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Showing content with the highest reputation on 29/08/20 in all areas

  1. Version 1.0.0

    63 downloads

    Thanks to gary and louie bee for the roms, and to wizard for his amazing emulator set on 20p play with the jackpot at £6. please note the cancel lamp does not work on this also i couldn't figure out the token out sounds.
    3 points
  2. Version 1.0.0

    205 downloads

    Next is this Middle Eastern themed slot from reflex, it looks different to the rest but basically the same old stuff we expect these days Thanks got Fruitsnappa - roms Innfection - Images Shortcuts listed within the notes Play this in MFME V20.1+ Enjoy and Happy Gaming!!!
    1 point
  3. Version 1.0.0

    194 downloads

    Another clubber for the collection,massive thanks to reg for the roms,and to wizard for the new mfme,this is massive in size so would look good on a 55" plazma Short cuts are the usual. USE MFME V 19.6 ONLY.
    1 point
  4. 1 point
  5. i knew this would come out soon, nice job vectra!
    1 point
  6. 1 point
  7. That's cool. I'd always wondered if there was a way to do this, and now I know what all that stuff in the Debug area is for. I've dug around before trying to find the locations for the compensators on various machines to try to figure out how they work e.g. proportion of each £1 assigned to different compensators, and how payouts are then deducted. I think I found them on some Maygay games, but was never sure, and gave up in the end. I see no reason why it shouldn't then be possible to just overwrite the compensator value, and basically home bake a happy RAM file for example. The only difficulty is finding the location of the compensator values, it seems. Something to try on a rainy day.
    1 point
  8. Jesus H fucking christ @Mort what is this...... HACK THE PLANET!!!! Love it bud
    1 point
  9. So here is a video showing a very basic use of the powerful and often overlooked feature included in MFME, a complete machine debugger. (sorry no voice over on the video, I'm crap at that stuff) In this example I use MFME's ability to use write break points and write/poke bytes (in hex) to a memory location which the machine uses to store the value attributed to the number reel. I use a write breakpoint on the number reel value, which means that when the game writes in the next value the execution of the game code is then halted, which then allows me to intercept and over-write, or poke, that value with an alternative. The game code is then resumed and it will read this value that I have changed instead. In the case of Indy I tried to find a nicer more natural method than this one but I've spent far too much time on this already trying to hunt down the RAM locations for the gun code in particular, and just wanted to get this video out there. Anyway what I do here is get on the board, set the write breakpoint, and then intercept it to move 2 places first, then get the first bullet, and then intercept again but to move 0 places each time and keep landing on the same safest! gun square. I have done this a few times and it will kill you before 5 bullets on occasion. This eventually fills up the feature to £6 and Win Series. Then I move around the board, intercepting values on the way to get to the square to collect Win Series. The Win Series result is shocking in this video, but I have had higher values in testing around £12-£15 with a JP spinning in on occasion. At the end I attempt to show how you can poke in the amount of nudges in reel play and was going to nudge in a JP but I messed it up lol. Hope it makes sense. If anything this goes to show another side of MFME and also proves that the Indiana Jones game code at least supported the Win Series feature (it was not just a lamp on the glass) but alas it doesn't look like it was ever possible to get it within normal play anyway. Just something different anyway:
    1 point
  10. this one which has been emulated or this one that hasn't afaik
    1 point
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