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Mort last won the day on December 12 2024
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Always in our thoughts, each and every emulation released is always credited to Chris. Happy Birthday mate - hope you are enjoying a retro paradise up there.
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Sadly, I don't think Re-Animator is with us any more. I asked around in the Dutch scene recently, as I had not heard from him for some years. Great guy, very much enjoyed working with him on CCnR development
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Nice to see you back mate @johnparker007
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I played Rainbow Island's to death on the C64. It was a happy game, great music, and the Rainbows, of course, only added to the happiness! They don't make them like this anymore! What a fantastic game it was, and, in fact, still is! I remember getting the gems in the correct order allowed you to bypass the boss at end of level.
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Seems to be a lot of interest in these old 8-bit fruit machine simulations @Reg Just an idea, but how about covering some, if not all, of these in a video if you are looking for ideas at some point
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Looks great that @dad ! I think that should be released now! Nice looking and great attention to detail! So we are looking at the first @dad DX here then ! A rare item indeed! Hopefully you can release it mate, be good for it to get a bit of attention!
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Nice work mate, like the dancing with the mouse!
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Using MFME, and it's impact on your 'real life' gambling
Mort replied to slotsmagic's topic in Emulator Chat
I can only tell you my experience. I don't believe MFME on it's own cured my addiction, but it did very much help me with my curiosity of how machines work. In the main it was very much down to my own circumstances and life chapters since 2001+ that have allowed me to move on from real life playing. During my time at College and Uni I played actively from around 1994-1999. Mostly Club machines, but I did spend time on AWPs such as Great Escape, Italian Job, Money Money Money, Roller Coaster to name a few. For me though there was always something fascinating about Club machines. I played them in our University Bar (and Snooker clubs) and throughout that period we had Club Bullion, CCnR, Coronation Street Club, Bank Roller and Club Take Your Pick. I very much remember playing Club Bullion and CCnR and wondering whether these could be ever emulated (Just think Chris was probably thinking and potentially working on the ideas for MFME (well, Fruit.exe) at the same time!). I had always been drawn to fruit machines in the past as a kid, especially earlier on in the 80s. I was always fascinated by the attract modes and to know more about the workings of the machine. I suppose for some, your personality itself, may draw you to playing them. I have always been curious and fascinated by details, love electronics and computers, and especially attracted by lights (The KITT car in Knight Rider was fascinating to me!) and therefore would love to play them, I also have a very addictive personality - everything I do is to excess, but, I do hide, that from people, even to this day! It seemed much more interesting to be playing these machines than listening to some of the conversations and small talk that's for sure!. During the 80s I was growing up in a rural area, and, as such, had no real access to machines, and only got the odd chance to play them. It, therefore, really kicked in for me in the mid 90s, especially going to college and then later university. That's when I really got the freedom and access to machines to really play them. When I left Uni, I went back to living in a rural location, which again, made access to machines nearly impossible, and I concentrated on getting a job, a car, and eventually, was lucky enough to meet a girl at work, whom I have been with since, and have two lovely kids with. Throughout that time, 2000 until now, I have had the occasional on-off interest with Fruit Machines. Often, this interest is born out of nostalgia, to remember times and places, especially to remember times I spent with my mate, who sadly passed away in 2016, who played machines with me all the time back in the Uni days. Other times, it just comes from interest, I might see a post from someone, and it will make me want to get involved again. But, I think, there is a big difference here, and this is how MFME, has helped me, it allows me as tool to then quickly experience the nostalgia, or quickly test a theory, or hack a ROM etc. - I get my quick fix this way, and MFME allows me to do this, with no latent formulated desire to play a real machine again. For various reasons, mainly circumstantial, I have, fortunately, not kept an interest in playing real machines again for around 20 years. For me then, as compared to you, it's probably very different. When I decide to use MFME, it doesn't do anything in my brain to make me want to play a machine in real life again (as far as I can tell!). My time with MFME, is purely ring-fenced to itself. For you, I think, because you still play machines, then playing MFME may potentially keep your interest in real machines going, maybe even just on a sub-conscious level. I would suggest that it would be best for you to abstain from MFME as well. Set yourself a time frame that's realistic, and don't go back to MFME or this scene. Try and find another hobby completely, and then assess over time. I can see you are on the fence about things, so please just take a complete break from it mate, and that includes all aspects of FME. -
Scorpion 4 - how to set the saved volume in the machine's settings?
Mort replied to johnparker007's topic in The Laboratory
Generally, for SC4, you should just be able to press Refill, even with doors closed, and then use START button to get over to the volume settings. These changes will change back to NVRAM, and to be honest, I thought changing it in TEST did the same as well. I remember the earlier MFMEs before this true volume setting became a thing, it caused a bit of grief at the time if I recall. But this is properly emulated, and how the real machine behaves I understand. I guess this is what you are feeding back into the MAME driver @johnparker007 -
Treasure Island Dizzy (Dizzy 2) on the C64 had a bug, meaning only 1 life lol! I think they found a bug related to the snorkel just before the game was to go into production, so they just believed it better to fix it to one life instead. It was tough, but when I beat it, it was a wonderful feeling! I think Fantasy World Dizzy (Dizzy 3) was my favourite. Wonderful times Dad, and I know what you mean about the pokes
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Matt Gray is an excellent musician, he still releases stuff to this day : 6581 Records It made me think this about Codemasters, who were originally just the Darling brothers (Richard and David). Then you had the Dizzy games, coded by the Oliver twins. Released through Codemasters also (iirc). Then you had the Rowland brothers doing the 3 Creatures games on the C64 (I'm classing Mayhem in Monsterland as the third!). What a time it was to be a bedroom developer, and if you have a brother (or sister!) with the same interests, and talent!, then you had a winning formula. Shame how different things are these days.
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I do remember these, but I spent all my virtual 10p's on Fruitbank, on the c64, here:
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Hi Rick, welcome to the journey! I think many of us here with inquisitive minds have thought about these sorts of things and have tried to find answers over the years. Completely agree with all you say about disassembly. It's a huge amount of work, more than anyone can fully realise, and even then much of it will require some elements of guess work, and we will still not receive many of the answers we are looking for at the end of it (even if there could be an end of it!) For this, we need to look at help from the ex. real coders, by releasing the original source code, but even with this, most of us will not understand it anyway and then there are surely multiple libraries related to that source code, so we would need source code for those libraries as well, and the issue goes on. In my honest opinion, if we were going to see this, then we would have seen it, or at least some of it, by now. We have had everything in FME really except this. As for your query on meters, whether those be long-term or short-term, you have to think of them as just separate counters in the RAM. They most likely have no relation to how a game plays or what it owes etc. That information, in our compensated machines, is instead stored in the various game compensators that a machine has. It's a virtual money value, then linked to different compensator levels, ultimately then controlling the % likelihood of something happening. (e.g. a 4 symbol win spinning in, holds after nudges etc.) This post may provide you with some further insight: Enjoy the journey, but just don't drive yourself mad with this stuff!
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