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Everything posted by Mort
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Lately I had some great success with fixing an earlier ROM for Battle Axe, which was found to be oversize and therefore classed as corrupt and a non-runner in MFME. Do we have any other interesting earlier ROMs out there which are also classed as corrupt that I could look at and try and fix ? They would need to already be emulated and working in MFME on later ROM revisions for me to have some form of comparison to make.
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Original Monopoly £6 Jackpot tokens code question
Mort replied to leaburnley's topic in Newbies Help Area
I asked Wizard about this. The sequence will start a data dump of statistics directly from the machine, which will output either on the RS232 (serial) interface or sometimes via Infrared. This would have been used by engineers to quickly collect statistics from the machine. Unfortunately No, it did not mean it would pay out a jackpot shortly! After I took an interest in this Wizard coded MFME to actually output the dump into MFMEs Diag screen. Just to prove it. Here is a quick video demo of me using RF's amazing EastEnders DX and hitting the sequence 3-2-1-2-3-1... It's the little things lol !! -
This value Chris derived from parsing all .GAM files for all games present in the Game Manager. You can only clear this by a RAM clear on each machine independently. It would not make sense to do it any other way, sorry.
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The Arcade Simulator is a wonderful piece of work, it sort of came during a weird time for FME, and I don't think it got the full fanfare it should have done. I encourage everyone to try it out, you will be amazed! Thanks JP for what you did for us.
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Looks brilliant !
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60 pints of Hofmeister !
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Many Thanks Ploggy
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Hiya, those will be the correct releases there from Ploggy. I think you would need to be registered to the Mecca to read that post. I don't believe you need to donate or anything like that. This is not a machine/layout I have really played, but I might give it a go in a few days, see how I fair on it ! All the best and enjoy mate
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Also I think this is the thread in which Cavey and FruitSim give some good tips on this machine: Fairground Attraction Club 1600 DX's - FRUITY RELEASES - The MPU Mecca (fruitemu.co.uk)
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Not heard from Fruitsim for a while, he had a brilliant knowledge of old clubbers. If you have no luck finding this layout then PM me and I will sort you out, but no one else PM me for layouts please.
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these are what I refer to
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Thanks Reg, great to see ! Anyone who has this running on the latest version of TeknoParrot, do you find the small videos are missing when you reach GOAL and the end credits scroll up ? I can't for the life of me work out a fix, and I have tried everything. Not sure if it's something missing on my end or just that TP no longer supports them properly.
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Amazing stuff all this, I have no real idea what's happening, but good to see people working together like this.
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It's amazing the level of perfection he achieved with MFME. It's a legacy that he should be very proud of. As I continue to delve into MFME on a regular basis I still come across things that I hadn't realised. Over the coming passing of time, when it comes a point when MFME may struggle with later version of Windows, I will always keep a VM running which will be capable of running it properly. Regardless of what happens with future developments, which I follow with keen interest, I will always keep MFME there running and doing it's thing. I raise my glass another year to the memory of Chris.
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i think i fixed this ages ago as part of my playable set, give it a try.
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Super Pots (Maygay).rar
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Hi chaps, I know nothing about using the PAC Drive feature in MFME to drive real world components. Is it possible to drive a real alpha display this way ?
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Yep @serene02 as far as I can see any alterations to the CP would require a RAM reset first, which would put the machine back in a dire state, especially the ones which start out life in a negative compensator / percentage level. Some machines, such as Club Bullion, allow you to change the CP so it's behaviour is fixed and becomes Jackpot 2. This would be non-progressive and would always just display the JP amount on the 7 segs. I wonder what the difference is though ? Why would an operator chose a fixed JP in place of a progressive CP ? Just to attract player attention at all times to a full pot ?
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Thanks for the replies chaps. As I expected then it seems it simply updates the values displayed on the 7 segs and nothing more. Naughty naughty !
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I assume it may have been an option in case of say whereby a ROM on a machine is upgraded and after the upgrade the RAM has to be cleared. So before an upgrade the engineer would make a note of the pot values and then re-seed them after. Of course, this re-seeding would then only be legitimate (in my mind) if the re-seeding actually raised the pot compensators in line with it. And no i'm not looking for Fairplay #2 ! Just generally interested in what happened in the game code for this.
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A number of Club machines, normally only from an initial RAM reset, allow you to seed the Cash Pots. Normally in the Test menu you can just use the Hold buttons to raise the value of both the Cash and Reserve Pots to a value of your choice. Do you think this also actually raises the compensator and chance tables for winning the pots in line with the value you have seeded OR is this just a visual thing to entice the player and basically in reality the compensator (or chance of winning the Cash pot) is still at 0 ? Hope this makes sense.
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The Vogue cabinets are a thing of beauty, thanks @Spidy21982 for the hard work on these models and of course thanks @johnparker007 for implementing into AS. SMAA is a welcome addition and i see no performance penalty of note.
