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Mr Burns

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Everything posted by Mr Burns

  1. Hi. All the info you need is already posted up here: https://makerworld.com/en/models/1984511-fruit-machine-controller-mfme-emulator#profileId-2135094
  2. I do aim to implement the Vega recycler but I honestly don't know anything about them yet so I cant comment on that particular one. I have now successfully implemented my NV11 into IGME though - see below:
  3. I have the NV11 in my possession now and I've made up a USB cable to test it (I didn't think to check with the seller if it actually came with a cable and alas, it did not, so I had to make one!). It is working for note input but I couldn't get the note out to work using the ITL validator software, but I didn't dive into it very much yet. As it happens, the reason I was asking about it was for the IGME emulator so it is very much on my radar as a feature to implement. I assume I wont be able to use the USB interface, which is a shame. The reason I say this is because it doesn't appear to advertise the note recycler over USB until I hold down the little button for a few seconds, which of course is not feasible when installed into a cabinet (and not a nice experience regardless). So I imagine I will need to communicate with it by using the other pins on the connector rather than USB. Unless there is a way to change the interface of course, so that USB is the 'standard' method of communicating?
  4. New version (1.3) has been uploaded into this section of the forums: Home > Other Systems > IGME - Inspired Gaming Machine Emulator Post no.2 on the main thread in there will always hold the latest version of IGME. Changelog for 1.3 is below and you will see it includes the launcher changes you asked for @DFAUSand also a fix for the keyboard problem that @I have finishedmentioned (games would capture keystrokes even if the game window wasn't in focus). Launcher improvements - Added Kiosk Mode. When enabled, the launcher opens borderless and maximised for a more cabinet-like experience. - Added optional “Click Title To Exit” for kiosk setups (I pinched the idea off the Arcade Kiosk frontend!). When enabled, tapping/clicking the launcher title exits the emulator. - Improved touch/finger scrolling in the launcher. Dragging the game list now scrolls instead of accidentally launching a game. - Improved launcher tile handling. Game artwork is cached for faster launcher loading and stretched to fill each tile consistently. - Improved launcher stability when exiting games back to the menu. - Keyboard inputs are now only forwarded to a running game when the game/display window has focus. - Improved game exit handling when returning to the launcher. Settings app improvements - Reworked the settings app from a single scrollable window into separate tabs: Display, Controls, PacDrive. - Display tab now includes launcher settings such as title, theme, kiosk mode, and click-title-to-exit. - Controls tab contains keyboard mappings and touch screen support. - PacDrive tab contains lamp and coin hopper hardware setup. - Introduced a Touch Screen Support config option for improved touch forwarding/compatibility. PacDrive lamp support - Added PacDrive lamp output support for Start, Menu, and Change Stake lamps. - Lamp mappings can be configured in the settings app. - Each lamp output has a Test button to confirm the correct PacDrive output is wired. - PacDrive lamps and coin hopper support are optional. If no PacDrive hardware is fitted, leave real PacDrive features disabled. Coin hopper and payout support - Added optional real coin hopper support from the launcher Collect button. - Added optional simulated coin payout mode for non-cabinet/home setups (enabled by default). - If neither real nor simulated payout is enabled, Collect button will simply clear the credit balance instantly. - Configurable options: Hopper PacDrive Output Hopper Opto Key Stall Timeout Seconds (how long will the emulator keep trying without a hopper signal being returned - default is 4 seconds). Payout Lump (the amount of coins that will be paid when pressing 'Collect' - default is 50) Payout Error Message - Payout Lump limits how much is paid per Collect press. Set it to 0 for no payout limit. - Only whole pounds are paid through the hopper/simulation. Any remaining pence is cleared when the balance is fully collected. - Added a 5-coin real hopper Test button in the settings app. - Added optional hopper_warning.png image that is displayed when payout error warnings occur. - The launcher search box is disabled during payout so hopper opto key presses are not typed into search.
