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Contents

Introduction ...................................................................................................... 3
What is MFME ? ............................................................................................ 4
Part I – Building a Classic Layout ......................................................................... 6
The Classic Layout ........................................................................................ 7
Resources .................................................................................................... 7
Launching MFME ........................................................................................... 8
EDIT Mode ................................................................................................... 9
Basic Components ....................................................................................... 10
Rom Set Loading ......................................................................................... 12
Basic Game Setup ....................................................................................... 13
Saving Progress .......................................................................................... 14
Button Setup .............................................................................................. 14
Test Mode .................................................................................................. 15
Presentation ............................................................................................... 17
Part II – Beyond the Basics ............................................................................... 18
Buttons – Dual Bulbs ................................................................................... 19
DIP Switches .............................................................................................. 20
DX – Enhanced Graphics .............................................................................. 21
Game Manager – Cabinet and Flyers ............................................................. 22
Game Manager – Database Entry .................................................................. 24
Lamps – Merging Lamps .............................................................................. 25
Meter Setup – Meter / Triac .......................................................................... 26
Meter Setup – SEC ...................................................................................... 27
Setup – Percentage and Rom Version Configuration ........................................ 28
Appendixes ..................................................................................................... 30
Terminology ............................................................................................... 31
DIP Switches and Software Options – Common ............................................... 31
MFME Keyboard Shortcuts ............................................................................ 31
Fruit Machine Sites ...................................................................................... 31
Change Log ................................................................................................ 31
Introduction
This guide is a living document and details
the use of the MFME emulator that has
been written by Wizard.
The emulator can be downloaded from
www.fruitemu.co.uk.
The document will be updated over time.
The latest version will always be available
from www.desertislandfruits.com.

What is MFME ?

MFME is an emulator that will allow you to Classic Layout


run a fruit machine on a PC.
This magic with this emulator is that you
are running an emulation of the code
rather than a simulation.
This means that whatever the brains of the
machine known as the fruit machine rom
sets have been designed to do, you can do
on a PC.
This is where this guide comes in. In order
to play the games on the emulator you
need to have layouts.
There are two types of layouts for MFME,
Classic and DX layouts.
A classic layout is generally text based
while a DX layout is graphical based.
The main focus of this document is going
to teach a fresh designer on how to create
a classic layout. DX Layout
Shown above are two layouts that run on
MFME.
They are both of the same game, Viva
Espana. Regardless of the presentation
here, both layouts will play exactly the
same and give you the same kind of
experience that you would enjoy in an
arcade without either the financial gain or
loss that maybe associated with the visit.
MFME has various options within
preferences that allow you to alter the
behaviour of the emulator.
In order to ensure maximum compatibility
with this guide and a fresh design, ensure
your settings are shown as below if you
are working through Part I of this guide.

MFME Preferences
Part I – Building a Classic Layout
The Classic Layout Resources

This guide will help you build a very basic The first thing we need is a rom set for the
classic layout using the tools within MFME. layout. If you have come this far and have
the emulator as well as some layouts from
This will be the foundation stone and
other designers it shows that you know
building blocks that can be used to build
your way around the internet and will be
further layouts going forward.
able to source your own rom files.
Compared to some of the layouts that
If you are still stuck, ask for whatever you
exist your layout may appear to be a little
are looking for at one of the popular fruit
“basic”. This is fine as the is simply
machine sites.
teaching you the basics of MFME. As it is
often said, you only really learn how to A typical rom set will look like the
drive a car when you are on the road alone following.
after you have passed your test.
Consider this tutorial the driving
instruction for MFME.
The layout we are going to build is for a Example Rom Set
game by BFM called Bar Sevens. This can easily be defined as either the S4
We will go through the following steps in or S5 technology by the names of the of
the building of this game. files. The files with the extensions of .LO
and .HI are the game files while the .BIN
1. Resources extension is the sound file.
2. Launching MFME
3. EDIT Mode There is no real tutorial on what files
4. Basic Components belong to what games as this gets a lot
5. Rom Set Loading harder to understand on other
6. Basic Game Setup technologies where rom sets may have
7. Saving Progress been dumped by others or the extension
8. Button Setup simply does not mean anything.
9. Test Mode The purpose of this guide is to teach the
Once these steps are completed the final basics so we are working with a quick win
stage is the presentation in arranging the here and using either an S4 or S5
lamps etc. technology.

