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#11
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.

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.
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!
#12
EFME - Emulator / Re: Rom Availibilty
Last post by BarXQueen - Sep 17, 2026, 10:49 AM
Nothing wrong at your end Cliff. EFME had no ready-made layout for that ROM so it borrowed the nearest one it knew, the Casino Big 7, which is why you got its glass and its win plan legend while the ROM itself paid out correctly. The missing reel sound is because the sound ROM has to sit in the same folder as the game ROM when you use New from ROM.

I have a finished Super Red Bar £25 layout for this ROM with the right art, win plan and sound. I will get Dad to upload it here.
#13
EFME - Emulator / Re: Rom Availibilty
Last post by cliffc - Sep 16, 2026, 05:20 PM
Thanks for this rom i did as you described but it came up as the same big 7 layout we already have however when i play the game the win plan is now correct at 5,10,15,25 but there is no reel stop noise the win plan is showing 1,2,5,15 when i bring up the rom info in the emu its showing that is in fact a casino super redbar rom not sure what i have done wrong but its my 1st go at a layout in anything can either your or dad help please
#14
PFME - Pluto 6 Emulator / Re: PFME Pluto6 Emulator
Last post by DAD - Sep 16, 2026, 04:46 PM
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 open  ::)
The layouts are in the Release Area.  Just look for 'PFME' in the thread title.

https://dadsfme.com/index.php?board=4.0
#15
PFME - Pluto 6 Emulator / Re: PFME Pluto6 Emulator Stupi...
Last post by JPMer - Sep 16, 2026, 04:33 PM
I'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 open  ::)
#16
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Sep 16, 2026, 10:50 AM
Divas 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.

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.
#17
By the way @BarXQueen, its the Dil switch bank 1 switch 2 coin subdued alarm that's affecting the attract! If it is turned on lamps freeze on :-) It may need renaming in the emulator. Needs to be pre set to 'normal zero coin alarm' for attract to work :-P

Could the win line on reels be a central line though the middle rather than boxes on centre reel? with an option to choose thickness of win line if any :-)
#18
@BarXQueen thank you so much for your replies, I have read those and helps an awful lot! Look forward to monitor screen options and cluster lamping elements in a future build!! I will give your list to install a second monitor a try later this week ( I am a bit clueless with developing things lol) My Party Time Platinum was on bingo version have edited it into upright arcade and has now fixed my attract issue (huge thanks) always wondered what Bingo mode meant - now I know! Thank you for looking into redesigning the reel lamps in the next build this will improve lit bands perfectly :-)

Quick feedback, Divas Reels 3 Player upright top box, the top reels are showing no lamps for this, as well as the Jackpot balloons each side which flash until it awards one after JP lands on reels, I owned a real top section and these were fed off a different part of MUX on the Pluto 6 board. Would you be able to find these?

On a separate note, some Astras used a 12v chaser lamp board which would do a chain of 4 bulbs that went around boarders example of a Party Time top box or the decals on a Double Decker, which is not off a Pluto 6 board itself, but could you do a little tool box for chasers, its literally a series of 4 bulbs on repeat, 1,2,3,4,1,2,3,4 etc one at a time. Sadly MFME never developed this so would be a nice little additional touch for bringing the artwork to life etc :-)
#19
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Sep 15, 2026, 11:31 AM
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 :-)

Round lamps first. At the moment a lamp is either a panel or a bulb, and the bulb does draw as a circle, but the moment you crop a lit and unlit picture into it the crop fills the whole box. There is no way yet to mask that crop to a circle, so what you are seeing is the editor working as built, not something you have missed.

There is a route that gets close to the MFME trick. Cut the bulb out in a paint program, fill everything round it with one flat colour, save the lit and unlit pair, then use Insert > Add Lamp from Sprites. That import treats the flat surround as see-through, so the lamp keeps the round edge. It only works on the sprite route, not on crops taken straight off the cabinet photo.

Merging clusters is not in yet. Group in the editor is only a selection aid while you are arranging things, and it is not saved. The one case that is covered is several lamp lines behind one lens mixing colour, which is what the blend setting on a lamp is for. A real cluster element, one box driven by several lamp numbers, I will look to get in the next version.

On the reels you are right, and I agree with your fix. Today a lit row lays a pale wash over the strip, which is why the artwork looks faded rather than lit. The proper behaviour is the one a real machine has: the strip sits dark until the lamp behind it comes on, and lit means the artwork at its true colours. I will change it to work that way in the next release.

Keep the questions coming, they are what shape the editor.
#20
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Sep 15, 2026, 11:26 AM
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.

My first thought is that if it is sent to Bingo rather than Arcade, this sometimes makes the lamps "quieter" as sometimes machines are in the main bingo hall and can be a distraction.

On saying that, I ran the Platinum station on its own in PFME for 200 seconds with no coin in, once strapped Panther and once strapped Casino, and counted every bulb on the lamp matrix over the last 100 seconds. It attracts in both. In Panther it chases 96 bulbs. In Casino it chases 37: the reel window lamps, the three nudge lamps and NUDGE NOW, the stake lamps, and the three prize ladders with their value lamps. Those 37 chase at exactly the same rate in both cabinets.

The other 59 bulbs are the top glass legends: the PARTY TIME and PLATINUM letters, ARENA, the balloons, the stars and ribbons, and the number 1. In Casino mode the program never drives them at all. They are not held on and they are not chased, they are simply dead for the whole run. That fits what you found earlier about the two cabinets being lamped differently: the upright Casino glass does not have those bulbs, so the program has no reason to light them.

So on a layout drawn for the sit-down glass, switching to Casino leaves every legend lamp showing whatever the layout uses for off. If the backdrop is a photo taken with the glass lit, off looks lit, and the whole top glass appears stuck on while the small lamps carry on chasing. If yours looks like that, that is what is happening. If the reel and nudge lamps are also frozen, that is a different problem and I would like to see it: the layout name and a screenshot would do.

I also checked that flipping a station that has already been set up as Panther over to Casino does not upset the machine. It boots straight through CHECKING CSUM, CASINO CAB and INIT REELS into the attract roll with no alarm and no request for a RAM clear.