Výherní automat DAYTONA GAMBLER pro dosbox který stáhnete z domovské stránky dosboxu
Delphi & Pascal (česká wiki)
Category: KMP (Club of young programmers)
Author: Martin Koleček
Program: Daytona.pas, Default.pas, Histher.pas, Jackpot.pas, Loading.pas, Main.pas, Maingame.pas, Misc.pas, Mys.pas, Ovladani.pas
File exe: Gambler.zip
need: Plus1000.pas, Plus500.pas, Prodat.pas, Riskscr.pas, Roll.pas, Rollpre.pas, Rollproc.pas, Rolsetup.pas, Rskdolni.pas, Rskhorni.pas
Example: Saveload.pas, Score.pas, Screen.pas, Servis.pas, Setbet.pas, Testwin.pas, Update5.pas, Waitbtn.pas, Winblink.pas, Wrivalce.pas, Zisky.pas
Author: Martin Koleček
Program: Daytona.pas, Default.pas, Histher.pas, Jackpot.pas, Loading.pas, Main.pas, Maingame.pas, Misc.pas, Mys.pas, Ovladani.pas
File exe: Gambler.zip
need: Plus1000.pas, Plus500.pas, Prodat.pas, Riskscr.pas, Roll.pas, Rollpre.pas, Rollproc.pas, Rolsetup.pas, Rskdolni.pas, Rskhorni.pas
Example: Saveload.pas, Score.pas, Screen.pas, Servis.pas, Setbet.pas, Testwin.pas, Update5.pas, Waitbtn.pas, Winblink.pas, Wrivalce.pas, Zisky.pas
Výherní automat podle skutečného stroje Daytona 750. Podporuje Sound Blaster.
Rychlost hry je konfigurovatelná. Experimentálně podporuje ovládání dotykovým displayem pro Androidy.
POZOR:
O dosboxu:
Nastavení výhernosti:
V servisní obrazovce klávesou TAB měníte switch a nahoru dolů manipupuje s výherností rozsahy jsou 0 až 65000 vechny switche a číslo na něm vyrábí poměr mezi dvěma stavy, obvykle to bývá jestli je výhra nebo není výhra a číslo teda dělí na poměr mezi těmito stavy, vždy "0 až číslo" je jedna část, třeba jestli se riskovani povede nebo nepovede a "číslo a 65000" je druhá část moného výsledku. Nakonec rozhodne náhodné číslo z rozsahu "0 a 65535" , ale záleí na poměru na switchi co je pravděpodobnějí interval.
SWITCHE:
Rychlost hry je konfigurovatelná. Experimentálně podporuje ovládání dotykovým displayem pro Androidy.
POZOR:
- než se objeví hra tak se to načítá poměrně velmi velmi dlouho takže buďte trpěliví
- pokud nevíte co přesně děláte tak servisní nastavení raději nechte bez povšimnutí
- reset v servisním nastavení resetuje pouze počítadlo výher a vkladů, ne nastavení hry
- pokud už jste stačili popřehazovat servisní nastavení a hra je špatně hratelná, tak vymažte soubor GAMBLER.DAT, hra se uvede do "továrního nastavení"
O dosboxu:
- pokud nevíte a neumíte tak se zeptejte někoho kdo ví a umí nebo si najděte informace o dosboxu na internetu
- hodnota cycles pro GAMBLERA na PC je tak 10000 až 20000
- hodnota cycles na mobilních zařízeních (tam pouívejte legální dosbox turbo) je tak 7000
- nedávejte cycles max nebo cycles auto, párkrát to zkuste a najděte si správnou přesnou hodnotu
- hra by neměla kazit zvuk nebo cukat obraz, pokud je cycles nastaveno optimálně ve jede hladce
- DAYTONA GAMBLER je podomácku vyrobený freeware takže ho bezestrachu iřte a ukazujte druhým jak se to hraje
- totéž dosbox pro PC je freeware, dosbox turbo je komerční ale stojí jen 60 korun tak nebuďte piráti
Nastavení výhernosti:
V servisní obrazovce klávesou TAB měníte switch a nahoru dolů manipupuje s výherností rozsahy jsou 0 až 65000 vechny switche a číslo na něm vyrábí poměr mezi dvěma stavy, obvykle to bývá jestli je výhra nebo není výhra a číslo teda dělí na poměr mezi těmito stavy, vždy "0 až číslo" je jedna část, třeba jestli se riskovani povede nebo nepovede a "číslo a 65000" je druhá část moného výsledku. Nakonec rozhodne náhodné číslo z rozsahu "0 a 65535" , ale záleí na poměru na switchi co je pravděpodobnějí interval.