There are further things to do that include


meter setup, this is out of scope for basic
layout design as the purpose of this is to
teach the tools and how to use the editor
within MFME.
It is not needed, but recommend that you Launching MFME
should also get a reference picture of the
machine. A quick search on Google found
the following. In this guide we set the preferences of
MFME to launch in game manager when it
opens as detailed earlier during the
introduction.
Assuming you have changed the settings
as shown, when you launch the emulator
you will enter the Game Manager.

MFME Game Manager


This is the front end to allow you to launch
Machine Reference Picture fruit machine layouts. It can be enabled
and disabled from launch by checking the
This is the machine that we are going to
Start in Manager in Preferences.
build.
Clicking on Exit will exit the manager and
As a point of note this is actually a very old
take you into the main MFME screen.
picture but our rom set is fairly new.
This means that the technology for this
was not originally an S4 technology
machine but it was a rebuild of the
machine shown above, albeit in a newer
cabinet and internals.
For this lesson, it is the glass and features
and we are using it as a simple point of
reference as it is close to the original.
Only experience will teach you this but
fruit machines and the manufactures have
been known to rebuild machines over time
and you often get new versions of MFME Main Screen
machines from the past of clones of This screen will be where you spend a
machines with simply a name change. majority of your time in MFME and when
designing, should be considered a blank
canvas for your forthcoming works of art.
EDIT Mode As this guide progress and it is a living
document, items from the menu bar will
be detailed saying Design / Check
To enter the edit mode of MFME, use Fonts.
CTRL+E or click Design / Edit Mode
from the menu bar. If you need to use the mouse for right
clicking to activate a menu, it will be
shown as RC / Buttons / Button. Note
that this will always assume that you are
in EDIT Mode, remember that the meter
bar will be red.

MFME Edit Mode Finally, keyboard short cuts will simply say
CTRL+E. During the basic layout creation
The emulator shows that you the editor is don’t expect too many keyboard
running by the change in colour to the shortcuts.
Meter Panel as above.
There will also be times that you want to
The only time you will not see this edit a selected component on the canvas
indication is if you are running you have such as a reel. You do this by right clicking
toggled the Meter Panel off which is done on it which gives you a properties menu of
by using F9. the component as per below.
Most of the functionality of edit mode will
be done by right clicking on the canvas
and selecting what you would like to do
using the mouse.

Component Editor
The first layout has the options shown
above. If you then select properties from
the menu you will then be able to edit
further options of the individual item. This
will be covered in more depth later and
referenced along the lines of Edit
Component.
MFME Editor Options
Basic Components Now is the time to setup the basic
components as just identified.

You are about to load your first rom set While in edit mode on the blank canvas,
within MFME. The best thing to do is do the following.
ensure you have a few components on the RC / Reels / Reel x 3.
canvas to ensure the machine is working.
You screen should look like the below.
Take a look again at the picture of the
machine from resource screen.

Three Reels Added


The reels are blank, so it’s time to add a
few symbols to them. MFME will never
know what should be on what reel, but you
can apply a set of numbers to them. This
is done via the Reel Editor.
Design / Reel Symbol Editor will bring
up the reel editor.

Machine Reference Picture Once this is open, from the windows that
is now in focus Edit / Default and then
We can be certain that it has the following click on Apply on the bottom right of the
requirements. window. You can now close this window.
 Reels
 Lamps
 Buttons
 Alpha
In order to be certain the rom set is
working, you need to see some fruit
machine like behaviour when you load the
rom set. Reels with Default Symbols
We should now add some lamps to our
blank layout.
RC / Lamps / Lamp Matrix ( All )

Lamps Added
You can now see the lamps along with the
reels with their recently added reel
symbols. Each lamp is a different number.
CTRL+T will toggle the lamp numbers on
and off.
Moving down the list, we have buttons and
the alpha to add.
RC / Buttons / Button Matrix ( BFM )
RC / Alpha Displays / BFM Dot Matrix
Your layout should now look like the
following. This is now ready and prepped
to load the rom set into.

