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#21
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by andy-1 - Oct 06, 2026, 11:08 PM
Quote from: BarXQueen on Oct 06, 2026, 09:58 AMPFME v0.3.10 New
  • Hi-Tech machines now get much further. They pair with their coin mech, hopper and note reader and take coins, they play sound, and their buttons and lamps show the names the game itself gives them. Hi-Lo Hi-Lo now takes credits and plays. For Hi-Lo Hi-Lo, point your layout at `hilohilo_nondata.s19`: the other build stops on DPACK ERR because it wants a Datapak, which PFME does not have.
  • If you line up a machine's reels or rename its symbols and then save the layout, those settings now go with the layout. Anyone you share it with sees the reels where you put them, not where they sit on your own PC.
Fixed
  • On a cabinet with more than one player, each station can now use the same keys. Before, a key taken by one station was refused on the others, and a cabinet built by copying a station would not accept any keys at all. The Key Mapping window now groups its rows by station.
  • A picture you insert or change no longer comes out squashed or stretched. On a cabinet with several stations, it now fits the station you are working on instead of the whole cabinet.
  • If you swap a stretched background picture for one of a different shape, PFME now fits it without distorting it, and tells you how to stretch it again if you want to.
  • The hopper now pays out at about 5 coins a second instead of 2, so a full bank no longer takes two minutes to empty.
  • Hi-Tech reels no longer stop with a REEL ERROR during play or in the machine's own reel test.
  • A Hi-Tech coin mech no longer stops answering after the machine restarts, which used to leave it showing NOT SET TO DES OR UNPLUGGED.
  • A machine whose layout lists fewer reels than the board has now starts. Before, it sat at 0 MHz and never ran.
Worth knowing The first time you open each layout after updating, the machine starts up from its own memory instead of carrying on where you left it. Give it a minute to come up; after that it resumes as normal. Reported on the forum by players of the Hi-Tech and multi-player layouts. Download https://www.dadsfme.com/ec/pfme/PFME-Setup-latest.zip

Many thanks for the update BXQ, didn't realise you were working on hi tech Pluto games, hopefully DOND hotbox will work if we have the Pluto roms and not the scorp 6
#22
@BarXQueen, thank you for the update, there are two new bugs I have noticed regarding Key Mapping,

a) when I use Key Mapping off the menu at the top, it does not pick up your keys you press when mapping it to a button, I had to go into each button per base machine and map it in there which works aok.

b) When I map £1 Coin shortcut to 0 the 0 is kept in mapping, but after changes been saved I click 0 and no £1 coins are credited into the plays. But when I click on £1 mech it works! Could you look into this please?

All other shortcuts now successfully stored by doing each button individually, but you cannot do this via the easier route of the key mapping menu.

Cheers again! :-)
#23
Many thanks for the update.
#24
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Oct 06, 2026, 09:58 AM
PFME v0.3.10 New
  • Hi-Tech machines now get much further. They pair with their coin mech, hopper and note reader and take coins, they play sound, and their buttons and lamps show the names the game itself gives them. Hi-Lo Hi-Lo now takes credits and plays. For Hi-Lo Hi-Lo, point your layout at `hilohilo_nondata.s19`: the other build stops on DPACK ERR because it wants a Datapak, which PFME does not have.
  • If you line up a machine's reels or rename its symbols and then save the layout, those settings now go with the layout. Anyone you share it with sees the reels where you put them, not where they sit on your own PC.
Fixed
  • On a cabinet with more than one player, each station can now use the same keys. Before, a key taken by one station was refused on the others, and a cabinet built by copying a station would not accept any keys at all. The Key Mapping window now groups its rows by station.
  • A picture you insert or change no longer comes out squashed or stretched. On a cabinet with several stations, it now fits the station you are working on instead of the whole cabinet.
  • If you swap a stretched background picture for one of a different shape, PFME now fits it without distorting it, and tells you how to stretch it again if you want to.
  • The hopper now pays out at about 5 coins a second instead of 2, so a full bank no longer takes two minutes to empty.
  • Hi-Tech reels no longer stop with a REEL ERROR during play or in the machine's own reel test.
  • A Hi-Tech coin mech no longer stops answering after the machine restarts, which used to leave it showing NOT SET TO DES OR UNPLUGGED.
  • A machine whose layout lists fewer reels than the board has now starts. Before, it sat at 0 MHz and never ran.
Worth knowing The first time you open each layout after updating, the machine starts up from its own memory instead of carrying on where you left it. Give it a minute to come up; after that it resumes as normal. Reported on the forum by players of the Hi-Tech and multi-player layouts. Download https://www.dadsfme.com/ec/pfme/PFME-Setup-latest.zip
#25
The Dungeon / Re: Mame fruit machine improve...
Last post by altharic - Oct 02, 2026, 05:18 PM
This is now in so should be in the next release
#26
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Oct 02, 2026, 02:30 PM
@lotechking89 You're not doing anything wrong. I've looked into it, and it's PFME's layout editor getting the size wrong, not your pictures. Upscaling them was the right thing to do.

