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SmitdoggAdministrator
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mamedev has their hands full with figuring out how to simulate graphics for this beast
#379855 - 12/02/18 04:21 AM


twistedsymphony sent us a dump of his Sega Flash Beats machine















Master O
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Re: mamedev has their hands full with figuring out how to simulate graphics for this beast new [Re: Smitdogg]
#379856 - 12/02/18 05:26 AM


> twistedsymphony sent us a dump of his Sega Flash Beats machine
>

Can you feel the beat?



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R. Belmont
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Re: mamedev has their hands full with figuring out how to simulate graphics for this beast new [Re: Smitdogg]
#379869 - 12/02/18 06:34 PM


> twistedsymphony sent us a dump of his Sega Flash Beats machine

Apparently each display tube is a string of RGB LEDs underneath a frosted plastic diffuser. Moogly, we're gonna need a bigger blur shader ;-)



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Re: mamedev has their hands full with figuring out how to simulate graphics for this beast new [Re: Master O]
#379921 - 12/06/18 08:50 AM


If you have one of those gaming chairs with speakers in the headrest, why not?

But simulation? Is MAME going in this direction now? Makes me wonder when/if pinmame will also be merged. Then Pachislot and pachinko pachines... There's a ton of Pachislot machines I like, and in Pachinko, I dig me some of them older Fujiko and Bakabon machines.



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SmitdoggAdministrator
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Re: mamedev has their hands full with figuring out how to simulate graphics for this beast new [Re: URherenow]
#379922 - 12/06/18 11:11 AM


It'll sort of be simulated visually but the tubes have LED lights in them moving digitally so it's not simulation of the sort you would use with pinball physics.



URherenow
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Re: mamedev has their hands full with figuring out how to simulate graphics for this beast new [Re: Smitdogg]
#379925 - 12/07/18 04:04 AM


well, that rules out pachinko, but not really pachislot. Sure there are 3 reels (6 on rare occasion, like the later tekken machine) that physically turn and stop, but that doesn't involve physics at all.

EDIT: nevermind, I never even took physics. Simulating the reels is doable when using one of those game engines (like the unreal engine, or whatever), but otherwise, I'd have no idea where to begin.



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JWallace
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Re: mamedev has their hands full with figuring out how to simulate graphics for this beast new [Re: URherenow]
#379934 - 12/07/18 03:02 PM


Well PinMAME isn't doing the simulation of pinball physics either, just offering up the switch matrices for inputs and the corresponding outputs for the visuals. They farmed that out to the hook into Visual Pinball for the rest, which isn't too dissimilar to what you're saying about using other engines etc, but I imagine there's a family size can of worms that would open up about a direct bundle of MAME with that stuff, even if outputs can be effectively hooked. Ironically the reels are probably the easiest part, as being under direct CPU control via stepper motors you could effectively treat them as frames of a predone animation (which I believe is how Visual PinMAME's depictions of WhoDunnit? work).

There have been issues on the MAME Github tracker about this for ages (to which I've been party because I've been thinking about using such things for better slot machine representation), but it all comes down to how to do this sort of thing reliably.



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Joe12345
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Re: mamedev has their hands full with figuring out how to simulate graphics for this beast new [Re: JWallace]
#380022 - 12/13/18 06:36 AM


> Well PinMAME isn't doing the simulation of pinball physics either, just offering up
> the switch matrices for inputs and the corresponding outputs for the visuals. They
> farmed that out to the hook into Visual Pinball for the rest, which isn't too
> dissimilar to what you're saying about using other engines etc, but I imagine there's
> a family size can of worms that would open up about a direct bundle of MAME with that
> stuff, even if outputs can be effectively hooked. Ironically the reels are probably
> the easiest part, as being under direct CPU control via stepper motors you could
> effectively treat them as frames of a predone animation (which I believe is how
> Visual PinMAME's depictions of WhoDunnit? work).
>
> There have been issues on the MAME Github tracker about this for ages (to which I've
> been party because I've been thinking about using such things for better slot machine
> representation), but it all comes down to how to do this sort of thing reliably.

well something like pinmame will be needed to do games like sigma derby or royal ascot


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