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Mort

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Everything posted by Mort

  1. It's not as simple as that. This is just a little bit of past history repeating itself. I can assure you HKP that this is just an example of the past in which the excitement of new emulation just causes people with inquisitive minds to tinker around and try and get things working. It's not meant as malicious, just enthusiasm and maybe not fully appreciating your side of things also.
  2. Whilst it may be difficult to take me seriously HKP as I just plucked out a photo of Viv's arse, btw, it's not something I keep personally for 50 roll off's nightly, I had to dig into the FME archives for it... honest. I think people here are just wanting to experiment and then get impatient is all. An emulation scene full of addicts and ex-addicts is always going to be like this. Keep up the good work, it's all really loved, as you can see from the responses, and take your time.
  3. here you go (nsfw) terminator.bpak.rar
  4. Exciting times for emulation, it sort of reminds me of MFME and BFMulator being around at the same time! Has there been some library or encryption release which has allowed these emulators to be developed so closely together? Reminds me a bit of the cores/drivers being developed in MAME which of course got used as the core foundations for the various emulated technologies within MFME. One thing I do find disappointing with these modern era games is the lack of requirement for the creative skills of DX and classic designers, such as yourself Ross. For me, that's been one of the most amazing things to see develop in FME over the years.
  5. Agreed, whilst I appreciate everything done to emulate these it's sad to see how the fruit machine progressed into the 2010s. So glad I got older and stopped playing. I would be amazed if any of these machines have any tricks or manipulations on them (although I do note what is being said about Top Trumps) as they are so devoid of player interaction, the machine just fully dictates. It's a shame a company doesn't try and get real AWP machines with small stake and JPs back into pubs/clubs.
  6. I believe a demo mode does exist, but they had to remove it just before v1.0 release due to a few issues. The readme mentions it I believe.
  7. Careful, you’ll derail the whole conversation with that one
  8. What's considered the best games on this platform ?
  9. Anyone know when T7 got released, and how long it lasted out in the wild? It's just a Barcrest tech right?
  10. Thanks, I was not certain about a shared link as I note the credit is transferred across games (as long as you keep MVFME open), but I understand that credit is kept as a global across the games, meaning to say the compensator is only updated per game as you play through those credits. It's a really interesting era in FME you have opened up, looking forward to learning more as you progress.
  11. Could anyone give me a quick rundown on the T7 platform. Are they compensated machines ? If so, are the compensators shared across all machines on the cabinet?
  12. Having some fun with a few of these games, notably Hammer Horror and Rainbow Riches, but damn am I glad I stopped playing machines for real over 20 years ago, would have been a serious issue for me the speed you get through it. Again just to say wonderful work on getting this working.
  13. Does this have a .RAM feature ? Sorry I don't know anything about these machines, but if I say have £70 in credit, close down and exit MVFME, I note the game doesn't remember the credit. Behind the scenes is it storing the RAM of the machine ? I am just wondering if every time I play a game it's effectively starting from a factory reset?
  14. Just had a quick go, I don't know anything about these types of machines, but fantastic work, this will keep the fires of FME burning. Thanks for all your hard work
  15. I think we get the message now
  16. One thing to say @HongKong Phooey make sure you release the emulator when you are really ready to. Don't feel the pressure to release, as often what will come with that is complaints about why doesn't this and that doesn't work etc. This only further compounds to the things you are actively working on, and can often make a project become overwhelming. Take your time, the key is just to keep people updated with progress. It's a fantastic breath of life for FME.
  17. Really great news, I know nothing about these machines and technology, but brilliant to see fruit machine emulation work continue like this. Well done to you and team @HongKong Phooey Also thanks @Reg for the info and @spa thanks for the work on the archive of these machines
    Wonderful DX, the definitive DX this machine deserved. Hope we can see other jackpot versions in the future.
  18. Ok in case this helps you guys find out some more info. Here is a collection of RC DXs. both £10s are now on Series 05 (the earliest for £10 by the looks of it) - Token sensors appear OK. The Alt DX just has pre-lit reels (for a nicer effect). £8 is on Series 02 £15 on Series 11A £5 on Series 28 A wonderful collection of DXs by @Tommy c who is very much missed, and I hope he is OK. I may well have made some changes to these DXs over the years to upgrade them for the later MFMEs, can't remember changes made, it's been a long time. Edit - I think multi coin inputs have been added to all (9,8,7 etc.) and also main RC lamp blended across all DXs, that's all I can recall briefly looking at them.
  19. Good news we do have Series 5, is this of interest ? If so, I can check DX is all OK and then upload ?
  20. Yeah just looked at my RC DXs. I have £10 on Series 9, £8 on Series 2, £15 on Series 11A and £5 on Series 28! I would think I set it up like this because we have no earlier £10 ROMs, but I will take a look later this evening just in case!
  21. I do have the Series 8 ROM running (standard profile, £10 ROM) I thought I posted and talked about this before, can't remember. Do you want me to upload it ?
  22. Yep remember speaking with @Retrofruit about the unfortunate £25 block which was imposed by Maygay on the Club Coronation Street M1A machine with the v1.1 ROM. Unfortunately we never got hold of v1.0 which didn't have this block. Whilst I loved many things about Maygay machines, especially the themes and samples, I didn't think too much of their programming skills on some machines. Classic examples are the likes of Italian Job and Great Escape, such wonderful themed machines, but when you understand what the code is doing, it's utterly lazy and boring, compare that to the gameplay variance of the likes of a JPM such as Fast Trak.
  23. Thanks for confirming what I thought with respect to any proper stats play testing would use all inputs and different styles of play. The more I think about it, it doesn't really make much sense, but another bit of history about fruit machine development to understand and from my point of view to take that information to make playing MFME more exact. We spent far too many years in FME just using £1 input exclusively.
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