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johnparker007

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johnparker007 last won the day on May 27

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  1. That all sounds amazing Well anything I can do to help your work in terms of batches of configs etc, or missing/sparse internal layouts (one of the main things I'm looking at over next couple of weeks), gimme a shout and I'll prioritise it - all new/improved fruit machine techs in MAME very welcome - keep up the awesome work man And yeah, those early efforts were also window capturing MAME as a separate process, same as MFME - it's kinda grotty, plus various other hacks going on, especially for MFME. With the current arcade sim, if you play MAME video games, it's running a libRetro MAME core, and it's all far better and reliable as a system (plus cross platform possibilities for later).
  2. Cool! Great work on the JPM driver I did some early tests a while back where I drove Arcade Sim fruit machines using MFME and MAME, this shows switching between the emulators (shows current emulator in top right): I need to do more work but I can get it more tightly integrated now I think (using libRetro MAME) - MAME will probably end up being the default emulator for fruits due to much tighter integration, save states, rewinds, all that good stuff (MFME is done via window capture, it's kinda flakey), with MFME for enthusiasts to run machines not yet working in MAME... Any plans for further drivers..? I'm going to perhaps revamp those internal layouts other than the MPU4 ones for David, so there should hopefully be layouts for some... plus I may do another version of the converter to generate these internal debug layouts for Sc5/MPU5 and other newer techs...
  3. @SomeRandomGuyIdk Hiya Did you do the recent MAME contribution to get 4x JPM SRU machines to playable?
  4. Not two on one screen, this is not running in Windowed mode for various reasons (before it was causing some complete corruption)... but I could have a setting the allows you to select what monitor number you want Arcade Sim to run on. So then a user with two monitors, could have one running full screen on each monitor... or just a single one running on their second monitor etc. It is already added to the 'magic list', which is a Trello project management web app
  5. That is toggling with Alt+Tab... I think currently I do force it to be on the primary monitor, due to some custom stuff I do to keep the emulator hidden behind out of view. So I guess you are looking to have a PC with two monitors, and a separate Arcade Sim on each monitor? It won't do that yet, I'll put it in the backlog, but it's a low priority task, so not sure when I'll get to it.
  6. Hiya mate Good question! I had no idea so I tried it - it does seems to work fine (running multiple Arcade Simulators simultaneously), so if you wat to do that you should be all set...
  7. Chris's fruit machine emulation boots are almost infinitely large to fill to be honest, he dedicated literally decades to FME, and was an lovely bloke to boot (from our private chats back during the mfme2mame times). It's a vibrant scene for the small numbers involved in comparison to other less niche scenes, but we have some dedicated hard workers in all disciplines, so I'm just hoping we can do him proud mate!
  8. Ah nice one mate No rush for now, as it's a long way off since it'll be quite a time before I get this project to that state I'll just patch requests as they come in for now, if I can with whatever it can currently patch - and then keep chipping away an hour here and there, at the future stuff like batch processing all the Roms that exist for each machine
  9. I can patch it so it doesn't need Chr chip to run... but ...then we do need the BWB lamp column of the Chr working out again for BWB if someone wanted to use it in a real machine - as there's no BWB Viva Las Vegas MFME layout to copy it from, only the 8x Barcrest lamp values which are wrong for the BWB rom. As you know with making your many layouts over the years ... they can be trial-and-errored to get the right values - it's a bit of a time-consuming jobby though! So the real machine with this BWB ROM would look like this at present: No Chr chip required for booting... but the correct BWB values need finding out to go in the custom lamp routine that 'emulates' the effect of the Chr chip on the CPU register. Here's the patched ROM with wrong lamp table set up if anyone is interested for research purposes - it's of no real use though! vv_10_k_.3_3_Viva Las Vegas BWB 10p £6 jackpot from JJ_PATCHED.zip
  10. I did do the Cash Counter one and post a vid a bit back - here's the patched ROM It's £4 jackpot as that's what the layouts have in MFME c318d - CPR patched Chr Free £4 jackpot.zip
  11. Ta very much mate I'll try patch those tonight, and update here and post them if they patch ok - hopefully should
  12. All good to know info, thanks mate When you say 'in the archive'.. is this like an official centralised FME rom archive that can be browsed/downloaded from somewhere? I guess ultimately I could end up batch-patching all MPU3/4 ROMs in that archive, doing some sort of automated verification with an emulator, then adding them to the archive...
  13. That ROM is from this layout which is 20p/£4.80 looking at the decals, so should work fine
  14. @orchid Hey man So I've had another request: I have a Las Vegas 6 machine that's currently on 5p/ £4 and the glass is for 10p/£6 and obviously I'd rather not cut the glass! The only ROMs I have are the ones for the MFME layouts - they are all 20p/£6 (It patches Chr-free fine though). Is that any good to him, can he change to 10p via dip switches? Or would we need a dedicated '10p rom' in cases like this? Cheers for any help mate, I know you're a rom/real machine master, I'm just using the ones that come with the MFME layouts! No idea if the stake is hardcoded in or if DIPs can change stuff like that
  15. If you want to try it, here's a Chr free patched version - it's v2.3 from the latest MFME layout. So you could remove your old ROM and try this one (as it should work without Chr), if you have the means to burn it to a spare chip... Blue Moon v2.3 ROM Chr Free.zip
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