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Showing content with the highest reputation on 28/05/21 in all areas

  1. Thanks to @Louie Bee for ripping and uploading the ROMs, @Dougsta for sending me over the layout with them loaded in, and also to Dougsta for explaining the method via PM. Also thanks to whoever made the layout, sorry don't know who that is! Explainer video linked below. CLUB PSYCHO CASH BEAST.zip
    3 points
  2. Hello Laylow, I'd reckon you might be happy with some other pictures of the actual machine. These are my first attempts. If you need anything else, just say the word! R
    2 points
  3. Just had a quick look before i go out , and the best i can do for now is for coins in use bit6 64 which gives it gives 50p credit.
    2 points
  4. I’m super hyped to get a test version once JP is happy to hook us up
    2 points
  5. Read back to understand it’s journey. Sadly it doesn’t seem to have much member interest, it will quite possibly change the way you interact with fruit machine emulation. You will be able to play fruit machines and video machines (at some point), also maybe some VR action too. It is a 3D arcade simulator, you can create your own arcades, play online so machines won’t exclusively be played by just you, so there will an element of the unknown regarding state of a machine when you play it, like in real life J
    2 points
  6. Sweet club psycho emptier. Been wanting to see those ROMs for ages. I'll have to do a video too and I don't think I'll have anything massively profound to add to the method I do have a few tales to tell of playing club psychos
    2 points
  7. View File Crystal - Danger Zone 1440p WDX (£3jp and £6jp) With thanks to: @andy-1 for the base layout and real machine questions. @Tommy c for his font id help. and Chris a.k.a Wizard. Submitter Ross Submitted 25/05/21 Category Crystal  
    1 point
  8. Version 1.0.0

