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Showing content with the highest reputation on 15/05/22 in all areas

  1. Version 1.0.1

    129 downloads

    Here's the little brother of jackpots that rock 'n' roll,, RockStar on its seaside setting £5/10p I've put it in games media as it states this on the art yet its by global, also there's not many in this category. Is it games media, AC games or Global Games?? Anyways, the layout, it has an option to change stake i.e 5p-one line, 10p three lines, 20p all lines but this doesn't seam to work in this rom version (1.4) maybe it is workable in a different set if we had any?? Thanks goto @Liverpool2008 - for the recent Hi res images of this machine @Matty.n - Classic layout used for majority of lamp numbers etc @Tommy c - for the reel bands used and the "numbers" for the hi lo reel from jackpots that r n r.. Shortcuts listed within the notes Enjoy and Happy Gaming!!!!
    3 points
  2. Ah right, so it's certain Bwbs - yeah some of them definitely have different stuff going on the with Chr routines. Right so it sounds like standard Barcrest MPU4s generally have the correct payout percentage in MFME then. Additionally, if the Chr fix from Chris worked for the Bwb Cup Final machine, and payout was then correct - it was not caused by reading a lamp table vs doing a theoretical 3x read (we don't see that in the 6809 ROM code, but we do I think when Andrew was probing the Chr chip itself with his fluke meter device out of circuit). Good to know! One day it'd be good to get a test rig, or a real MPU4 machine here, so I can really probe further... perhaps there's a debugging port on the MPU4 board or something to allow us to actually step instructions etc on real hardware... Ah right, I think there's just a skeleton driver for Epoch fruit emulation in MAME, so tons to do there if anyone gets to re-reverse engineering it! If Chris just did enough to get the games running, there definitely could be problems with the emulation accuracy in MFME (program bugs etc).
    3 points
  3. It was Cup Final, it was one of my FME Most Wanted Machines, but it just wasn't playing right. I made super sure of it before posting because Chris didn't suffer fools gladly, but I was convinced enough to say to him the machine wasn't working properly, and he tweaked something in MFME to make it work properly. (CHR related.) I'll have a search and see if I can find the thread. Chris was always so good at fixing anything and everything he could, R.I.P. fella, one of a kind.
    3 points
  4. You’d have to play it in an older version of mfme JP. Maybe 18.1? J
    2 points
  5. Chris did mention that the real hardware used some fake read writes on the CHR. I can’t confirm any of this though, but maybe it accounts for those 3 x reads? Just put there to trick any would be hacker? J
    2 points
  6. Yes, the up to date version of MFME is great - for instance the patch I developed on page one of this thread for the obscure 'Jabro Games Skill Shuffle' machine, would've taken far longer to create without it. The vast majority of people I'm sure don't use this feature at all, it's this debugger and it is really handy, for debugging and even changing ROM code as it executes: Brilliant work from Chris
    2 points
  7. I echo your comments about Chris Al, he was always super cool if anything wasn’t working correctly. He would definitely tell you straight, which I admired . I’m in no way trying to taint his superb work with mfme. J
    2 points
  8. We have issues with certain games that play differently under Epoch tech. In particular a machine called Simpsons (blue). In the emulator it never reaches a point were it offers the streak, which it did in the wild? A fair few strange quirks. I do remember that Chris said that the tech weren’t fully emulated, just enough to get the machines working. I don’t know how true this is in later revisions or if this could cause these strange quirks? J
    2 points
  9. This was an issue with BWB, in fact Chris fixed a machine that was causing the machine to play incorrectly via the chr, I believe it was a BWB Bg Match, or Cup Final, incidentally I think it was specifically BWB machines that he had the issues with. I think it was Chopley who raised the issue with Chris, who then did fix it. But it will still exhibit the same issue in older releases of mfme I imagine. Might be worth looking for the thread that Choppers created. Think it was BWB Cup Final though. The gameplay was definitely affected J
    2 points
  10. nope, I am saying in REAL machines the patching of the use of a lamp table (single number instead of 3 used in the real chr chip lamp table) causes issues in real machines, I dont know about MFME as I only have interest in real machine stuff
    2 points
  11. A lot going on with other stuff recently (real life stuff plus some fruit machine database work)... so just going to mop up some layouts I have already built cabinets for as next job: Some of these may not end up converting at this stage (only started preliminary work), hopefully 80%+ should make it through to a patch...
