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1992-09-02
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Customisable fruit machine. Babylon 5/Star Trek. 64 cols
Sovereign Slots
Copyright by S.Goodwin 1997
Short: A customisable fruit machine program, with 4 machines.
--- The keys ---
Start reels Space, Return
Stop reels Space, both mouse keys
Exit machine Escape, ' (tilde key)
Show winning combinations Help
--- Features ---
4 different 'themed' machines (all in 64 colour EHB mode)
Skill shot
Up to 6 nudges
Nudge up/down toggle
Holds
Four reels
Customisable sound, graphics, and game structure
-- Information ---
I wrote this program as a response to the PC program '101 Fruits'
where one basic engine ran 101 different fruit machines. I decided to
write my own. This one allows you to customise:
* The main screen graphics
* The reel graphics (including their ordering)
* The winning lines
* The win amounts
* The sounds
* The skill text
* The starting bank
* Cost of each play
I have included four variations to show you the basics (along with
the template files). If you create a new slot machine, then send it to
me (or upload to the Aminet) so we can top the PC's 101 slots!
--- Operation ---
On program startup, 'Sovereign Slots' looks for all the '.game'
files in the current directory. It then displays each name in its own
button. Click on this button to play that game.
When the slot machine has loaded, the 'Start' button will flash.
This allows you to:
1) Spin the reels (by clicking on the button, or pressing space or
return)
2) Get help on which reel combinations score the most points. Press
the 'Help', or 'H', key for this feature.
3) Exit the machine (pressing Escape, or tilde ')
There are two totals at the top of the screen. The one on the left
is the current bank total, the one on the right is your current
wealth.
Once the reels have started to spin you can bring them quickly to
halt by pressing:
1) The space key
2) Both mouse buttons
If you've won, the bank will show the amount won, and then add it
to your account. Most features are self explanatory (the 'holds'
flash when you hold, the 'nudge' buttons light up when you may nudge -
check the nudge direction first). If you get a skill shot (sometimes
occurs after a win), you should press 'space' when the light is on the
rightmost letter in the title, at the top of the screen. Each letter
lit increases your win. The left hand indicator shows this.
--- Creating you own games ---
In the 'Template' directory is a sample game. It comprises of the
following files:
template.game ASCII description of the game itself
template.gfx The reels, buttons and skill shot title
template.slot The main, backdrop image
template.snd An AMOS sample bank for the sounds. This is optional.
Sovereign slots will load 'Standard.snd' if this can
not be found.
Now, if the files are not obvious, a short explanation of:
template.game
This text file consists of three types of line:
1) Comments. Denoted with ';'
2) Headings. Shown with '#'
3) Data. Alpha-numeric characters in the lines following the '#'
If you are unsure of what any entry is, leave it out. The software
will supply defaults to make your job easier.
The valid headings (and their associated data) is:
#line Describes what is on each reel, in order. The first line after
the heading describes the first (left-most) reel, and so on.
The letters 'a'-'g' must be used.
#win A description of each winning line, using the same notation in
the '#line' heading with a '-' used as a wildcard.
#credits The initial sum in the players bank
#cost The number of credits deducted each turn.
#rpos Position of the reel overlay. DO NOT CHANGE THIS DATA.
#skill Describes the location of the skill shot images. The first two
are the Y and X (in that order!) of the top left of the image.
The others are X positions of the start of each letter in the
word. You *MUST* also include the X position of the *end* of
the last letter. This is usually 319.
#nudge Holds the X,Y co-ordinates of each 'nudge number'. Each line
is stored 'x,y', without spaces. The default positions are:
5,170 25,147 5,124 25,101 5,78 25,55
#coords The co-ordinates of the totals. In order, each line details:
X co-ord of the players' total
Y co-ord of the players' total
1 if the X co-ord represents the left edge of the numbers
Number of padding characters. 3 means that a minimum of
three digits are shown.
X co-ord of the win bank
Y co-ord of the win bank
1 if the X co-ord represents the left edge of the numbers
Number of padding characters. 3 means that a minimum of
three digits are shown.
#test Used only when testing the machine. This gives the player the
ability to get all the features occurring on successive plays.
It lets you see which graphics are mis-aligned.
template.gfx
Each image in the reel is 40x25.
Each number (top-right) is 25x25.
Each button is 40x25.
The skill shot title is 160x30.
Must be the same palette as 'template.slot'
template.slot
The area for the reels *MUST* be colour zero. If you reels do not
appear - this is most probably the reason. This is done so that any
non-zero pixels will be overlayed once the reels are drawn. This
permits 'Win Line', and other text to be overwritten.
The palette must have a light colour as index 2 (pref. white), and
a dark colour as index 1 (pref. black). Most art packages will assist
you to remap to this spec. if necessary. This allows the player to
read the numbers at the top of the screen.
template.snd
Each sample must be in its proper place or the slot machine will
sound very wierd. The samples order is:
1 - Waiting for start
2 - Reel #1, nudge/hold sound
3 - Reel #2, nudge/hold sound
4 - Reel #3, nudge/hold sound
5 - Reel #4, nudge/hold sound
6 - Reels spinning. This will be looped internally.
7 - 'Clunk', for when a reel stops spinning
8 - Skill shot background sound. This will be looped internally.
9 - Skill shot, key pressed sound
10 - Skill shot win! Rising sound on replay
11 - Skill shot win! Sinking sound on replay
12 - Beep when a nudge is added. Also used when added scores to bank.
13 - Skill shot, failure noise.
--- Afterword ---
This is a very short program. There's a lot I would like to do:
Control logic embedded inside the file.
Use transparency to make the 'nudge numbers' easier to create.
Independent positioning of the reels, and testing everything with
bullet-proof data.
Add another 97 slot machines! A big job...but with *your* help....
--- Dedication ---
To Grandma. Who died on the day I finished the code, and was buried
the day after I finished the graphics.
-- The Final Word --
This program is shareware, you can use it for 30 years (yes, years!)
before paying for it. If, however, you want the source (in AWE-AMOS
and ASCII) then send me £5, and I'll return you a disc with all the
source and the latest version of Sovereign Slots.
Now,
Q. Where do I send my money?
A. Steven Goodwin
105 St. Johns Road
Clacton-on-Sea
Essex CO16 8DB
Q. What do I say?
A. Try printing this off....
(or copying the relevant bits if you're without a printer)
o/_________________________ CUT HERE ________________________________
O\
Your Name:_______________
Address :_______________
_______________
_______________
_______________
Hi Mr. Steven Goodwin,
I would like to register my copy of Sovereign Slots because
a) I have been using it for the shareware limit of 30 years!
b) I want to know how you auto-configure for the '.game' files!
c) I'd like to see how the reel movements are so damn cool!
d) I want to add my own logic to make it win more often!
e) I have a tremendous guilt complex!
f) All of the above (circle as appropriate)
I enclose a cheque/postal order for £5 (which includes P&P) because
I'm a kind hearted soul who cares about the people you make my
software.
Thanks very much,
Name ________________ (not completely necessary, but ties up the
letter nicely)
o/_________________________ CUT HERE ________________________________
O\
That's all folks!!!! See you on the next release...