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#61
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Sep 08, 2026, 04:06 PM
Quote from: re-emulated on Sep 08, 2026, 11:45 AMNice, I can add bloom to the outer plastic rgb and it doesn't affect the png border :)

@BarXQueen I'm not sure if this is possible, but for the rgb around the plastic, I'm using overlapping tube section, so they sit on top of each other.  I wonder if it is at all possible to be able to have all the rgb colours in just one object?  So just one rgb strip that contains all the colour streams?  If that makes sense, I don't know if it's possible or even if I might be not getting how these objects should behave in the emulator.

Thanks for the ongoing updates, amazing stuff, thank you so much for all your hard work on this project.

J

Yes, that is possible, and you have had it since 0.3.0 without knowing it. I described it in the release notes as "several lamp lines behind one coloured lens".

Select the lamp and look down the properties panel for the row called "Blend lines (slug=#colour, ...)". The lamp's own binding at the top is the first colour line, and its On colour is what that line contributes. In the blend row you type the other lines as one comma list, so for a three-colour strip you would leave the red line in the Lamp box and type something like this into the blend row:

brda-grn=#00ff00, brda-blu=#0000ff

That gives you one object. The lens then lights in the mix of whichever lines the machine has on at that moment, so red and green together read amber and all three read white, the same as the real strip does. Leave the colour off an entry and it takes the lamp default. Clear the row and the lamp goes back to being an ordinary single one. The slugs come off the lamp matrix window, and Learn will give you them if you would rather press a button and see what lights.

Now the part you would have run into, because it is exactly what you are working on. Until now the bloom did not follow the mix. It was built once in the lamp's colour and after that only got brighter and dimmer, so a lens showing amber would have carried a red glow. Your overlapping strips do not have that problem, because each one owns its own bloom. So if you had swapped to a single object today you would have kept the right colour on the plastic and lost it on the glow, which is not a trade worth making.

That is fixed and it will be in the next release. The halo now takes the same mixed colour as the lens, so one strip blooms the colour it is showing. One thing I left deliberately: if you set a Glow colour on the lamp yourself, that is respected and stays put, on the grounds that if you have set the halo to match the surround you probably did not want it chasing the lines behind the glass.

So I would stay on your overlapping sections for now and switch to the single object when the update lands. It is a two minute job on each strip and you will end up with a third of the elements.

One thing back at you if you do not mind. Which machine is this? Some of these boards fade their colour lines rather than switching them, and I have the fade working but currently turned off, because there was nothing in anybody's layout to see it on. Yours would be the first, and if it is one of the fading boards I would like to turn it back on for the same release rather than have you place the whole strip and find it stepping between colours.
#62
Nice, I can add bloom to the outer plastic rgb and it doesn't affect the png border :)

@BarXQueen I'm not sure if this is possible, but for the rgb around the plastic, I'm using overlapping tube section, so they sit on top of each other.  I wonder if it is at all possible to be able to have all the rgb colours in just one object?  So just one rgb strip that contains all the colour streams?  If that makes sense, I don't know if it's possible or even if I might be not getting how these objects should behave in the emulator.

Thanks for the ongoing updates, amazing stuff, thank you so much for all your hard work on this project.

J
#63
Many thanks for the update, excellent work :)

