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Everything posted by slotsmagic
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I'm sure things will continue. I first got into emulation with the likes of ZSNES and NO$GMB back on my DX2-66 in MSDOS. I'm pretty confident that ZSNES, despite not being amazingly accurate, became the basis for many later emulators. So assuming at least one person has the source for Citra / Yuzu (neither of which I've played with - I currently use a soft modded 3DS XL and soft modded Switch) I'm sure that later versions will still exist... albeit more 'underground'. Even if not based off the same source, I'm sure someone else would work on it down the line - presumably once the hardware is closer to obsolescence. I do wonder if the visibility of emulation is a major part of the problem these days. Back in the old days, emulation was a niche thing. You had to know about it. These days it's much more public.
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Version 1.0.0
368 downloads
Here's 9 layouts for Super RED BAR, and I've lost count of the amount of GAM files and ROMs, along with my sanity! I've classed these as Hybrid DX, due to them being a mash-up of online art and my own decals and things. Too many versions to list. But the paytables are in the layout filenames (so for example RB_WOOD_1_2_4_8) would be £8 jackpot with a £1, £2, £4 and £8 paytable, running the WOOD ROMs (see 'important notes' below). Concept ROMs are fixed percentages and with this layout (and from now on) I'm listing the percentages in both the ROM name and GAM name. MAB £15 layout has variable percentages, instructions on how to change are included in a text file with that layout - percentages.txt Important notes : 1) The WOOD ROMs are for flat-top cabinets. These have full lamping of logo and paytable. Random lamps may flicker each spin. 2) The CASINO ROMs are for dome-top cabinets. The logo and paytables are permanently lit, as they would be on the real machine. 3) I believe these all to be fully working as released - but I'll be honest, I got a bit overwhelmed with it. There is having a nice variety, and then there is complete overkill which this is. As I've said before though, these were only really intended to be for my personal use, to fill my MFME cabinet up with lots of lo-tech stuff. Any issues at all don't hesitate to send me a personal message, reply to the release thread, or send a carrier pigeon. I would endeavour to fix any mistakes. Thanks : Thanks to @Wizard for the emulator, thanks to everyone who plays and enjoys my layouts, and thanks to those who don't play and can't stand them! Thanks to @Ginge for previous help, suggestions, and playtesting of previous Concept releases. Note I forgot to include the top-fluorescent lit gradient that @Gingeprovided in the ZIP files, so it's available as a little 42kb BMP file as part of this download if you prefer a more 'authentic' reel gradient! Thanks to the anonymous ROM providers (you know who you are!), and also @loo and @vectra666 for the MAB ROMs from the Super Red BAR layout. Thanks to @Reg and everyone else here. As much as making this layout nearly tipped me over the edge, emulation and by extension this community does give me an escape which is far healthier than spending real money in arcades .- 11 comments
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Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
Does yours have a VEGA note acceptor and recycler unit like mine had? I have a spare NV9 USB with new notes and a stacker that I was tempted to try but it's really not necessary for me. I do feel the VEGA with recycler might cause more issues than it's worth -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
That's not a bad idea at all. I probably ought to stick my Barcrest PSU back in. I ran everything off the PC PSU in the Vegas Strip due to the 'common ground' issues I read about, and the fact that the hopper runs great on 12V but am not sure that overloading my little small form factor PC PSU with a load of additional stuff is a good idea I'm sure all the pinouts are clearly labelled on the PSU so hopefully I'll be able to work something out. Probably should have kept the original loom for the plug that goes to the PSU, but then since I'm not using that many pins I'm sure I can bodge something suitable -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
I honestly haven't decided on whether to use both hoppers yet... My main playing era was very late 90s to late 2000s, so pretty much all the machines I play will be £1 payout only, and the ones that aren't I'd probably just aim to have a bank that's a round £ figure before collecting MInd you a second hopper does make sense down the line For the parallel hopper motor power, are you using the 24V of the NUC PSU, or an output on the original Barcrest PSU? I kept the original PSU and would happily use it -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
