Dougsta
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Version 1.0.0
42 downloads
This is a re-release of a very old classic from 10 years ago. The reason for the re-release is that the correct Sound ROMs have now been found. The layout originally used Heaven & Hell's sounds and, well, they were more hellish than heavenly to be quite honest. It's an OK game, nothing special really and is a clone of numerous BWB games of the time. There are empty ROMs for this game, although the set used here is a chipped set. I have found alternate ROM sets but have trouble getting them to load properly in MFME. I suspect I am missing something simple. If anyone has experience with BWB ROMs, please get in touch and we might just find the empty set. @infection This machine could potentially now become a DX. Do we have any decent images of this game, please? -
C means it's a Classic - the "basic" type you mentioned. D is for DX - the proper graphics. The number just means there are multiple layouts of that type in the folder - pick the one you like best.
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Dammit - I thought I'd seen a post some time ago saying there was a quick way to fix this issue, but couldn't track it down. I did it the long way, but in any case we now have a fixed version of Brainwaves, and know the quick way to fix other layouts.
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Yeah that's the old school workaround. Our friend Wizard did introduce support for 4 lamps so that this wouldn't need to be done, so I've done a fix for Brainwaves the way he would have wanted @jackymiester - I have sent you the layout via PM. If anyone else wants it, just PM either myself or jackymeister. With the layout, there is an annoying blue part constantly visible at the top of position 10. This is part of the background and, since I'm not a DX designer, I didn't even try to fix it. There are also some obvious missing lamps on the layout too. It's badly in need of an update. For now though, we have a playable Brainwaves at least.
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I'll fix it tomorrow for you and PM you the layout. Too tired tonight!
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It's happening because this one was made before MFME supported 4 colours/images per lamp. The method in use when this was made was to position 4 different lamps all on top of each other. The lamp in use would then jump to the front and be visible to the person playing the layout. That no longer works, because Wizard introduced support for 4 lamps. It just needs a bit of tedious work to bring the 4 on images together into 1 lamp. One of the DXers may know a quick way to do this.
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Can you let us know the layout please. It's probably a legacy layout needing some changes to Config.
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Thanks for the video. Bit before my time this one, but an interesting watch nonetheless. Hi/lo gamble sample is Good Thing by Fine Young Cannibals. Repeat chance is Ride on Time by Black Box. As a kid, this song seemed to be at #1 in the singles chart forever!
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Thanks, as ever, for your videos. A happy RAM and details of how to fix the errors in 5.1 can be found here, for others who want to follow in your footsteps
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Thanks for sharing this. It comes as no surprise that he was highly regarded as a professional programmer. Clearly a genius in his field. So sad he was lost before his time.
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Great game, loved it as a kid. Visit the herb garden in the bottom left, dodge the angry gardener, grab enough herbs for Lightning, Fireball and Sprites, then find and murder your own brother. Fun times!
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I believe he was well into pinball - real and emulated. I always assumed he named himself for The Who's song "Pinball Wizard"
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Preparing a happy RAM for the £1,000 Club Money to Burn took a staggering £5,000+ of coin-in volume. Not sure what jackpot setting yours is on, but £3K definitely isn't out of the realms of possibility.
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Version 1.0.0
55 downloads
Here's something many won't have seen before. I've been meaning for ages to try and find these ROMs, and finally got around to it. Barcrest did a program revision for the original MPU5 Squids In that allowed dual stake selection. The 30p selection adds two extra winlines. It doesn't change the game that much, but I think does add an extra dimension. This is a classic I did many years ago, updated for dual stake. It would be great to also see an updated DX with these ROMs plugged in. It only really needs some minor updates to the buttons and the addition of a few hidden lamps. @Tommy c - the only MPU5 DX I can find was yours, so if you're ever at a loose end! I'll leave it up to you. -
Thanks, will check the vid out later
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Very unlikely to happen now, with Wizard no longer around. In any case, it's not just cracking encryption, it's also creating a programming environment that mimics all of the other hardware/software associated with Scorpion 6. It is very likely we have seen the last ever update of MFME. Very few of the later AWPs are fun to play in the emulator anyway, so we won't be missing much in that sense.
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Great video, well done. Glad you stuck with this one as you had some doubts at first, but you've really nailed the method. It's fun to do in the emulator as well, rather than Thunderbird for example, which gets old pretty much immediately. You didn't do much wrong really (apart from the Hit The Top!) and the video does a great job of showing that the game can be emptied. Very sloppy programming from Barcrest on this one. There's the one additional trick I mentioned, that comes in handy at times. Hi/Lo Continue will give you a hint on which way to gamble, except when it wants to kill you. Unfortunately in these kill scenarios it seems the machine has already pre-determined the result before the player choose Hi or Lo, so reversing almost always works. Higher than an 11 even works. You can use this to occasionally trap the machine, since the next spin cannot be a Power Check. Thanks to you for this video, Pootis for the layout, and of course Wizard, without whom none of this would be possible.
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Does the streak pot actually go into the negative on these Maygays, or does it just get to zero and stay there when someone is doing the emptier? Probably at most 20p in the £1 goes towards the streak pot, so if it can go negative you could leave these thousands off a streak if emptied a few times in reasonably close succession.
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Autoplay is a brilliant addition to MFME. The simple ideas are always the best. Did Chris ever mention what Autoplay uses as its RNG for the percentage chance settings? Just interested, that's all.
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Very nice Degsy, well done. You’ve been very respectful but managed to draw some positives from this awful situation. One thing I’d love to see is a video that goes through the main milestones of MFME from the very beginning, with a focus on Chris’s work down the years. Chris was all about the task at hand, so it somehow seems appropriate to celebrate him that way. Also, many won’t understand the true scale of what he has achieved across 2 decades. 2 damn decades! I know this isn’t an easy task, so it’s something to consider if/when you are ready.
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It's lovely that Chris's family have seen the kind words about him. I've been through the untimely loss of a close family member, as no doubt have others on here. Hearing that your loved one was valued so highly by others takes away some of the emptiness of the loss, and is massively relieving at what is a dark time. It's a great thing this community has done. It looks like there wasn't mention of a preferred charity. I think this is something many would be keen to donate to still, but there will be plenty time to sort this out in the coming days. Those who had a closer connection with Chris can hopefully help guide this.
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I've been reflecting on this since the news yesterday. I never knew Wizard, and always gave him a respectful distance. He'd had a long time away from the scene, which was pretty much a shell of itself in his absence, and I didn't want anything to annoy him and see him driven away again. One dealing I had with him sums him up perfectly for me though. With the new emu releases, many old Crystal games finally became possible. I was trying to create a classic of a game I loved but ran into trouble with the hoppers. Neither I or Reg could figure out what the problem was, and it went over to Wizard to take a look. Unsurprisingly, he diagnosed the problem pretty quickly. He said it would need an emu update, but this would have to wait a few weeks until after the release of 6.1, which was due within a few days. No problem, I thought. Then 6.1 arrived and he'd actually bundled the Crystal hopper fix in with it anyway! How this sums it up for me is that this guy wasn't content to only have a "very good" emulator. He wasn't going to allow any kind of imperfection - not even on some niche Crystal game from 1997. He wanted a "perfect" emulator. And as far as I'm concerned, he was 100% successful. It's a truly brilliant piece of software, created by an obviously gifted individual. The effort that's gone into MFME shows commitment that's beyond most people, and the joy brought to others is obvious from this thread alone. Rest easy sir.
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I'm shocked. RIP sir and thanks for all you've done for others. Clearly an exceptionally smart man, 55 is no age to go. Taken before his time - condolences to his family and friends.
