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Epoch Emulator: June update


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#1 killcrazy

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Posted 18 June 2013 - 12:17 PM

Hi guys,
 
Sorry for the lateness of this month's update.  Had a very hectic few weeks!  Rest assured things are still progressing nicely :)
 
All of the AWPs I'm regularly testing are working pretty much perfectly.  There's still many more to test!  Will be asking for help soon (sorry I know I've been saying that for a while!).  I'm still in the process of setting up the web site to aid with this.
 
One major problem I've found recently is I cannot get any club machines to boot (well the ones I've tried anyway - mainly Globals).  I wouldn't say wasted, but I've spent a lot of time trying to figure this problem out so I may put it on hold for the time being.  Unfortunately this means club machines might not be supported in the initial release, we'll have to see.
 
If anyone does have any ideas why they won't boot please get in touch :)  There's no error, they just seem to freeze.  Most get to "Resetting RAM" on the alpha and then wait forever.  There's a chance it may be related to the outstanding datapak issue that a lot of the Globals are suffering from.  My hunch is that it's something different entirely though...  Could be something to do with the boot chip or ASIC???  Bit low on ideas I'm afraid :(
 
To me the club machines are a low priority and I'd rather focus on getting the rest of the emulator finished at the moment.
 
What I've mainly focused on in the past few weeks is the testing of various graphics libraries to find the most suitable for use in the emulator.  I'm now 95% settled on "Gorgon" which is a 2D rendering library built over "SlimDX", which is a .net DirectX library.  It's free and open source and includes all the advanced rendering options I wanted such as pixel shaders :)  Other libraries I've tried were either too bloated or had a steep learning curve and would have taken me months to understand and use effectively.
 
 
 
Issues fixed since last month's update:
 
The coin mech is now correctly implemented (as per the exact specification) so shouldn't cause any more issues.
 
The hopper is now (sort of) implemented correctly and works quite well.  On some machines it pays out wayyy too fast though and this can cause an error.  Still, it's much improved :)
 
Many, many fixes to the sound which should now (almost) be perfectly in sync and not drop out.
 
Many improvements to the JIT compiler (compile time is down from ~30 to ~5 seconds for a large 4 meg game).  It also now runs roughly twice as efficiently as the interpreter (meaning if your CPU hypothetically ran at 80% using the interpreter, it would run at 40% using the JIT compiler).  In practice even the interpreter now uses very little CPU (15-20%) thanks to recent improvements.  This means there shouldn't be any problems running the emulator on older PCs (provided they have a DirectX 9 capable graphics adapter)
 
 
 
Issues still outstanding from last month's update:
 
Glitches in the reels - I've not really looked at this.  Nice and easy to replicate as one machine - Cannonball Run is being very picky and won't boot.
 
Serial ports and datapak is still not correctly implemented.  Made some good progress on this but the synchronisation is still not quite right with sending/receiving data on the serial ports.  Causes some Globals to freeze at various points in gameplay (mainly when successfully gambling wins)
 
 
 
 
Some new (fairly minor issues) that have surfaced since last month:
 
There are some missing opcodes from the older "compatibility" H8 instruction set.  Global's Wildside uses these which is strange as it's one of the later Epoch machines.  They must have used a different compiler or settings for this ROM.  The missing opcodes are very easy to add in and won't take long.
 
There is an occasional page fault (invalid address access) crash that I assume must stem from a bug somewhere in the core.  I've seen it happen in two places.  One is somewhere in the Bacta tests on Homer's meltdown and the other on one of the hidden feature on "Spin on it".
 
Some of the functionality is missing from the SEC meter.  If you try to read the meters on Jolly Roger in the Bacta test mode, it errors.  Extremely minor.
 
There's a few missing options that need to be configurable such as the DIL switches.  Need to also be able to dynamically open the cabinet door/turn the refill key etc.  All of these inputs are currently hard coded.
 
 
 
One other problem is I'm really starting to struggle to find any more sound ROMs.  A lot of suppliers and engineers I've contacted have been extremely unhelpful and rude, or sadly have tried to/have ripped me off (I'm not referring to anyone here or over at the Mecca who have all been extremely helpful and supportive).  The industry as a whole just seems like a horrible place to me which is a shame :(
 
Again - sorry I know I've asked a million times now but if anyone might be able to source/dump any more, please let me know :)
 
You can check out what we're missing at:
 
 
 
Sorry not forgotten about the new videos, just need a bit of time to record them...  Watch this space :)

Edited by killcrazy, 18 June 2013 - 12:17 PM.


#2 RUKI2909

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Posted 18 June 2013 - 12:26 PM

great work thanks for the update 


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#3 fuzion

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Posted 18 June 2013 - 12:26 PM

Many thanks for the update.

 

J


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#4 vectra666

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Posted 18 June 2013 - 12:50 PM

Thanks for the june update nice to see things progressing even if I don't understand a thing about this lol. I just wait for the day when I turn lappy on and hear the simpsons on a fruit machine mmmmmm fruit machines arghhhhgg!!!

Just one thing when its completed will the opening page as in mfme and the design edit mode be the same as mfme's as that's fairly simple to use

Edited by vectra666, 18 June 2013 - 12:52 PM.

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#5 I have finished

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Posted 18 June 2013 - 01:07 PM

Thanks for the update. A teacher of mine called Tony Sales is interested in having a look at the new emulator, so I'd still like to do some testing. Do the hold sounds work on all simpsons machines, for example, "Bud, wise, er! haha! hello" etc? Can't wait to show him! some MAME sites have sound roms, try edge emulation. I'd love to hear a video of either Homer's Meltdown with the new synchronicity of sound roms or either the Simpsons.



