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MPU 4 - BWB Fire and Ice (classic)


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#21 gemini17

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Posted 16 August 2010 - 06:54 PM

I think the best way to get coins in is to "tap" the 0 key really lightly and quickly, and wait a second between each time you press it. It seems like if you hold the 0 key down even slightly, the machine thinks the slot is being tampered with.

Thanks for a crackin classic-tis shame bout the sounds but hey we got something that many thought could never be done.
A huge thanku to Guitar- :notworthy: :notworthy: :notworthy:
A note to all with the £issue-I noticed the slot on vista has no issues with insertn coins with the mouse-Every time I hit the 0 key it alarms.!!!

#22 Guitar

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Posted 16 August 2010 - 11:33 PM

Just had a toy with this. Using the 0 key will error every time as far as I can make out. Use the mouse and build up a slow rythymn. It can be done with ease once you get it.

You have to hold the mouse button down for a fraction of a second before you release it.

Coin Err TS mean too short, and Coin Err TL means too long.

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#23 fuzion

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Posted 17 August 2010 - 09:11 AM

I don't understand why it does this. Super League you can actually keep your finger on '0' and it will clock credits up without error. ???

// stumblin' in the neon groves


#24 Guitar

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Posted 17 August 2010 - 12:03 PM

I don't understand why it does this. Super League you can actually keep your finger on '0' and it will clock credits up without error. ???


I *think* (without checking the source its hard to know) that when you press the button, it turns the coin mech on for x cycles, lets say 50,000 just for arguments sake.

But when you click the button it turns the mech on for the number of cycles you click the button for. so say the machine needs a coin pulse of ~130,000 cycles.

If you hold the button down it will turn the coin mech on in multiples of 50k, so 50k,100k,150k etc

100k it too short and 150k is too long.

But if you do it with the mouse, you can time it to just within the limits.

I cant be 100% sure that this is exactly how its done, and the numbers involved in the example are arbritary, but you see what I mean.

Once Project Amber is up to speed, everything will be fine, and this sort of thing wont happen.

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#25 fuzion

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Posted 17 August 2010 - 01:55 PM

I *think* (without checking the source its hard to know) that when you press the button, it turns the coin mech on for x cycles, lets say 50,000 just for arguments sake.

But when you click the button it turns the mech on for the number of cycles you click the button for. so say the machine needs a coin pulse of ~130,000 cycles.

If you hold the button down it will turn the coin mech on in multiples of 50k, so 50k,100k,150k etc

100k it too short and 150k is too long.

But if you do it with the mouse, you can time it to just within the limits.

I cant be 100% sure that this is exactly how its done, and the numbers involved in the example are arbritary, but you see what I mean.


Once Project Amber is up to speed, everything will be fine, and this sort of thing wont happen.



What I'm saying is... is it just this BWB machine that is affected.. Super League (BWB) doesn't have this problem, in fact it loves it when you keep the '0' key depressed, it will clock credits till the cows come home..

J

// stumblin' in the neon groves


#26 Guitar

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Posted 17 August 2010 - 01:59 PM

What I'm saying is... is it just this BWB machine that is affected.. Super League (BWB) doesn't have this problem, in fact it loves it when you keep the '0' key depressed, it will clock credits till the cows come home..

J


It may well be several BWB machines. In project amber I have found that BWB machines in general require a longer coin pulse to work. Maybe its an emu thing, maybe its a game specific thing. But in MFME there is no way to alter the length of pulse except by how long you hold the mouse down for.

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#27 kriss

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Posted 17 August 2010 - 05:18 PM

Got a couple of jackpots on this the other day...got that error message then used the settings posted on here and worked near perfect...

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#28 ploggy

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Posted 17 August 2010 - 05:19 PM

Probably an anti-strim protection. If you use the keyboard shortcut instead of the mouse you should be fine.
This be my stuff ----------> http://www.fruit-emu...wnloads&mid=301

#29 fuzion

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Posted 17 August 2010 - 07:06 PM

I simply can't get this to accept coins, tried all the settings... Damn you BWB...

Hey Guitar I tried a different version of roms in this machine and it didn't work.

Also I noticed in the chr, well the one wizard created for Super League, it only has 10 sets of info the rest are zeroed out... Yours seem to have all the info in... whats that all about? Does it matter.

J

// stumblin' in the neon groves


#30 fuzion

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Posted 17 August 2010 - 07:16 PM

If I open the back door (of the emu machine) then it lets you even keep your finger on the 0 key to insert coins.. Obviously I know its not in live play, but its so annoying.

PS Guitar is it possible you could sort a chr out for the other version of this machine.

The rom name is
fi_20s_d.5_0

it simply will not load up??

JJ

// stumblin' in the neon groves


#31 Guitar

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Posted 18 August 2010 - 10:51 AM

If I open the back door (of the emu machine) then it lets you even keep your finger on the 0 key to insert coins.. Obviously I know its not in live play, but its so annoying.

PS Guitar is it possible you could sort a chr out for the other version of this machine.

The rom name is
fi_20s_d.5_0

it simply will not load up??

JJ

fi_20s_d.5_0

Data roms wont work anyway. But when you say the "other" version, how do you mean other? Is it a different machine or a different stake/JP you are after?

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#32 captainhaddock

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Posted 18 August 2010 - 11:31 AM

Many thanks for the layout :) , for anyone who experiences coin alarms the easiest way is to disable the alarm by switching bank 2 dip 6 (coin alarm inhibit) - you'll have to open the layout using a mfme version that allow you to change the configuration such as mfme 10.1 - then you can play it in 3.2 without the alarms :)

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#33 fuzion

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Posted 18 August 2010 - 03:35 PM

fi_20s_d.5_0

Data roms wont work anyway. But when you say the "other" version, how do you mean other? Is it a different machine or a different stake/JP you are after?


Just wanted to try out a different version. There seems to be two flavours release E and release 5??

PS Cheers CH

J

// stumblin' in the neon groves


#34 hornynick

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Posted 18 August 2010 - 07:24 PM

Many thanks for the layout :) , for anyone who experiences coin alarms the easiest way is to disable the alarm by switching bank 2 dip 6 (coin alarm inhibit) - you'll have to open the layout using a mfme version that allow you to change the configuration such as mfme 10.1 - then you can play it in 3.2 without the alarms :)


Captain Haddock, sir, you legend! :spinny: Thats made it play normal for me.
Out of interest, is there a similar fix for the annoying "1.1" errors on the JPMs?

#35 CrAzYbAr

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Posted 19 August 2010 - 08:12 AM

Putting the speed down on them seems to work, a lot simpler on JPM machines it seems. Think it's only to do with coins in too fast

This is a site for EMULATION purposes of older machines. Not playing strategies.
If you are more interested in playing modern machines,
visit Jackpottyforums

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#36 Johnnyafc

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Posted 24 September 2010 - 06:24 AM

on ebay

http://cgi.ebay.co.u...=item33612b9325

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