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Unity 3D and VPinMAME!


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#321 Slydog43

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Posted 20 February 2012 - 02:04 AM

Add $25. Will send more next week. Great work, very very excited about all the possibilities!

Edited by Slydog43, 20 February 2012 - 02:04 AM.


#322 destruk

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Posted 20 February 2012 - 04:25 AM

We are halfway there now - another $750 and we'll have the $1500 we need.
Thanks for the donations.

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#323 louizou

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Posted 20 February 2012 - 12:54 PM

Thanks to all of you guys ...

I hope releasing a video with new features soon .

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#324 Glxb

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Posted 20 February 2012 - 01:38 PM

QUOTE (louizou @ Feb 20 2012, 12:54 PM) <{POST_SNAPBACK}>
Thanks to all of you guys ...

I hope releasing a video with new features soon .


Cool, can't wait to see what you've done now.
New baby means I can't afford to donate ATM.

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#325 rob3d

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Posted 21 February 2012 - 08:24 PM

Just donated $50. Can't wait to see any new progress videos!

#326 pinballjohn

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Posted 27 February 2012 - 03:36 PM

"le'chirp....le'chirp....le'chirp....le'chirp......"





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#327 TedB

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Posted 28 February 2012 - 06:37 PM

I think this is an amazing project, but....

One of my main reasons for using VP instead of FP is the low resources it needs. I can even play VP 8.1 on my eee PC 701 (especially originals work great). I think we will see portable devices that will run XP pretty well (on a virtual machine or on hardware itself) in the future. A portable VP would be amazing!

Unity 3D will probably use a lot more CPU and GPU power so I am a bit worried that if this becomes a success we will see a lot less releases for VP.

I know it is progress and you can't stop it and we need to move forward... so one big otvclap.gif for louizou tup.gif
Hopefully both projects can co-exist and authors will still be interested in VP.




#328 MRZ999

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Posted 29 February 2012 - 12:21 PM

QUOTE (TedB @ Feb 29 2012, 02:37 AM) <{POST_SNAPBACK}>
I think this is an amazing project, but....

One of my main reasons for using VP instead of FP is the low resources it needs. I can even play VP 8.1 on my eee PC 701 (especially originals work great). I think we will see portable devices that will run XP pretty well (on a virtual machine or on hardware itself) in the future. A portable VP would be amazing!

Unity 3D will probably use a lot more CPU and GPU power so I am a bit worried that if this becomes a success we will see a lot less releases for VP.

I know it is progress and you can't stop it and we need to move forward... so one big otvclap.gif for louizou tup.gif
Hopefully both projects can co-exist and authors will still be interested in VP.


Please, dont slow the revolution down because you have a computer from the beginning of the 2000 century!!! blum.gif FP works on high for me and my computer is 2 years old and cost like 1500$ (without the monitor)!

FP is awsome now thanks to SLAMT1LT, rom, Fransico666, GLXB and many others! They improved FP alot during the last months.

How about Visual Pinball? Is the source code availible for a good coder if he can improve the psysics in VP?

Edited by MRZ999, 29 February 2012 - 12:22 PM.


#329 Slydog43

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Posted 06 March 2012 - 05:13 PM

I am searching for more progress. This thread was one of the most interesting and important topic in a while (I thought). Please show more updates and dont let this die

#330 louizou

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Posted 07 March 2012 - 01:58 PM

sorry , no progress to show at the moment !

I've started working on VBS translation , and it's not as easy as i thought :-(

Handling of vpmKeys is ok and i can use gts1,gts3 and S11 keys ....
The remaining ones will be easily added to the list ...

I'm a little stuck with porting cvpmballstack code to c# , but it's in the good way.

Not really the port of the code itself that worries me but the way of handling timers and adapt them to unity's integrated timers.

I do my trough tests on 3 tables :

- badcats => works fine
- black knight 2k => most of times , the ROM crashes or resets ...
- Class of 1812 => the trough distributes correctly the first ball , but not the others .. i've read in the vbs doc that this is a particularity of those gottlieb''s series....maybe destruk may help me with this

When all this will be fine , i'll upload a new vid ..... and will start working on flippers

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#331 Themer

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Posted 07 March 2012 - 02:03 PM

It's good to hear that you're still busy working on the project biggrin.gif Often the things in the black box which will never be seen require much more work than that what can be seen by the end user. Keep up the great work and keep us updated! biggrin.gif

#332 louizou

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Posted 07 March 2012 - 02:21 PM

Totally true , themer , mainly on pinball stuff ...

