MAMEWorld >> MAME Artwork: Official
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Comboman
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Breakout
#339452 - 05/01/15 02:40 AM Attachment: breakout.jpg 229 KB (4 downloads)


Not playable yet, but at least the artwork is ready. I didn't spend too much time lining up the overlays because I think they will have to move a bit when the emulation is fixed.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment



Comboman
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Re: Breakout new [Re: Comboman]
#339453 - 05/01/15 02:42 AM Attachment: breakout.zip 27820 KB (116 downloads)


here's the zip.
- Updated to include control panel.
- Updated again with cocktail version.

Edited by Comboman (08/26/15 03:46 AM)



Antny
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Re: Breakout new [Re: Comboman]
#339454 - 05/01/15 03:25 AM


Look Great, Thanks



gregf
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Re: Breakout *edit* new [Re: Comboman]
#339463 - 05/01/15 07:49 AM


Good work as usual and in time for next release of MAME now that the upright cab version status is now stated as working even though the to-do list in source code still has a couple entries remaining.


>but at least the artwork is ready. I didn't spend too much time lining up the overlays
>because I think they will have to move a bit when the emulation is fixed.

I see couriersud added the layout file support for handling the overlay part for Breakout so the upright cab model will look good. Hopefully a cocktail table scan of cocktail table artwork will be possible sometime later.


http://git.redump.net/mame/tree/src/mame/layout


For Breakout layout file, it might be two different layout files, unless they can be combined in one file, because the cocktail table version of Breakout is different compared to upright cab with cocktail table accomodating two players.

Edited by gregf (05/04/15 02:04 AM)



couriersud
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Re: Breakout new [Re: Comboman]
#339828 - 05/09/15 02:46 PM


Nice work. I have now adjusted the screen boundaries according to video recordings. In addition, the driver now supports the Player 1 and Player 2 lamps and the serve led.



Comboman
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Re: Breakout new [Re: couriersud]
#339840 - 05/09/15 11:13 PM


Thanks. Great work on the driver, it came a long way in a short time. I'm currently working on a version of the artwork which includes the control panel to make use of those lamp signals. I should note though that most MAME drivers use the set_led_status() function for the player 1 & 2 lamps rather than creating unique labels. This allows people with cabinets to connect actual hardware lamps to the keyboard num lock/caps lock leds but still allows artwork to use them via the labels "led0" and "led1".



Envisaged0ne
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Re: Breakout new [Re: Comboman]
#339842 - 05/09/15 11:55 PM


I dunno if it's my computer, or the state of the emulation, but when I try running breakout, it runs very slowly. At only about 27%



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TafoidAdministrator
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Re: Breakout new [Re: Envisaged0ne]
#339848 - 05/10/15 02:50 AM


> I dunno if it's my computer, or the state of the emulation, but when I try running
> breakout, it runs very slowly. At only about 27%

Build from today for me runs about 85% up until the ball is served, then about 101-102% (64-bit build, Windows 7, i5-4570 CPU @ 3.2GHz). Brings me barely into the green zone for a play. Keep in mind this is purely a discrete game requiring much computational power to simulate/emulate all the component's low level behaviors.



couriersud
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Re: Breakout new [Re: Comboman]
#340143 - 05/18/15 06:19 PM


> Thanks. Great work on the driver, it came a long way in a short time. I'm currently
> working on a version of the artwork which includes the control panel to make use of
> those lamp signals. I should note though that most MAME drivers use the
> set_led_status() function for the player 1 & 2 lamps rather than creating unique
> labels. This allows people with cabinets to connect actual hardware lamps to the
> keyboard num lock/caps lock leds but still allows artwork to use them via the labels
> "led0" and "led1".

Thanks, noted. I will change this. My preference would be meaningful names, but the argument is convincing.



couriersud
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Re: Breakout new [Re: Tafoid]
#340144 - 05/18/15 06:26 PM


> > I dunno if it's my computer, or the state of the emulation, but when I try running
> > breakout, it runs very slowly. At only about 27%
>
> Build from today for me runs about 85% up until the ball is served, then about
> 101-102% (64-bit build, Windows 7, i5-4570 CPU @ 3.2GHz). Brings me barely into the
> green zone for a play. Keep in mind this is purely a discrete game requiring much
> computational power to simulate/emulate all the component's low level behaviors.

Correct. Discrete games really take every cycle with gratitude they can get. Please bear in mind:
You are emulating a discrete game running at about 14Mhz. This means we are modelling quite a number of devices connected to this clock. In addition, the analogue components are modeled using a SPICE type engine. So we are doing tons of Ax=u linear system solving in parallel and for time domain components repeat this until a newton raphson algo found a solution.
Real hard number crunching.



Comboman
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Breakout (now with control panel) new [Re: Comboman]
#340729 - 05/30/15 04:47 PM Attachment: ss2.png 354 KB (8 downloads)


Artwork has been updated to include the control panel with working lights (selectable via the Video Options).

[ATTACHED IMAGE]

Attachment



Antny
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Re: Breakout (now with control panel) new [Re: Comboman]
#340744 - 05/30/15 10:05 PM


Wonderful, thanks you.



Comboman
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Breakout (cocktail) new [Re: Comboman]
#344380 - 08/26/15 03:43 AM Attachment: ss.jpg 208 KB (2 downloads)


Artwork is updated to include cocktail version. Special thanks to blinddog who tipped his rare and delicate Breakout machine on it's side to take some pictures for me.

Note: The driver doesn't seem to have an output for the player 2 serve LED, so I've left it out for now.

[ATTACHED IMAGE - CLICK FOR FULL SIZE]

Attachment


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