Basic Layout Setup


Rom Set Loading Configure the rom loader as shown below
and then hit start, before closing the
window.
You can now load the rom set into the
layout. To do this, you will use the Rom
Loader. It is recommended to set the
Game Path for ease of use.
Design / Rom Loader

Configured Rom Loader


You should then see an output as per
below.

Rom Loader
For the game we are looking to do we will
only need to add the program roms which
is the brains behind the game you will be
playing and the sound rom which speaks
for itself.
Once this is done, the Platform will need
to be selected which is the technology that
the rom has been written for.
When everything is selected, you can then
hit start.
Running Emulation
The X by each rom area deletes the rom
Congratulations, you now have your first
while the arrows change the rom load
rom running in the most basic of forms.
order.
Basic Game Setup Change the Data Pak settings to the
below.

Each technology within the emulator has For the moment, don’t worry about what
its own configuration screen. This is these are doing we are simply building the
where you set machine options and first layout. Generally, most layouts will
customise rom sets for stake and prizes. have Data Pak set to “No”. The roms that
were used for this tutorial required it set
The SCORPION4 configuration screen for to “Yes” for use.
our layout is shown below.
This is accessed by clicking on
Configuration from the menu bar.

Data Pak Settings


Now change the switches to the following.

Switch Settings
Configuration Screen These are known switches for this rom
that replicated the detailed function of the
There is a lot to take on here. The best
machine. They can be found in test mode
thing to do is look at other layouts that
as during the switch test functionality by
have been made by others for an idea of
pushing buttons and noting what is
what is going on. For us, we will focus on
displayed in the alpha.
what is important for our settings.
Please ensure you find and add all the
The first thing we need to do is set the
relevant switches for a particular machine
Stake / Prize for this machine. This should
for consistency reasons so the user can
be done in this configuration screen with
open the door and enter test etc.
the Service Door open.
Take a look at existing layouts that are
To open the Service Door of the machine,
currently produced for MFME will give you
click on the S Door checkbox on the meter
an idea of how these work as well. This
panel.
guide is to simply get you using the tools
and exploring.
Note that it may be possible that you don’t
need to configure switches as most techs
Open Service Door have a default set of switches for common
configurations, so the above may not
With the service door open, change the apply in most roms but worth knowing.
Stake / Prize to the following settings.
The basic configuration of your machine is
now completed.

Stake / Prize Settings


Saving Progress Button Setup

You should now save your progress. Modern games like this have the ability to
enter test mode to now configure the
You need to save both the .fml file and the
layout.
.gam file. It is best to save these in the
same directory that your rom files are The first thing you need to do is figure out
present. what buttons control the game from a
generic button point of view.
Design / Layout Game / Save Layout
To do this, we should play a basic game.
Design / Layout Game / Save Game
For this you are going to have to setup a
Your layout directory will now look like the coin input button.
following.
RC / Buttons / Button
Try to follow best practices of saving the
This will create a new button numbered 5.
layout file first and then the game file.
Hover your cursor over the component
In the example below the layout was and select.
called mfmeguide.fml and the game is
RC / Properties
called mfmeguide.gam.
Edit the properties of the button as below.

Layout Directory

Button Properties
You have configured a shortcut of 0 for
this button and it will credit the machine
with £1 when either the shortcut or button
is clicked on.
Now you can play credits in the machine, Test Mode
you should be in a position to work out the
buttons for gameplay as you can now
physically play the game. You should now enter test mode on your
machine to configure further items.
You do this by inserting the money and
simply playing – press and work your way As before, enter service mode and ensure
through the buttons. you have no credits in the machine if any
are shown by playing them.
The end result should look like below.

Service Door Open


With no credits, press Test on the meter
panel and the alpha will change to this.

