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Painfully Slow - Machines that are just Slow to Play


Reg
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Working on my next layout - while at work I figured it could sit there on Autoplay.

This has to be the slowest layout known to mankind, 25p / £250.

image.png.c33ea8a8630a69220783b93d1deda6af.png

At the rate it's going it'll need five days to pass 10K.

Great machine by the looks - but the reel spins are slow - the pause before it decides what to do next, dear god this is nearly as bad at @Tommy c and his £70 Epoch machine.

Is it just me, or in general are club machines slower to play in terms of reel spins - I seem to remember this with Club Coronation Street ( the Monopoly one ).

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24 minutes ago, Reg said:

Working on my next layout - while at work I figured it could sit there on Autoplay.

This has to be the slowest layout known to mankind, 25p / £250.

image.png.c33ea8a8630a69220783b93d1deda6af.png

At the rate it's going it'll need five days to pass 10K.

Great machine by the looks - but the reel spins are slow - the pause before it decides what to do next, dear god this is nearly as bad at @Tommy c and his £70 Epoch machine.

Is it just me, or in general are club machines slower to play in terms of reel spins - I seem to remember this with Club Coronation Street ( the Monopoly one ).

Hi Reg

Barcrest clubbers from the late 80s were really, really slow. I suppose it meant you got more play time for your money, but I had to set the autoplayer to 2000ms to stop Celebration Club alarming because the plays went over 110 with coins at 10% of cycles. 

Which machine are you working on?

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46 minutes ago, Boulderdash said:

Hi Reg

Barcrest clubbers from the late 80s were really, really slow. I suppose it meant you got more play time for your money, but I had to set the autoplayer to 2000ms to stop Celebration Club alarming because the plays went over 110 with coins at 10% of cycles. 

Which machine are you working on?

Fruit Busters from Empire.

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1 hour ago, Reg said:

while at work I figured it could sit there on Autoplay.

This got me looking at some of the features of MFME and made me realize that I have no idea how to use things like the autoplay. Is there a manual or guide somewhere that I've spectacularly managed to miss?

 

S

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5 hours ago, Reg said:

Working on my next layout - while at work I figured it could sit there on Autoplay.

This has to be the slowest layout known to mankind, 25p / £250.

image.png.c33ea8a8630a69220783b93d1deda6af.png

At the rate it's going it'll need five days to pass 10K.

Great machine by the looks - but the reel spins are slow - the pause before it decides what to do next, dear god this is nearly as bad at @Tommy c and his £70 Epoch machine.

 

Lol i hate slow machines that take forever to spin.

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I'm almost certainly 100% wrong but weren't slower spins also something to do with the Sec 240 changes? I'm sure I recall something about there being a minimum time between games introduced with those, I think they came in around 2007 though. Not sure what the legal time between spins was before that point, if there even was a limit?

I think I found one of the fastest games to force, which is at the opposite end of the spectrum - @Pook's lovely DX of Happy Hour, you can basically trap the bottom reels where they keep offering non-winning holds, where you can have huge amounts of plays without even spinning the reels, as long as you don't mind holding all the reels. Sometimes it'll try and break the sequence by throwing nudges in but you can keep it going for ages, sure I've had a run of over 100 games without even spinning :)

Edited by slotsmagic

Currently owned digitals : T7 Encore, T7 Original, Astra iPub and Storm Street Casino.

MFME cabinets : Genesis cab DIY by No1Stoney, Interplay conversion and Vegas Strip conversion (both are works in progress!)

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1 hour ago, slotsmagic said:

I'm almost certainly 100% wrong but weren't slower spins also something to do with the Sec 240 changes? I'm sure I recall something about there being a minimum time between games introduced with those, I think they came in around 2007 though. Not sure what the legal time between spins was before that point, if there even was a limit?

