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#1
The setting is Bank 1 Switch 2.  I believe in this normal mode it should make the machine default back to £1 stake, not matter what you were playing previously.  It did this on most units initially until they found that you could manipulate this mechanic. You could essentially take the £1 value without playing it on £1 per spin.  The machine had to have some value in £1 already, it wasn't an emptier, however people where playing these on £1 ago when they were first released so you could make huge profit.  Be great to get this to do the auto state change to have a play. 

J
#2
@BarXQueen There is still an issue with the STAKE button, the button is fine, but the machine is not acting like it did in the wild.  On earlier software of all those games, Solid Gold Community, Bee Rich, Silver Bells etc.  In the dip settings there is a setting for Normal zero credit alarm, this can also be set to subdue.  Most arcades had this set to normal, like we have on Dad's Solid Gold Community DX.  The issue is we can now change state but no matter what stake you select and play, after the machine has no credit and goes back to attract mode, the stake always should automatically revert back to £1 play like it did on the original.  So say I was playing 25p play, if I left the machine in attract after using my credits, after about 20-30 seconds you see the machine change the stake to £1 play live.

On mine real machine running 1.06 it did this, unless I set dip to subdue zero credit alarm.

Wonder next time you take a look at the emulator you could look into this issue.

The emulator is running so well on mine, reels, everything is so smooth, thank you so much :)   Keep up this insane work :)

J
#3
@BarXQueen WOW the latest release those reels are super sleek smooth!! And thanks for fixing the 7 seg display on the 0.3.1.
Is there any chance you could look into the attract lamping on single players and multiplayers. It's only the slaves and singles that seems to stay dimly lit, fully lit, or not lit at all. Instead of the usual machines flashing attract mode if that makes sense. I have tried both classic and DX and looked in lamp matrixes the lamps are the same - its only the top boxes individually that flash in attract mode correctly.
Keep up the fantastic work!!!
#4
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Sep 01, 2026, 06:56 PM
PFME v0.3.2
In this build
  • The reels move properly again. They were reported gone clunky the day after 0.3.1 went out, symbols jumping about as a band is dragged, and the cause was the resting-step correction in that same build. It moved a reel's symbol index onto one frame of reference and left the sub-cell paint measured from another, so on any reel parking below its middle step, 125 of the 143 measured here, a steady one-step walk painted a leap forward and a slide back at every symbol boundary. Party Time Player parks on the middle step, the one phase where the two frames agree, which is why nothing here caught it before the build went out.
  • Reels are smoother than they have been in any build, and the difference is largest on a PC that is working hard. They used to repaint from a 33 ms timer and snap to whole motor steps, and that timer slips under load. The painted position now chases the reported one on the display's own clock, so two short frames cover exactly the ground of one long one and a spin has the same shape whatever else the machine is doing. It is paint and nothing else: a stopped reel repaints nothing, homing is still a jump because that is what the mechanism does, and the stop the ROM pays on is untouched.
  • Solid Gold, Pure Gold and the rest of that family have their STAKE button. People went looking for one and were right to: the machine's own manual lists STAKE START among the eight panel buttons, the v1-08 test report records the stake being changed in game, and the ROM pairs a STAKE lamp with a switch on scan row 2, beside TEST and DUMP, the one measured exception to the rule that rows 2 and 3 are service switches. Nineteen programs carry it, the whole community family, every one at the same switch. Party Time Player, the machine most of this was built against, has no such button, which is the entire reason it was missing. Proved on Solid Gold rather than argued from the code: a two pound coin at 100P PLAY, then three presses walking the readout 100P, 25P, 50P, 100P. The shipped faces gained the button by surgery rather than being redrawn, so hand-fitted artwork is untouched, and a face you generate from now on gets it in the same place.
  • The help page told you PFME had no interface for the plugs. It has had one since Cabinet > Game Configuration shipped, stake key included, and the page now says so.
  • Pure Gold Community no longer scrolls NO NOTE STACKR. The cause was PFME fitting a note acceptor to every machine whether that cabinet has one or not. What is modelled of the acceptor is still partial, one of the questions it cannot answer latches a fault bit that this program has no way of clearing, and the saved machine state carries the latched bit back on every restart. That is exactly why an in-app power cycle cleared it and reopening PFME brought it straight back. A note acceptor is now a fitment: fitted by default only on the four boards that will not run without one, an empty connector everywhere else, and "Not fitted" is on the picker in Game Configuration if you want to change it.
  • The font box lists the fonts this PC can actually draw. Font family was wired up all along and honoured on the alpha readout, the LED display, labels and the money readout, but it read as dead for two reasons at once: typing a name and pressing Enter did nothing until you clicked away, and a font you do not have installed is quietly swapped for the default. All four places now share one picker of the installed families, the name already stored stays visible even on a PC that lacks that font, and typing still works and now commits on Enter.
  • A machine saved outside the PFME folder packs its card inside itself. A face built elsewhere and sent here pointed at a path that existed on exactly one PC in the world, and it opened on none of the others. Saving anywhere outside the installation now writes the whole CompactFlash card and its artwork into the .pfme, so what you hand somebody is a machine. A face whose ROM path has gone stale is now matched on the fingerprint the binding already carried, which is how bundles built before this build open as well.

