mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-20 10:23:16 -05:00
Every bundled flag was checked against the release or the build recipe of the build that reads the file. A libretro core zip holds the core alone: fMSX, Nuance, ep128emu and PCEE2 files the source tree carries are no longer bundled, and blueMSX, ARMSX2, YAPS2, Cemu and Jazz2 entries are split per build. Files the release ships and the profile missed are now bundled (POM2, ZQuest Classic, EmuCoreX, Linux Loader). Platform packages that differ are named: Batocera installs hcl and Hurrican without their data, ROCKNIX ships touchHLE's Liberation Sans fonts only, Batocera and RetroPie install blueMSX's machines beside the core.
672 lines
22 KiB
YAML
672 lines
22 KiB
YAML
emulator: MFME
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type: standalone
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core_classification: embedded_hle
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source: "https://www.desertislandfruits.com/"
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upstream: closed-source
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profiled_date: "2026-08-08"
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core_version: "20.1"
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display_name: "MFME (Fruit Machines)"
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cores:
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- mfme
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- mfme-windows
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systems:
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- fruitmachine
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mode: standalone
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notes: |
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Closed-source Delphi emulator for fruit machine and slot machine hardware,
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written by Chris Wren (Wizard) and distributed as a Windows installer. MFME.exe
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carries FileVersion 20.1.0.0, FileDescription "Multiple Fruit Machine Emulator" and
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copyright "C.J.Wren 1997-2020", and the installer targets Windows 10, defaults to
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C:\MFME\v20 (history.txt:323) and writes HKCU\Software\CJW\MFME. The binary is
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ASPack compressed, imports dinput8, xaudio2_9, d2d1 and d3d11 for input, sound
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and the hardware accelerated scaler added in v19.0 (history.txt:8-9), and holds
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its layout engine in Delphi units around an EasyCompression Library core.
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Development ended with the author's death, and Update.exe, reached from File ->
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Check For Updates (history.txt:235), no longer finds a server. ES-DE calls
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MFME.exe with a .gam path and the working directory set to the emulator
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folder, through find rules MFME and MFME-WINDOWS, and runs
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it under Wine or Proton on Linux; .gam is in the arcade and mame extension
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lists.
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A machine is a folder holding a .gam file, the .fml layout it names and the ROM
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set. The .gam is plain text: a System line naming the tech, DIP switch, reel,
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stake, jackpot, percentage and meter state, a Layout line naming the .fml, a
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Game line, and one ROM line per ROM file. Layouts before v5 used .dat and are
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converted by loading them in v5 or v6 and saving, while v20 loads .fml only. The .fml
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is an AACS container whose password is derived from a four byte seed at the end
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of the file through a mixer, hashed with RIPEMD-128 into a Rijndael key, and
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each chunk is zlib compressed. It holds the Delphi layout stream with every
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bitmap embedded, carries no external file path, and text components name a font
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family rather than a font file. MFME.exe is started with the .gam path as its
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argument (history.txt:271).
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ROM sets are per machine and self contained. Barcrest S4 and S5 sets are .LO and
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.HI program files with a .BIN sound ROM, MPU5 sets are .p1 to .p4, and other
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techs use .hex or .rom members named by the .gam. Fruit machine hardware has no
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system BIOS, so nothing is shared between machines, and sound ROMs belong to the
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machine as well: an S4 game whose sound ROMs are absent still runs and reports
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Wrong Snd Err (history.txt:301). v20.0 added an automatic ROM download for DIF
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legacy layouts (history.txt:293). Ctrl-K resets a game with its alternate ROM
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set (tips.txt).