I think I found one of the fastest games to force, which is at the opposite end of the spectrum - @Pook's lovely DX of Happy Hour, you can basically trap the bottom reels where they keep offering non-winning holds, where you can have huge amounts of plays without even spinning the reels, as long as you don't mind holding all the reels. Sometimes it'll try and break the sequence by throwing nudges in but you can keep it going for ages, sure I've had a run of over 100 games without even spinning :)

Funny you mention that, a lot of the Betcom machines you could do that with!

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1 hour ago, slasher said:

Can you not apply the cheat engine that @johnparker007has been using to make it go faster?

I did actually think about this for the 'auto-player' when I was doing my turbo startup feature for arcade sim - you can just use the off-the-shelf Cheat Engine to run MFME at turbo speed once you've started the auto player.

I'd put it to one side in my mind, as I am still unsure if Chris's code is now lost, or if it will one day find its way to the community.

If it's certified never to come back, I was planning as a long term project to build on my DLL injection work, to develop an enhancement suite or 'player' - such that you would use MFME as the emulation core, and it would render the 2d layouts via Unity engine, and have various things like support for bulb 'ramp/decay', turbo start until machine has booted (like you can already see in Arcade Sim)... and whatever else can be dreamed up within the contraints of DLL injection hacking to enhance the final released MFME version.

But yes, you can definitely make autoplay run fast (insanely fast if it's pre-Scorpion 5 / MPU 5 tech) - just using standard cheat engine :) 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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1 minute ago, johnparker007 said:

I'd put it to one side in my mind, as I am still unsure if Chris's code is now lost, or if it will one day find its way to the community.

That is very unlikely to be honest - I think it's likely never to see the light of day and new ways of working with MFME as an executable are the answers.

It preserves MFME and allows for brilliant work like you have done on your videos.

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9 minutes ago, Reg said:

That is very unlikely to be honest - I think it's likely never to see the light of day and new ways of working with MFME as an executable are the answers.

It preserves MFME and allows for brilliant work like you have done on your videos.

If it turns out to be the case that is a shame.  I will continue to hold off doing any intensive work on anything like that for now, and keep working on Arcade Sim (which is emulator-agnostic, it can be driven by MAME running fruit machine data layouts).

If you need any pointers on getting Cheat Engine to speed up MFME, gimme a shout, I'll perhaps knock up a very quick guide :) 

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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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24 minutes ago, Reg said:

Getting closer - then I can get the bloody thing done... :)

image.png.c37e1731094c852cf36da0165fbc4f0d.png

At least you'll save people the job of making a pre-forced RAM file :)

I'm assuming you'll aim to release it with much less drift, if so hopefully you'll also share a the RAM file in a state like this so those of us who want to see a machine with insane potential can have a play with it :D

Currently owned digitals : T7 Encore, T7 Original, Astra iPub and Storm Street Casino.

MFME cabinets : Genesis cab DIY by No1Stoney, Interplay conversion and Vegas Strip conversion (both are works in progress!)

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On 02/02/2021 at 15:52, johnparker007 said:

 and have various things like support for bulb 'ramp/decay', turbo start until machine has booted (like you can already see in Arcade Sim)... and whatever else can be dreamed up within the contraints of DLL injection hacking to enhance the final released MFME version.

 

Bulb ramp/decay would be incredible. Would love to see that low pulsing glow on screen.

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31 minutes ago, Retrofruit said:

Bulb ramp/decay would be incredible. Would love to see that low pulsing glow on screen.

You can see the effect kind of replicated just by watching some Indiana Jones flashes - I noticed recently that most of them (hold buttons flashing etc) have a ramp up/down coded into the ROM.  I guess because it was an expensive license they took their time... but anyway, on a modern monitor it gives the same effect.  So all machines would look similar to that, with a single frame of ramp/decay each side of the 100% lit frame(s).

Right - sorry for taking this off-topic, back to the Autoplaying - gotta hit that 10K @Reg! :) 

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[ Arcade Simulator ] Pre-alpha installer: http://arcadesimulator.net  |  Known Issues: https://tinyurl.com/yz4uom2e  |  Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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