SWITCHE:
- 2kč výhry = šance na výhru ve dvoukorunové hře {RollSetup bet 2, čím menší tím míň výher}
- 4kč výhry = šance na výhru ve čtyřkorunové hře {RollSetup bet 4, čím menší tím míň výher}
- 5kč výhry = šance na výhru v pětikorunové hře {RollSetup bet 5, čím menší tím míň výher}
- 2kč Joker A = pravděpodobnost výsměchu Jokera na dvoukorunové hře {TestWin bet 2J, čím menší tím víc výher}
- 2kč Joker B = pravděpodobnost zdvojnásobení Jokerem na dvoukorunové hře {TestWin bet 2J, čím menší tím míň výher}
- 4kč Joker A = pravděpodobnost výsměchu Jokera na čtyřkorunové hře {TestWin bet 4J, čím menší tím víc výher}
- 4kč Joker B = pravděpodobnost zdvojnásobení Jokerem na čtyřkorunové hře {TestWin bet 4J, čím menší tím míň výher}
- 5kč Joker = pravděpodobnost zdvojnásobení Jokerem na pětikorunové hře {TestWin bet 5J, čím menší tím míň výher} (na 5kč hře se joker neposmívá)
- riskovani = šance na zdvojnásobení riskem strany mince při náhodném risku {Risking vyhernost čím menší tím míň výher} (neplatí při risku postřehem; nebo při risku autostartem tam je poměr 1:1)
Procedure MainGameScreen; Var I: Byte; N: Byte; Begin ClearPage(Buffer[3]); {Button AUTOSTART} If Btn[3].Phase=0 then Blok(0,185,62,199,ColorRedDark,Buffer[3]) else Blok(0,185,62,199,ColorYellow,Buffer[3]); Ramecek(0,185,62,199,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,56,187,'a',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,2,193,'auto start',Buffer[3]); {Button START} If Btn[6].Phase=0 then Blok(64,185,103,199,ColorRedDark,Buffer[3]) else Blok(64,185,103,199,ColorYellow,Buffer[3]); Ramecek(64,185,103,199,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,97,187,'s',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,66,193,'start',Buffer[3]); {Button WIN GAMBLE} If Btn[1].Phase=0 then Blok(105,185,144,199,ColorRedDark,Buffer[3]) else Blok(105,185,144,199,ColorYellow,Buffer[3]); Ramecek(105,185,144,199,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,138,187,'w',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,107,193,'win/-',Buffer[3]); {Button VSADIT} If Btn[2].Phase=0 then Blok(146,185,185,199,ColorRedDark,Buffer[3]) else Blok(146,185,185,199,ColorYellow,Buffer[3]); Ramecek(146,185,185,199,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,179,187,'v',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,148,193,'vsadit',Buffer[3]); {Button DO MULTIWINU} If Btn[0].Phase=0 then Blok(187,185,237,199,ColorRedDark,Buffer[3]) else Blok(187,185,237,199,ColorYellow,Buffer[3]); Ramecek(187,185,237,199,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,231,187,'m',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,189,193,'multiwin',Buffer[3]); {Button HLAVA} If Btn[4].Phase=0 then Blok(239,185,278,199,ColorRedDark,Buffer[3]) else Blok(239,185,278,199,ColorYellow,Buffer[3]); Ramecek(239,185,278,199,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,272,187,'h',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,241,193,'hlava',Buffer[3]); {Button OREL} If Btn[5].Phase=0 then Blok(280,185,319,199,ColorRedDark,Buffer[3]) else Blok(280,185,319,199,ColorYellow,Buffer[3]); Ramecek(280,185,319,199,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,313,187,'o',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,282,193,'orel',Buffer[3]); {Button VYBRAT CREDIT} If Btn[7].Phase=0 then Begin Blok(220,44,270,59,ColorGreenBright,Buffer[3]); Ramecek(220,44,270,59,ColorRedDark,Buffer[3]); WriteText(Buffer[1],160,60,5,5,1,264,46,'c',Buffer[3]); WriteText(Buffer[1],160,60,5,5,1,222,46,'vybrat',Buffer[3]); WriteText(Buffer[1],160,60,5,5,1,222,53,'kasu',Buffer[3]); End else Begin