Entering Test Mode


Press Cancel until it says 2.1 Reels 1.
Press Start and the reels will spin and it
will then say 2.1 Sync Position.
Hold buttons 1 – 3 will move each reel, it
seems that the reels not lining up correctly
before are due to these reels each have 12
reel symbols on.
On each of the reels, while in edit mode
hold the mouse above each reel and do the
following.
Sorted Buttons
RC / Properties
You should have noticed in gameplay that
Change the reel stops to 12 and click
the reels do not align up correctly – there
Apply. With this done, all reel issues
is something wrong with them. Perhaps
should be gone.
they don’t have the standard 16 reel
symbols on this – this will need to be
checked now you have sorted out the
buttons.
Button names are edited the same way
you modified the 5 button used for credits,
but you change the name in the text box
on the bottom right hand side of the
properties panel.
You must now add the details to each reel Press start to exit the reel settings and
position. For this layout we will not use using Cancel, navigate until you get to the
symbols, but rather text – this is again just 4.1 Inputs section.
teaching you how to use the tools.
Press Start.
Design / Reel Symbol Editor
On the yellow lamps you will see a single
With this loaded, we drag a white square flashing lamp, this is Start.
from the Scratch column and drop it in
While in edit mode, hover the mouse
Preview Image.
above this lamp and press and hold down
In the Add Text field we type in what the CTRL while moving it above the Start
symbol is and click Add. It places that text button. Then release CTRL.
on the Preview Image.
The Start button is now flashing.
From here we drag the Preview Image to
For every button that you have text on
the reel positon that is relevant and click
that was previously setup press. It will
Apply.
light a lamp on the lamp matrix, repeat
With the editor we then push the Hold this process.
button to step the reel and repeat the
Again press Start to exit this move.
process with each number that is on the
winline. Navigate to 3.2 Lamps and press Start
and then press AutoPlay to stop them
flashing.
Press Hold 3 to step each lamp in turn.
For every lamp, hover the mouse above it
and RC / Properties and change the text
in the bottom right hand box to what it
says in the Alpha. You may need to figure
out what it’s trying to say as it can be
abbreviated.
With all the lamps sorted, you are now in
the position to close the Service Door and
Reel Symbol Editor in Use
reboot the machine CTRL+R.
When complete we have a fully set of reel
symbols.

Completed Reel Symbols


Presentation How to arrange the layout completely is
down to you as an individual but what you
have done is created a very crude, but
Assuming everything went to plan, you will functional layout that you can build your
be left with a screen that looks something skills on.
like this.
There is still so much that is not covered,
but this is to get the wheel rolling on what
will hopefully be a long and exciting layout
designing phase of your life.
For example, actual reel symbols have not
been used, meters have not been setup
and reel lamps have not been applied.
The hardest part is learning how to use the
editor and the work that goes into this.
This layout was helpful in test menu. On
some of the older techs there was no
information at all and a lot was done
during gameplay alone.
Basic Sorted Layout
All that is left to do here is delete the
components that are not needed.

Layout with Sorted Components Ready to be Arranged


Part II – Beyond the Basics
Buttons – Dual Bulbs

Some fruit machine technologies facilitate


dual bulbs on the physical machine
buttons.
A typical example of this is IMPACT
technology. In some cases, the second
and third Hold buttons also had lamp for
the Hi and Lo feature of the game which
was independent of the basic hold feature.
It's not often used, but in cases where it
exists MFME supports dual lamped
buttons.
This is how to set it up with an example of
what they look like.

Hold Button Configuration


DIP Switches You can now configure the DIP switch label
to whatever you need to.

DIP switches as shown below can be used When you hover the cursor over it, it will
to set the configuration option for games show its name.
as shown below. Below is DIP 1:1 labelled as “Test”.
This is great for the designer, but what if
it is a setting a user may want to change
themselves ?

Example DIP Switch

General DIP Switch Settings


MFME has the facility to allow you to label
them.
To configure the label, while in edit mode,
right click on the DIP switch you wish to
label to bring up the menu.

DIP Switch Menu


DX – Enhanced Graphics Let's take a look at this board again after
some work has gone into this.

Looking through the history of MFME,


some layouts will show that the lamps
have simply been brightened on layouts
which has an unnatural looking effect.
One example is below.