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Effect samples are the mechanical cabinet sounds MFME plays itself, distinct
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from the game audio the sound ROM produces. Each effect has a fixed filename
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resolved in the game folder first, then DefaultSounds\Custom\<tech>\<cabinet
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style>, then DefaultSounds (DefaultSounds/Readme.txt:78-84), and files are
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opened when required rather than at layout load (history.txt:210-211). A
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preference forces the defaults over the ones a layout selects
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(history.txt:219). The distribution ships Custom folders for 40 techs: ACEVIDEO,
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ADDER5, ASTRASYSA1, BLACKBOX, COINMASTER, ELECTROCOIN, EPOCH, IGTS+, IGTS2000,
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IMPACT, INDER, M1AB, M1VIDEO, MACH2000A, MACH2000E, MACH2000S, MMM, MPS2, MPU2,
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MPU3, MPU4, MPU4PLASMA, MPU4VIDEO, MPU5, PCLMAXI, PHOENIX, PHOENIX2, PLUTO5,
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PROCONN, SCORPION1, SCORPION2, SCORPION4, SCORPION5, SRU, SYS1, SYS5, SYS83,
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SYS85, SYSTEM80 and spACE, with cabinet subfolders Eclipse for ADDER5,
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SCORPION4 and SCORPION5, Elegance for EPOCH, and Genesis for MPU4 and MPU5.
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DefaultSounds/Readme.txt:35-37 lists the electronic token mech effects as
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CoinInToken, CoinInTokenSwitch and CoinInTokenRejected, but the files that ship and
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the entry that introduced them name them TokenIn, TokenInSwitch and
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TokenInRejected (history.txt:80).
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Three shipped directories are enumerated rather than looked up by name and
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therefore expect no particular filename. DefaultBackdrops and DefaultTiles hold
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the images offered as a backdrop or tiled background in the full screen modes,
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picked at random when the preference is set (history.txt:48, 55-56), and ship
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one wallpaper and six tiles. DefaultSounds/MiscSounds holds alternate payout,
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coin and note recordings that a user copies over an effect name. Fonts is
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scanned for the fonts a layout names, so its contents grow with the layouts
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installed.
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files:
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# -- Output hardware library --
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- name: PacDrive32.dll
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system: fruitmachine
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required: true
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bundled: true
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description: "Ultimarc PacDrive, PacLed64 and UltimateIO output library"
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source_ref: "MFME.exe import directory, history.txt:278-279"
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note: >-
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Listed in the MFME.exe import descriptors, so the Windows loader resolves it
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at process start and MFME does not launch when it is absent from the
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application directory. Drives real cabinet lamps, hoppers and meters through
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Ultimarc boards. v20.0 updated the library and added PacLed64 and UltimateIO
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support.
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# -- Fonts, scanned from the Fonts folder beside MFME.exe --
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- name: LITHOGRB.TTF
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system: fruitmachine
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path: "Fonts/LITHOGRB.TTF"
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required: false
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bundled: true
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category: game_data
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description: "Lithograph Bold, the font layouts name for machine text"
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source_ref: "history.txt:38, 309"
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note: >-
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v19.0 moved font loading from installed system fonts to the Fonts folder
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where MFME is located. Layouts store a font family name, not a file: the
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decoded layout stream names Lithograph. A layout whose font is missing shows
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the name in red in the properties screen and renders with a substitute.
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- name: LITHOGRL.TTF
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system: fruitmachine
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path: "Fonts/LITHOGRL.TTF"
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required: false
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bundled: true
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category: game_data
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description: "Lithograph Light, the font layouts name for machine text"
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source_ref: "history.txt:38, 309"
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note: "Same mechanism as LITHOGRB.TTF, the light weight of the same family."
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- name: MFME.ttf
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system: fruitmachine
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path: "Fonts/MFME.ttf"
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required: false
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bundled: true
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category: game_data
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description: "MFME segment and display font"
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source_ref: "history.txt:38, 168"
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note: "Shipped font used by MFME's own displays, updated in v19.5."
