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HongKong Phooey

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Everything posted by HongKong Phooey

  1. It might work partially. Community is something we are working on at the moment but as with everything on this project it’s not straight forward lol.
  2. Don’t suppose you have another computer in the house also playing the same game do you? We have been trying to get community working and what we thought was heading up to the server and back down to a different pc was actually communicating without any of our code actually running. If you have two computers running the same game then they both have the same machine ID and will probably cause the error you are seeing. one test that might be interesting to do for those with a machine is plug your computers network cable straight into the t7 pc and boot up the same game. As long as your t7 is set to bank 0 and its ID is not 0 or 1 we actually think it will go into community with your computer.
  3. Wondered how long it would take someone to find it lol. It went up at 5:45 tonight. the false positive on antivirus is a puzzle to us. 1.0 didn’t do all that but maybe it’s looking at all the checksum calculations and moving files about that is flagging certain things. We have flagged it with Microsoft and asked them to add exceptions to their antivirus and submitted the code to them but they might do something or they might do nothing. Who knows. we made a few changes on the site as well. New users now have to verify their email address if they want to post anything on the site. We have put a dev blog up as well that will occasionally get a random post when we find something interesting or start on a journey that could unlock something big. Given we have that there we will probably not post as much here but will still pop up from time to time hope you enjoy the 1.1 release but the big question is will there be a 1.2? Or will the community come together and make the next update so big it will be 2.0?
  4. Oh bugger lol. It’s not going well is it lol
  5. We know in the past that silence has been the norm and it doesn’t work. We just wanted to try and explain why we did things we did
  6. evening everyone just want to give a quick explanation over our reaction to the events today and stick everything in one spot so it’s nice and clear. We knew when we released MVFME that it would create a buzz that had not been seen for years and given that we had a few false starts we rushed the release out. There should have been safeguards in place to make sure only the 10 (we even missed listing one of their launch games in our hurry lol) could install and run. This is not us dictating what you could all play. We knew it could play a lot more (infact we didn’t know to what extent we had got running until serious mass testing took place) but we also knew that we could have spent the next 3 months of the testers testing games, finding loads that worked but finding issues on others which we would then try and fix and then the cycle starts again and again. We also didn’t know how the launcher would behave outside of the closed environment so we went for basically the first 10 games we had running what we deemed perfectly with a variety of different features and game styles. what shocked us was the lack of issues. The crash logs some have posted and were seen on @Chopaholicvideo was because of the exit game button being used which force quits the game rather than using the on screen menu button which is the only option on the cabinet to quit a game. Exit game button was a tester option that never got turned off. Apart from that it seems most other issues were from a touchscreen being used that was a different type to the original cabinet which caused the game to miss the button touches. The t7 monitor touchscreen is basically a mouse click. The newer touch screens use a different system and they fail. We built a stable platform that could be built on and more features added to and that was the aim of the beta release. which brings me on nicely to the next issue. The onscreen buttons. As was pointed out, other games can run but have issues with the onscreen buttons not working. This was the reason for the force exit game button on the hw panel. It was so testers can force quit a game if they loaded it and on screen buttons didn’t work. ALL those games were listed as part working and got parked to try and find a pattern. If we had shipped with some games not working fully it would have made the touch screen issue a lot harder to find the cause of because there would have been hundreds of reports of buttons not working when it’s a know issue. Infact about 8 builds before the release build we actually had a pop up come up on some of the games each time you launched it to inform you of the known issues incase we had to launch with those problems. We hated it, the testers hated it and we went back to the code and and tried to find the issues. We found some of the blockers on the touch buttons not working. But we still have a large amount that are still not responding. If we can solve that issue then it opens up a LOT of games. we code, we test, we code again, we test, we sort out an issue with one block of games, we go back to known working games and find it breaks one of them so then we have to find why a system on the real machine that runs any game doesn’t do the same on the emulator. We are sick of Ida pro logs and scans. We are sick of debugging messaging calls between tcp stacks and exes but every analysis creates a bit more of the picture and we didn’t realise until just after launch how much of the picture we had. For a laugh we started to try t8 bpaks and some worked and worked well. At that point we knew the back end was good because if it can just install a bpak we had never examined before and run it then it must be accurate. We tried equinox bpaks and they failed with vgap errors. all we want is for everyone to have the most complete and accurate experiences with the emulator. We don’t want to have to spend days implementing systems to totally lock people out and implementing DRM and shit like that because it will only impact those who want to use it properly (as all DRM does). Anything can be circumvented if you are determined enough to, hell MVFME itself is proof of that, so layers will be added to try and stop this happening again. and just to give another example of why a trickle release is good. If we had pulled off a total