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Project Amber 2 May Update.


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#41 Guitar

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Posted 21 May 2016 - 05:02 PM

Day 5 of sorting the Impact Hoppers *bangs head on desk*


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#42 Guitar

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Posted 21 May 2016 - 05:05 PM

No1Stoney, what type of hoppers does Tutti Frutti use?

 

The vogue cabs are set up to use Coin Controls Compact Hoppers. But the Hoppers on Tutti Frutti are driven completely differently, can you confirm the hopper type used please. I'm betting they use something else, but would be very handy to know for sure.


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#43 TommyC

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Posted 22 May 2016 - 03:43 AM

Its qps they will use any old shite thats lying about.
Hold the bells mate.

#44 No1Stoney

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Posted 22 May 2016 - 05:47 AM

Sorry but they use 2x 24v coin controls compact hoppers

#45 Guitar

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Posted 22 May 2016 - 10:18 AM

Sorry but they use 2x 24v coin controls compact hoppers

 

Ah, bollocks, ok, well thanks for confirming.


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#46 Guitar

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Posted 22 May 2016 - 11:47 AM

Well I can make Tutti Frutti work and pay correctly and count correctly.

The older machines pay correctly (no machine lockup), but do not count the right number of coins for Hopper 2.

There seems to be 2 significantly different interface setups, and I'm stumped.

If anyone has a machine in a Vogue Cab, with twin hoppers, on Impact tech, I would love to see some pics of the lines from hopper to hoppper board to main board.

 

For now I am going to leave the hoppers and move on. If anyone can assist please do.


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#47 Guitar

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Posted 22 May 2016 - 02:56 PM

I've added the new lamping engine. Lamp brightness is now generated as a function of the input vrms value coming from the multiplexer.

I'm still working through and testing, but so far so good.
Coupled with the dedicated lamping shader, I can do lots with it. Such as...

Real Time Filament temperature calculation. When getting hotter or cooling, a physics engine calculates the current temperature of the filament, so the lamps should look just as they would in real life. Temerature colour correction depending on lamp brightness. (Lamps shift further from blue to red end of spectrum as they dim).

Light is treated as additive, so lamps in the same area should work.


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#48 prizeguy2005

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Posted 22 May 2016 - 04:12 PM

Thanks for the update sounds good. To make it even more realistic should emulate a few knackered lamps and reels amazing amount of epoch machines seen with reels knackered out of sync.

Do the later epoch machines have additional security or do they run OK? If the games media ones run should still be plenty of resources around. Anyway keep up the excellent work looking forward to getting caned again off new York new York

#49 Guitar

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Posted 23 May 2016 - 05:09 PM

Do the later epoch machines have additional security or do they run OK? If the games media ones run should still be plenty of resources around. Anyway keep up the excellent work looking forward to getting caned again off new York new York

 

It's possible they use CCTalk hoppers, but I don't think it will be a problem, even if CCTalk is required, the info is around to get past it.


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#50 Guitar

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Posted 23 May 2016 - 09:56 PM

Here's a short video then.

This is a test of the multiple lamps in one area (the two people in the centre).
The left person is lit by 3 lamps in one area.
The right person is lit by 4 lamps. White, Red, Blue, & Green.

The feature board lamps are also different colors. Obviously Casino Crazy doesn't use this feature but I needed a test machine, and Impact also uses the new multiplexed lamps. Epoch doesn't really need it as it generates the lamp brightness through hardware.

Lamps are generated omni style and are fully editable within the emulator, allowing for many different lighting effects.
The twinkle effect on full moon should look correct now.

Still a few more bits to hook in. At the moment the lamps are on only when voltage is applied. The filament emulation is removed while I get the other bits in.

The video is a bit dark unfortunately, but you get the jist.

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#51 Guitar

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Posted 23 May 2016 - 10:08 PM

Here's a screenshot which is a bit better definition and also shows the system resource usage when running Impact.

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#52 TommyC

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Posted 23 May 2016 - 10:37 PM

Looks fantastic that does, i wonder if the water tank on maygays its a knockout will look right now was a pain in the arse to lamp that tank. It still looked shite in the end.
Hold the bells mate.

#53 Guitar

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Posted 24 May 2016 - 10:00 AM

Tonight should see the front end settings complete for the new lamping options. After that I can patch the color correction in, then restore the lamp heating and cooling calculations.

Looks fantastic that does, i wonder if the water tank on maygays its a knockout will look right now was a pain in the arse to lamp that tank. It still looked shite in the end.


Anything involving multiple lamps or colors should now look correct.

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#54 Guitar

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Posted 30 May 2016 - 12:32 PM

Progress is being made, the lamping now seems to be 100% and I can move on.

 

I now hope to be able to release on or before June 13th. It may still be sooner than that, and I had hoped it would be ready this weekend but I've fallen a little behind, and I now am working a few extra days so release has been slightly delayed.

 

However it's not all bad as what's left is all straight-forward so I can keep working away in the evenings.

 

Screenshot showing lamps color corrected.

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Edited by Guitar, 30 May 2016 - 12:32 PM.

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#55 TommyC

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Posted 30 May 2016 - 12:50 PM

Looks great, not long to go now hopefully.
Hold the bells mate.

#56 Guitar

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Posted 30 May 2016 - 04:06 PM

Edit mode now showing a small crosshair where the lamp centre is.

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