  5. Hi Shane. You are referring to the launcher window where you select a game, is that right? (where all the game icons are shown). What is strange is that it DOES stay maximised for me, even if I had un-maximised it before launching a game, but maybe I have made changes that affect it since the first release and forgot about it? Either way, I was going to introduce a 'kiosk' mode into the settings app which would do a few different things like *trying* to hide the desktop by showing a 'loading' screen after selecting a game but also forcing the launcher into permanent maximised state with borderless window. This would be optional via the settings app and is mostly for those people who run in a cabinet. I (think) I can introduce the borderless maximised option quite quickly if you wanted it because I already have a POC on a different emulators launcher. I would support it with a simple 'Launcher Options' section in the config app which I could expand on later for full kiosk mode settings, but first, please let me know if this option would suit your needs because it would obviously hide the launcher window controls at the same time so I'd need to introduce a way of closing the launcher too (probably via clicking the launcher name like in the Arcade Kiosk frontend). Incidentally I also want to introduce exit commands as part of 'kiosk mode' if possible so, for example, you could set it to shutdown your pc on exit, but this is all potential future work.
  6. I used a long loaf tin in mine but I wish I had chosen a smaller one because I want to squeeze in a note recycler now and I dont have space because of the long coin tray. Also, I'm not sure if these really matters or not to be fair but I opted for a stainless steel tin instead of a non-stick or otherwise coated pan. I had visions of the non-stick surface peeling off with repeated coin abuse whereas stainless should be fine I think.
  7. ChatGPT thinks I should be able to use it. It seemed quite confident, but then it often does! I might take a gamble on it, pardon the pun! Thanks for the advice.
  8. Thanks for the info. So if this is currently on 'DES' then it might be a bit of a rocky road to get it going then and I should look for a parallel version instead, or could I convert it myself to parallel somehow? I have a parallel coin hopper in my cab and that was easy enough to wire up (I knew that I had to use parallel and avoid CCtalk / Serial for that), so I don't want to make a mistake when buying a note accepter. I feel like as long as I could get it to communicate with Windows (for notes in and notes out) then I'd be able to patch the rest if needed, no?
  9. Hi. I'm looking for a note recycler to fit into my emulation cabinet. I need one that would be able to communicate with a PC / Pacdrive, even if it had to be via an ESP32, relays or whatever is needed. Just wanted to check, does anyone know if this would work ok? https://ebay.us/m/siS4cH
  10. I use this for the orientation control and it works for me:
  11. I use tokens off Ali Express. They are 10p size so I had to buy a 10p disc and knife for my hopper but they work perfectly, no jams, and are cheap enough to buy a few hundred coins worth. I too was looking at the locker coins at first since they would feel more like a real pound coin, but the prices were ridiculous!
  12. @dec1962- that's great, I suspected this could be done. I was thinking about how it could be achieved with an ESP32 which is a similar type of board, very cheap and readily available. May I ask what the transistors are used for - is it to handle the voltage of the LED's / hopper or is it what makes the software recognise it as a Pacdrive? I notice the real Pacdrive uses those same chips too right?
  13. Good luck! There are some limitations with GameHub lite in that the touch screen behaves like a trackpad instead of an actual touch screen, which is annoying and its why I had to add the custom keyboard shortcuts instead. I will also add that I didn't use the MFME installer, I just copied the main MFME folder from my cabinet directly over and run the .exe from there.
  14. Here is the post I was commenting on: And here is the important bit I posted about the configuration to get it working: I also have MVFME installed and that works well too. I will note however that GameHub lite does not support portrait orientation so I have to use an app called 'Orientation Control' to force it into a vertical screen.
  15. Hi. Is this using a x86 emulator running WINE? If so I have mentioned it in another post somewhere in this forum but I've got it running well on GameHub Lite and you can add on screen keys for each button. See screenshot attached. I shared the configuration I used in my post (took a bit of trial end error to say the least!). Ill dig it out and link it here.
  16. Well I wish you good luck, maybe someone else might comment who has been tinkering with CCTalk hoppers but unfortunately I've only used Parallel. In theory you could probably completely bypass the whole interface I imagine, surely all it really needs is a 24v + - directly to the motor to make the disc spin on command and then a 'paid' signal coming out each time a coin is released. There will be a optocoupler sensor on the coin out slot of the hopper and when a coin passes through it will be issuing a 'low' signal if I recall correctly. If you knew the voltage of the optocoupler that is being used (maybe 5v?) then you could hook that directly up to a relay, bypassing any need to communicate with the CC talk at all? You could even add your own optocoupler sensor to replace it I suppose, they're cheap enough. Just thinking aloud here because when it comes down to it thats really just how my parallel version works I think.