#6 Daryl

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Posted 18 June 2013 - 02:01 PM

Thanks for the update killcrazy... it's good to see that a coder is keeping us up to date.

I know absolutely nothing about coding, but in regards to your query about club machines not working... could it be that they are using four reels for the winline, whereas AWP machines only use three perhaps?

As I say I know absolutely nothing but it was just a thought that crossed my mind.

Good luck with the emulator progression mate... it is what FME is needing right now :)
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#7 I have finished

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Posted 18 June 2013 - 02:17 PM

Just forgot to say one thing Killcrazy. Have you read the thread about Use Dadsfme or Lose Dadsfme? What is your opinion on this? Sorry if I was being rude on my post on this thread, I know that people's lives can be busy. I thought you were trying to keep something quiet as a joke. Can't wait for some mmmm beer lol as I am boiling hot today and I need something to cool me down. Trouble is, we have no social bar until next academic year! So it's "tap water for me, tap water for you, I have some water, you have some too!" or it could be "You were only supposed to open the bloody bar!"



#8 captainhaddock

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Posted 18 June 2013 - 02:56 PM

Thanks for the update - shame about the manufacturers being awkward, a few have been helpful in the past, but that seems to have changed for most of them - found a few sounds if they're any use, they are - secret agent , rags to riches?, double dragon, mortal wombat, and nuns of navarone.

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#9 nails

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Posted 18 June 2013 - 03:49 PM

nice update, thank you.

 

lots of roms and sounds availabe it seems. will keep the DX'ers busy for a while?!?!



#10 cja272

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Posted 18 June 2013 - 04:36 PM

Thanks for the update


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#11 Johnnyafc

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Posted 18 June 2013 - 06:22 PM

Thanks for the update... :)
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#12 ritdav

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Posted 18 June 2013 - 07:11 PM

Thanks for the update.

When the emulator does come to fruition it will be a huge shot in the arm for the scene.

Loads of roms to emulate.

Superb



#13 Guest_Tommy c_*

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Posted 18 June 2013 - 07:36 PM

Excellent progress,thanks for the update.



#14 vectra666

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Posted 18 June 2013 - 07:42 PM

hopefully i,ll be able to emulate some depending how hard the tools will be for emulation


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#15 I have finished

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Posted 18 June 2013 - 09:28 PM

Hi Killcrazy, I just thought. I actually had no idea that the Epoch tech had any club machines. The only ones I have played on at Weymouth and Simmon's Yat are all AWPs with 3 reels. The only club one I have heard of is the Italian job club which I have never played or even tried downloading the Roms for. I might go to edge emulation and see if they have any for MAME, load the sounds into Sound Tool and see what the difference is. The epoch sounds.zip file works great in Sound Tool, I have tried extracting the files and loaded secret agent sound roms and it was fine with these. I haven't tried the others as I am not sure of who manufactured them and I am not sure if I've played them. Does Maygay's Nintendo Marrio 64 work on it? that has great sounds! found a video on youtube of someone playing on there's, and also Spa's video on Impulse's Funny Money and a 32 minute video on Homer's Duff Beer Guide! I saved the sounds to my Ebook reader/recorder/sort of iPod, and have also saved the epoch sounds from the export folder.



#16 stevedude2

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Posted 19 June 2013 - 10:28 AM

Thanks very much as always for the update.  Great to hear that things are progressing.

 

Cannonball Run uses a mini disc-reel and 4 reels - maybe the disc-reel is causing problems?  But then again, Spin On It has a disc-reel as well, so probably not.

 

I sincerely hope more sound ROMs turn up and it's a shame that the people you have contacted have been so unhelpful.  Maybe there needs to be a push towards group-buys of old Epoch machines for glass artwork and ROMs.  I would be more than happy to help financially with gathering resources.  PM me if you want to discuss it further.


Edited by stevedude2, 19 June 2013 - 07:22 PM.

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#17 ploggy

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Posted 19 June 2013 - 02:09 PM

Keep up the good work, mate. :)

 

Another problem that might be affecting club machines not working is the prize key, but I'm guesing that has already been done.  You'll get to the bottom of it I'm sure.


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#18 spa

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Posted 19 June 2013 - 05:49 PM

Sounds good :)

 

Question to the masses.

 

What's the state of flyers/photos for epoch?

 

I have a fair bit but far, far from complete.


http://www.youtube.com/FruitVideos - My youtube channel

 

https://drive.google...&usp=drive_link - My Drive

 

 

 

 

 


#19 stevedude2

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Posted 19 June 2013 - 07:25 PM

I've got quite a few flyers spa but it nowhere near covers everything.  I think Impulse and Extreme only did flyers for machines when they were being exhibited at the ATEi or other trade shows, so some games may not have flyers at all, meaning we need to get photos or glass scans.


Edited by stevedude2, 19 June 2013 - 07:25 PM.

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#20 I have finished

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Posted 20 June 2013 - 05:20 PM

Hey Killcrazy, how are you getting on. Another tech numpty who would also be interested in this emulator is my mother. We have played both the simpsons and Homer'sMeltdown at Weymouth so she'd like to see videos of both these machines now some issues have been sorted. Just updated my sound scheme to the following: When my battery warns me it is getting low, Homer farts. When my battery is critical, Homer says "No, No, Nooooooooooooooooooooooo!" as if you had just been fired on the machine. Doh! is used for a critical stop, for example, typing fruit-emu.com with out the www into the run dialog box. I use the "wise" sound from Meltdown for the User Account Control, no idea what else I could use. Any ideas? Was gonna use "Here's a clue for ya, Jack!"






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