Jump to content

Fruity Nut

  • Posts

    186
  • Joined

  • Last visited

Posts posted by Fruity Nut

  1. 1 hour ago, Robsonmeg46 said:

    Why don't u use rertfe coin ops that's what I use 

    I don't know that one. I use Coin ops in an old arcade cabinet build but didn't know you can use it for mfme or it is touch screen compatible. I'll check it out but pretty happy with Touch Play. 

  2. I can't seem to work out where to place the logos for the different games in touchplay. 

    I put the .png game logos in a folder in images called "wheel art" I believe and made sure they are named the same as each .gam file but they don't show up at all. 

    Does anyone know? I can't seem to find out on the touch play forum. 

    Thank you 🙏

     

  3. So finally finished my small bartop icade conversion. The cabinet lent itself perfectly for the job although was certainly tough trying to squeeze everything in! 

    So I bought off Ebay an ION Icade off eBay for £18, a HP 15" 4:3 touchscreen monitor for £12 and a Dell micro PC for £40. I ordered an Ipac, Pac drive and a load of buttons from Arcade World along with a Barcrest button and 5v leds off eBay. 

    I had to cut the top pieces of the side panels off the icade to accommodate the monitor which I stripped out of it's casing. 

    I wanted the sound to be pretty good as that's the best part for me, the nostalgic machine sounds and music so I fixed a 2.1 edifier PC speaker system to it. The sub on the top and the satellite speakers in the back as didn't want them sticking out. 

    I simply used sticky back metal effect plastic on the sides. I replaced the control panel for a nice bit of wood. 

    I used 10 main buttons, an exit button on the left side and a coin one on the right as well as 2 small buttons I use for volume under the fake coin slot which I wired to a USB on the PC.

    I am very pleased with the way it turned out 😀

    Screenshot_20240224_141355_com.ebay.mobile-01.jpeg

    Screenshot_20240224_142252_com.ebay.mobile-01.jpeg

    IMG_20240205_183028.jpg

    IMG_20240205_182913.jpg

    IMG_20240223_135118.jpg

    IMG_20240220_153803.jpg

    IMG_20240223_133509.jpg

    IMG_20240223_193005.jpg

    IMG_20240223_192647.jpg

    IMG_20240223_164709.jpg

    IMG_20240209_163802.jpg

    IMG_20240223_192950.jpg

    • Like 8
    • Awesome 3
  4. 7 minutes ago, Ginge said:

    Not sure if this is how but at a guess I’d say add the lamp numbers from the single hi lo buttons to the buttons you want use. each button can be allocated two lamps in pacdrive settings lamp 1 and lamp 2, so if hold is say lamp 36 and the hi button is 48 insert lamp 36 as lamp 1 and 48 as lamp 2. Not on laptop at moment so can’t double check if this is how it’s done. 

    I think I tried that but not too sure how to do it correctly in edit, design. I managed to get them to work but it stopped them flashing when hold should normally flash. 

  5. Gary will probably know this one...

    So on a game such as Viva Espana which has separate Hi and Lo buttons. I have edited the layout to use the Hi and Lo on my cabinets Hold buttons which works fine but how do I get them to flash when the Hi and Lo should flash in game but still flash when the holds should flash, essentially sharing the same buttons? 

    Is this possible? 

    IMG_20240220_190353.jpg

    IMG_20240220_190600.jpg

    IMG_20240220_190607.jpg

  6. 21 hours ago, MPU_FIVE said:

    If the original machine had both cancel and collect on the same button then i'd just leave it as that.... neither function will clash as the machine was designed for both functions to work from the 1 button... if you did give the functionality of that 1 button to 2 of your buttons then both would be lit while the button on the layout on the screen would just have it's 1 button lit, which would look silly.... you can do it if you want to, but i myself would'nt. 

    yeah I didn't want both lit at same time unless I had money to collect and to cancel something if you get the jist. No worries 👍

  7. 28 minutes ago, MPU_FIVE said:

    As long as they are all connected to 1 ground terminal than it should be fine...