Blok(220,44,270,59,ColorGreenDark,Buffer[3]); Ramecek(220,44,270,59,ColorRedBright,Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,264,46,'c',Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,222,46,'vybrat',Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,222,53,'kasu',Buffer[3]); End; {Button VYBRAT MULTIWIN} If Btn[8].Phase=0 then Blok(220,62,270,76,ColorRedDark,Buffer[3]) else Blok(220,62,270,76,ColorYellow,Buffer[3]); Ramecek(220,62,270,76,ColorGreenDark,Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,264,64,'t',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,222,64,'vybrat',Buffer[3]); WriteText(Buffer[1],160,20,5,5,1,222,70,'multiwin',Buffer[3]); {Blikani Tlacitek} For I:=0 to 3 do If Btn[I].Blinking=True then Begin If Btn[I].Counter<3 then Inc(Btn[I].Counter) else Begin Btn[I].Counter:=0; If Btn[I].Phase=0 then Btn[I].Phase:=1 else Btn[I].Phase:=0; End; End; If Btn[6].Blinking=True then Begin If Btn[6].Counter<3 then Inc(Btn[6].Counter) else Begin Btn[6].Counter:=0; If Btn[6].Phase=0 then Btn[6].Phase:=1 else Btn[6].Phase:=0; End; End; For I:=7 to 8 do If Btn[I].Blinking=True then Begin If Btn[I].Counter<7 then Inc(Btn[I].Counter) else Begin Btn[I].Counter:=0; If Btn[I].Phase=0 then Btn[I].Phase:=1 else Btn[I].Phase:=0; End; End; {DUCHOD} OutText(216,32,'Hotovost',Buffer[3]); OutNumber(264,33,DatRec.Hotovost,False,Buffer[3]); If ((DatRec.Hotovost>=0) and (DatRec.Hotovost<10)) then OutText(272,32,'K',Buffer[3]); If ((DatRec.Hotovost>=10) and (DatRec.Hotovost<100)) then OutText(278,32,'K',Buffer[3]); If ((DatRec.Hotovost>=100) and (DatRec.Hotovost<1000)) then OutText(284,32,'K',Buffer[3]); If ((DatRec.Hotovost>=1000) and (DatRec.Hotovost<10000)) then OutText(290,32,'K',Buffer[3]); If ((DatRec.Hotovost>=10000) and (DatRec.Hotovost<100000)) then OutText(296,32,'K',Buffer[3]); If ((DatRec.Hotovost>=100000) and (DatRec.Hotovost<1000000)) then OutText(302,32,'K',Buffer[3]); If ((DatRec.Hotovost>=1000000) and (DatRec.Hotovost<10000000)) then OutText(307,32,'K',Buffer[3]); {MINCOVNIK} WriteBlok(272,44,210,40,216,79,Buffer[1],Buffer[3]); Ramecek(279,42,281,78,ColorCtecka,Buffer[3]); If VkladShow=True then WriteSprite(275,44,220,40,243,79,Buffer[1],Buffer[3]); If VkladShow2=True then WriteSprite(280,44,250,40,289,79,Buffer[1],Buffer[3]); If VkladShow3=True then WriteSprite(280,44,250,140,289,179,Buffer[1],Buffer[3]); {Dolni Lista Vyher} If Lista[0].Enable=True then For I:=0 to 9 do WriteSprite(I*32,168,160+I*16,48,160+I*16+15,63,Buffer[2],Buffer[3]) else For I:=0 to 9 do WriteSprite(I*32,168,I*16,48,I*16+15,63,Buffer[2],Buffer[3]); If Lista[0].Sazka[0]=True then Begin WriteNumber(Buffer[1],160,15,5,5,1,16,179,8,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,48,179,16,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,80,179,24,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,112,179,32,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,144,179,40,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,176,179,80,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,208,179,120,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,238,179,160,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,270,179,200,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,302,179,400,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,16,169,16,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,48,169,24,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,80,169,32,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,112,169,40,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,144,169,80,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,176,169,120,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,208,169,160,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,238,169,200,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,270,169,240,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,302,169,400,Buffer[3]); End; If