    133 downloads

    With thanks to: @andy-1 for the base layout and real machine questions. @Tommy c for his font id help. and Chris a.k.a Wizard.
    1 point
  9. @nails I think @serene02 covered it well up above, for the fruit machine side, it's pretty much what he said (for now, I have other FME features/enhancements in the concept stage, that may or may not be possible - for instance 'insta-boot' so the machines have zero startup time to get to their previous state). There is also planned video games, coin pushers, other arcade machines support... but that will be much later on... I appreciate that bud, I'm in early stages of rewriting all the rendering to be much faster, so you'll all have to hang in there for quite a while yet before I can get to a suitable pre-alpha state, where it can go out. Realistically, I think we're looking at 2-3 months at least for pre-alpha, it's just a really big project (for one coder). Currently you can't actually even play the machines with the new lamp renderer, only walk around And nothing else is being rendered, except reels/cabinets which may get to stay as they are as they've already had some efficiency enhancements not posted on here (for instance, I am now performing runtime mesh combining on the cabinets... there are more minor optimisations to be had, but not required for pre-alpha) I know it must be slightly frustrating, as you've seen videos where the machines 'work' - but with the new rendering system, it's kinda all-or-nothing, it's a large and complex change to develop, then integrate. Those earlier videos were showing it can be done, and more a proof-of-concept, now I'm focussing on getting it done without it maxxing out a gaming PC; on the builds from a couple of weeks ago, when I had a lot of machines onscreen at the same time, my PC fans would all reeeally spin fast at CPU ~65%, GPU ~40% ...with the new stuff at CPU ~10%, GPU ~20%, the PC is nice and quiet and not sounding like it's about to take off, which is always a good sign I've actually made a start on the new 7 segment (really 8 including the 'dot' segment, one of those legacy terms that stuck I guess ) renderer, and done a quick workaround fix for the blurry buttons/lamps with new renderer (proper fix will also save RAM but is a big job). I'll pop up a tech update soonish, probably once I've got the new 7 segment renderer working well enough in a test scene... well I say it singular, I'll be looking to render like 100,000 of them to make sure it's got the speedy goodness. For a bit of roadmap info in this meandering post (it's Friday night, I've had a few cans after work )... I guess currently for pre-alpha, I'm thinking in no specific order: * Build entirely GPU based rendering subsystems for: ....- 7 segment displays ....- segment alpha displays ....- dot alpha displays * get machines working in play mode as well as attract mode with the new rendering systems, and fully remove the legacy slow systems (which will mean the overlapping lamps look initially worse than they were before on the old slow lamp renderer) * resolve issues with the new lamp rendering causing heavy glitches/failure to 'light' on overlapping lamps, this may be a complex one to solve, but I have some ideas * Learn how to do 'anchoring' then redo all the UI so far plus any new UI needed. Currently the UI only works in your desktop resolution is 1920x1080 - any other resolution it corrupts, buttons/text are pushed offscreen etc * More work on the attract mode player (render data recorder), this will be required, as more refactoring is needed so I can develop some kind of high-level shared machine render pipeline, so the inactive machines and the single engaged machine are all driving the renderers through a unified (much faster) system * Installer/updater could be good, I've not looked into what's involved here * General bugfixes of medium-high impact issues * The thing to find MFME.exe on your system and pull it into the install folder - this will also currently mess up your history, so you'll see "_DATA_LAYOUT.fml" as your last played machines, among other potential problems. But probably fine for pre-alpha, it's only for the adventurous Later I may be able to solve these issues with more dll injection (the same as how the 'turbo startup' system take some control over MFME's internal processes) * Probably a ton of other things I haven't anticipated So TL:DR is hang in there guys, it's going to take a while yet
    1 point
  10. @RetroMan they're perfect! Thanks a lot! I'll use them for the next update
    1 point
  11. It’s a 3D add on to both mame and mfme. It’s not a front end at all. J
    1 point
  12. excuse my ignorance, is this an add-on to mfme, or a totally new front end emulator ?
    1 point
  13. Should be straightforward to change the ROMs the data layout is using to exploitable ones with a quick bit of tinkering in the Arcade Sim directories (when using MFME for the fruit emulation), if you want to change away from the ones the machine ships with... For MAME this would require more changes for my side, but I think people using MAME to do their fruit machine emulation would be the very casual fruit machine users and not bothered about different ROM versions... long term, I could perhaps get some nice UI in to handle all this so you can switch inside Arcade Sim itself (for both MAME/MFME)... though all that's a rabbit hole, with swapping out the prize decals etc... (If there end up being the multiplayer leaderboard/shared arcade features, I'll be doing various steps so that ROM swapping and other naughtiness won't be possible while playing in 'competitive mode').
    1 point
  14. The rom's I ripped switch jp and pop. They go down to 5p, 10p, 20p, 25p & 30p and £75 - £250 JP.. % also switches & I added a switch settings in the other thread but not which combinations work. Trial & error... Think you have to click s door before changing them & try a different combination of it says invalid entry.
    1 point
  15. Emptier works. Got yellow bars for £500 after about £60 in. Presumably Reds are £250 and Greens £100. Not sure why it uses a USD symbol. It also insists on a handpay and turning the Refill key before you can continue. Imagine being able to walk into a casino and empty a £1,000 machine this easily. They probably carried I guess £1,400 - 4 hoppers worth?
    1 point
  16. Yes I've got them running too, but have the same issue with getting it to take coins. The ROMs look like the very earliest version, club-only (Z version) £1,000/£500. I've uploaded them below and perhaps someone with experience can get them working. Dip settings for £1,000/50p below. 1.3 to 1.5 inclusive are prize setting 1.6 to 1.8 are stake setting 2.6 is coin alarm inhibit to stop the continual alarms PCBC_Z.zip
    1 point
  17. Yeah think I will create my very own arcade paradise. All my favourite machines all (if possible) running exploitable software I can see a line of all my favourite 2p’ers. Rat Race Lucky Lady Banker Fruit Swop Step n Skip Fruit Cracker Quick Step High Note Aladin’s Cave Bank Raid MasterSpy Hit Line Nudge Money Body Match Times... J
    1 point
  18. Looking amazing look forward to the day when each machine is different
    1 point
  19. Well that is my effort over the last 4-5 hrs, amazing that it will still take the piss no matter what but started giving me 4 red sevens and if it does don't think you can carry on as it is pass the block as it will instantly lose. When it goes though it really does go and is a very good emptier/exploit, hi-lo reel moves a lot like Up n Over, going to carry on with it tomorrow and see how far I get with another few hundred through it.
    1 point
  20. Version 1.0.0

    41 downloads

    JPM - Wild King Club Tech: IMPACT JPM's Easy to play, easy to win clubber. Keyboard shortcuts in the notes. Thanks to: Wizard (RIP) for MFME @infectionfor the images Steve Phipps for the original classic The rom provider Plays in MFME V20.1 only
    1 point
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