on vecs supertwos which is done on the winline 1 and winline 2
the lamp numbers are the same for winline and the 1 same goes for the other winline
is this a bug or is there a workaround for this
Posted 30 April 2014 - 01:51 PM
on vecs supertwos which is done on the winline 1 and winline 2
the lamp numbers are the same for winline and the 1 same goes for the other winline
is this a bug or is there a workaround for this
Posted 30 April 2014 - 02:22 PM
Please don't take this the wrong way, I'll help as much as I can. Could you ask the question again using punctuation, I have no idea what the problem you are having is.
Project Amber 2 - Coming Soon
Posted 30 April 2014 - 02:54 PM
Edited by vectra666, 30 April 2014 - 02:57 PM.
Posted 30 April 2014 - 03:08 PM
Ok, for the reel lamps you need to change the reel mask so it only has 2 lamp sections, not 3 like the standard mask. Then change "Mask Segs" to 2.
You will then need to change the number of "Vis Segs" so you can only see 2 symbols in the reel box, rather than 3.
Vis Segs is the number of visible segments of the reel. The reel is split into the same number of segments as there are reel half steps (Usually 96).
So if there are 16 symbols on a reel, and its a 96 step reel. 96 / 16 = 6. So each symbol takes up 6 segments.
So to show 1 symbol set vis segs to 6.
To show 2 symbols set vis segs to 12.
To show 3 symbols set vis segs to 18.
As for the lamp doubling thing, the real machine didn't use 2 lamps of the same number so the emu shouldn't need to either, its jkust a case of finding the right lamp numbers. If this is an MPU4 game its possible that the Lamp CHR needs altering to make the lamps light correctly.
Project Amber 2 - Coming Soon
Posted 30 April 2014 - 03:14 PM
Posted 30 April 2014 - 03:43 PM
thanks guitar and sorry about the crap first post
I haven't slept in days due to having 2 teeth out still in pain now even having too many pain killers
Edited by banditboy2006, 30 April 2014 - 03:48 PM.
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