What is under the playfield is more important than the pinball parts themselves ;-)




Oooops !! There's a little thing i can show , it's the actual state of the badcats script.
It's not exactly VP syntax , but there are some similarities:



///////////////////////// Object bindings

GameObject table=GameObject.Find("TABLE");
MainVPM script=(MainVPM)table.GetComponent("MainVPM");
GameObject drain=(GameObject)GameObject.Find("TABLE/Kickers/Drain");
GameObject pk=(GameObject)GameObject.Find("TABLE/Kickers/PlungerKicker");
Kicker draink=(Kicker)drain.GetComponent("Kicker");
Kicker exitk=(Kicker)pk.GetComponent("Kicker");
BallStack bstack=table.AddComponent<BallStack>();

///////////////////////// VPMLoad

script.controller.GameName="bcats_l5";
script.controller.HandleKeyboard=false;
script.controller.ShowTitle=false;
script.controller.ShowDMDOnly=true;
script.controller.HandleMechanics=0;
script.controller.ShowFrame=false;

Drivers.s11();

//////////////////////////// Create vpmTrough

bstack.Init(script,1,1);
bstack.InitSw(0,10,0,0,0,0,0,0);
bstack.InitKick(exitk,125,6);
bstack.InitOutHole(draink);
bstack.Balls(1);

//////////////////////////// Switches declarations

script.SetSwitch("PlungerLaneTrigger",14);
script.SetSwitch("RightOutLaneTrigger",36);
script.SetSwitch("RightInLaneTrigger",31);
script.SetSwitch("LeftOutLaneTrigger",35);
script.SetSwitch("LeftInLaneTrigger",30);
script.SetSwitch("ttrigger",11);
script.SetSwitch("otrigger",12);
script.SetSwitch("ytrigger",13);

//////////////////////////// Lamps declarations

script.Set_FirstL(1);
script.Set_LastL(64);


script.AddLamp("ShootAgainLight",1);
script.AddLamp("L2xlight",2);
script.AddLamp("L3xlight",3);
script.AddLamp("L4xlight",4);
script.AddLamp("L5xlight",5);
script.AddLamp("L6xlight",6);
script.AddLamp("L7xlight",7);
script.AddLamp("fishbonuslight",8);
script.AddLamp("bw50klight",9);
script.AddLamp("bw100klight",10);
script.AddLamp("bw200klight",11);
script.AddLamp("bwumlight",12);
script.AddLamp("bw20mlight",13);
script.AddLamp("tlight",14);
script.AddLamp("olight",15);
script.AddLamp("ylight",16);
script.AddLamp("walltlight",17);
script.AddLamp("wallolight",18);
script.AddLamp("wallylight",19);

script.AddLamp("GF30klight",21);
script.AddLamp("GF50klight",22);
script.AddLamp("GF100klight",23);
script.AddLamp("GFExtraBlight",24);
script.AddLamp("bbqlight",25);
script.AddLamp("birdlight",26);
script.AddLamp("leftoutlight",27);
script.AddLamp("rightoutlight",28);
script.AddLamp("ratlight",29);
script.AddLamp("doghouselight",30);


script.AddLamp("blight",33);
script.AddLamp("alight",34);
script.AddLamp("dlight",35);
script.AddLamp("clight",36);
script.AddLamp("a2light",37);
script.AddLamp("t3light",38);
script.AddLamp("slight",39);


///////////////////////////////// Start the controller

script.controller.Run(0,112);


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#333 destruk

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Posted 07 March 2012 - 05:07 PM

Class of 1812 is a basic 2-ball machine. So one ball sits on the outhole switch (powered by a solenoid), and the second ball sits on the trough switch (released by a solenoid).
LuvThatApex's table has the trough correct - it creates a ball in the trough when the machine boots in table_init, and then it creates a ball in kicker1 located above the drain and drops the ball into the outhole.
When the outhole solenoid fires, it pushes the ball from the drain switch to the trough switch, so the ball release solenoid always needs to fire first if the trough switch is occupied.

A few machines require customized trough timing to work correctly with the roms - so it'd be great if you added a way to handle it manually - both for testing, and for handling these unique games that require modification, like Bally Strange Science, Bally Fireball, Spinball games, etc.

Build a fire, vipers love the heat.


#334 StevOz

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Posted 07 March 2012 - 11:21 PM

You might be interested to hear that basic versions of Unity mobile are free for a limited time. Perhaps not of real use for this project, still maybe it opens a door to the production of a mobile version someday...

http://unity3d.com/mobile/

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


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#335 Themer

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Posted 08 March 2012 - 12:03 AM

Hmm, let's first get it working on computers wink.gif

#336 destruk

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Posted 08 March 2012 - 12:19 AM

Unity3D can also work on Roku internet streaming set top boxes. smile.gif

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#337 louizou

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Posted 08 March 2012 - 12:37 AM

QUOTE (Themer @ Mar 8 2012, 01:03 AM) <{POST_SNAPBACK}>
Hmm, let's first get it working on computers wink.gif


true .........


QUOTE (destruk @ Mar 8 2012, 01:19 AM) <{POST_SNAPBACK}>
Unity3D can also work on Roku internet streaming set top boxes. smile.gif


rofl.gif

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#338 rob3d

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Posted 23 March 2012 - 07:15 PM

Any progress on this? It's been quiet for awhile.

#339 Slydog43

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Posted 23 March 2012 - 08:15 PM

I was so excited about an update, ahhhh.

#340 bent98

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Posted 23 March 2012 - 10:37 PM

There has been an update on fp go pinball 3 days ago.