j
#64
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Sep 08, 2026, 10:36 AM
PFME v0.3.4
Fixed
  • Machines went flat and dull in 0.3.3. Every photograph of a lit panel was being drawn at 75 to 90 per cent instead of full. All back to normal.
  • Bloom on a photographed lamp drew as a square. It is now cut from the lit photograph, so it takes the lamp's shape and its colour. Nothing blooms that did not before.
  • On a linked cabinet drawn out past its canvas, the amber marker sat up inside the top box instead of under the machine, and the outlines round each machine came out too thin.
  • An image loaded into the editor landed in a fixed 160 by 120 box, so a tray front drew as a sliver with the handles bunched together. It now arrives at the picture's own size. Right-click gives Size to Artwork for a box you have already stretched by hand.
  • A box pinned to the backdrop photo ignored a width or height typed into the properties dock. It keeps what you type now.
New
  • Sit-down or upright cabinet, and the lamps follow. Nine multiplayers were built both ways: both Double Deckers, Treasury, the three Platinums, Hall of Fame and the two Base Games. Set it in Cabinet > Game Configuration under Cabinet type strap, then Apply and power cycle. It saves into the layout. On an upright this stops AUTOPLAY and TRANSFER lighting each other's buttons.
  • TOWER 1, 2 and 3 are back on the Double Decker, on an upright only. The 0.3.3 notes said they had gone; they are an upright's lights and every run had been a sit-down.
  • The award row is named by the cabinet: ASTRA on a sit-down, BAR on an upright. Nothing has moved and no layout needs changing.
  • The payout tray drops real pound coins. Five different ones, turning as they fall, spreading along the tray rather than towering where they land. Coin brightness and Coin wear settle them into your photograph. Pile or Vanish decides what happens at the bottom; Pile is what every tray does today. Coin face and Coin edge have gone, so check those if you had set either to a see-through colour.
  • Machine > Save Sounds writes every sound the game has as a WAV file, with a list of lengths and duplicates beside them. A linked cabinet gets a folder per board.
  • A layout carries the typefaces it is lettered in. Opening one on a PC without them offers to install them, per-user, no administrator needed. Install a font before you save; one sitting loose in a folder cannot be carried.
Known
  • The Double Decker top box lists each cell twice, as lamp-r7-c3 and lamp-b1-r7-c3. Same bulb; use the shorter name.
  • The station's stake panels are guesswork. No photograph of a dual-stake glass has turned up.
  • The volume setting in a machine's refill and test menus still does nothing. No manual states what its sixteen steps do, so guessing would put a made-up number into the sound. Use the volume in Settings.
  • Roughly seventy machines have no reel index of their own, so a win line that looks a row out is worth reporting.
  • Sit-down and upright are checked both ways on the Double Decker only. On the other eight, a lamp lighting with no name in the editor is worth reporting.
  • Nothing else has changed in how a machine plays.
Reported or asked for by lotechking89, re-emulated and Dave on the forum.
Download https://www.dadsfme.com/ec/pfme/PFME-Setup-latest.zip
#65
PFME - Pluto 6 Emulator / Re: PFME Pluto6 Emulator
Last post by re-emulated - Sep 07, 2026, 09:41 PM
Yes, that's great advice.  :)

J
#66
PFME - Pluto 6 Emulator / Re: PFME Pluto6 Emulator
Last post by DAD - Sep 07, 2026, 09:39 PM
Quote from: re-emulated on Sep 07, 2026, 09:18 PM@BarXQueen What's the highest pixel depth for slot art bud.  I have some insanely huge artwork available for Solid Gold, I plan on doing a full machine, this machine is insanely huge.  I did notice, I got the RGB for the fluorescent tubing working to a good level on my layout, however it's often crashing the emulator.  Also is there a way I can size layout dimensions at all?

J
While editing/building your layout, try pausing the machine as that will reduce the load on your computer.  Thanks to BXQ for that tip.
#67
PFME - Pluto 6 Emulator / Re: PFME Pluto6 Emulator
Last post by re-emulated - Sep 07, 2026, 09:38 PM
So, if I start dragging these tubes about, (they are only test images for these assets, they are way too bright), the emulator crashes.  Are my images too big?



J
#68
PFME - Pluto 6 Emulator / Re: PFME Pluto6 Emulator
Last post by re-emulated - Sep 07, 2026, 09:18 PM
@BarXQueen What's the highest pixel depth for slot art bud.  I have some insanely huge artwork available for Solid Gold, I plan on doing a full machine, this machine is insanely huge.  I did notice, I got the RGB for the fluorescent tubing working to a good level on my layout, however it's often crashing the emulator.  Also is there a way I can size layout dimensions at all?

J
#69
Quote from: BarXQueen on Sep 07, 2026, 05:23 PM
Quote from: lotechking89 on Sep 06, 2026, 11:05 PM@BarXQueen WOW what an amazing improvement on lamping! And great bug fixes.

I can solve the 'Tower lamping' for you, in return I may need you to do a little exploring, when multiplayers for example Double Decker, Treasury and both Platinum machines were made by Astra the game card was made# to default to Sit Down 'Panther' cabs, the upright cabs were set to upright cabinets via a wired plug on the loom to tell the machine it was not a sit-down cabinet but an upright model, which in turn alters lamping layouts, for example TOWER 123 was the player indicator lights that were used on uprights to show which player was on the feature, in Double Decker, the PARTY TIME / DOUBLE DECKER LOGO and ALL ABOARD was lamped for sit down panthers - NOT for uprights, which these would not then light up when plugged for an upright kinda cab. As with emulators sit down cabinets are trickier to emullate with artwork, uprights are easier to design for DX-ing, is there a way you can look to see if you can find from within the pluto software where you could do a 'switch' for us creators to change from sit - down to upright via a virual plug so to speak? As you will see a lot of creators probably suggesting that lights aren't going with their upright artworks because ASTRA defaulted all or most game cards to sit down cabinets with their alternative button layouts (which I think has previously been mentioned) and affects lamping numbering and attracting. I hope this is of use to you :-)

You're right about all of it, and it's fixed in the next version (I will release in the next day or so).

