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  1. I don't think there is one, if you have one of several games with touchscreen not working it's 25p stake only and space to spin...
  2. I've decided to build out my vertical touchscreen Fruit Machine emulator into a counter top or fress-standing cabinet, very much like @Smithers18 cabinet. Since I'm in Canada it's like pulling teeth to get anyone on eBay to post me a used part, and so I'm looking for ideas before I go down the route of stealing our mini loaf pan from the panty route of diy coin tray for my hopper. It needs to be fairly narrow 6 - 11" so most of the available North American ones are too wide. I am set on a metal pan as the point to the hopper is (for some games and fruity cash out) to hear the wonderful clanky clatter as as I win a bunch of pachislo tokens. So I'm looking for any and all ideas.
  3. I have a similar 27” touchscreen and am able to get all of the screen by playing with various controls within the FE and the game itself, but I am acknowledging that this is a work in progress. Can’t wait to see a V2. Having a consistent no window border fullscreen version (with full view re-sizing AND/OR custom cropping) would be fantastic but I am thinking it’s a lot of work / sleuthing game to game to get that sorted out. My other issue is that only using a mouse is consistent, some games work perfectly well on touchscreen only, others require me to use the mouse. And with a cabinet build in progress I’m probably eventually going to use buttons and an encoder to allow the alternative of real button smashing.
  4. I have a small 10.5" touchscreen, but its the same principle. Its just a case of plugging power to it and a connection to the pc. It should install the drivers and just work. In my case I've plugged a usb c cable in the back of the pc which connects to the screen which both powers it and gives the display off 1 cable. If your pc doesn't have usb c then you could connect the screen with a usb cable/DC jack/whatever it comes with straight to a brick in the wall then use a hdmi cable to connect the pc to the screen. In any case its pretty simple and no different from using a normal screen. You will probably have to change the display orientation from landscape to portrait within windows, but again that's easy.
  5. Cheers yeah if i search for digital signage monitors it brings up a few. Ive just been searching for normal PC monitors. Never used a touchscreen before Is it just a case of plugging them into your PC and they work? Or is it complicated to set them up. Like i said im clueless when it comes to computers lol
  6. Sparky1971 can i ask where did you buy the 32" vertical touchscreen from? Looking online i cant find anywhere that can even sell me a vertical touchscreen that big. Maybe im just being stupid i dunno but could i get like a model number or something i can search for Cheers
  7. Evening all really appreciate all the work thats gone into this & the working going into the updates. i will be donating again shortly. I have a 27in win 11 touchscreen, but it cuts off the buttons at the bottom to actually play them. I have tried changing display resolution & that but still can not see the bottom. any ideas?
  8. Does anyone know if the Bellfruit eclipse emulator supports touchscreen thanks
  9. Just tried it. I installed the queen games. Basic co-incidence as I'd never heard of these in my lifetime and I went to see Magic Queen perform in the mill arts center in banbury. Boy, were they magic. It's very nice Ross you made the 1 to 9 shortcuts. For someone who's blind and uses speech software, it's quite hard to navigate a touchscreen emu. I have workarounds for MVFME but this one is super. I like your concept of "feeling lucky" as a button like google used to have to get the main emu open on a game. This is design to the fullest. Keep up the good work mate. It's cool you can get ipub games working as well. I have a dead ipub 2 here. Is it possible to get reelkings or bar-x working on this thing?
  10. I just wanted to thank the whole crew behind this for a brilliant experience, I love it and can’t wait for more (and a tournament!). I’m in and out of the hobby (I have a lot of them but mostly around building coinop experiences from my youth in the 70’s), but happened upon MVFME while starting a new touchscreen fruit machine build. Love it! (can’t say that enough). Some of the games appear to work brilliantly with a touchscreen, others don’t. Plus there’s varying experience with full screen vs windowed screens (my OCD wants to see no windows, and full screen machine on my vertical 27” touchscreen). I have patience, but is THIS the space to drop reviews and feature requests, or is it better on the MVFME.com web site as Blog replies? (I just don’t want to spin my wheels and waste others times if the input isn’t needed or it’s in the wrong forum.) Have I said I love it?