  17. Yeah that's me, glad you found the video useful! I had to use one of these hoppers because I deliberately made my cabinet as small as it could be and this was the smallest hopper I could find that would fit and even then I had to cut a groove into the top of the coin hopper 'funnel' to get the coin slide angle enough to make the coin roll into the hopper! In hindsight I should have made it around 10cm or so taller on the front panel but either way, it works for me after some tweaks. And there was no way I would be able to fit a real coin mech into my cab so I had to improvise a DIY coin mech too! I designed a 3D printed version of that by-the-way and the files are available in this forum should you want to use it. I found instructions on this forum to connect my hopper up and yes it needs to connect to the pacdrive. The pacdrive asks the hopper to pay out a coin and then the hopper sends a signal back when a coin is paid out and the cycle repeats until all coins are paid (e.g. 10 requests and 10 responses to pay out £10 worth of £1 coins, if that makes sense?). The pacdrive request is sent out via a relay and the hopper response is sent back via another relay and into a joystick or keyboard encoder and converted into a keystroke (the '[' key if I recall correctly?), which MFME recognises as a coin being paid out. I will find the post and link it here but it was very straight forward. Edit: Here is the link below. The wiring diagram shows 2 hoppers being connected but I still used the same theory to add only 1 hopper. Give me a shout if you get stuck.
  18. I have a Suzo Happ Cube Hopper in my cab and it looks exactly the same as yours however mine is parallel, not Serial or CCTalk, and therefore it doesn't need the USB dongle or anything like that it just uses 3 or 4 wires directly connected to the hopper. I know this doesn't help you, sorry, but just wanted to mention that I think its much easier to set up the Parallel variants of hoppers and I honestly don't know if the Serial or CCTalk hoppers have been successfully set up by anyone yet? Not sure where you are located (I'm in Newcastle) but I have a spare parallel Cube Hopper that it is configured to payout 5p's that I would sell for cheap if you're interested (cost me about £30 off Ebay but I only bought it for the 10p disc and knife that it came with). You would need to swap the disc and knife over from your hopper to get it to pay out £1 coins and I'm only just assuming that the parts would fit, since mine is Suzo Happ and yours is Money Controls? Good luck either way!
  19. Yeah thats the ones! They are the slots you would more likely find in casinos. Well I have a bunch of them so if you can't find them give me a shout. Mind you I couldn't figure out any way to boot straight into a specific game so you always have to go into the main menu first and then navigate through the virtual casino to find your game but either way it works. I also have Bullion Bars, Reel King and Party Games which run on a demo mode but they don't scale well and I can only get reel king to run on XP. I have a Gaminator touch build too but again it only runs on XP and doesn't scale well. Let me know if you want any of those, again just things I've hoarded over the years!
  20. For the topper I meant just something simple with flashy lights round it, where you could stick a printed piece of paper saying "slots" or something but have an LED strip around it. Like a small, 3d printed version of the topper on my cabinet- see link below to the thread I made: https://www.desertislandfruits.com/forum/index.php?/topic/20027-bartop-build-v2-with-coin-mech-hopper-and-topper/ (An lcd display topper would be very impressive though! ) So the slots im talking about are the officially licensed packs by Masque from WMS and IGT themselves I believe, more of a home version of the real thing I suppose rather than emulation, but they look and play the same as the real thing. The packs that I have got working in vertical orientation are Lucky Larrys Lobster Mania, 100 Wolves, 100 Pandas, Miss Red, Gold Bar 7's, Garden Party, Little Green Men, Texas Tea, Day of the Dead, Lil Lady, Candy Bars and Sumatron Storm (there are more like Zeus but I couldn't get them to behave with vertical orientation). Each pack then has a bunch of additional games inside like Cleopatra, DaVinci Diamonds, Double Diamond etc. Quite old now but they look and play well and add some extra variety. I'd be happy to share them, I've just picked then up over the years from various sites and groups I'm in.
