it all goes shit faced due to the coders limitations, (or otherwise) so be it, its not as if Chris is even contemplating an update or releasing the version that pete w has, why should he.
f*****g off the people that are at least having a go is just going to be counter productive, and serves no real purpose for the scene (whats left of it), as at least guitars postings have generated interest across the foums in the possibilty of something new being available.
Tonys abandoned Jpemu, ReA has abandoned BfMemu, Chris has given up releasing Mfme,(im sure he updates his own version).
So should we all piss on the little fire remaining........or help fan it back to life.
At least someone is willing to work on an emulator with consistent reports on how well (or not) they are doing. If it all goes shit faced due to the coders limitations, (or otherwise) so be it, its not as if Chris is even contemplating an update or releasing the version that pete w has, why should he.
f*****g off the people that are at least having a go is just going to be counter productive, and serves no real purpose for the scene (whats left of it), as at least guitars postings have generated interest across the foums in the possibilty of something new being available.
Tonys abandoned Jpemu, ReA has abandoned BfMemu, Chris has given up releasing Mfme,(im sure he updates his own version).
So should we all piss on the little fire remaining........or help fan it back to life.
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#162
Posted 13 August 2008 - 02:34 PM
Don't take it too harshly Stu, I put up with the same thing for a year and half. But you will have to prove yourself, its just the way the scene is.
I'm sure you can code but emulating is much more than just coding. You need to understand as much as possible about electronics. Otherwise you can't mimic the bahaviour. I'm still learning and behind the scenes I've had to pester quite a few with questions relating to the electronics. Making the PC do something is easy, knowing what to make it do, well that can be another story.
Just to reiterate though. The problem isn't my coding skill, its just time. Once the editor is out of the way I can get back into the final bits of the emu. But I need the editor finished first at least to stage 1.
I'm sure you can code but emulating is much more than just coding. You need to understand as much as possible about electronics. Otherwise you can't mimic the bahaviour. I'm still learning and behind the scenes I've had to pester quite a few with questions relating to the electronics. Making the PC do something is easy, knowing what to make it do, well that can be another story.
Just to reiterate though. The problem isn't my coding skill, its just time. Once the editor is out of the way I can get back into the final bits of the emu. But I need the editor finished first at least to stage 1.
Project Amber 2 - Coming Soon
#163
Posted 13 August 2008 - 02:44 PM
SWP machines with mouse support, is this possible? for the likes of Hangman and Crystal maze to name a couple. Or is that left more to James and AGEMAME. How many techs to you plan to incorparate?
Think its Mpu4 video?
#164
Posted 13 August 2008 - 02:59 PM
Video brings about a multitude of problems, first of which being there are 2 cores running, a 6809 (MPU4) and a 68000 (The main impact processor btw) with the 68000 running the video. I think the 68000 alone would be stretching the boundaries of VB, but to run it side by side with the 6809 and line up the timings would be nigh on impossible in VB. In C++ sure, but Agemame will no doubt get there before I do. As much as I would like to play the BWB video games again, I'm not all that interested in the video stuff.
MPU5 uses a derivative of the 68000 (68384?) so that gives you an idea of what the chip can do, and is probably why Impact lasted so long. In VB the speed just isn't there. Once I've been doing this for a while longer then maybe I'll attempt video but its more SWP than AWP and I was never an SWP addict
MPU5 uses a derivative of the 68000 (68384?) so that gives you an idea of what the chip can do, and is probably why Impact lasted so long. In VB the speed just isn't there. Once I've been doing this for a while longer then maybe I'll attempt video but its more SWP than AWP and I was never an SWP addict
![;)](http://www.fruit-emu.com/forums/public/style_emoticons/default/wink.gif)
Project Amber 2 - Coming Soon
#165
Posted 14 August 2008 - 11:59 PM
f***ed if i know....
At least someone is willing to work on an emulator with consistent reports on how well (or not) they are doing. If it all goes shit faced due to the coders limitations, (or otherwise) so be it, its not as if Chris is even contemplating an update or releasing the version that pete w has, why should he.
f*****g off the people that are at least having a go is just going to be counter productive, and serves no real purpose for the scene (whats left of it), as at least guitars postings have generated interest across the foums in the possibilty of something new being available.
Tonys abandoned Jpemu, ReA has abandoned BfMemu, Chris has given up releasing Mfme,(im sure he updates his own version).
So should we all piss on the little fire remaining........or help fan it back to life.
Yeah come on people just let guitar get on with it in his own time FFS
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#166
Posted 17 August 2008 - 02:39 PM
Some pre-release versions should (fingers crossed, I've been saying this for 4 days now...) be going out to some layout designers today, they will then be making suggestions for improvements to make it easier to use and how to get some more effects etc...
Meter sensing has been fixed (Thanks CW for telling me how
) and meters have been added (with multipliers).
Characterisers and sound are looming on the horizon too. The editor still needs some work but mostly its very easy stuff. I have had a big tidy up of a lot of the code and removed a lot of extra gfx stuff that didn't need to be there. Its been running at around 100FPS on a laptop. So speed isn't that much of a worry anymore as I've offloaded all the gfx work to the gfx cards.
I need to know all the standard widescreen resolutions. I know of a couple but not all.
No doubt more info will get leaked in the coming days but its really starting to look like a proper emu now.
