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Mort

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Everything posted by Mort

  1. How did you get the Jackpot ? I got it off the main Rollercoaster feature, lot's of £20 and £50 wins.
  2. No probs, it's a @vectra666 DX and a brilliant one
  3. Also just to clarify, this machine works on 10p meters (at least within MFME properties) which means to say 10390 IN means £1039 IN. So with your original version, with the slightly lower % of 88 you are probably not a million miles away from the first Jackpot. Clubbers would easily take £1000-£2000 between jackpots. Maybe even more for Cashpots, they tended to have any even lower % going into their pot per play.
  4. Btw those % percentages on your version sound very suspiciously like a Ferry ROM. Those bastards were tampered with, with forced low % pay-out (normally around 60% but some as low as 40%!!) The ROM's loaded above are version S07 (possibly version 1.4). It's either that or the game just doesn't like the force, remember JPM's don't like forcing, and you instead should be taking out value from all areas of the game.
  5. Interesting one this. I attach a DX layout, which is Jackpot ready. It has had £991 IN and £601 out. It's set for 92%. I believe I played this with a mix of force, non-force, and AutoPlay. You should see a jackpot within £50. Don't forget to input £1's with 0 and 20p's with 9. Press F3 for a nice Arcade Sim background. When I got a Jackpot this time, I got the top Roller Coaster feature, and it locked up for a few mins. I believe I released the lock up by pressing the one of the `,1,2,3,4,space keys, but this may have been coincidental. (not sure if we are seeing another gremlin with MFME here or something odd with my keyboard and/or the layout itself) Anyway, Enjoy!. Roller Coaster (JPM) [c].rar
  6. Worrying times this. I've yet to go to Win11, but we always knew the day would come when issues may well develop like this. Hopefully it's a one off and can be fixed through some configuration options / driver updates etc. But it may not be long until we need to look at a Virtual Machine to keep MFME running.
  7. Mort

    Buggy Boy

    Loved this game, it was the first C64 demo on tape from a magazine I had. I remember thinking it was the whole game and couldn't believe they would give it away for free! Great memories, wonderful time computing was back then, really was.
  8. I would skip the £250 and play the £200 or £150. The £250 had a different BFM Project ID and plays really tight. I believe @Boulderdash tried to force the Cashpot from it, but it never came out after £1000s IN. There is a different £250 ROM I think, I have been meaning to try and get that one loaded.
  9. I always wanted to see what HDR could bring to the table, especially around lamp effects, hopefully avoiding the age old problem of a layout being too dark or too light in it's base off artwork. Obviously it would require a HDR monitor/TV as well.
  10. Version 1.0.0

    145 downloads

    This isn't really a mod, but just the original excellent @Ross DX layout added with the @johnparker007 hacked v1.0 ROM. You can read all about the development of the hack here: Basically this hack puts back in the emptier from the original v0.4 £15 release ROM. The trick is to play for barcode wins from nudges, moving the reels into let 'em spin configuration. Barcode wins are free, and do not update the compensators. The best barcodes to take are 3-2-1 and 3-1-2. If you take 3-2-1 you can hold down all hold buttons (1,2,3) to get all the way to a £15 JP repeater. Enjoy. Massive thanks here to @Ross for the DX that makes it all worthwhile and @johnparker007 for the genius.
    I've done a few classic layouts myself over the years and I always followed the unofficially agreed format for them. WAC takes them to a new level. There is only so much you can do with the classic design tools, but I love the pseudo DX style you create, which is completely unique. The image attached I love, it's the simple things that make you smile in life. This brought a massive smile to my face when I first saw it. Love it. For me this is what true creative art is all about, we have got spoilt with the real graphics from DX releases over the years, but that get's boring eventually, same as all artwork which approximates or gets close to photo-realism. Things which may look simple like this have much more artistic depth to them, at least to me! Thanks @wearecity
    Lovely classic layout, keeping FME alive.
  11. Enjoy FME - I'd love to experience those first moments again when you are amazed by being able to play the games on your PC and lose no cash in the process! We take it for granted now of course, but back in the day it was simply mind-blowing. Hope you stick around and enjoy all the hard-work put in over the years, there are some amazing DX and classic layouts out there.
  12. Version 1.0.3

