Well, Christmas is now on the way so I guess I should give a little update on the FMEF front.
First of all a quick note on performance...
FMEF uses Vb, which is an inherently slow performing language when compiled. DirectX 8 has been implemented to run the graphics as the normal windows api calls are far too slow to deal with the frames per second required to run the emu smoothly.
To this end, unlike MFME, JPeMu, BFMulator, and AGEMAME, FMEF relies quite heavily on graphics hardware. The advantage of this, is it makes VB fast enough to run an emulator in, which, by itself is quite an achievment.
Anyway the upshot of this, the better machine you have, the better it will run and look. Whereas with other emulators the cpu speed is important, in this both cpu speed and graphics hardware is important.
I apologise for this, but I can't compile C++ properly, and my skills with it are rusty at best.
I have included a "Lite Mode" to get a bit of speed for those of you with slower PC's. The lamping does suffer slightly, but it is playable.
When MFME first came out, people with better pc's had a definate advantage. With the progress of PC technology you can take it for granted that the emulators will run at full speed now.
So, to sum up. I'm sorry about this, the only thing I can say is, christmas is coming, maybe ask for a dual core and a slightly modern gfx card.
The development machine is an AMD Dual core running @ 3GHz and an ATi HD3870 GFx card. The test machine is an AMD 3000+ with ATi HD2600.
The test machine runs it at normal speed but it does use lite mode to get a smoothness to it.
If anyone knows of a better VB compiler with some optimisation options, please speak up, I'll only be happy to give it a go.
Right, with the apologies out of the way, and the understanding that FMEF is a bit slow, lets move on to the new and updated stuff. So maybe someone will make a layout for it...
NEW STUFF...
Stability: Something which the first releases lacked in a fairly obvious way is now well on the way to being fixed. Its not 100% non crashable (So its right up there with several commercial games

Firaxis I'm looking at you, please fix Sid Mieirs Railroads)
Now I've been using DirectX for a while I've sussed out where most of the crashes were coming in. I have been able to play the emu and edit in it one several occasions without problems. There are a few fixes still to be done, but they are mostly related to currently unfinished sections, that are still being redied. Talking of those, lets move on.
Sound: Games using sampled sound can now be played in all their glory. Depending on how much time I get between now and release time there may be a small hack involved in this, but if all goes to plan this wont be an issue, so lets not dwell on it and move on.
Games with synthesised sound will still be mute though. Its in hand, but its not there yet. No doubt FMEF 1.2.0 will include this, hopefully.
Also sound related, sound effects for the machines are now in, or going in - things like meters clicking etc. A sound panal to enable or disable these will be included, also volume controls for emulated or mechanical sounds.
Characteriser: Well, uh, at present, this still isnt working. A few attempts have been made, but without success. I'm working on it, and getting help from Magik and System80 where needed. Theres a lot of stuff thats half in and needs completing. I'm no longer adding new stuff, but finishing what I have started. The characteriser will be one of the last things to be done so I can concentrate on it fully without distraction.
As for Crystal and BWB characterisers, not yet, no, sorry.
Extender boards: Not complete yet, but its well in hand and I am sure this will be done by release day. All of the structure is there, I just need to get round to doing the logic for each extender type. All the control is in there though, so its simple enough to add. At the moment something else is taking precedence, as you'll see later...
Other Bits: Theres a lot of small fixes and extra features included in this version. You'll see them when you get to play with it. The graphics bits have been very much played with to make it a bit more fast. Load times at the beginning of the game have been reduced by at least 50%. A new load bar has been added to help discern when the game has crashed rather than still loading. Lots of bug fixes, a few changes to the way layouts work, and the alpha blending has been improved.
Also DirectX7 is no longer used, so those using Vista only need to register the vbdx8.dll, the version 7 is no longer required or used.
Without getting too techy about it all, its just better, in almost every way than the first.
Moving on...
Multiplayer Online Play: Oh yes, I said I wanted to do it, so I did. Currently being worked on frantically to get it ready for a christmas release. A few tests have been made over the net and been successfull. A lot of code still to go in, but its going in fairly quickly. My own encryption has been devised to help prevent cheating.
The way it works, basically, You log in to the FMEF server and you can host your own "Arcade". Its basically a list of machines and layouts that you have in your very own virtual arcade. Other people can log in and play the ram file from the machine and play the machine in the state it was left by the last player. This means that you wont know how well a machine is doing when you play it. You can track your win loss record over time, track the amount your arcade has made you, and try to make a profit over time. Something definately not possible in usual emulators without an emptier because you're always playing from the last state you left it in. And of course over time, the arcades always win.
I'm toying with the idea of having virtual credits so to add machines to your arcade you have to "buy" them, and try to make a lot of money. Maybe the option to buy features later in the game to enhance your arcade and maybe attract more people to it. I think this would be quite fun, anyone else?
So there you have it, the new awesome FMEF 1.1.0, coming to you soon.
Now, for you're dedication to reading it all, some screenshots.
1. The shiny new logo screen
2. The current online interface, just to give you an idea.
Enjoy. Now say nice things to me, not gonna lie, this takes ages to do and I want rampant discussion about it. So be nice and pander to my self indulgance. hehe.
Guitar.