It's bonkers Just wondering - with your parallel £1 hopper, what are you using to power it? My relay modules arrived today (going to make a little board to drive it as shown in @davep180's thread), but just wondering if you are driving it from a 12V rail off your PCs PSU, or a separate PC PSU, or perhaps even a normal fruit machine PSU with 24V? -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
Hopefully this helps a little bit. Looking at my Spiker the Biker layouts for example, where I started adding more coin mech inputs at the request of the playtester(s). The main coin bezel lamp in the first photo has a single coin input - 'MPU5 £1' - set to it. So clicking that button, or using keyboard shortcut '0', will emulate a £1 coin in, via the iPAC. In the second photo, you can see my 'hidden lamps', which aren't visible unless in edit mode, and each of those has extra coin inputs attached. You can make a blank 'lamp' in MFME, just be in edit mode, right click, hover over LAMPS and click LAMP. For some reason I had to use, as shown in the photo, 'MPU4 50p' to get 50ps to work. It's a bit of trial and error. The 50p is set to keyboard shortcut '9' - as I said above in my reply, I stick to a template now with '6' being 5p, up to '0' being £1. When you wire up your iPAC, you should have had several coin inputs wired to your iPAC coming from the mech. Those inputs into the iPAC respond to coins. So with me not remembering how I did it, you need to set those inputs up with the correct keyboard shortcuts - the template I use, which I think is kinda standard now, would be so a 5p would be keypress 6, through to 7, 8, 9, and then 0 for the £1 input. I'm not sure many of us have bothered with the £2 coin input. If you didn't know which coin did which input, I guess just try physically putting those coins into your SR5e on the Interplay, with a Notepad window open, and see which keypresses they activate, then change them to match the template above -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
Sorry I wasn't near a PC, give me a few minutes and I'll show you what I mean -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
You've lost me there, do you mean that you have a game that isn't accepting 10p or 20p inputs? Before I got in to cabinets myself and I think most others only included a £1 input - typically the lamp for the coin entry, if you right click on it and look at the properties, you'll see that it's got a coin type set to it. To enable the other coins to work, you need to make other coin entries - they could be buttons or lamps, and set the coin type you want for each of those buttons. Sometimes it'll be trial and error, finding out which coin type actually credits the correct amount. You then need to set the keyboard shortcuts to these to match your iPAC. On my current layouts I typically use (where the first number is the keyboard shortcut) : 0 = £1 9 = 50p 8 = 20p 7 = 10p 6 = 5p As I said, now I own a cabinet I do this for all layouts, but in the old days or is just sitting at a PC, most of the time we only included £1 and maybe a 20p Token entry if the machine had tokens. Made sense at the time! -
Disc reels aren't too bad. Once you find out how many steps there are (via test mode) it's just the graphical side that's a faff, but I think there may be some tools in MFME to handle them if people aren't confident with Photoshop. I'm not even finding the time to work on my outstanding WIPs at the moment as despite having an extra day off this week I've had some household emergencies to deal with. If nobody else picks these up in the next week or two though I'd gladly put some classics together.
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Virtual fruit machine with real buttons?
slotsmagic replied to outatime's topic in Newbies Help Area
So you mean playing the fruit machines but with real button panels? That's very easy. It only gets more complicated if you start wanting payout mechanisms fitted Have a look in the Cabinet Building forum here, it's here : https://www.desertislandfruits.com/forum/index.php?/forum/39-cabinet-building/ If you just want buttons that you can play with, you really just need a PC, monitor and a set of buttons, with a keyboard encoder (such as iPAC) to run them. If you want the buttons to light up, you'll also want something like a PACdrive to handle powering the LED lamps and coordinating their behaviour in MFME -
On Money Spinner the 4th reel appears to say '£1 STAKE' above it and the jackpot appears to be £70 based on the decals. I'm guessing it's a bit like the original DONDs where you activate a 4th reel on top stake? Interesting looking machine. No idea on the Lucky Stars though!