Adjusted Layout
This looks better now and more effort has
gone into this - but it only took an extra
two minutes to do.
This was achieved in two minutes by doing
Only Background Brightness Increased the following to each lamp where you
wanted the effect.
You can clearly see thee off colour of the
layout and these lamps have just had their To do this, go into Properties of the lamp,
brightness and contrast altered to fix. right click on the empty mask field and
select Default and then finally Apply.

Adjusting The Lamps


Game Manager – Cabinet and Flyers

The game manager is a really powerful tool and can make your MFME layout setup looking
pretty damn stunning with its Cabinet tab and Flyer tab.
To use it, make sure that your directory Once this is done in Game Manager
structure is setup as below where MFME highlight the game you want to add a
runs from. This included Cabinets, picture for and on the internet find any
DefaultMasks, DefaultSounds and the picture you want and simply drag it on to
Flyers directory. Cabinet of Flyer panel.
Below shows this in action from a random
machine on eBay that we will pretend was
Spice It Up being dragged into the cabinet
panel that will then automatically save the
picture within Cabinets.
As a side note, to add pictures into the
Game panel, simply press F8 when the
game is running. When running you will
MFME Default Directory not see the picture as that shows a
running view of the game but when the
Once this is done in Game Manager
game is not running, you will see your
highlight the game you want to add a
picture.
picture for and on the internet find any
picture you want and simply drag it on to
Cabinet of Flyer panel.

Dragging a Picture from eBay into the Cabinet Panel


Game Manager – Database Entry

The below screen shows the Game Manager, take a look at the bottom panel for the
game entry.

Here you will see lots of details about the To complete this is very easy, from the
game. game manager go to Add / Edit Notes
and the screen pops up as below, click
Ideally all layout releases should have this
Save when done.
filled out. This creates a .DB file within the
released game as shown below that the
game manager reads from.

Example Database File


This is shown above for the entry at 17:41. Game Manager Database Entry

It is a very small file, but when filled out


offers the icing on the cake when viewed
as above.
Lamps – Merging Lamps Rather than do this by going into the
Properties of each lamp, you can do this in
about 20 seconds for the entire row while
Let's look at the below example of two sets on the main editor screen with the
of lamps, the yellow row at the bottom is following key.
the primary lamp and the unlit lamps are
the red super features. Hold the CTRL key down while dragging
the source lamp to the destination lamp as
shown, note that your key maybe not this
size depending on your keyboard.

Lamps before Merging


The goal is to merge the lamps so they
look like this. Demonstration of Lamp Merging
The mouse pointer will change to the
following icon to indicate that the lamp has
been "grabbed".

Example of Merged Lamps


This would make the lamp properties look
like below. Grabbed Lamp Symbol
Using this method, you can quickly setup
multi lamps.
If there is text on them such as some of
the Barcrest's where the red trail lamps
can have different names, you have to
manually edit those details on the right
text box for the lamps. In cases such as
this, it is highly recommended that you
have NO TEXT in the "Off" lamp and put
the right text on the "On1" and "On2"
lamps.
Example of Merged Lamp Properties
Meter Setup – Meter / Triac The below shows a machine setup that will
accept coins, but the wins could be in
tokens or coins.
Generic meters on MFME are a case of
getting the right in and out combination,
note that there is a difference between
these and SEC meters that are covered
later.
Most machines simply have the meters to
count the inbound and outbound coins.
These are generally easy to find as in the
example below.

Meter Example #2
This is the value of the pound. Most
machines would be set to x1 and show a
pound inputted into the machine as 10 or
payed out as 10.
If during testing you are seeing this value
as 1 for either of the inbound our outbound
meters, change the setting to x10.
Meter Example #1 Meters can usually be determined by
Ensure that you know your machine and watching the Diag / Misc messages for
define the correct settings which can only meter activity.
be confirmed by testing. Meter 01 is meter 1
There are also Triac settings, instead of Meter 02 is meter 2
Meter values it will have a Triac value.
Meter 04 is meter 3
Not every game is the same. Some games
have multiple meters for different type of Meter 08 is meter 4
input and or output, for example coin and Meter 10 is meter 5
token.
Meter 20 is meter 6
The key with getting meter settings is test,
test and test. Meter 40 is meter 7

