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atari2600land

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When it compiles, why does it say "possible duplicate label d016"? There is no duplicate label! Anyway, the game works fine, except for the fact that when you choose the choose your number option, the number can go above 36. To change the betting option, use the select switch. To "spin the wheel", press fire. A brown background means you lost, while a yellow one means you won. After you spun the wheel, press the reset switch.

casino1.bas

casino1.bas.bin

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When it compiles, why does it say "possible duplicate label d016"? There is no duplicate label!

Yeah, I'm pretty sure that's a harmless warning. Not really sure what causes it, but I've seen it once or twice before.

 

 

...can RevEng's title screen thing be made to simulate a spinning wheel, but stop randomly on either color? The score could be used as the wheel is spinning to show what number.

That would definitely work, and its the best abuse of the titlescreen kernel that I've heard of so far. It would pretty much be like the animated-gear demo, with variable speed.

 

Another part of the screen could jump-scroll between "win" and "lose" text, and the same technique could be used for the user to pick a wager amount, like I do in 21 Blue.

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Can I have more than one "title screen" image? What my whole goal is here is to create a bunch of casino games on one cart. I've programmed blackjack in now too (but it's nowhere near as good as RevEng's attempt.) So what I was planning to do is make a scroll menu using a 96x1, and have the choose game screen be a casino-like picture using a 48x2, which might be able to change to fit the game you're in (such as a roulette wheel for Roulette.) I've printed up a small read-me file for this game so far.

AEGIS CASINO

 

Menu:

This is where you can select the casino game you want to play. Right now, the select switch toggles between roulette and blackjack. To start playing the game you selected, press fire.

 

Blackjack:

Before we begin, yes, I know RevEng's game, and I'm assuming you know how to play blackjack. Anyway, the dealer's hand is on the left and yours is on the right. To hit, press right. To stay, press fire. If you've won, then the screen turns yellow. Blue is for tie, and brown means you've lost. To go back to the menu, press the select switch.

 

Roulette:

There are seven ways you can bet: Red, Black, 1-12, 13-24, 25-36, Even, Odd, or "#". To select a number to bet, press left/right once you're at the # option. To toggle between the options, press the select switch. To "spin the wheel", press fire. Again, yellow means win, and brown means loss. To go back to the menu, press the reset switch.

By the way, in the roulette game, if I try to limit the chosen number option to be above 36, it won't compile. I'm using "if player0score>$36 then ..." and it gives me some stuff saying "branch out of range", whatever that means...

casino2.bas.bin

casino2.bas

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Can I have more than one "title screen" image? What my whole goal is here is to create a bunch of casino games on one cart.

Sounds fun!

 

Unfortunately there's only one titlescreen per game, or else the labels start clashing.

 

There's a couple of things I've been thinking of adding to titlescreen kernel for the next version - mainly some of the stuff I developed for 21 Blue - I'll add multiple titlescreens to the list. But I'm a bit tied up with side projects, so don't count on it in the near future.

 

 

By the way, in the roulette game, if I try to limit the chosen number option to be above 36, it won't compile. I'm using "if player0score>$36 then ..." and it gives me some stuff saying "branch out of range", whatever that means...

It means that the assembly code generated from your basic tried to conditionally branch too many bytes away... try using "set smartbranching on" at the top of your basic.

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By the way, in the roulette game, if I try to limit the chosen number option to be above 36, it won't compile. I'm using "if player0score>$36 then ..." and it gives me some stuff saying "branch out of range", whatever that means...

It means that the assembly code generated from your basic tried to conditionally branch too many bytes away... try using "set smartbranching on" at the top of your basic.

No, that didn't seem to help any. I got a "branch out of range (131 bytes)" if I put the following in:

if c=0 && player0score>$36 then player0score=$36

 

if d=0 && player0score>$36 then player0score=$00

 

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Replicated and squashed.

 

Copy the 2600basic.h from your bB includes directory to the same directory as your basic, and add these 4 lines anywhere in that file, with no indentation...

 

player0score = $f2

player1score = $f3

player0scorecolor = $f4

player1scorecolor = $f5

 

...in a nutshell, these didn't get defined until the playerscores.asm inline file was interpreted. However, they were used prior to that. Because dasm didn't know what they were, it assumed that they were regular memory locations instead of zero page locations.

 

Since zero page memory commands are smaller than the regular commands, the rom locations of a bunch of code shifted around between passes.

 

Dasm handles conditionally shifting code very poorly. In this case, I think because some code shifted over a page boundary that it's mistakenly thinking that it's too far away to branch to, when in reality it's only a few bytes away.

Edited by RevEng
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Added a slot machine. I'm no expert on slot machines, though, so I may be programming it totally wrong. If so, please tell me. To stop the slot machine from spinning (pulling the virtual handle, so to speak) press fire. To try again, press the select switch, and to go back to the menu, press the reset switch.

casino4.bas.bin

casino4.bas

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  • 2 weeks later...

Added a little fancier title screen. I'd like to put a picture of a casino down at the bottom, but I don't really know how to go about drawing one. I'd also like to put in some casino-y music. I think maybe "Viva Las Vegas!" or something. That I know how to do.

casino7.bas.bin

casino7.bas

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I've begun programming on craps. I have a few questions:

#1 - If the player chooses "Don't pass" and rolls a 7 or 11, does the player lose money?

#2 - when should I make the game start over? Right now, it does if a player reaches 2, 3, or 12.

a red screen means player loses money. Sometimes the player loses money even if the screen is white.

To choose between don't pass and pass or don't come and come, press and hold the game select switch. To start over at a red screen, simply press fire.

casino8.bas.bin

default.bas

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  • 3 weeks later...

I've begun programming on craps. I have a few questions:

#1 - If the player chooses "Don't pass" and rolls a 7 or 11, does the player lose money?

#2 - when should I make the game start over? Right now, it does if a player reaches 2, 3, or 12.

a red screen means player loses money. Sometimes the player loses money even if the screen is white.

To choose between don't pass and pass or don't come and come, press and hold the game select switch. To start over at a red screen, simply press fire.

I was hoping for a Craps on the Atari, but really to make it realistic to actual game play, it would need to be very intricate.

You need to keep track of PASS and COME, and DON'T PASS and DON'T COME (the come bets treat every single roll of the dice as a new "coming out" roll for a new point. And also to play craps, you need "side bets" at true odds on existing bets already on the table. I am a fan of craps since it is almost a math exercise just to keep track of what is going on, especially with bets at true odds. It is up to the player to know what chip amount to bet so there is a whole number at true odds for payout. And the odds on the house is very small (under %1 when you use true odds) if you don't play the crap in the middle of the table.

 

 

Straight from wikipedia

The don't pass bet is opposite in that it loses if the come-out roll is 7 or 11 and wins if the come-out roll is 2 or 3. A 12 will draw

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  • 4 years later...

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