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Showing content with the highest reputation on 11/25/23 in all areas

  1. Have worked at this on and off for the last week. I'm pleased to say Its done 🙂 Different to the spacial series as this one has the Jackpot tune built in to the roulette code. The changes include: Removed the checksum from the roms Removed the £5 gamble limit on the roulette game Re introduced a limit of £100 Kept the existing functionality to play the jackpot tune Auto collect when the pot is > £100 After collect to reset the max win to £100 Here's a screen recording of it working: I'll upload the rom files later along with the changes made.
    3 points
  2. Here are the changes that I made to the code after the Checksum removal. By using the MFME in debug mode I found that the following ram addresses: M008D = Triggered when Jackpot is achieved M0085 = Gamble pot tens in decimal M0086 = Gamble pot units in decimal M008E = Current gamble pot in HEX This is the area of code that sets the auto collect variables on the roulette gamble. i.e. #$3C = 60 which is £6, #$FA = 250 which is £25, #$32 = 50 which is £5. These are activated at different gamble levels. Simplified the code to raise the limit and then to use the ram address M0085 which is the gamble pot in tens, this will trigger a jackpot and auto collect when the tens address reads below 20 which equates to below £200. This ram address is normally set to FF and then when there is a £10 win its set to F1, £50 is F5 and then £100 is 10. When M0085 is less than 20, then the code triggers the Jump command to a new address #7ED1. I moved some of the code from #6A67 to make room for the JMP command. Next step is to force the limit of the win payout to no more than £100 to limit the payout to the capability of the cash tubes. There is a possibility for the gamble to be £90 x 2 so we need to reset the pot to £100. We also need to find space to insert the new code. Here is a place where there are unused ram addresses. The new code is inserted at #7ED1 where we load the value of 10 in to the accumulator A and the set it back to M0085 to set the tens back to 10. Then we load the value of 00 in to the accumulator A and the set it back to M0086 to set the units back to 00. Then to execute the commands that we moved from the previous ram address of #6A67 I attach a copy of the updated assembly code. In the zip file there are standard and updated £100 dumps. The code has been tested on the emulator and works fine, next step is to burn to eproms and try in a machine. Cabaret 100 Updated Roms.zip d16_No Limit_Modified.rtf
    2 points
  3. 1 point
  4. Picked this up today so hope to have it running shortly. It'll fit in nicely with my High kicker, Nudge gambler and Ten up.
    1 point
  5. Robotron 🤤🤤🤤lovely 👌👌👌👌
    1 point
  6. Nothing simple or sweet about Robotron. It was like a bad acid trip!
    1 point
  7. Yes that does look good, I rarely see anything like this available - always fancied a super nudge gambler as it was one I used to play many many years ago on holiday in the Bowgie Inn Newquay in the days when no one blinked at a ten year olds playing these machines lol After a quick loss on that one it was onto Defender and Robotron in the games room - life was simple & sweet then (rose tinted glasses firmly in place)
    1 point
  8. Excellent work Ed .never thought I'd see it done 👍👍
    1 point
  9. 1 point
  10. Another Louth Coin conversion! The artwork is always interesting on these. I've not seen this one before. Would it have been a 10-up originally?
    1 point
  11. MPU3 Checksum Removal Found that the Cabaret 100 rom set had the checksum code in place that blocked any changes. Reviewed at the Line Up code and the solution applied and looked for a similar sequence in the Cabaret dump. Here is the Line Up code and the solution for the checksum bypass was to remove the JSR Z7081 line by changing the bytes in the HEX file from BD 70 81 to 4F 4F 4F The Cabaret 100 the code looks like this: In particular I looked for the STA MA000 and LDB #$03 commands, the sub routine addresses are different due to the different size of the files and different content. To remove the JSR Z75AB line to bypass the checksum routine, this is done by editing the code and changing the BD 75 AB to 4F 4F 4F as the Line Up. This was saved and ran up fine in the emulator and now allows changes to the code and doesn't hang on boot up. Out of interest I enclose a copy of the Line Up and Cabaret 100 disassembled code. Thanks to @Road Runnerfor the original shared solution for the Super Line Up. lineup.rtf d16_2.rtf
    1 point
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