    314 downloads

    The existing @dad and also @Multi Retro Man DX layouts are the best versions of Donkey Kong from a graphics perspective. We had been using those DXs to test a hack to the earliest Donkey Kong ROM over on the ROM hacking forum thread posted below. The purpose of the discussion was to try and hack the earliest ROM we have to patch back in the original skill nudge cheat. Massive kudos to all of @johnparker007 efforts with the hack. The video below from @Chopaholic will explain things much better than trying to understand the entire ROM hacking thread. The issue we had with both of the latest DXs is that they still have cash values for the £5 game. I doubt these DXs will be improved again but I wanted to also have a version of the DX in my playable set which does have the correct cash values. Here is a mod I have done for an older DX done by Andy T (a DX done some 21 years ago!!) I am sharing this mod here for anyone who would enjoy it as another option to play but please remember graphically the latest DXs are much better. Thanks to @dad @Multi Retro Man and Andy T for all the hard work originally. This type of mod is simple to do in comparison to a full DX. Game Information Note: The patched/hacked ROMs do not require you to hold the Cancel button down to activate Skill Nudges Donkey_Kong_(Maygay)_[Dx08_10jp].gam - This game file runs the SA7-103 (v1.1) ROM as normal, with no hacks. Donkey_Kong_(Maygay)_[Dx08_Patch1_10jp].gam - This game file runs the SA7-103 (v1.1) ROM with @johnparker007's original hack. When offering natural nudges, it will always give you the Skill Nudge type. Donkey_Kong_(Maygay)_[Dx08_Patch2_10jp].gam - This game file runs the SA7-103 (v1.1) ROM with @johnparker007's alternative hack. This offers Skill Nudges after every reel spin. Donkey_Kong_(Maygay)_[Dx08_Patch3_10jp].gam - This runs the SA7-103 (v1.1) ROM with a further revised (fine-tuned) hack based on 'Patch1'. The frequency of natural nudges is increased, which always gives the Skill Nudge type. 'Patch3' is now very close to the behaviour of the original emptiable v1.0 ROM with Cancel held down. Therefore 'Patch3' is my recommended game to play to re-create the original emptier behaviour. DX Changelog . Patch version 1 incorporates @Chopaholic RAM file, which has allowed the game to settle with around £1800 cash in. . Patch version 2 runs from a .RAM reset, so you can experience the locked IM method quickly to full empty. . Patch version 3 runs from a .RAM file which has had around £400 IN. It's about £10 to £20 away from it's 3rd Steak/IM. . Layout darkened (no longer an eye bleeder, but you may need a miners lamp now!) . Lamp masks added . Alpha converted and improved . £1 input lockout detection added (useful for AutoPlay) . 20p input added, shortcut 9 (lockout also added) . Reels from Dad's DX added . Reel gradients and masks added . Coin output effects added . Meter effects added . Percentage changed to 82% . £10 decal from Dad's DX added . Cancel button shortcut changed to ` from Z . Checkbox 27 added for £1 level HI . £1 mech off lamp added . Door switch numbers corrected . F3 background added from Johnparker007 arcade . AutoPlay profile added . Jackpot 777 now blended to correct 2 lamps (1 lamp only before) . Donkey Kong Logo now blended to correct 8 lamps (1 lamp only before, which was also the incorrect lamp) . £10 cash decal now blended to 4 lamps . Kong at top now lit and blended to 3 lamps (this was previously unlit) . Super Mario character lit and blended to 1 lamp (this was previously unlit) . Super Mario button changed to correct lamp . Super Mario Text above button changed to correct lamp . Go Bananas lamps sorted (incorrect lamp order before) . Go Bananas - title lamp lamp removed, this was not lit on the real machine . Number reel gradient improved If you want to play this layout with improved lighting, then refer to my guide below.
  13. 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.
  14. 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
  15. Nice to see you back mate @johnparker007
    Lovely layout mate, thanks for sharing with us.
  16. Mort

    Rainbow Islands

    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.
  17. 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
  18. 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!
  19. Nice work mate, like the dancing with the mouse!
  20. 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.
  21. 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
  22. 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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