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# -- Reel masks, applied when the Default option is selected --
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- name: ReelGradientMask.bmp
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system: fruitmachine
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path: "DefaultMasks/ReelGradientMask.bmp"
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required: false
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bundled: true
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category: game_data
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description: "Reel gradient mask applied to reel bands"
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source_ref: "DefaultMasks/Readme.txt:1"
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note: >-
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Used when the Default option is chosen for the mask in the reel properties
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window. A custom mask stored in the layout replaces it.
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- name: ReelLampMask.bmp
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system: fruitmachine
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path: "DefaultMasks/ReelLampMask.bmp"
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required: false
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bundled: true
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category: game_data
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description: "Reel lamp mask applied to reel bands"
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source_ref: "DefaultMasks/Readme.txt:1"
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note: "Same mechanism as ReelGradientMask.bmp, for the reel lamp overlay."
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# -- Payout solenoid slides --
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- name: 2pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/2pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "2p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:9, history.txt:44"
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- name: 10pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/10pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "10p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:10"
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- name: 20pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/20pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "20p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:11"
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- name: 50pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/50pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "50p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:12"
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- name: PoundSlide.wav
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system: fruitmachine
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path: "DefaultSounds/PoundSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "One pound payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:13"
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- name: TokenSlide.wav
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system: fruitmachine
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path: "DefaultSounds/TokenSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "10p and 20p token payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:14"
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- name: MiscSlide.wav
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system: fruitmachine
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path: "DefaultSounds/MiscSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "Five by 50p slide"
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source_ref: "DefaultSounds/Readme.txt:15"
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# -- Meters and buttons --
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- name: meter.wav
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system: fruitmachine
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path: "DefaultSounds/meter.wav"
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required: false
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bundled: true
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category: game_data
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description: "Electromechanical meter step"
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source_ref: "DefaultSounds/Readme.txt:17"
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note: "Listed as Meter.wav in the readme, shipped as meter.wav."
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- name: ButtonDown.wav
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system: fruitmachine
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path: "DefaultSounds/ButtonDown.wav"
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required: false
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bundled: true
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category: game_data
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description: "Layout button pressed"
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source_ref: "DefaultSounds/Readme.txt:19"
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note: "PROCONN ships its own copy under DefaultSounds/Custom/PROCONN/."
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- name: ButtonUp.wav
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system: fruitmachine
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path: "DefaultSounds/ButtonUp.wav"
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required: false
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bundled: true
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category: game_data
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description: "Layout button released"
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source_ref: "DefaultSounds/Readme.txt:20"
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note: "PROCONN ships its own copy under DefaultSounds/Custom/PROCONN/."
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# -- Hoppers --
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- name: HopperMotor1.wav
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system: fruitmachine
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path: "DefaultSounds/HopperMotor1.wav"
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required: false
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bundled: true
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category: game_data
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description: "Hopper 1 motor running"
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source_ref: "DefaultSounds/Readme.txt:22"
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note: >-
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Cabinet specific copies ship under DefaultSounds/Custom/ for ADDER5/Eclipse,
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EPOCH/Elegance, MPU4/Genesis, MPU5/Genesis, SCORPION4/Eclipse and
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SCORPION5/Eclipse.
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- name: HopperCoin1.wav
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system: fruitmachine
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path: "DefaultSounds/HopperCoin1.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin paid out from hopper 1"
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source_ref: "DefaultSounds/Readme.txt:23"
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note: "Same cabinet specific copies as HopperMotor1.wav."
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- name: HopperMotor2.wav
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system: fruitmachine
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path: "DefaultSounds/HopperMotor2.wav"
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required: false
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bundled: true
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category: game_data
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description: "Hopper 2 motor running"
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source_ref: "DefaultSounds/Readme.txt:24"
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note: "Same cabinet specific copies as HopperMotor1.wav."
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- name: HopperCoin2.wav
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system: fruitmachine
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path: "DefaultSounds/HopperCoin2.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin paid out from hopper 2"
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source_ref: "DefaultSounds/Readme.txt:25"
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note: >-
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Same cabinet specific copies as HopperMotor1.wav, plus an alternate in
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DefaultSounds/MiscSounds/.
