

Posted 29 May 2010 - 06:51 PM
Posted 11 July 2010 - 08:02 AM
'ploggy', on 28 May 2010 - 01:01 AM, said:
I've got a DX for FW already in the works, mate. It will be done using the WOF artwork, as apposed to the FW artwork. They're both exactly the same machines so everything should work out alright. Just need to change the win amounts on the glass to match the £4.80 roms. Do you have the roms for the sampled sound version on £6? If you do, I could release the DX on the £6 setting like I remember it. If not, I'll just use the £4.80 roms.
P.S. Look forward to seeing the photos you'll be taking for me. It's a machine I've wanted to DX for ages. Just glad that you've got hold of one.
Posted 11 July 2010 - 04:38 PM
Posted 11 July 2010 - 04:53 PM
Posted 12 July 2010 - 08:56 AM
'treasure island', on 27 May 2010 - 9:01 PM, said:
10p £3 is not an original rom. 20p is the 'cash option' for the £6 roms.
I have just got my 777 heaven. Have many roms, INCLUDING the original (if u know what i mean!).
I have put it on its proper £4.80 tokens. ANY projects on 10p are hacked, they should only be 20p games, with £4.80 or £6 token jackpots. Or halved values if cash, respectively £2.40 & £3 cash. The reason as the £4.80 had a maximum £2.40 cash element and the £6 jackpot was £3 maximum cash.
Recommended settings for Fortune Wheel is 86%, 777 heaven 82%. They are programmed to operate on these settings. Higher or lower % settings will vary the streak size and ratio, also a 92% setting for example will not be able to build up to the proper streak.
This is from many conversations with the chap(s) that actually programmed these machines!
Im glad everyone is enjoying the roms, i will be adding my £6 version which is, as Super 7 and Cliff will verify, an exemptional game. It is a mirror of the £4.80 roms, just with the £6 jackpot for bigger streaks.
Im taking photos of various machines tomorrow for Ploggy and Bruce. Does anyone fancy pics to do the DX of Fortune Wheel?
Dave
Posted 14 July 2014 - 01:46 PM
Edited by vectra666, 14 July 2014 - 01:51 PM.
Posted 14 July 2014 - 01:49 PM
Edited by vectra666, 14 July 2014 - 01:50 PM.
Posted 14 July 2014 - 08:55 PM
Thanks Captain (I must have thanked you @ DADs for this). One of the best ever made and Ploggy yes remember the trick mate!
Posted 14 July 2014 - 09:46 PM
also forgot to thank captain myself for this but of course I wasn,t here then lol but did thank him in my hybrid release anyways thanks lol. so common ploggy a excellent dx beckons!!
Posted 15 July 2014 - 05:00 PM
The old WIP is still on my hard-drive. I'm just waiting for when Amber supports Proconn in the future, then I'll get back to it. Proconn emulation on MFME in its current state isn't 100%. Sound problems on sampled sound machines, plus they don't feel like the Project machines I played in the wild; on MFME. That might just be me, or the rom revisions we have are different to the ones we played back in the day.
Posted 15 July 2014 - 05:10 PM
okies look forward to it along with many others when this becomes reality along with Amber2
Posted 15 July 2014 - 06:04 PM
so is guitar moving straight on to amber 2 then
Posted 15 July 2014 - 09:51 PM
banditboy2006, on 15 Jul 2014 - 6:29 PM, said:
so is guitar moving straight on to amber 2 then
Originally we had an entirely VB emulation. Version 1.
The next release will be the same VB front-end, with C++ dll's forming the back-end. Version 1.1
Then finally I will create an entirely new C++ front-end, with the same dll's as the back-end. Version 2.
Version 2 will be fully 3D and Cabinet compatible. Expect it complete around 2017.
Version 1.1 will be released as soon as possible, probably around Christmas at the current progress rate. MPU4 is now nearing completion with many bug fixes over the original, and much faster. Next up will be IMPACT tech, then MPU3, then spACE, then Proconn. Which will get 1 game from every CPU type running. Once there is a complete instance of every CPU type working, the rest of the techs should go in quite quickly. All the components such as reels, lamps, segs, hoppers, coin mechs, solenoids, alpha's have been written modularly to allow them to be reused across other techs as necessary with very little effort.
Coin handling is now fully emulated including level switches, tube / hopper levels allowing much more accurate coin handling for server purposes.
Sampled sound is now complete for MPU4, AY8910 sound is the wrong speed in some cases, but progress is being made. I hope to be able to start attacking IMPACT properly over the weekend.
Project Amber 2 - Coming Soon
Posted 16 July 2014 - 06:44 AM
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