Lista[0].Sazka[1]=True then Begin WriteNumber(Buffer[1],160,35,5,5,1,16,179,8,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,48,179,16,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,80,179,24,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,112,179,32,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,144,179,40,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,176,179,80,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,208,179,120,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,238,179,160,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,270,179,200,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,302,179,400,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,16,169,16,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,48,169,24,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,80,169,32,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,112,169,40,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,144,169,80,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,176,169,120,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,208,169,160,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,238,169,200,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,270,169,240,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,302,169,400,Buffer[3]); End; If ((Lista[0].Sazka[0]=False) and (Lista[0].Sazka[1]=False)) then Begin WriteNumber(Buffer[1],160,35,5,5,1,16,179,8,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,48,179,16,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,80,179,24,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,112,179,32,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,144,179,40,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,176,179,80,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,208,179,120,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,238,179,160,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,270,179,200,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,302,179,400,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,16,169,16,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,48,169,24,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,80,169,32,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,112,169,40,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,144,169,80,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,176,169,120,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,208,169,160,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,238,169,200,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,270,169,240,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,302,169,400,Buffer[3]); End; {Horni Lista Vyher} If Lista[1].Enable=True then For I:=0 to 9 do WriteSprite(I*32,152,160+I*16,48,160+I*16+15,63,Buffer[2],Buffer[3]) else For I:=0 to 9 do WriteSprite(I*32,152,I*16,48,I*16+15,63,Buffer[2],Buffer[3]); If Lista[1].Enable=True then Begin WriteNumber(Buffer[1],160,15,5,5,1,16,157,40,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,48,157,40,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,80,157,80,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,112,157,80,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,144,157,120,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,176,157,160,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,208,157,200,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,238,157,300,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,270,157,400,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,302,157,750,Buffer[3]); End; If