Nine machines here carry both sets of lamps: both Double Deckers, Treasury, the three Platinums, Hall of Fame and the two Base Games. The board reads that wire once when it starts and picks its whole lamp and button list off it. All nine default to the sit-down, which is why that was the only one anybody could get.

It's in Cabinet > Game Configuration, on the picker called Cabinet type strap. Leave it alone for a sit-down, set it to Soldered high for an upright, then Apply and power cycle, since the board only reads that wire at boot. You set it per station rather than once for the bank, and it saves into the layout, so one you send on opens as the cabinet you built it as.

Set an upright and TOWER 1, 2 and 3 turn up in the lamp list, the DOUBLE DECKER, PARTY TIME and ALL ABOARD legends drop out because an upright hasn't got them, the award row goes from ASTRA to BAR, and AUTOPLAY and TRANSFER stop lighting each other's buttons. That last one I could measure. The button the machine drives 14 times over a run was called TRANSFER on an upright and AUTOPLAY on a sit-down. It's AUTOPLAY on both now.
WOW I am now I am getting my creative cogs in gear knowing this! This was one bug bear I had with io3 spec on MFME as the Bullions were defaulted to stand up so I could never do the Arena's quite justice! Many Thanks for the reply mate - glad to help where I can :-) And eagerly looking forward to your next update!
#70
PFME - Pluto 6 Emulator / Re: PFME - Updates and New Rel...
Last post by BarXQueen - Sep 07, 2026, 05:23 PM
Quote from: lotechking89 on Sep 06, 2026, 11:05 PM@BarXQueen WOW what an amazing improvement on lamping! And great bug fixes.

I can solve the 'Tower lamping' for you, in return I may need you to do a little exploring, when multiplayers for example Double Decker, Treasury and both Platinum machines were made by Astra the game card was made# to default to Sit Down 'Panther' cabs, the upright cabs were set to upright cabinets via a wired plug on the loom to tell the machine it was not a sit-down cabinet but an upright model, which in turn alters lamping layouts, for example TOWER 123 was the player indicator lights that were used on uprights to show which player was on the feature, in Double Decker, the PARTY TIME / DOUBLE DECKER LOGO and ALL ABOARD was lamped for sit down panthers - NOT for uprights, which these would not then light up when plugged for an upright kinda cab. As with emulators sit down cabinets are trickier to emullate with artwork, uprights are easier to design for DX-ing, is there a way you can look to see if you can find from within the pluto software where you could do a 'switch' for us creators to change from sit - down to upright via a virual plug so to speak? As you will see a lot of creators probably suggesting that lights aren't going with their upright artworks because ASTRA defaulted all or most game cards to sit down cabinets with their alternative button layouts (which I think has previously been mentioned) and affects lamping numbering and attracting. I hope this is of use to you :-)

You're right about all of it, and it's fixed in the next version (I will release in the next day or so).

Nine machines here carry both sets of lamps: both Double Deckers, Treasury, the three Platinums, Hall of Fame and the two Base Games. The board reads that wire once when it starts and picks its whole lamp and button list off it. All nine default to the sit-down, which is why that was the only one anybody could get.

It's in Cabinet > Game Configuration, on the picker called Cabinet type strap. Leave it alone for a sit-down, set it to Soldered high for an upright, then Apply and power cycle, since the board only reads that wire at boot. You set it per station rather than once for the bank, and it saves into the layout, so one you send on opens as the cabinet you built it as.

Set an upright and TOWER 1, 2 and 3 turn up in the lamp list, the DOUBLE DECKER, PARTY TIME and ALL ABOARD legends drop out because an upright hasn't got them, the award row goes from ASTRA to BAR, and AUTOPLAY and TRANSFER stop lighting each other's buttons. That last one I could measure. The button the machine drives 14 times over a run was called TRANSFER on an upright and AUTOPLAY on a sit-down. It's AUTOPLAY on both now.