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Project Amber 2 June Progress Update


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#1 Guitar

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Posted 05 June 2016 - 05:25 PM

The last update thread without a release hopefully. By the end of June at the very very latest I expect to have a release out there.

 

Progress is being made behind the scenes, in the mean time here's a video showing the jackpot sequence from Casino Crazy with the updated lamping shader.

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Edited by Guitar, 05 June 2016 - 05:25 PM.

Project Amber 2 - Coming Soon


#2 TommyC

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Posted 05 June 2016 - 08:42 PM

That looks fantastic,many thanks for the vid,lamps just look like on a machine.


Hold the bells mate.

#3 robinhood75

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Posted 05 June 2016 - 09:49 PM

Looking good Guitar. Wish I had been part of the new amber, really enjoyed the first one. Hope to see a release when it's ready. Cheers. 


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#4 Guitar

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Posted 05 June 2016 - 11:43 PM

Demo of flo tube lighting.
The lamp ends are defined by the 2 points where the crosshairs are and can positioned however needed, horizontal, vertical, or anywhere inbetween. Also the light attenuation can be varied to lighten or darken the image as you get further from the lamp. Colour is corrected but tends to hit the blue end of the spectrum rather than yellow.

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Project Amber 2 - Coming Soon


#5 prizeguy2005

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Posted 06 June 2016 - 06:47 AM

Thanks for the update looks great

#6 vectra666

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Posted 06 June 2016 - 07:15 AM

Look forwards to the end result.
The more I do today, The less I do tomorrow.
Fme is alive and screaming into the 21st century!
Enjoy FME and Happy Gaming!!!!

#7 Guitar

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Posted 06 June 2016 - 03:11 PM

Progress is good today, I have started the prism lamps. This requires more images to be saved so I have taken to opportunity to modify a few other bits at the same time.

It's going about as well as it can go at the moment. I hope to have the Prism Lamps done and dusted by 6pm and be moving on to the new reel shader.
I keep thinking of things that need a little work before releasing, but I'm slowly getting through it all.

Once the reel shaders and setups are done the emulation is complete for Impact/Epoch. Then it's just a case of checking things, and adding options for things like zoom, resolution, volume, and aesthetics.

Reels may take a little longer than hoped but once they are done, they are done, and should support pretty much every tech when I get to them.
The reason everything is taking so long now is because I am trying to think ahead so that the front end format is finalized. But once release 1 is out there it should be usable for all of the future techs without modificiation, just concentrate on making the tech dll's and plug them in.

The downside is it takes longer to get release 1 out there. The upside is it makes future techs go in much quicker, and there's about 30 to do so that is a plus overall.

After release 1 I am assuming I will need to make refinements for compatibility etc, I am hoping that MPU4 will be added around 2 weeks after initial release.


Project Amber 2 - Coming Soon


#8 fuzion

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Posted 06 June 2016 - 03:36 PM

Thanks for the updates ;)

 

J


// stumblin' in the neon groves


#9 cja272

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Posted 06 June 2016 - 05:54 PM

Thanks for the update


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#10 banditboy2006

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Posted 06 June 2016 - 05:59 PM

has the problems with the bwb roms been sorted i.e amber running amber running secret 7's and silver 7's etc



#11 dchristo1971

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Posted 06 June 2016 - 06:54 PM

excellent work guitar - end of june should be guitar day ;)



#12 fuzion

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Posted 06 June 2016 - 07:24 PM

Those BWB machines are MPU5, I don't think Guitar is emulating this at present.

 

J


// stumblin' in the neon groves


#13 Guitar

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Posted 06 June 2016 - 10:21 PM

They should run in MFME then?


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#14 fuzion

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Posted 07 June 2016 - 09:02 AM

Secret 7's runs, but there are some odd things going on with the buttons.   Especially on the Hi-Lo gamble, the machine seems to do what it wants.   I should imagine Silver 7's works but not tried it personally.

 

J


// stumblin' in the neon groves


#15 Guitar

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Posted 07 June 2016 - 06:31 PM

I'll get to MPU5 eventually, but there are better techs to emulate first.

 

From a brief look at the source, the Switches are read via the ASIC. The ASIC can be varied from game to game so I would guess it has something to do with that. Not much chance of a workaround in MFME as it stands.

 

The current plan (briefly) is this...

 

1) Get Epoch/Impact working 100% with the editor and release it.

2) Find all the bugs that crop up once it goes live.

3) Except for super critical bugs which will get an asap update, after 2 weeks or so release an updated version with the fixes in, and hopefully regular MPU4 as it's already 95% written and ready to go but needs altering in some ways to suit Amber2, rather than Amber1.

4) Once those 3 techs are bug free and stable, start work on MPU4 Video, & Plasma, closely followed by Castle.

 

Once I have those 6 techs done, I'll then see how to proceed.


Project Amber 2 - Coming Soon


#16 vectra666

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Posted 07 June 2016 - 06:51 PM

back to the topic 'amber' the old amber1 layouts will you be converting them to run on amber2 or will the creators have to re-do said layouts. 

Impact tech.... do you want any of my later impact artworks for amber2 as in popeye, go for gold, pinball wizard etc


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#17 hitthesix

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Posted 07 June 2016 - 08:15 PM

Secret 7's runs, but there are some odd things going on with the buttons.   Especially on the Hi-Lo gamble, the machine seems to do what it wants.   I should imagine Silver 7's works but not tried it personally.

 

J

Both machines have the same error,( when you gamble higher or lower) e.g if you select lower (or higher)

 

and are successful it will gamble the same choice on it's own.

 

so a no go for mfme.



#18 Guitar

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Posted 07 June 2016 - 08:19 PM

back to the topic 'amber' the old amber1 layouts will you be converting them to run on amber2 or will the creators have to re-do said layouts. 

Impact tech.... do you want any of my later impact artworks for amber2 as in popeye, go for gold, pinball wizard etc

 

The old layout's will not be compatible. I could write a converter, but I'm not going to. With the new lamp shader you will get much better looking layouts by starting again and redoing them, and I want to encourage that as far as possible.

 

The problem I can forsee is that a lot of layouts were lamped using omni in photoshop or similar. which will then get mixed with the emulator generated lamping and probably look worse, it might be ok, I am yet to try a layout lamped that way.

 

Ploggy uses a different method, so his should be compatible (see Casino Crazy).

 

I'd much rather have 100 great layouts than 1000 kind of ok layouts anyday. Besides think how much fun you can have doing it all again :D


Both machines have the same error,( when you gamble higher or lower) e.g if you select lower (or higher)

 

and are successful it will gamble the same choice on it's own.

 

so a no go for mfme.

 

Sounds like buttons are getting 'stuck' on. Probably an easy fix when I get that far.


Project Amber 2 - Coming Soon


#19 vectra666

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Posted 07 June 2016 - 08:48 PM

I use 'omni' lamping, it's what I learnt from the original emulating vid I watched many moons back is there another way to lamp??

and as said in another topic on here

 I will look forward to making layouts for Amber2 Basically any layout we have on mfme can be remade again for amber2 eventually!


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Fme is alive and screaming into the 21st century!
Enjoy FME and Happy Gaming!!!!

#20 TommyC

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Posted 07 June 2016 - 09:05 PM

Ploggy uses pain shop pro so using a completely different program than what we use,omni lamping is the best for photoshop,well it gives the best results in mfme,there is of course a few other ways to it but they don't look right when i've had a dabble.You don't have to just use omni,you can edit the light filter so you get an even lamp throughout the image your lighting up.


Hold the bells mate.




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