DADsFME is hosted by Desert Island Fruits
Quote from: BarXQueen on Sep 16, 2026, 10:50 AMDivas Reels top box: PFME is already driving those lamps, so this one is a matter of finding the right names in the lamp picker rather than a fix. You are right that they come off a different part of the board. They are not on the lamp matrix at all; the game program hands them to a second driver that sits on the general-purpose output lines, and PFME has emulated that driver since 0.3.3. I ran the shipped three-player layout for 40 games with a trail on the top box and every one of them lit.Thank you for the update I did a copy a lamp from tool box and labelled them accordingly for the top balloons but they are still non lit? Am I doing something wrong as you say these don't appear on the lamp matrixes. Cheersd again for the update the next build is sounding amazing!
The balloons are L400 to L405 on the top box board. They sit lit once the machine has commissioned and flash in the program's own patterns through a top-box spin. Two clusters of three: L400, L402 and L401 are one side (mystery, jackpot, GBP 25 in that order in the program's table) and L403, L405 and L404 are the other. Which cluster is left and which is right I cannot tell from the emulator, because the program always lights both together; you will know from the box. The shipped three-player layout already has all six placed, so if you started from that you should be seeing them flash on a jackpot.
The top reel lamps are L408 to L416, nine lines in three groups of three: L408 to L410, L411 to L413, and L414 to L416 (the last one in that group is not named in the program's own table, so it may show as unnamed). They are steady on from commissioning and chase group by group at about 100 ms a step for as long as the top drums are turning. What I cannot tell from here is whether a group of three is one drum's three bulbs or one row across the three drums; if you can remember which way yours ran, that settles it. In the editor, open the top box's lamp picker and watch the dots during a top-box spin and you will see the three groups stepping.
Chasers: done for the next build. A lamp can now sit on a chaser board instead of being wired to the machine. Place your bulbs round the border in the order you want the chase to run, select them, and use Arrange > Make Chaser. Each bulb is dealt its count in the order it was placed, 1, 2, 3, 4 and round again, so a border of twelve is three boards' worth running in step. A selected chaser bulb shows the count it lights on, how many counts make a cycle (four by default) and the milliseconds per count (150 by default, which is about what a real four-way board does). Everything with the same cycle and speed runs on one clock, so the whole border keeps step, and it runs whenever the cabinet is powered. The bulbs are ordinary lamps otherwise: photographed or plain, round or square, halo or not. Stop Chasing takes them off again.
Quote from: JPMer on Sep 16, 2026, 04:33 PMI'm an MFME fan so I'm super keen to try this Pluto emulator but the ZIP doens't contain the PFME layouts does it? I assume it can't for legal reason... HAve you got any help for noobs I can't even see a game to openThe layouts are in the Release Area. Just look for 'PFME' in the thread title.![]()
Quote from: lotechking89 on Sep 14, 2026, 08:15 PMHey! I have been doing my first layout in DX @BarXQueen - when I have made layouts on MFME lamping had a toolkit for merging clusters of lamps, and on single ones can edit out by drawing a colour around and turning it invisible, will there be a future build update that allows more detailed lamping effects? I have changed from panel to bulb which is circular but when I use this to crop from photo lit and unlit the whole square is lamped rather than the spherical bulb if that makes sense? I can't edit them for round circles only squared items it appears. Or is it already within the emulator to crop lamps into more specific areas but I haven't yet fathomed it out LOL?
Also when lamping reels the lamps make the artwork appear faded rather than lit from behind, would the emulator be able to be adapted for making reels default to dark when a lamp is embedded so the artwork when 'lit' appears like the original artwork provided?
Thank you so much :-)
Quote from: lotechking89 on Sep 12, 2026, 07:42 PM@BarXQueen ,
One more unusual issue I have found with Party Time Platinum, the slaves attract perfectly in Arena Panther Cab mode, but when you select High Wire, for Casino, the lamps do not attract on slave machines again..?? They stay all lit up.