There are two things going on. When you put a picture on the cabinet surface (the background), PFME stretches it to fill the space that's already there, whatever shape the picture is. A single-player layout is roughly square and your picture is the shape of your screen, so it gets squashed from the sides. That's the distortion.

The second one is the postage stamp. When you then insert another picture, PFME works out its size from how much it had to shrink the background picture. That's meant for pieces cut out of the background photo, so they drop back exactly where they came from. With a very high resolution background the shrink is big, so every picture you add afterwards gets shrunk by the same amount and squashed the same way. On a three-player cabinet it's worse, because a picture on the top box ends up setting the size for the player stations as well.

I'm fixing this for the next release. A picture you insert will keep its own shape and fit the machine you put it on.

Until then, this should get you going:

1. Click the cabinet surface. In the panel on the right, change Fit from Fill to Uniform. Your picture keeps its proper shape instead of being stretched (you may get a strip down the sides where the shapes don't match).

2. For each picture you insert, type the Width and Height you want into the same panel instead of trusting the size it arrives at. Keep the two numbers in the same proportion as the picture itself, or it will squash again.

3. If you'd rather it filled the space exactly, crop your pictures to the shape of the space before you import them. A single-player machine is close to square, each station on a three-player is a bit wider than it is tall (about 6 wide to 5 high), and the top box is a long strip about 6 times wider than it is high.

#27
@BarXQueen many thanks for your reply - I will look forward to the next release.

Quick question. I have been using AI to upscale machine stock photos I have and the fills my computer screen in very high definition, when I go to put the artwork onto any 3 player machine it becomes tiny and very distorted/pixelated, I split the artwork into four saved into both formats either PNG or JPEG, and I have tried inserting it as an image and I have also tried it as a cabinet surface to and still doesn't seem to work. I do this at the stage when a 3player is assembled - am I doing something wrong?

When I do a single player layout again a dome cabinet fills my screen in very high resolution I insert it using same methods as above and it goes like a postage stamp! LOL

Any help would be appreciated :-) I managed to do Diva ok (not perfect) but that seemed to be a fluke - I am learning but I am very old skool when it comes to the old paint studio - slowly mastering the new AI and photo tools that I am not familiar with LOL 

Cheers :-)
#28
PFME - Pluto 6 Emulator / Re: PFME Pluto6 Emulator
Last post by Bladeforce - Oct 02, 2026, 10:14 AM
Thanks for the reply. It currently doesnt work with wine but its cool.
#29
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Oct 01, 2026, 10:26 AM
Hi @lotechking89

You have found a bug, and it is the same bug behind both halves of your post. Thanks for the clear write-up.

The key capture checked the whole layout for a clash, so once player 1 had T for Transfer, players 2 and 3 were told T was already taken. And a three player cabinet built with Create Linked Cabinet or Add Station is a clone of one seat, so every key was already on all three stations before you touched anything. That is why nothing would capture at all: every key you tried was "already used" somewhere.

The playing side was always fine with the same key on every station. The keyboard plays whichever station is selected, Tab and Shift+Tab move it along the row, and clicking a station selects it too. So T presses Transfer on whichever machine you are sat at. Only the editor was refusing it.

Fixed for the next update. A key now only clashes with another button on the same station, and the Key Mapping list says which station each row belongs to (Station 1: TRANSFER, Station 2: TRANSFER and so on) so you can tell the three apart. Your usual set, ` for Cancel, C for Collect, A for Auto Play, 0 for coin, T for Transfer, 1 2 3 for the holds and Space for Start, will go on all three.

In the meantime, if the cabinet was built by cloning, have a look at the Key Mapping list before changing anything: the keys you set on the single machine will already be on every station.
#30
Dear @BarXQueen
When I am creating a 3 player, editing shortcuts via key capture doesn't want to capture per slave cabinet? For example if I want to capture T for Transfer on player 1, then do the same for player 2, and 3 it won't allow me to do this as its already used on player 1 as an example. Can this be edited so each machine can have the same key per player for the same function?

I usually do Cancel ` - Collect C, Auto Play A, Coin in 0, Transfer T - usual ones work 1 2 3 for holds, space for Start etc etc

Could you advise if this could be corrected or if there's a way for me to do this I am trying to do this via Cabinet - Key Mapping :-)

PS In fact no keys want to Capture when in Key Mapping under a three player layout here - just re tried. Thanks

Many thanks