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# -- Note acceptor --
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- name: NoteIn.wav
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system: fruitmachine
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path: "DefaultSounds/NoteIn.wav"
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required: false
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bundled: true
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category: game_data
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description: "Note inserted into the note acceptor"
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source_ref: "DefaultSounds/Readme.txt:27"
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- name: NoteInReject.wav
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system: fruitmachine
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path: "DefaultSounds/NoteInReject.wav"
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required: false
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bundled: true
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category: game_data
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description: "Note rejected by the note acceptor"
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source_ref: "DefaultSounds/Readme.txt:28"
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- name: NoteInStack.wav
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system: fruitmachine
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path: "DefaultSounds/NoteInStack.wav"
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required: false
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bundled: true
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category: game_data
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description: "Note accepted and sent to the stacker"
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source_ref: "DefaultSounds/Readme.txt:29"
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# -- Roll down electronic coin mech --
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- name: CoinIn.wav
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system: fruitmachine
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path: "DefaultSounds/CoinIn.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin inserted into a roll down electronic mech"
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source_ref: "DefaultSounds/Readme.txt:31"
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- name: CoinInSwitch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInSwitch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin accepted by the mech"
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source_ref: "DefaultSounds/Readme.txt:32"
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- name: CoinInRejected.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInRejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin rejected by the mech into the payout tray"
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source_ref: "DefaultSounds/Readme.txt:33"
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- name: TokenIn.wav
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system: fruitmachine
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path: "DefaultSounds/TokenIn.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token inserted into an electronic token mech"
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source_ref: "history.txt:80, DefaultSounds/Readme.txt:35"
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- name: TokenInSwitch.wav
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system: fruitmachine
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path: "DefaultSounds/TokenInSwitch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token accepted by an electronic token mech"
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source_ref: "history.txt:80, DefaultSounds/Readme.txt:36"
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- name: TokenInRejected.wav
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system: fruitmachine
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path: "DefaultSounds/TokenInRejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token rejected by an electronic token mech"
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source_ref: "history.txt:80, DefaultSounds/Readme.txt:37"
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# -- S1 and S10 mechs --
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- name: CoinInS1.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin inserted in an S1 type mech"
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source_ref: "history.txt:148"
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- name: CoinInS1Switch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1Switch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin accepted by an S1 type mech"
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source_ref: "history.txt:148"
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- name: CoinInS1Token.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1Token.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token inserted in an S1 token type mech"
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source_ref: "history.txt:148"
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- name: CoinInS1TokenSwitch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1TokenSwitch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token accepted by an S1 token type mech"
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source_ref: "history.txt:148"
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- name: CoinInS10.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin inserted in an S1 or S10 type mech"
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source_ref: "DefaultSounds/Readme.txt:39"
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- name: CoinInS10Rejected.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10Rejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin rejected from an S10 type mech"
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source_ref: "DefaultSounds/Readme.txt:40, history.txt:47, 153"