The values to the right of the meter Meter 80 is meter 8


settings indicate the multiplication value When everything is setup and working as
of the meter – this is different from it should be, it is perfect practice to save
machine to machine but generally is x1 or the layout and do a Clear RAM so that
x10. everything is setup fresh and the meter
values will be reset.
Meter Setup – SEC The final one is for a machine that has the
WINS option shown here as SEC14. In
This section offers a few tips with some this case it is simply VTP in and WINS
examples on SEC meter setup. out.

To get this right, it assumes that a ram


clear has been done and the machines in
question have a note acceptor.
The below screen shows a game with a lot
of SEC values, the only ones that matter
are the VTP, CASH IN and CASHOUT.
Note the minus value for one of the out
meters. This does look a little odd, but if
you are concerned about meters it will be
100% correct on the overall stats and this
is assuming that the machine has a note
acceptor and you can transfer money.

Sec Meter Example #2


The values to the right of the meter
settings indicate the multiplication value
of the meter – this is different from
machine to machine but generally is x1 as
most machines use 10p units for the
meters so use a multiplier of x1 is
sufficient.
In some cases, the correct setting may
need to be set to x10.
If during testing you are seeing this value
as 1 for either of the inbound our outbound
Sec Meter Example #1 meters, change the setting to x10.
When everything is setup and working as
it should be, it is perfect practice to save
the layout and do a Clear RAM so that
everything is setup fresh and the meter
values will represent a true showing of
what coinage the machine has taken.
Setup – Percentage and Rom Version Configuration

Some of you like me, maybe a little obsessed about getting the game manager 100%
correct, here is a snapshot of mine.

Game Manager Screen showing Rom Version Numbers


You will note that the green circle just has a - entry in it. For this I am using the Version
filed within the configuration panel to show the rom number.
Also, during play there are times as shown on the blue circle below where the Drift is
not working on some games, this is because the %'age is not shown.

Running Game with Correct Drift Value Shown

This is very easy to fix on most games by


checking the diagnostics of the game that
you want to run.
This information is displayed at boot up of
the game.
With the game loaded click on Diag and
then select DataPak checkboxes.
Press CTRL+R to reboot the running
game and you should see values as shown
on the screen to the right.

MFME Diagnostics Panel


Complete these as shown in the configuration screen below assuming you choose to use
the version number field for the rom version, then your drift and version numbers should
be correct for the layout.

Game Configuration Screen with Percentage and Rom Set Version Configured
Appendixes
Terminology

Dump
The method of taking a physical fruit machine
and dumping the game and/or sound Eproms to
a file that can be used by MFME or programmed
to a blank set of Eproms.

Layout
The visuals that bring the emulation of a rom set
to life.

This comprises of a .GAM file that has settings


and a .FML file which is the presentation of the
fruit machine layout.

Over times, MFME has evolved and the fruit


machine layout file has previously been known
as a .RES and a .DAT file.

Rom Set
The game and sound rom files that form part of
a layout.

Technology
Fruit Machines use proprietary hardware which is
often referred to as the Tech/Technology.

ROMs for one "tech" are not compatible with


another "tech"

Some typical technologies IMPACT, MPU3, MPU4,


SCORPION4, SCORPION5 and SYS85.

MFME emulator supports all of these and more.


DIP Switches and Software Options – Common

Settings that may prove useful during layout design.