    2 points
  12. @johnparker007You should be able to get an MPU4 much cheaper. Someone might even have a test rig we could club in a buy for you bud? They take up less space I would have thought Andrew might even have one. J
    1 point
  13. Ah thanks, though we don't need to investigate the older broken version of the emulator, for the Chr stuff (unless you mean the sound isn't broken on older versions?) - the most up-to-date one is showing that it can work (and doesn't have issues with the hypothetical 3x read thing, which isn't a thing in terms of what's visible to the CPU IO - just something Andrew found when probing the Chr chip out of circuit). Here's an example of a standard Barcrest reading lamps on the fly. It just sends a 0 to reset the Chr to lamp addressing, another value to address it (which is convoluted), and then a read. It doesn't sequentially read 3x values, this is not really a thing I don't believe, as the ROM code is there for us to read and observe with breakpoints. Doesn't matter if real machine or emulation, the 6809 code in ROM is what the CPU executes, as it stands. No magic going on there honestly It pokes register A contents the Chr chip, then pokes register B contents to the Chr chip, then peeks the result back into register B. That will be exactly the same on real hardware, it's just a 6809 chip and ROM code to consider One day perhaps I can buy an MPU4 machine that's really unpopular, so it's cheap! Like a really crappy standard hardware Barcrest that no one likes Then I can use that as a test jig - and prove via the in/out meters that any given game (that I flash in) leaves the meters in correct %age after a few hours of manual play (even with some future form of my 'stealth' Chr free patches I have planned in place). All straightforward really.. though a fruit machine takes up a bit of space I don't really have lol Edit: just had a look, there are cheap'ish' ones to be had - an MPU4 Action Bank went for £250 a couple of months back, as the glass artwork is all cracked and peeling... but since I'd be using it as an MPU test jig for testing new Chr patch development, it wouldn't really matter https://www.ebay.co.uk/itm/fruit-machines-coin-operated-gaming-/334347684022?hash=item4dd8acc8b6%3Ag%3AatkAAOSwQGFiHgEz&nma=true&si=NdObeAXiSbbnkDnsr6RFlzps9TI%3D&orig_cvip=true&nordt=true&rt=nc&_trksid=p2047675.l2557 Not something I've got time to work on these days with AS, but at least it's possible to get a cheap one to use for testing
    1 point
  14. They could be peppered around the startup code etc, to stop hackers like you say... it does make things more difficult if there's dummy Chr reads... as you can then spend time hacking those out, to find they didn't do anything! I just played some brief test credits on the Cup Final layout from the legacy section, doesn't seem to be giving me 100% payout. The lamp columns are all zero, so they probably don't even factor in for Bwb Chr system. I did a brief test: some emulation timings seem broken, and some samples are playing back too fast. I don't think it has any 100% payout issue though, just some emulation bugs (that can be fixed in MAME at some point). The broken sample playback (too fast) can be heard around 4:43 as I play the feature board:
    1 point
  15. Thanks a lot mate I appreciate it. Il try source some more images and pm them over to you
    1 point
  16. I have heard it happens but cannot give you any more advice on what machines ( I been waiting for one digital pic of the top door switch arrangement on a red gaming cab now since the start of the red dwarf project, and after asking the arcade owner lots of times I am still waiting years later.... so not a answer on what machines work incorrectly with fixed lamp table I am going to get I think!!) the chr table is fixed and that's not the issue, that is not too much of a hassle to overcome, its the 3 x scan of the lamp table with different figures that is the head scratcher!! The emulator is just that, it emulates! it is not the same as running real hardware as we know! More work needs to be done to recreate the 3 different tables used.. but don't think that's going to happen as MFME is now fixed with just one set of figures and the author is not about to look into this or change it, Just a heads up if using a patched lamp table in the rom its not likely to play correctly in a real machine... I can't be any more help than that really, MFME is beyond me.
    1 point
  17. Applicable Coin Size: Diameter: 18.0-31.5mm Thickness: 1.5-3.2mm Should be OK for most coins. (I have no idea what size a pound coin is though). If they all work, that is not bad for 3 hoppers. 2 for hopper 1 and 2, and another to work as a triac output using an arduino.
