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MFME For New Designers - V1.05
MFME For New Designers - V1.05
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 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.
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.
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.
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.
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.
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.
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 ?
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.
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.
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.
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
Some of you like me, maybe a little obsessed about getting the game manager 100%
correct, here is a snapshot of mine.
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.
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.
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