Download https://www.dadsfme.com/ec/pfme/PFME-Setup-latest.zip
#5
I have a pdf of the user manual for Solid Gold, but it seems to be for the lower stake release, it doesn't mention the stake button on this pdf, it certainly had one though.

Thanks for any input.

J
#6
Many thanks for this update.
#7
@BarXQueen  Nice, thanks, that works and retains the dip settings :).   I still locate the button for stake change, the lamp is flashing though, but I can't see the button in the button section, if I add a button it's not in there either.  Wonder if there is a specific option on the dips.

You could press the stake change button to scan through the stake options, so if I insert a £1 I would be able to select a preferred stake with the stake button from maybe 10p to £1.

Stake key also not present on the normal non deluxe settings.  I've tried the version I had v06, definitely could change stake on these?

J

#8
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by DAD - Aug 30, 2026, 01:21 PM
Quote from: re-emulated on Aug 30, 2026, 01:17 PM@BarXQueen Hey, hope you are well.

I was just having a tinker.  I have Solid Gold Deluxe layout in the works.

Could you give me some pointers regarding DIP settings.  I can't get them to stock when I change them?

Also I noticed in the button section, there is no STAKE button, on credit you could change stake from 10p to £1, though on this version it's likely only 25p, 50p £1.  I can't seem to find the button and all those 25p 50p £1 lamps are always on even though it's set at £1.  It would usually only display the current stake lamp.

Excellent work, I can't believe it's possible to run these, massive thanks.  I might have an image of my actual Solid Gold I had a few years back, so it's likely I can produce a graphic layout on this machine once I get my head around all the tools :)

J
If you make a dip change you'll need to scroll down to the bottom of that section and perform a power cycle for the changes to apply.

Hope this helps :)
#9
@BarXQueen Hey, hope you are well.

I was just having a tinker.  I have Solid Gold Deluxe layout in the works.

Could you give me some pointers regarding DIP settings.  I can't get them to stock when I change them?

Also I noticed in the button section, there is no STAKE button, on credit you could change stake from 10p to £1, though on this version it's likely only 25p, 50p £1.  I can't seem to find the button and all those 25p 50p £1 lamps are always on even though it's set at £1.  It would usually only display the current stake lamp.

Excellent work, I can't believe it's possible to run these, massive thanks.  I might have an image of my actual Solid Gold I had a few years back, so it's likely I can produce a graphic layout on this machine once I get my head around all the tools :)