SCORPION4
SW01 SW09 OFF Single Coin Entry Disabled
1.1 2.1 ON Single Coin Entry Enabled
SW02 SW10 OFF Transfer £2
1.2 2.2 ON Transfer £5
SW03 SW11
1.3 2.3
SW04 OFF Attract Mode Subdued Off SW12
1.4 ON Attract Mode Subdued On 2.4
SW05 SW13
1.5 2.5
SW06 OFF Full Refill Menu Disabled SW14
1.6 ON Full Refill Menu Enabled 2.6
SW07 SW15
1.7 2.7
SW08 OFF No Note Acceptor Fitted SW16
1.8 ON Note Acceptor Fitted 2.8

MPU5 Software Options


S Standard Version
T Test Version
B Bingo Hall Version ( High Token % / Cash Refill )
A Gala Version
R Top Rank Bingo Version
K Arcade Version
C All Cash Version
D Version with Datapak Interface Option Active
Y Percentage Key Operation Enabled
H Scrolling Message Version
MFME Keyboard Shortcuts

F1 Normal Mode Borderless


F2 Normal Mode Borderless Maximised
F3 Normal Mode Borderless Maximised Full Screen
F4 Normal Mode Game Manager Toggle
F5 Normal Mode Original Layout Window Size
F6 Normal Mode Load Random Game
F7 Normal Mode Quick Save
F8 Normal Mode Screenshot ( shown within Game Manager )
F9 Normal Mode Toggle Meter Panel
F10 Normal Mode Switch Reel View
F11 Normal Mode Profit / Loss Meter Toggle
F12 Normal Mode Long Term / Short Term Meter Toggle

CTRL+A Normal Mode Add Game to Game Manager


CTRL+E Normal Mode Enter / Exit Edit Mode
CTRL+M Normal Mode Mute / Unmute Toggle
CTRL+P Normal Mode Pause and Enter Edit Mode
CTRL+R Normal Mode Reset Game
CTRL+S Normal Mode Snapshot RAM
CTRL+Q Normal Mode Quit
CTRL+W Normal Mode Clear Read-Only Flag

Esc Normal Mode Return to Normal Mode / Exit Program

CTRL Editor Mode Hold while dragging component to another


CTRL+G Editor Mode Design grid toggle
CTRL+L Editor Mode Lamp edit mode toggle
CTRL+T Editor Mode Lamp number toggle
CTRL+C Editor Mode Copy component
CTRL+V Editor Mode Paste component
CTRL+X Editor Mode Cut component
CTRL+Z Editor Mode Undo Last Delete
Page Up Editor Mode Zoom in
Page Down Editor Mode Zoom out
Shift Cursor Editor Mode Move a single component pixel by Pixel

CTRL+A Game Manager Add current game to list


CTRL+F Game Manager Find a game displayed in the list
CTRL+G Game Manager Select the running game
CTRL+N Game Manager Find next
CTRL+P Game Manager Find previous
Fruit Machine Sites

The www.fruitemu.co.uk Home of Wizard, the creator of MFME.


MPU Mecca Legendary site where people enjoy restoring
old slot machines as well as a little emulation.
Desert Island www.desertislandfruits.com Run by Reg, the author of this guide. A
Fruits member of the scene from day one and still
active layout designer. Sign up required to
download the layouts.
Fruit-Emu www.fruit-emu.com One of the surviving FME sites from the past.
A great place for layout downloads.
DX’CELLENT www.dxcellent.com Run by Pook, a fantastic designer of DX
layouts. Also a member of the scene from the
very early days and active layout designer.
DADSFME dadsfme.co.uk Run by DAD who has a secret love for bingo
type machines. This site has layout but you
must sign up to download them. Worth doing
as unlike Desert Island Fruits, it has no portal
and there are hidden layouts you may not see.
Triple 7 supremesolutionsuk.co.uk/t7heaven Run by Fruitbash. Great site to talk about all
Heaven things Triple 7 related.
Jackpotty jackpottyforums.co.uk A little gem of a community that likes to talk
Forums about real machines.
Reels of Fun reelsoffun.co.uk Run by SteveP who was the original layout
designer when MFME used to be called Fruit
and it only did classic layouts. Here he offers
simulations of homemade machines he has
designed.
Change Log

Version Date Details


1.00 26/05/17 Initial version.
1.01 27/05/17 Keyboard shortcuts added.
Fruit machine websites added.
1.02 28/05/17 Various sections in Beyond the Basics added.
Basic formatting tidied up within document.
1.03 28/05/17 All relevant articles from Desert Island Fruits added.
1.04 15/06/17 MPU5 software options added.
1.05 16/06/17 Minor updates before first release.

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