miracle and had everything running day one you all would have stuck with the games you know. You would have missed some obscure but quite good games that were just there. This way we feel you will have time to play the games, check them all out and go “never seen that before, but I quite like it”. Or go “what a heap of shit, why did they waste time with that” but at least you will have had a go. and finally with some control over the release titles we can try and avoid drawing attention to us from manufacturers. If we suddenly started putting community black knight or burn em up (don’t even bother trying them. They don’t even work on our current build lol) on the list of titles we would have a cease and desist on our lap quicker than you can play £100 off on a B3 lol. We are covering our backsides and trying to make sure we stay out of trouble anyway so much for a short explanation. I’ve gone on a bit but just wanted to put our side over. All we ask in the future is if you do find anything like that out please keep it to yourself and even better let us know. We all make mistakes HKP and Marvin
  7. It’s off for now as I didn’t realise it was actually a game we had not announced as working. We are now working on extra security to lock things down better to end up with a better emulator all round
  8. Actually it was missed off the launch list of bpaks we shipped with 10 officially working games and didn’t know it. Mistakes happen when you are excited and want to get things out
  9. First I’m not your mate. Second if you have any history in software development you will understand that beta software is generally put out to smoke test the software to make sure it’s stable before adding in full functionality. We know we fucked up and left a testing feature active but rather than start showboating “ look what I have done “ maybe a better action would have been to contact me and point out what we had done. We are at a point in testing where we have loads of games working to the point they are ready for deep soak testing. This isn’t a 5 minute job, you have to try and get every feature and part of the game to come in before you know it’s working properly. But if you are happy with substandard experiences playing the game and crashes on exit then we may as well not carry on trying to perfect things. What’s the point?
  10. Yeah I wonder why that didn’t make first release. Mouse now works on v1.1 but maybe you can fix that while you dig around in the code
  11. Why? We can lock down the games that we have had the time to test and make sure they work perfectly and are not too new that they might draw attention to manufacturers and someone will try and circumvent anything we put in. we limited the games on the initial release because we wanted everything tested not only by the testers but to make sure it had a solid codebase on everyone’s pc before adding in more features and games that had been tested. We also wanted everyone to have time to enjoy the games that work perfectly and not just rom hoard and have loads of games installed that never got played. But what’s the point? edit I see RHM gave this a no reaction yet you have been on this very thread asking for unsupported bpaks. Any reason for the NO reaction?
  12. Demo mode was being worked on but was unstable and broke games. The readme was done before that
  13. The Rio versions and early t7 versions won’t work but as you can see Cashino does run a later version
  14. This is an issue with the way it takes the mouse pointer. Just an idea have you tried double tapping or a longer press? I know these have worked for other users edit. Because the cabinets use resistive touch not capacitive touch the game doesn’t see the signal being sent as it’s sent in a different way. We think we have an answer so we can check it out
  15. Well as it happens 5 reel black knight and Spartacus are looking good for the next release but shhhh don’t tell anyone
  16. Some of the really early games from the erio era are actually 16 bit exe files so these are actually never going to work on MVFME. There are later versions build as a 32 bit exe so we don’t have any gaps in the actual games just a few bpaks that will never be able to run
  17. I think it’s the 128mb gfx card that’s the problem. Some of the games have close to 500mb of assets that get loaded in
  18. The trouble is there is only the 4 buttons on the t7 and you cannot map touch buttons to a key or physical button if they don’t already exist and the issue with some games crashing doesn’t affect all games. Try moving the folder off the desktop as one drive will be syncing this every time a file is copied. Some games copy more files than others and write to the ran files more often
  19. Evening everyone hope you are all enjoying the t7 games. been a few reports of games crashing on launch. We think we know the issue. Do you have your folder on the desktop or on a folder that one drive links to? If so move it to a folder that is not backed up automatically. MVFME moves files at runtime to get the games running and one drive locks them when it sees them to upload them. Once locked MVFME cannot open them and this causes a crash. To always be safe put the folder on the root of a drive like c:/MVFME and all should be good
  20. The screen being wrong is a scaling issue. We thought we had got that sorted but if you set windows scaling to 100% on display settings it should be fine. Am going to post about that crash in a new thread though. But I’m guessing you have the MVFME folder on the desktop which means OneDrive locks files when they get copied over and MVFME can’t read a DLL file it needs and crashes
  21. Random and compensated for the games. Generally b3 random and Cat c compensated but there are some exceptions. and there are no links between games on the ones on the emulator. But as things have not been fully investigated on the central nvram who knows for certain. There is of course the shared pots between older games which we have not put in yet
  22. I got a win first spin and gambled it up to feature then took the feature win and gambled it to £500 then hit menu lol. Should have carried on and tried to double jackpot it
  23. We have not plugged in the settings that you would get on the real machine yet. We are aware that you had a lot of settings and percentages and could lock to a single stake or enable 4. Currently it’s using all the default settings except for turn gamble on
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