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99% positive it runs on Pluto 6, so that'll be a no for the moment unless I'm wrong
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Version 1.0.0
190 downloads
Here's a trio layouts for Super MultiNudge by Concept, which oddly runs on Scorpion 2 hardware (as does the later dome-top Casino with the cream artwork!) I've classed it as a Hybrid DX, due to it not being original artwork - it is using a mix of modified Big 7 (online) artwork, and some bits I've made myself. There's layouts for : £5 jackpot at 20p play. £8 jackpot at 25p play. £10 jackpot at 30p play, and all the above are set at 90% which is a decent, but not overly nice percentage. I have however included a text file (switches.txt) showing the DIP switch settings to change stake and percentage - the only issue being that these layouts only support 20p, 25p or 30p. If you change them down to 2p, 5p or 10p play the machine will lock up when you collect the bank due to the second tube / hopper not being supported. I have not implemented it for a couple of reasons - lack of skill, but also my emulation cabinets currently only have £1 payout so not having 10p / 20p payout is fine for me. These layouts all use the same single ROM file. I've loads of other Super MultiNudge ROMs which look like they should work, but none of them do, so I'm using the original version supplied with @Ploggy's original 2009 DX release. I'll also thank Ploggy here for kindly allowing me to use the technical information from his layout - so all the reel positions, lamp numbers, checkboxes and other bits have come straight from his layout. Which is a lovely little layout and shows off the original artwork. I just fancied making something snazzy for my home cabinets using the artwork I had here! I've also included the more yellowed, top lit gradient from @Ginge that was provided with my original Big 7 layouts, in case people prefer the look of a fluorescent lit reel gradient, which is more accurate than my standard sunken reel gradient (which I personally like as it hides the jagged edges of reel windows!). The choice is yours Thanks to @Wizard for the emulator, thanks to everyone who plays and enjoys my layouts, and thanks to those who don't play and can't stand them -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
Yes, has been sat on my racking for ages after I gutted an old skill game cabinet for spares I'll have to see if I can get away with spade connectors on it, if not I'll have to look for my heatshrink -
Finally I am doing a cabinet! (Interplay donor)
slotsmagic replied to Martinb's topic in Cabinet Building
Brilliant!! That's exactly what I'm hoping to do with mine. I'm assuming you had to use a relay with the parallel hopper? Would you be willing to share a schematic or just picture of the parts used? -
Ah, you didn't mention your experience! Sorry for the assumption, I just assumed you were a new member who was going to provide photos for others to work from. You should see the standards of photos that have been provided in the past by newbies Good luck with it all then, sounds like it could well be the definitive version (Edit - I see you are mentioned scrapping e.t.c. - my advise would be to check values first. I'm not sure it's the most desirable machine but there's surprising value even in non-workers of that era. Would be nice if you got a fair price and someone could restore it, unless you fancied a bit of restoration yourself!).
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It's a good idea in theory, I'm sure it's been tried before and probably used in sections, but doing a whole machine that way would be tricky. The artworks (on and off) would need to be aligned in a pixel-perfect manner, or you'd get one of my least favourite effects - 'jumping' lamps. That's where you have an off and on lamp image which aren't overlaid correctly, and the graphics 'move' when alternating between the two states. Not to say don't try, but it could be argued that it adds move time and effort than manually adding lamp effects in Photoshop, and at least by lamping a single dark image (or darkening a single lit image) you remove jumping lamps. Basically, from my perspective and my limited layout design experience, I'd find the prospect of trying to perfectly match both the actual, bulb lit image, and the off state image, far too stressful if not impossible. Just my opinion, some of the more skilled designers might love the idea, and it would be nice to see if someone could pull it off!