  11. As some of us look forward to MVFME, it's time to build a suitable cabinet for it and this time it will be something a little bit different - a 3D printed cabinet. Looking back, I've build a few devices to run MFME in the past, we MVFME I needed something different although the third cabinet would likely be fine with it. The First Cabinet A keyboard experience for MFME. Current Status: In Loft The Second Cabinet A converted JPM Vogue Current Status: Mostly scrapped, some internals used for the third cabinet. The Third Cabinet A converted touch screen game call Bank Raid. Current Status: Alive and Used The Forth Cabinet A celebration of the MVFME and a cabinet that is small, but can sit on your desk. Current Status: WIP MVFME should run on my third cabinet as it is a touchscreen but I wanted something a little different for this. I wanted if you would want to say, a mini-T7 which was going to be a challenge as the parts simply don't exist for this. I also wanted a cabinet that could be shared so others could use it for MFME if they put some effort into printing the parts. The goal of this, is a mini cabinet that I will give the STL files to 3D print on. I use a Bambu X1C and all files will be available once final and complete. This is modular, here is a piece printing at the moment... ...the idea is that it will snap together and indeed it will. The pice printing here is considered final because basically everything works and everything is good as far as I can see. It has also been designed to be push fit together - there are a couple of parts that I am awaiting - they should arrive tomorrow - but those are from Amazon. I have used TinkerCad which is a free application to design the parts and prototype a couple of things, example here... There has been some mistakes along the way that I think are adjusted, the feed for yellow frame for cables that lead to the pink frame was too small. It looked okay here, but when the cables were used they were too large, so modidications were made. The monitor is a touchscreen, bill of materials will be shared when we have the final finished version of the machine. I am no longer an Admin here since I gave the site away years ago and cannot go back and edit my older posts. I only mention this as this is will the items are not shared in this post, it will be in the final one as I want you to have the complete list. The cabinet is powered by a small PC and controls via an IPAC2 controller. I wanted to be sure that the PC could power the monitor via USBC and only have a single source of power for both. It looks at the moment, things are good with that. One thing I was worreid about was the touch screen, I needed to run on Windows 10. Fortunatly, it worked absolutely fine with no need for drivers ! Prototyping has been fun, wasted prints but we are slowly getting there... The two holes in the back are to secure the screen, that is for what looked like the top of a vesa mount. No idea why would mount this - but - never mind, it secures the screen. This picture was taken before I found out the cable management had a problem. Here is a picture of all the insides of the cabinet with the new replaced printed parts. The red box around the IPAC2 is actually an L shape and it controls the cable feed while also securing the mini PC in place. Here is a demo video of it running so far - if you enjoy, please subscribe to my channel... So this leaves us what is left to do. 1. Reprint all parts in fancy PLA. 2. Strip down this cabinet and out into new frames. 3. Wait for Amazon to deliver a couple of parts ( basically adapters for USB ). 4. Redesign back panel to support any adapters that may overhang. 5. Post final images and bill of materials.
  12. Yes i know , they put sooo much work into this,.. i wouldnt be able to do it! i just like making cabinets Yes indeed , thats because the I-pac is just a configurable keyboard, so that will always work. But if (like me) you like cabinet making, it would be awesome if ipac was available for currency in and output Yes , true. It will indeed be a touchscreen if someones was thinking about making a cabinet for this sort of games.
  13. dudese

    GPC Arcade Kiosk

    I tried the actual screen, which was glitching, I think the on screen windows keyboard which didn't work at all, and my wireless keyboard which also didn't work. I can't remember exactly I gave up on it quite quickly in the hope it would sort itself out. Luckily it seems fine now... although as im typing this im trying to close the game manager, and it just goes to the mfme games page every time. Literally cant close it, but I can still use the kiosk as normal. Not done this before... Also, the past couple of days sometimes when I boot up the cab the touchscreen wont work at all (I get picture but no touch whatsoever). Took 3 reboots yesterday to get it working today I just unplugged it from the pc and back and it works again. Not sure/doubt it's related. It seems like the screen already isn't working as soon as it logs in to windows. So don't think it's the kiosk or emulators (the only things I have on it). Very strange. I have the same hardware as you, so will be interesting to see if you face any of these issues. Edit: just figured out when I press 2 on the pin keypad it still sometimes doesn't work. I have to click at the top left of the number 2 and it will register. I can see my touch if I click in the middle, but no number. The rest seem OK. Hopefully a glitch with the kiosk and not my screen. Atleast the game manager now closes after a reboot.
  14. The T7 cab has only a few physical buttons ( start, transfer, help?) which can be mapped. The virtual buttons on the touchscreen will be hard to use with a keyboard/ipac mapping.
  15. I used it for a while a few years ago, it just felt so basic even BigBox didn't sway me. I dream of an all singing all dancing touch screen / non touchscreen compatible front end. I'm definitely going to check out Reg's GPC Arcade Kiosk above.