There's also some fun stuff going in too, like extra sounds (like bfmulator for coin in / out, meters clicking etc) and also the option for poor maintainence where random resetting, reel errors, wrong payout, lamps off in annoying places, and buttons not working await you. There is a sliding scale for how bad it is, you can select the most annoying lamps to go out in each layout too. And this can all be turned off so don't worry.
Thats where we stand atm.
Meter sensing has been fixed (Thanks CW for telling me how
![:)](http://www.fruit-emu.com/forums/public/style_emoticons/default/smile.gif)
Characterisers and sound are looming on the horizon too. The editor still needs some work but mostly its very easy stuff. I have had a big tidy up of a lot of the code and removed a lot of extra gfx stuff that didn't need to be there. Its been running at around 100FPS on a laptop. So speed isn't that much of a worry anymore as I've offloaded all the gfx work to the gfx cards.
I need to know all the standard widescreen resolutions. I know of a couple but not all.
No doubt more info will get leaked in the coming days but its really starting to look like a proper emu now.
There's also some fun stuff going in too, like extra sounds (like bfmulator for coin in / out, meters clicking etc) and also the option for poor maintainence where random resetting, reel errors, wrong payout, lamps off in annoying places, and buttons not working await you. There is a sliding scale for how bad it is, you can select the most annoying lamps to go out in each layout too. And this can all be turned off so don't worry.
Thats where we stand atm.
Project Amber 2 - Coming Soon
#167
Posted 17 August 2008 - 03:44 PM
Will this run Electrocoin?
#168
Posted 17 August 2008 - 03:54 PM
the most standard is 1024 by 768 it is on my sony bravia anyway i thought it would be better than it is
![:(](http://www.fruit-emu.com/forums/public/style_emoticons/default/frown.gif)
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#169
Posted 17 August 2008 - 04:10 PM
the most standard is 1024 by 768 it is on my sony bravia anyway i thought it would be better than it is
Thats not a widescreen resolution though.
Project Amber 2 - Coming Soon
#170
Posted 17 August 2008 - 04:30 PM
Thats not a widescreen resolution though.
some widescreen resolutions here
List of common resolutions - Wikipedia, the free encyclopedia
did you mean aspect ratios? 4:3 is all but dead now, 16:9 will soon be overtaken by 16:10
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#171
Posted 17 August 2008 - 05:00 PM
some widescreen resolutions here
List of common resolutions - Wikipedia, the free encyclopedia
did you mean aspect ratios? 4:3 is all but dead now, 16:9 will soon be overtaken by 16:10
more the pixel sizes. So 800*600, 1024*768, 1280*1024, 1600*1200 would all be standard 4:3 formats. What is there equivalents in the more standard widescreen formats.
Edit, just read the link, THANKS:)
Project Amber 2 - Coming Soon
#172
Posted 20 August 2008 - 06:26 PM
For those wondering, a quick update.
Thanks to CW I just found the bug that was locking up the games with sampled sound. The sound doesn't work yet, but, the games are at least playable so it proves the cpu core is ok.
Thanks to CW I just found the bug that was locking up the games with sampled sound. The sound doesn't work yet, but, the games are at least playable so it proves the cpu core is ok.
Project Amber 2 - Coming Soon
#173
Posted 20 August 2008 - 06:38 PM
thanks guitar for keeping the emu upto date as to what is going on
a big thank you to CW aswell
![;)](http://www.fruit-emu.com/forums/public/style_emoticons/default/wink.gif)
a big thank you to CW aswell
![:)](http://www.fruit-emu.com/forums/public/style_emoticons/default/smile.gif)
#174
Posted 20 August 2008 - 06:39 PM
guitar sorry you have prob been asked a while on this but does it play epoch like moes tavern and other genres, and will you be releasing the roms with the emu? Kep up the good work
#175
Posted 20 August 2008 - 06:40 PM
Shoulda replied to this earlier.
Great progress Guitar, can't wait to play with it
Great progress Guitar, can't wait to play with it
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#177
Posted 20 August 2008 - 07:57 PM
What about video fruits?
#178
Posted 20 August 2008 - 08:29 PM
Video brings about a multitude of problems, first of which being there are 2 cores running, a 6809 (MPU4) and a 68000 (The main impact processor btw) with the 68000 running the video. I think the 68000 alone would be stretching the boundaries of VB, but to run it side by side with the 6809 and line up the timings would be nigh on impossible in VB. In C++ sure, but Agemame will no doubt get there before I do. As much as I would like to play the BWB video games again, I'm not all that interested in the video stuff.
MPU5 uses a derivative of the 68000 (68384?) so that gives you an idea of what the chip can do, and is probably why Impact lasted so long. In VB the speed just isn't there. Once I've been doing this for a while longer then maybe I'll attempt video but its more SWP than AWP and I was never an SWP addict
What about video fruits?
not any time soon
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#179
Posted 20 August 2008 - 09:00 PM
Read every post on this thread tonight(took a while lol)
Seen a lot of criticism and a lot of non believers.
I,for one salute you and send my upmost respect for all the time you are putting into it.As said before,take your time. Perfection does not happen overnight.
Good luck
Seen a lot of criticism and a lot of non believers.
I,for one salute you and send my upmost respect for all the time you are putting into it.As said before,take your time. Perfection does not happen overnight.
Good luck
[SIGPIC][/SIGPIC]
#180
Posted 26 November 2008 - 06:03 PM
this is my first delve into fruit machine emulation, what do i click on to download an emulator and is it possible to get a queen of the niles machine? Thanks in advance for a reply.
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