    I used both GND terminals on my build purely because i had 1 daisy chain for the bottom 8 buttons and a 2nd daisy chain for the top 8 buttons, so it made sense to use them both.

    Here's a picture showing my wiring during the wiring process...

     

    Wiring Ipac.png

    Nice and tidy 🙂👌

  8. So if I'm connecting buttons to both banks of terminals on the board, do I need to use the 2nd ground terminal at all or is it just there to make life easier for say multi player mame setups where players controls are at a distance from each other?

    Probably a silly question as I reckon it doesn't matter but before I finish wiring all the buttons I just wanted to be certain. 

    TIA 😊

  9. On 17/02/2024 at 18:13, MPU_FIVE said:

    Oh, crumbs.... bugger that! Glad you have found there's a better way now.... It was good ole @Amusementsthat showed me how to get the buttons lit up in my MFME Keyboard build thread, so big Kudo's to him! :)

     

    So Gary. 

    Not a biggie but just wondering...

    How would I go about seperating "cancel" and "collect" for machines that normally have a shared button? 

    Half of the games have the 2 separate buttons anyway but for the ones that have the shared single button but I have the 2 separate buttons on my cab. It would be nice to just have the cancel flashing if I say, want to cancel nudges or holds and the collect if there's money in the bank. 

    Do you think that's possible? 

    Hope this makes sense 🤔

  10. On 16/02/2024 at 08:40, Road Hog Mad said:

     

    @Fruity Nut

    I have this set to start-up auto on windows 10 on my home build, plus and minus volume control, the X closes the current mfme game and returns me to my home screen. Maybe of some use to you.

    Capture.PNG

    X.rar 15.29 kB · 1 download

    Just about to give this a go. Do I just add all the Keyboard.exe file to the start-up folder?

    I don't require the exit button so how would I remove that?

    Thanks again :)

  11. 1 hour ago, slotsmagic said:

    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.

    Yeah i'll give them a go as easier but I may go down the 12v route if need be but still change to leds so not to fade the buttons or inlays.

  12. You sir Gary are a genius !!!

    All sorted now thanks to your excellent guide.

    I did not click "Config" 🙄

    It's a shame you have to load the .pac file for every layout. That's where I went wrong. No worries. It's all good fun.

    Just need to get 5v led bulbs now as the original 12v ones are very dim as to be expected. Arcade world are out of a lot of stock at the moment.

    Thanks yet again :)

    • Awesome 1
  13. 1 hour ago, MPU_FIVE said:

    I just copied and pasted this reply i wrote to raj a while back from his keyboard controller thread. -->

     

    I think i made the 2nd part of the turorial a bit confusing so instead of using the components list to re-define a button on a fruit machine layout, it's easier and quicker (when in edit mode -  DESIGN > EDIT) to just right click whichever button you want to change and select properties to get into the buttons settings.

    However the components list does come in handy in situations where a layout designer used a classic layout and did'nt delete the button configurations from the classic which would conflict with the configurations of the DX layout... for instance i might use button C on a layout (my green square button) for a green feature pot but C may of been used as collect on a classic so if pressed to collect the feature pot it may collect the cash meter instead so i would use the components list to find all buttons from the classic and delete all shortcuts associated with those buttons from the classic layout the DX was built on top of. 

    Hope you get your buttons set up sucessfully without and hassle and wish you many happy hours of fruit machining! 

    All the best,

    Gary.

     

    Also, to answer the 2nd bit of your question, yes, if a layout had "X" for the keypress for the exchange key, you can indeed change it to "E" which your keyboard controller as set to for your exchange button.

    Hi Gary so just done the first bit of your lovely guide to assign the buttons within mfme but when I click test lamps none of them light up. Will the test only work when I assign each layout as I was hoping that most layouts would work without editing them? 

    Do I need to load the "Fruit Keyboard. pac" on every layout? 

    Sorry to be a pain 😕

    IMG_20240216_214606.jpg

×
×
  • Create New...