  21. This looks great, thanks for sharing! I recently shared a 3D printed MFME controller I made on here and I wanted to revisit it some time in the future to design something like this as an all-in-one mini cabinet but hadn't got round to it yet. Well now I don't have to! I will give this a try on my Bambu Lab A1 when I get a chance and I might try to squeeze in 6 smaller buttons on the control panel if I can so that it can be used for MFME too. Not sure how small you can go with LED buttons but if possible I'd want to cram a Pacdrive in there too (I do wonder if MVFME might support Pacdrive in the future?). I have quite a few video slots running on my main cabinet now (some of the pub fruit ones like Carry on Camping you mentioned but also a bunch of the WMS slots too), and they all scale to full screen vertical and play well with both touch screen and buttons. I do however use a 'zero delay' encoder rather than an iPac and therefore I can use JoyToKey to map each button differently per game / emulator. I only mention this because it made my life much easier and I'm not sure if you can use JoyToKey with an iPac? Regardless, let me know if you want any of the files for those other video slots and I can share them. All the best. p.s. have you thought about creating a 3d printed 'topper' that could attach above the screen and have some swirling 5v LED's around it? It could run off a spare USB port I'm sure!
  22. Hi. No I didn't even try to be honest. Once I realised that it required a peculiar voltage I just gutted all of the original LEDs and controller boards completely and replaced it with WS2812b LED's for both the backlight and the surround and a single ESP32 running WLED to drive it all. I split the leds into segments in the WLED software, 1 segment for the backlight and another for the surround and it means I can apply different effects to each at the same time (e.g. white backlight with rainbow swirl surround). There are many effect options in WLED, way above and beyond what the original board would have offered, but you should be able to replicate the original board effects if desired, they just wont sync up to the game you're playing. I just created a playlist that loops through a few effects and I'm happy but I have a theory that you might be able to do this using a pacdrive output linked to a pin on the ESP32 board to act as a switch for a certain effect. I haven't explored this however it seems feasible. The final benefit is that It now all runs off a single 5v output from the PC power supply, giving it more than enough amps for all leds and I added a single barrel jack connector so I can easily remove the whole thing if needed.
  23. Im using the below: Compatability Layer = Wine10.6-arm64x-2 Translation Params = Compatible Dinput Library = Prefer Native GPU Driver = 8Elite-800.26 DXVK Version = Dxvk-v2.6-1-async VK3D Version = vkd3d-2.12 CPU Translator = Fex_20250910 I'm scared to play about with it much more because honestly I was just messing with allsorts of options until it worked! I encountered loads of errors before getting to this which worked. Also worth mentioning - when you do load it in press the back button to see some menu options and then set it to Full Screen. I found if you dont then you can't exit the games properly for some reason so you need to force close.
  24. I have just stumbled across 'Game-Hub Lite' (https://gamehub-lite.com/) which is an Android Windows game emulator. You can log in to your Steam account and download and play certain games natively on Android. Looks really good in theory but I was more interested in running MFME as there is an 'Import PC Game' option on there too for non-Steam games. Anyway I have been messing around with it for ages tonight and finally got it to work on my Galaxy S25 Ultra. Its all pretty new to me so I don't know if I've got it set up correctly yet but certainly it is running the few games I've tried with it so far and performance seems to be good. You can set up your own on-screen custom touch controls (and give each one custom names too!) which means you can have the usual dedicated buttons for start, holds, cancel etc. Unfortunately there doesn't seem to be a 'Portrait' option for the display, so the screen is very squashed running horizontal on my phone! There are apps out there that can force vertical orientation so I might give them a try. Here are a couple of screenshots to show it running and also a quick and dirty on-screen touch layout I made to test it: Its the best emulator I have tried so far that's for sure. I tested Winlator a while ago but it was very slow to the point of being unplayable for MFME. That was some time ago so maybe it would run better now but this 'Game-Hub Lite' emulator seems to offer mostly what I would want, if only I could get it to run in portrait! Let me know if you want me to share some of my configuration if you get stuck setting it up. I'm not suggesting it will be perfect but it works. All the best, Steve
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