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Don't thank me, I'm the number 1 clueless hobbyist and shares incorrect info lol
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I assumed that was the case but didn't want to risk it, I mean ground is ground after all so it makes sense
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(Edit- THIS IS INCORRECT, IGNORE IT - SORRY! SM) I would assume (but could be massively wrong!) that if you had your buttons spread across both banks (that's a lot of buttons!) you'd want to run separate grounds to them - so a daisy chain of wires from the buttons on one bank to that bank's ground, and then the buttons connected to the inputs on the other bank would have their own ground wires. I use both banks of connectors on my iPAC - but one is for buttons (with their own ground) and one is for coin mech and hopper (again, with their own ground). See dodgy blurry screenshot from a video capture of my build. Top bank is button microswitches, bottom bank is hopper opto and inputs from coin validator.
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They don't look German to me, based on my GCSE German, which I've no idea how I got a decent grade in and can remember bugger all of.
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Could be worse, until reading this thread I didn't realise there was a template option so I've been manually typing in the PACdrive info while sat at the cabinet for every individual layout! The 5V ones are not massively bright but I find them bright enough. The other option would be driving the 12V bulbs from say a computer power supply but I haven't tried that yet myself and it would mean a bit of rewiring I believe.
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Is a USB hub actually needed for Ipac and Pac Drive?
slotsmagic replied to Fruity Nut's topic in Cabinet Building
I don't use a hub in mine. Plenty of USB headers on the mainboard. -
Version 1.0.0
274 downloads
Here's a few layouts for Bullion Run by Concept, and way too many ROM variants as usual. I feel like it might be Random Gold without the 'Random'? I received some artwork from an anonymous member on here (you know who you are, cheers!) and since I quite like this one in real life, it would be a shame not to do a few layouts. There's quite a few ROMs and GAM files included, and the layouts will give ERROR 1 on first opening - to clear that, either use Ctrl+R on your keyboard, or just open and close the layout. There's layouts for : £5 jackpot (£1/£2/£4/£5 paytable) at 20p play. £50 jackpot (£5/£10/£20/£50 paytable) at 30p or 50p play. £70 jackpot (£5/£10/£20/£70 paytable) at 30p or 50p play. £70 jackpot (£10/£20/£40/£70 paytable) at 50p or £1 play. and finally £100 jackpot (£10/£20/£40/£100 paytable) at 30p or 50p play. Bit of a weird mix, but those are the ROMs I have. Hopefully something suitable for most people! To pick the price of play, and game type you want, load the relevant GAM file. The GAM files are labelled as the following example : BR_30P_5_10_20_70_SS (where 30P is the stake, 5_10_20_70 is the paytable, and SS is the game type, where FS = FLAT SESSION, SS = SOFT SESSION, FNS = FLAT NON SESSION and SNS = SOFT NON SESSION). From memory my preferred game type is normally SOFT SESSION, giving a mix of wins and mini-runs in the base, and normally being bang-on target percentage by the end of the run. In theory, SESSION based ROMs will give a run after a fixed amount of credits. To give you an idea, on a SESSION ROM, a 50p £100 jackpot game will go on a run after 3600 credits (£1800 of credits) - this is where the main streak is paid. I honestly don't even know if the SESSION ROMs qualify as 'random'. Perhaps they do randomly allocated wins or mini-runs between the proper runs? The NON SESSION ROMs do not have a streak that comes around after a fixed amount of credits. This means that - while they should still pay out the same over the long term - they may do periods with huge gaps between runs, and can in theory do back to back runs for some huge streaks. They often seem to play too well from a reset, so be prepared for that! As always many thanks to the ROM provider(s), the artwork provider, and all the members here at DIF. Thanks to @Wizard for the incredible emulator, and thanks to anyone who plays and enjoys the stuff I release. Any issues don't hesitate to chuck me a PM, or reply to the release thread- 9 comments
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