  16. @HongKong Phooey Ironman, 'big win' didn't credit. Hot property doesn't allow touch on touchscreen
  17. Thanks, that would be really useful. I have a pacdrive and I've also got a xinput button encoder which I was going to use for the buttons. To make things even more complicated, my cabinet is primarily a vpinball machine, which will also run MFME, coinops and maybe some old pub touchscreen games, hence the xinput option. Worse case scenario though, I could always have the hopper communicate via a separate RP2040 encoder set to keyboard function. I don't make life easy for myself, but might as well aim for the moon and settle for something a bit lower down in the end! I could well be hacking the hopper too if I get one to work. at one point I thought I might need to shave some off the top, and I'm also relying on the coin eject force to shoot it up a little so it can slide back down into the tray! I'll persevere with the cctalk route for now and see if I can get anywhere. I can't find any examples of others having that setup yet though and the options seem limited for configuration on that front. There's definitely some sort of cctalk functionality built in, but I can't see a way of changing things like the address or COM ports yet. I think I could bypass the serial part and power the relay and motor directly, but then I don't know how it would recognise when and how many coins are paid out. Anyway, thanks again for the advice and inspiration in your build. I've not really documented mine so far but maybe I'll post some pics if and when it's done.
  18. Was that the same issue I had, with the touchscreen buttons only working correctly the first time the game was opened? I ought to reinstall it myself if so, but keep the game folders with the meters / compensators to see if I can maintain progress. I'd like to finally get the mega streak on it even if it does end up costing me a fortune
  19. Hi everyone, new here so not sure if this is the right place or not, just let me know otherwise. I'm mid-build of a ambitious cabinet simulator that will hopefully run pinup popper as the main interface, from which I'm hoping to also launch MFME, coinops and hopefully some touchscreen games. In terms of MFME though, I was wondering how well this would cope being launched as an interface from within another interface? I've seen a few examples of others having done this from within coin-ops for example, and also did see another post here of someone else managing it from pinup popper too. I'm looking to have all the bells and whistles, so I'll have all the main buttons, touchscreen and hopefully I'm going to get payouts working too. Like I say very ambitious. Has anyone else tried this or got any tips for getting MFME working nicely within another interface, and quite importantly, with a clean exit behaviour to get back to the main menu/interface?
  20. GPC! I've been watching your videos over the past few months, thanks for replying! I've already got some of the old pub touch screen games up and running that I saw you play as well, they're part of my multi setup. Weirdly I saw your post the other day, only scan read it at the time as I was in a rush, but I've taken another look and have watched the video too. This looks like some great work, considering it's only just released, it's well thought out and very feature rich. Nice that you've thought about vertical screen builds from the off too. It's almost flipping my thinking. Could I theoretically use this as a front end and launch pinup popper & coinops from this instead? Is it possible to add custom launchers like that, if you point to the right directory/.exe, or is it just for MFME/Quiz/Storm etc that are currently listed? Also, I won't have a keyboard attached permanently and will just be relying on arcade buttons and a joystick for operation (along with touchscreen), so would it be possible to map buttons for functions like escape? I can always do it the other way and have pinup popper launch this as a nice kiosk for the MFME/quiz games section if not. Early days for the software setup as I'm cabinet building and doing the PC side in tandem as and when I have time. I'll keep an eye out for update videos and have a think about the best approach. Looks really good, thanks.
  21. Just to note about the touchscreen issue - I just tested this on my touchscreen laptop and strangely the touch works fine in the games when in landscape orientation but in portrait the touches do not register at all and need the AHK script for it to work. Not sure if this helps but thought I'd mention it. My laptop is a Toshiba Portege Z20-c so getting a bit old now with its m7-6Y75 CPU but it still runs this great otherwise. *Edit* Just tested this on the touch screen in my cabinet and it does not behave the same. The touchscreen in my cabinet does not work in landscape or portrait unless I use the AHK script.
