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JPeMu to MFME 2.0 Conversion Guide

This is a discussion on JPeMu to MFME 2.0 Conversion Guide within the Knowledge Base forums, part of the Knowledge Centre category; Fruit Emu Knowledge Base Article - 10030 Guide to convert a JPeMu layout to MFME 2.0 Written by Hurtand165 ** If ...


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Old 05-05-2005, 10:07 PM   #1 (permalink)
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Default JPeMu to MFME 2.0 Conversion Guide

Fruit Emu Knowledge Base Article - 10030


Guide to convert a JPeMu layout to MFME 2.0

Written by Hurtand165




** If you are going to attempt to convert an existing JPeMu layout please ask the original author for permission **



To start with you need to make 3 empty folders (just to keep things simple), name one of them reels, one of them lamps and the other MFME layout.

Put the ROM’s for the layout in the MFME layout folder.


Next you need to open the JPeMu layout to be converted in JPeMu 2.50.

Now click Design > Design Mode, the bar should turn red.

Next click Edit > Graphic Lamps > Export Lamps, it will now ask you where you want to save your lamps, pick the lamps folder you created earlier and click ok. All of the on lamps and the background image have now been saved to that folder.


Now you need to extract the reel images.

Go to Design > Reel Editor and click the image that looks like a floppy disc, it will once again ask you for a location to export the images. This time you need to pick the folder you called reels, add some sort of file name and click ok.


For now you are finished with JPeMu so you can close it down.


You are now ready to load everything into MFME 2.0


First you need to open MFME 2.0 and enter design mode by clicking Design > Edit mode.

Now right click anywhere on the MFME window and add 4 reels (or as many as the layout will use), an alpha display and anything else the layout needs.

Next right click again and click Properties then click the large box labelled bitmap, find the folder called lamps that you made earlier and click the file called background, now press ok, click apply. You should now have the picture of the machine loaded up.

Now click Design > Lamp Images > Import On Lamp Images, find the folder called lamps again and select all the image files apart from the one called background and click ok. All of your on lamps are now loaded.

Click Design > Lamp Images > Extract Off Lamp Images, all your lamps will now have both an on and an off state.

To finish off the lamps you need to click Design > Lamp Images > Mask Off Images, that will transfer the transparency from the on lamps to the off lamps.


On to the reels.


Click Design > Reel Editor, now click File > Load Images, find the folder called reels you made earlier and select all of the image files, click open, your reels will now be visible from the reel editor. Now click apply from the bottom right of the editor and then close the editor, your reel images should now be applied to your reels.


Now you are ready to load the ROM’s.


Click Design > ROM > Load IMPACT ROM, now find the ROM’s you put in the MFME layout folder earlier, select the program ROM’s and click open.

Now click Design > Sound > Load IMPACT sound ROM, find the sound ROM and click open.


You will need to go to Configuration and raise the speed so the machine actually runs, once you have done that you will probably hear an alarm go off, it just means you have to set it up.

Check the b door box and go back to the Configurations menu, now in the stake/prize section select the stake, prize and percentage that the layout was set to in JPeMu from the drop downs.

You may also want to set the hopper and meter settings while you are in the configurations menu.


Finally you need to do the finishing touches.


You will need to re-open JPeMu to get the button numbers, and then apply them to your buttons in MFME.

You will need to position the reels and alpha in the correct place.

And you will probably need to colour the reel openings on your background so you can set reel background in MFME.

Now all you will need to do is save the layout and game file.


I am sure you are capable of doing those things so I will not explain those to you.



I hope this guide was of some use to you.


Hurtand165



__________________________________


The information in this article applies to:
MFME 2.0
JPeMu 2.50
Last Reviewed: 05\05\2005 (1.0)
Keywords: KB10030

Last edited by hurtand165; 05-05-2005 at 10:16 PM.
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