J
#10
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Aug 30, 2026, 12:59 PM
PFME v0.3.1
In this build
  • Saving a machine no longer throws away its reel symbols. This is why the release exists. Two people reported it the day 0.3.0 went out, one as "after save and reload all the reels gone" and one as a face built by hand that never showed a symbol at all. Symbol pictures are the one thing inside a bundle that nothing names by path, so the tidy-up that runs on every save deleted the lot, and the reels and the printed prize glass came back blank on the next open. Over the 34 shipped faces the old code lost the artwork on 34 of them, 157 pictures; this build keeps all 160.
  • If it has already happened to a machine of yours, the pictures are not gone. The copy unpacked before the save is still in %LOCALAPPDATA%\PFME\layout-cache\, which nothing ever cleans out, and that is the one to import back rather than redrawing.
  • A face you start from scratch now begins with the symbol pictures of the machine it was opened from. Before this it began with none and nothing on the save path ever put one in, so a hand-built face could not show a symbol however long it was worked on.
  • Replacing a symbol now changes it on the reels and on the printed prize glass together, instead of turning on the bands while the old picture stayed on the glass.
  • The seven-segment display in the top box works on the multiplayers. Thanks to lotechking89 for reporting it, and he was right on every count: not one of the 73 program records carried a digit map for a master board, so the editor was correctly telling him the machine was giving it nothing. Fourteen masters have theirs now, read out of their own images, and it was proved by watching the glass rather than by reading the code. The Party Time Platinum master scrolls PTPLU0.07 and Treasury scrolls TR5RYU1.02, each spelling out its own program's name and version, which a wrong row or bit could not do by accident.
  • Opening a bare ROM with no face names the program it is actually running, so the reel symbol editor offers that machine's symbols rather than the fallback program's, and the face can be saved and opened again. A face saved with no ROM binding declared no game and would not reopen.
  • You can name the symbols your machine prints. Only four of these ROMs label their own symbols; on the rest the name is the raw bitmask, so a machine arrives printing something called Mask-04000000. Rename now sits on every row of the reel symbols window, and it writes into your own copy of the program's record rather than into one layout, because a symbol's name is a fact about the machine and true of every face you ever build for it. The picture moves with the name and one undo reverses both. Which symbol sits at which stop is untouched, and tested for; that is what the ROM pays on.
  • Fifteen programs no longer need renaming, because their symbols now come out named. Those images carry two label tables, one per reel set, and the two disagree about exactly the two middle drums: on Solid Gold, 0x04000000 is TOP GAME on the base reels and SOLID GLD on the top box, both printed on page 9 of the machine's own service manual. Read one table per reel set instead of one per image, no symbol in the library is called Mask-anything any more and the unnamed count falls from 88 to 21.
  • You can align a reel against the machine itself. Put the board into TEST 2.1 or TEST 2.2 and the ROM prints the symbol on its own win line; the reel symbols window shows that next to the one PFME is drawing and turns the row amber for as long as they disagree. Two settings per reel, the whole-symbol home offset and the resting step, both saved into your own program record, both undoable with Ctrl+Z, and the instructions for reaching the test are in the window so nobody has to know them. Band Nudge stays for artwork trimming, and is still clamped to half a cell, which is why it could never fix any of this.
  • Solid Gold's top box was drawn two whole symbols from where the ROM has it, and 69 of the 143 reels measured here were turned by a separate fault where one number was doing two jobs. Both corrected. Nothing failed a test in between, because the check was computing its own answer the same wrong way.
  • Reel symbols draw at full resolution. The framework decodes a picture once, at the size of whichever window lays it out first, so a 58-pixel thumbnail in the artwork editor could set the resolution for the 150-pixel reels behind it. That is why soft symbols came and went, and why a zoom cured it. Each reel window now keeps its own copies.
Known and untested
  • On a linked machine the top box still lights nothing. Unchanged from the last release, and it is a picture that wants drawing rather than a board that has stopped: the master runs its attract sequence perfectly well, around 200 lamps of it on the Party Time Platinum, and none of those lamps has been placed on the face. A Platinum station lights 109 of its 114 named lamps against a face that can show 20, and Bullion Bars 37 of 43 against a face that can show 12. All of them are listed in the lamp matrix if you want to start placing them.
  • Party People scrolling NO COMMS TO MASTER is correct, and is not a missing top box. Its master is a separate controller cabinet on the community wire, which nobody has dumped. Party People is also the only community terminal in the archive with no top-box reel set at all, three bands where seventeen of the eighteen drive six, so the absent box is a true observation about the cabinet that says nothing about the banner.
  • Thirty-three of the shipped program records still point every symbol at the same placeholder picture, so those machines print one ring on every stop. That is artwork nobody has drawn rather than a fault, and it is now something you can fix yourself.
  • The Betcom Hi-Tech boards boot and reach their operator menus, then stop at the coin mech, which wants a DES-encrypted validator that is not written yet. They are on the shelf to be looked at, not to be played.
  • The Double Decker still has no headless gate. Its station-only leg cannot pass, because a station with no master is correctly refusing to trade, so the machine ships on the strength of the live four-board cabinet.
  • The second engine is still experimental and still off by default. Boards drift from the interpreter on block-boundary interrupt timing, which is reported rather than corrected.
  • The nudge-trick method is still experimental. Which reel the machine leaves for the player has not been measured, so the driver aims at the cheapest one.
Download https://www.dadsfme.com/ec/pfme/PFME-Setup-latest.zip