Lista[1].Enable=False then Begin WriteNumber(Buffer[1],160,35,5,5,1,16,157,40,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,48,157,40,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,80,157,80,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,112,157,80,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,144,157,120,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,176,157,160,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,208,157,200,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,238,157,300,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,270,157,400,Buffer[3]); WriteNumber(Buffer[1],160,35,5,5,1,302,157,750,Buffer[3]); End; {DISPLAY WIN + CREDIT} Blok(109,141,210,149,ColorBlack,Buffer[3]); Ramecek(108,138,211,150,ColorRedBright,Buffer[3]); Blok(118,136,138,140,ColorBlack,Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,120,136,'win',Buffer[3]); Blok(168,136,206,140,ColorBlack,Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,170,136,'credit',Buffer[3]); If VyhraShow=True then Begin If Vyhra.Castka<10 then WriteNumber(Buffer[1],160,96,5,7,1,130,142,Vyhra.Castka,Buffer[3]); If Vyhra.Castka>=100 then WriteNumber(Buffer[1],160,96,5,7,1,120,142,Vyhra.Castka,Buffer[3]); If ((Vyhra.Castka>=10) and (Vyhra.Castka<100)) then WriteNumber(Buffer[1],160,96,5,7,1,125,142,Vyhra.Castka,Buffer[3]); End; If CreditShow=True then Begin If Credit<10 then WriteNumber(Buffer[1],160,96,5,7,1,200,142,Credit,Buffer[3]); If ((Credit>=10) and (Credit<100)) then WriteNumber(Buffer[1],160,96,5,7,1,194,142,Credit,Buffer[3]); If ((Credit>=100) and (Credit<1000)) then WriteNumber(Buffer[1],160,96,5,7,1,188,142,Credit,Buffer[3]); If ((Credit>=1000) and (Credit<10000)) then WriteNumber(Buffer[1],160,96,5,7,1,182,142,Credit,Buffer[3]); If ((Credit>=10000) and (Credit<100000)) then WriteNumber(Buffer[1],160,96,5,7,1,176,142,Credit,Buffer[3]); If ((Credit>=100000) and (Credit<1000000)) then WriteNumber(Buffer[1],160,96,5,7,1,170,142,Credit,Buffer[3]); If ((Credit>=1000000) and (Credit<9999999)) then WriteNumber(Buffer[1],160,96,5,7,1,164,142,Credit,Buffer[3]); End; {DISPLAY MULTIWIN} Ramecek(111,5,206,46,ColorRedBright,Buffer[3]); Blok(134,3,184,24,ColorBlack,Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,136,3,'multiwin',Buffer[3]); If MultiWin<10 then WriteNumber(Buffer[1],160,103,16,32,2,187,10,MultiWin,Buffer[3]); If ((MultiWin>=10) and (MultiWin<100)) then WriteNumber(Buffer[1],160,103,16,32,2,169,10,MultiWin,Buffer[3]); If ((MultiWin>=100) and (MultiWin<1000)) then WriteNumber(Buffer[1],160,103,16,32,2,151,10,MultiWin,Buffer[3]); If ((MultiWin>=1000) and (MultiWin<10000)) then WriteNumber(Buffer[1],160,103,16,32,2,133,10,MultiWin,Buffer[3]); If ((MultiWin>=10000) and (MultiWin<100000)) then WriteNumber(Buffer[1],160,103,16,32,2,115,10,MultiWin,Buffer[3]); If ((MultiWin>=100000) and (MultiWin<1000000)) then WriteNumber(Buffer[1],160,103,16,32,2,115,10,99999,Buffer[3]); {DISPLAY BONUS} Ramecek(239,5,288,29,ColorRedBright,Buffer[3]); Blok(248,3,280,24,ColorBlack,Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,250,3,'bonus',Buffer[3]); If Bonus<10 then WriteNumber(Buffer[1],160,80,8,16,1,278,10,Bonus,Buffer[3]); If ((Bonus>=10) and (Bonus<100)) then WriteNumber(Buffer[1],160,80,8,16,1,269,10,Bonus,Buffer[3]); If ((Bonus>=100) and (Bonus<1000)) then WriteNumber(Buffer[1],160,80,8,16,1,260,10,Bonus,Buffer[3]); If ((Bonus>=1000) and (Bonus<10000)) then WriteNumber(Buffer[1],160,80,8,16,1,251,10,Bonus,Buffer[3]); If ((Bonus>=10000) and (Bonus<99999)) then WriteNumber(Buffer[1],160,80,8,16,1,242,10,Bonus,Buffer[3]); {DISPLAY BET + BETMULTI} Ramecek(35,5,77,29,ColorRedBright,Buffer[3]); Blok(46,3,65,24,ColorBlack,Buffer[3]); WriteText(Buffer[1],160,40,5,5,1,48,3,'bet',Buffer[3]); WriteNumber(Buffer[1],160,80,8,16,1,38,10,Bet,Buffer[3]); WriteSprite(48,14,160,192,167,199,Buffer[1],Buffer[3]); If BetMulti>=10 then WriteNumber(Buffer[1],160,80,8,16,1,58,10,BetMulti,Buffer[3]); If ((BetMulti>0) and (BetMulti<10)) then WriteNumber(Buffer[1],160,80,8,16,1,67,10,BetMulti,Buffer[3]); {VALEC 1} Ramecek(107,53,140,126,ColorRedBright,Buffer[3]); {VALEC 2} Ramecek(143,53,176,126,ColorRedBright,Buffer[3]); {VALEC 3} Ramecek(179,53,212,126,ColorRedBright,Buffer[3]); KresliValce; {PUMPA X} N:=10; For I:=0 to 10 do Begin If N=Nasobic then Blok(7,32+I*8,23,32+I*8+8,ColorRedBright,Buffer[3]) else Blok(7,32+I*8,23,32+I*8+8,ColorRedDark,Buffer[3]); If Nasobic=0 then Blok(7,32+80,23,32+80+8,ColorRedBright,Buffer[3]); If N<10 then WriteNumber(Buffer[1],160,15,5,5,1,13,34+I*8,N,Buffer[3]) else WriteNumber(Buffer[1],160,15,5,5,1,10,34+I*8,N,Buffer[3]); If N>1 then Dec(N) else N:=0; Ramecek(7,32+I*8,23,32+I*8+8,ColorGreenBright,Buffer[3]); End; {JACKPOT} OutText(26,31,'Jackpot',Buffer[3]); OutNumber(75,32,DatRec2.Jackpot,False,Buffer[3]); WriteNumber(Buffer[1],160,15,5,5,1,68,34,DatRec2.JackPotCounter,Buffer[3]); {GUN & PLICE} Ramecek(28,42,95,109,ColorRedBright,Buffer[3]); Case Obrazek of 0: WriteBlok(30,44,0,64,63,127,Buffer[2],Buffer[3]); 1: WriteBlok(30,44,64,64,127,127,Buffer[2],Buffer[3]); 2: WriteBlok(30,44,64,64,127,127,Buffer[2],Buffer[3]); 3: WriteBlok(30,44,0,64,63,127,Buffer[2],Buffer[3]); End; {Case End} {HLAVA OREL BLINKING} If Risk.Blinking=True then Begin If Risk.Counter<1 then Inc(Risk.Counter) else Begin Risk.Counter:=0; If Risk.Phase=0 then Begin Risk.Phase:=1; Hlava.Enable:=False; Orel.Enable:=True; Btn[4].Phase:=0; Btn[5].Phase:=1; End else Begin Risk.Phase:=0; Hlava.Enable:=True; Orel.Enable:=False; Btn[4].Phase:=1; Btn[5].Phase:=0; End; End; End; {HLAVA OREL} If Risk.Enable=False then Begin WriteSprite(252,82,100,98,131,115,Buffer[1],Buffer[3]); {RISK TMAVY} WriteSprite(220,104,0,100,95,139,Buffer[1],Buffer[3]); {HLAVA OREL} End else Begin WriteSprite(252,99,100,116,131,131,Buffer[1],Buffer[3]); {RISK SVETLY} If Hlava.Enable=True then WriteSprite(220,120,0,140,47,179,Buffer[1],Buffer[3]) else WriteSprite(220,120,0,100,47,139,Buffer[1],Buffer[3]); If Orel.Enable=True then WriteSprite(268,120,48,140,95,179,Buffer[1],Buffer[3]) else WriteSprite(268,120,48,100,95,139,Buffer[1],Buffer[3]); End; {WIN GAMBLE} If WinGamble.Enable=False then Begin WriteSprite(28,114,100,150,132,165,Buffer[1],Buffer[3]); {WIN} WriteSprite(74,114,137,150,148,165,Buffer[1],Buffer[3]); { - } WriteBlok(30,132,250,20,282,38,Buffer[1],Buffer[3]); {GREEN TMAVA} WriteBlok(64,132,210,20,242,38,Buffer[1],Buffer[3]); {RED TMAVA} End; If WinGamble.Enable=True then Begin If WinGamble.Blinking=False then Begin WriteSprite(28,114,100,166,132,181,Buffer[1],Buffer[3]); {WIN} WriteSprite(74,114,137,166,148,181,Buffer[1],Buffer[3]); { - } WriteBlok(30,132,250,0,282,18,Buffer[1],Buffer[3]); {GREEN SVETLA} WriteBlok(64,132,210,0,242,18,Buffer[1],Buffer[3]); {RED SVETLA} End else Begin If WinGambleGreen.Enable=True then Begin WriteSprite(28,114,100,166,132,181,Buffer[1],Buffer[3]); WriteBlok(30,132,250,0,282,18,Buffer[1],Buffer[3]); End else Begin WriteSprite(28,114,100,150,132,165,Buffer[1],Buffer[3]); WriteBlok(30,132,250,20,282,38,Buffer[1],Buffer[3]); End; If WinGambleRed.Enable=True then Begin WriteSprite(74,114,137,166,148,181,Buffer[1],Buffer[3]); WriteBlok(64,132,210,0,242,18,Buffer[1],Buffer[3]); End else Begin WriteSprite(74,114,137,150,148,165,Buffer[1],Buffer[3]); WriteBlok(64,132,210,20,242,38,Buffer[1],Buffer[3]); End; End; End; HideMouse; WaitRetrace; FlipPage(Buffer[3],Buffer[4]); ShowMouse; End;