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Farsight Studios
The Pinball Arcade / Farsight Studios
ROM emulation, why is it so important?
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<blockquote data-quote="Mike Reitmeyer" data-source="post: 4675" data-attributes="member: 132"><p>Steve Ellenoff (want to give him credit) is the one who wrote/writes our emulation "engine". His code handles all the lower level side of it. Then it gives me the data I need in a simpler form. Mainly it tells me which lamps, flashers and solenoids are on/off, which sounds to play, what the DMD looks like this frame, and I tell it which switches are on/off. So say the ball rolls over a wire switch that is #22, I tell the emulator that #22 is on (then later off when the ball rolls off it), and the emulator may tell me that Lamp 34 is on, so I modify that lamp to appear on, it may also add some score, and/or play some DMD sequence and trigger off a sound effect.</p><p></p><p>Some parts become more complicated. Mainly the non generic type parts. Brides of Pinbot's head that rotates, the magic chest on Theater, etc. Those require some special code to make them work the way the real table does. They still use inputs/outputs form the emulator, but it's just more compliated than say a pop bumper that the metal ring part moves up and down when it fires.</p><p></p><p>Course the one issue we come into with the emulation is that the real tables have bugs in them...and we end up emulating those bugs as well. And in cases like Theater, the inability to hold scores over 9,999,999,999.</p></blockquote><p></p>
[QUOTE="Mike Reitmeyer, post: 4675, member: 132"] Steve Ellenoff (want to give him credit) is the one who wrote/writes our emulation "engine". His code handles all the lower level side of it. Then it gives me the data I need in a simpler form. Mainly it tells me which lamps, flashers and solenoids are on/off, which sounds to play, what the DMD looks like this frame, and I tell it which switches are on/off. So say the ball rolls over a wire switch that is #22, I tell the emulator that #22 is on (then later off when the ball rolls off it), and the emulator may tell me that Lamp 34 is on, so I modify that lamp to appear on, it may also add some score, and/or play some DMD sequence and trigger off a sound effect. Some parts become more complicated. Mainly the non generic type parts. Brides of Pinbot's head that rotates, the magic chest on Theater, etc. Those require some special code to make them work the way the real table does. They still use inputs/outputs form the emulator, but it's just more compliated than say a pop bumper that the metal ring part moves up and down when it fires. Course the one issue we come into with the emulation is that the real tables have bugs in them...and we end up emulating those bugs as well. And in cases like Theater, the inability to hold scores over 9,999,999,999. [/QUOTE]
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The Pinball Arcade / Farsight Studios
ROM emulation, why is it so important?
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