  22. evening everyone just want to give a quick explanation over our reaction to the events today and stick everything in one spot so it’s nice and clear. We knew when we released MVFME that it would create a buzz that had not been seen for years and given that we had a few false starts we rushed the release out. There should have been safeguards in place to make sure only the 10 (we even missed listing one of their launch games in our hurry lol) could install and run. This is not us dictating what you could all play. We knew it could play a lot more (infact we didn’t know to what extent we had got running until serious mass testing took place) but we also knew that we could have spent the next 3 months of the testers testing games, finding loads that worked but finding issues on others which we would then try and fix and then the cycle starts again and again. We also didn’t know how the launcher would behave outside of the closed environment so we went for basically the first 10 games we had running what we deemed perfectly with a variety of different features and game styles. what shocked us was the lack of issues. The crash logs some have posted and were seen on @Chopaholicvideo was because of the exit game button being used which force quits the game rather than using the on screen menu button which is the only option on the cabinet to quit a game. Exit game button was a tester option that never got turned off. Apart from that it seems most other issues were from a touchscreen being used that was a different type to the original cabinet which caused the game to miss the button touches. The t7 monitor touchscreen is basically a mouse click. The newer touch screens use a different system and they fail. We built a stable platform that could be built on and more features added to and that was the aim of the beta release. which brings me on nicely to the next issue. The onscreen buttons. As was pointed out, other games can run but have issues with the onscreen buttons not working. This was the reason for the force exit game button on the hw panel. It was so testers can force quit a game if they loaded it and on screen buttons didn’t work. ALL those games were listed as part working and got parked to try and find a pattern. If we had shipped with some games not working fully it would have made the touch screen issue a lot harder to find the cause of because there would have been hundreds of reports of buttons not working when it’s a know issue. Infact about 8 builds before the release build we actually had a pop up come up on some of the games each time you launched it to inform you of the known issues incase we had to launch with those problems. We hated it, the testers hated it and we went back to the code and and tried to find the issues. We found some of the blockers on the touch buttons not working. But we still have a large amount that are still not responding. If we can solve that issue then it opens up a LOT of games. we code, we test, we code again, we test, we sort out an issue with one block of games, we go back to known working games and find it breaks one of them so then we have to find why a system on the real machine that runs any game doesn’t do the same on the emulator. We are sick of Ida pro logs and scans. We are sick of debugging messaging calls between tcp stacks and exes but every analysis creates a bit more of the picture and we didn’t realise until just after launch how much of the picture we had. For a laugh we started to try t8 bpaks and some worked and worked well. At that point we knew the back end was good because if it can just install a bpak we had never examined before and run it then it must be accurate. We tried equinox bpaks and they failed with vgap errors. all we want is for everyone to have the most complete and accurate experiences with the emulator. We don’t want to have to spend days implementing systems to totally lock people out and implementing DRM and shit like that because it will only impact those who want to use it properly (as all DRM does). Anything can be circumvented if you are determined enough to, hell MVFME itself is proof of that, so layers will be added to try and stop this happening again. and just to give another example of why a trickle release is good. If we had pulled off a total miracle and had everything running day one you all would have stuck with the games you know. You would have missed some obscure but quite good games that were just there. This way we feel you will have time to play the games, check them all out and go “never seen that before, but I quite like it”. Or go “what a heap of shit, why did they waste time with that” but at least you will have had a go. and finally with some control over the release titles we can try and avoid drawing attention to us from manufacturers. If we suddenly started putting community black knight or burn em up (don’t even bother trying them. They don’t even work on our current build lol) on the list of titles we would have a cease and desist on our lap quicker than you can play £100 off on a B3 lol. We are covering our backsides and trying to make sure we stay out of trouble anyway so much for a short explanation. I’ve gone on a bit but just wanted to put our side over. All we ask in the future is if you do find anything like that out please keep it to yourself and even better let us know. We all make mistakes HKP and Marvin
  23. Many thanks for the update! I think people lost sight of the fact this isn't like when you hack a machine from a manufacturer to gain access to games you shouldn't - there are two people doing this for free, unpaid, so we can have something nice. Either that or they just don't have any respect The whole point of v1 seemed to be (from what I can gather) to openly test across a wide range of hardware - while also giving us all early access to something exciting. I'm all for that approach, we have people with tablets, laptops, all kinds of different monitors and graphics setups, and people with cabinets. P.S. I still can't play Hammer Horror B4 due to the touchscreen input registering way off to the side. Apologies if there is already a fix for that. I'd like to get back to playing it as I'm about £300 in with no win collected, so about half way to getting the £250 jackpot (I did make one mistake in the video, I said I was running 4K but was actually running 2560x1440, I often do this to make text larger without relying on display scaling).
  24. Just been testing this on my cabinet. Installation went smoothly, games are all running fine with no errors seen. Looks and plays amazingly, thanks! Only issue I had was that I needed to install the touchscreen fix to get my touchscreen working. Some of the keyboard shortcuts mentioned in the readme dont seem to work for me (e.g. autoplay and change stake), but thats no big deal and I only noticed because I was trying to map them to my physical buttons using JoyToKey. The on screen buttons work just fine though and my Start button mapped to Space just fine too which is the important one! One thing to point out in case anyone else tries - I tried to link up my coin insert to the C key and it only works some of the time. I suspect the coin is going past so fast that it is just a split second signal and its not enough to register in the game. In fact I have confirmed this by quickly tapping the C key on the keyboard and sure enough I can do it quick enough to make it miss it. Not sure if there is anything that could be done about this but just mentioning it. To be fair I doubt I'll use coins anyway since it eats them up so quickly! Amazing work and thanks again for sharing!
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