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- name: CoinInS10Switch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10Switch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin accepted by an S1 or S10 type mech"
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source_ref: "DefaultSounds/Readme.txt:41, history.txt:47"
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- name: CoinInS10Token.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10Token.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token inserted in an S10 token type mech"
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source_ref: "DefaultSounds/Readme.txt:43"
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- name: CoinInS10TokenRejected.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10TokenRejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token rejected from an S10 token type mech"
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source_ref: "DefaultSounds/Readme.txt:44, history.txt:47, 153"
|
|
|
|
- name: CoinInS10TokenSwitch.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/CoinInS10TokenSwitch.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Token accepted by an S10 token type mech"
|
|
source_ref: "DefaultSounds/Readme.txt:45, history.txt:47"
|
|
|
|
- name: S1Locked.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/S1Locked.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Coin refused by a locked out S1 mech"
|
|
source_ref: "DefaultSounds/Readme.txt:50"
|
|
|
|
# -- Comparator mech --
|
|
|
|
- name: CoinInDrop.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/CoinInDrop.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Coin inserted in a comparator style mech"
|
|
source_ref: "DefaultSounds/Readme.txt:47"
|
|
|
|
- name: CoinDropReject.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/CoinDropReject.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Coin rejected from a comparator style mech"
|
|
source_ref: "DefaultSounds/Readme.txt:48"
|
|
|
|
# -- Lockout solenoid --
|
|
|
|
- name: LockoutOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/LockoutOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Lockout solenoid activated"
|
|
source_ref: "DefaultSounds/Readme.txt:52"
|
|
|
|
- name: LockoutOff.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/LockoutOff.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Lockout solenoid deactivated"
|
|
source_ref: "DefaultSounds/Readme.txt:53"
|
|
|
|
# -- Stepper reels --
|
|
|
|
- name: Stepper.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Stepper.wav"
|
|
required: false
|
|
category: game_data
|
|
description: "SRU, SYS80 and MPS2 200 step reel motor"
|
|
source_ref: "DefaultSounds/Readme.txt:55, history.txt:74"
|
|
note: >-
|
|
Shipped only as tech copies under DefaultSounds/Custom/ for ELECTROCOIN,
|
|
MPS2, SRU and SYSTEM80, and as stepper.wav for M1AB. Reel effects were
|
|
extended to Maygay M1a and made available to other techs in v20.0.
|
|
|
|
# -- Prize vend --
|
|
|
|
- name: PrizeMotor.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PrizeMotor.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Prize vend motor started"
|
|
source_ref: "DefaultSounds/Readme.txt:57"
|
|
|
|
- name: PrizeVend.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PrizeVend.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Prize dispensed"
|
|
source_ref: "DefaultSounds/Readme.txt:58"
|
|
note: "Listed as Prizevend.wav in the readme, shipped as PrizeVend.wav."
|
|
|
|
# -- Pull handle --
|
|
|
|
- name: PullHandleSlow.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleSlow.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle drawn slowly"
|
|
source_ref: "DefaultSounds/Readme.txt:60, history.txt:207"
|
|
|
|
- name: PullHandleNormal.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleNormal.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle drawn at normal speed"
|
|
source_ref: "DefaultSounds/Readme.txt:61, history.txt:207"
|
|
|
|
- name: PullHandleFast.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleFast.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle drawn quickly"
|
|
source_ref: "DefaultSounds/Readme.txt:62, history.txt:207"
|
|
|
|
- name: PullHandleRelease.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleRelease.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle released"
|
|
source_ref: "DefaultSounds/Readme.txt:63, history.txt:207"
|
|
|
|
# -- Electromechanical cabinets --
|
|
|
|
- name: MotorOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/MotorOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel motor activated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:68"
|
|
|
|
- name: Wiper.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Wiper.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel with studs spinning on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:69"
|
|
|
|
- name: SolenoidOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/SolenoidOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel solenoid activated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:70"
|
|
|
|
- name: SolenoidOff.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/SolenoidOff.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel solenoid deactivated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:71"
|
|
|
|
- name: BellOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/BellOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Bell switched on"
|
|
source_ref: "DefaultSounds/Readme.txt:72"
|
|
|
|
- name: BellOff.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/BellOff.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Bell switched off"
|
|
source_ref: "DefaultSounds/Readme.txt:73"
|
|
|
|
- name: Buzzer.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Buzzer.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Nudge buzzer activated"
|
|
source_ref: "DefaultSounds/Readme.txt:74"
|
|
|
|
- name: Sounder.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Sounder.wav"
|
|
required: false
|
|
category: game_data
|
|
description: "Feature sounder activated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:75"
|
|
note: "Effect name documented by MFME with no sample in the distribution."
|