    1 point
  18. Does anyone know much about these? Decent price if they would work ok. https://www.ebay.co.uk/itm/284392877850?mkevt=1&mkcid=1&mkrid=710-53481-19255-0&campid=5338749395&toolid=20006&customid=GB_1249_284392877850.138219035270~1587099523669-g_EAIaIQobChMI7L2BiLPh9wIVme7tCh0FxQw1EAQYFSABEgJv2vD_BwE This is the information sheet from the manufacturer. https://www.aseuro.co.uk/wp-content/uploads/2015/12/SA595_2016-1.pdf Thanks
    1 point
  19. 1 point
  20. Things have just got better. Theres a firmware update on the retrogames website that enables ADF files to be loaded into the A500 mini. Once installed, you can select multiple files (or DISKS) and load them into the A500 Mini. Simply download your files, bang them on to your USB, shove it into your A500 Mini, then from the A500 mini screen menu, select your files as before (from your USB stick of course) and if theres more than 1 file (as in more than 1 disk in a game), simply highlight the next file/disk, and using the joypad 'R' button, you can add multiple files. Start your game and if theres a prompt to change disks, its simply a matter of holding the 'HOME' button and pressing the 'R' (Right Shoulder Button) to toggle through the disks. I'm still testing it out but the addition of being able to load ADF files into the A500 Mini means that all games, magazine demo disks,utilities, pretty much anything on the Amiga are now working on the A500 Mini. Big step forward I reckons.
    1 point
  21. Yes I remember your 3x value findings in comparison to what we see in MFME, all was very surprising to me... as there is stuff like a routine in the rom that has a copy of the table (initial 64 values), and I think it just does something like: write byte => $0800 read byte <- $0800 compare to byte in ROM table (jump to 'Security Error' if not equal) increment ROM table address pointer loop until 64 ...fall thru to security check passed... It doesn't have any special code for processing the 3x values, or performing the 3x read/writes... all very odd! I don't have a real machine here (or the time sadly) to do more of a deep dive into how the heck it's working, but it is all super confusing to me for sure! I don't see it doing the 3x cycles per value... When people leave MPU4 Chr-protected machines running in MFME via 'Autoplay' (where it slowly plays through thousands of credits), don't they end up coming out at roughly the correct In/Out percentage ratio? This info in the MFME Game Manager (rightmost three values are In/Out/%): I thought they generally worked out around the correct % ratio over time... but I've not really tested this I'll be honest! "but there definitely is something in using the real chr chip when it reads the different figures which makes it payout the correct percentage, and when patched with the single figure the percentage goes out the window" Do you have the name of an example MPU4 machine that you believe does this please? Then we could put it in Autoplay in MFME, reset its statistics and RAM, and leave it playing for say 24 hours solid (running its original, unmodified ROM code). And we can then see if this bears out when properly tested. So after say £10,000 in, has it paid out the expected %? If it is a provable, repeatable problem (that running certain MPU4 machines under current emulation techniques results in broken % payouts over time), maybe in MAME one day we could develop a proper emulation (using this 3x value per write/read model), it's just a few simple routines in the mpu4 c driver that handle Chr emulation, nothing very complex - I know them pretty well now from learning to hack out the routines in the 6809 ROMs
    1 point
  22. VPE isn't really ready or made to be an end user solution right now, but it's an exciting project wrt Arcade Sim it'll likely be the future of pinball in Arcade Sim, as they both run in the Unity game engine.
    1 point
    Great one @vectra666never played this one before put my first £5.00 in and within 40p of. That I got a win exchanged it for the feature and got. All the way to jackpot Cheers
    1 point
  23. I actually that found VPX existed through the Desert Island forums. I looked into it and I was amazed how good the tables were. And they work really well in VR. I got hooked on the scene for quite some time. I'll need to look into VPE now. Having these in Arcade Sim would be truly unbelievable if did it happen. That VIP Dark Mode demo is fantastic.
    1 point
  24. Thanks for the tag, yes interesting for sure! I still cannot make out why the real chr chip sends out 3 different figures for the same byte sent to it when interrogated 3 times in a row, where as a different figure that's constant is used for mfme and it takes that as correct..... but there definitely is something in using the real chr chip when it reads the different figures which makes it payout the correct percentage, and when patched with the single figure the percentage goes out the window! Patching is definitely good for mfme as it allows you to play the game! but in a real machine..... well I definitely would not want to play one in a arcade that's been patched like that! worse than the fairground traveling fairs rom hacks!! It still needs working on for sure to work in the 3 different values returned in the lamp table for the same byte! barcrest did a good job in protecting it all in a good few ways which we have not yet hacked entirely!
    1 point
  25. Thanks Vecs. Looking good!
    1 point
    Great Release ... went passed today and it was closed £2.60 on RED Mega Streak lol Rock Star i got a few days ago went towards £15 Mega can can go under £8 and Super is just a few quid depends if red or not Maybe we need a Happy Rom
    1 point
  26. Sounds like me and Tony after a few beers and some chasers
    0 points
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