Slot Machine Programming Code C++

Slot machine c# code is used in the programming for slot machines (or for any other gaming need) because C and C are the most gaming friendly coding languages. These programming languages allow the freedom to develop a useful and smooth gaming app. IT and development firms are offering these programming and coding services to their clients in a customized and need-based manner and that too at competitive prices. Gambler's Oasis was founded on the principal of providing top quality casino slot machines and gaming devices to your home at the most reasonable price. Whether you want one slot machine or twenty slot machines, your home game room can become an oasis, a refuge, a haven for fun for you, your family and friends. Slot machine base game evolutionary RTP optimization as parallel implementation with MPI. Genetic-algorithm parallel-computing monte-carlo-simulation slot-machine rtp-optimization Updated Feb 22, 2016. About: Software engineer, Creator of Android developer suite, RDEditor(program by voice), SamsungTool, Andvanced raspberry pi NOOBS package, D1rtySn0w icloud removal More About RickyD33 » Here i teach you how to make a basic slot machine in 7 minutes, with a further 8 minutes of explanation! I made a fully functioning 'slot machine' through C and I just wanted to share it in-case someone ever had the idea of making one. Even if you'd like to code it in another language, you will be able to use the same concepts in C. The code is very simple so it's very easy to read.

Recently one of our blog readers raised this question that there are some errors when buying a used slot machine. Though his query was related to his IGT Double Diamond model 96435800 reel slot machine which he had bought but here we are catering to some of the most common errors buyers face when they buy a real slot machine specially a refurbished ones. You can try to fix these errors by doing the following actions as given against each error. Also there are many superb videos online that teach you how to fix these errors.

EEPROM Device Error

EEPROM (electrically erasable programmable read-only memory) is user-modifiable read-only memory (ROM) that can be erased and reprogrammed (written to) repeatedly through the application of higher than normal electrical voltage. Unlike EPROM chips, EEPROMs do not need to be removed from the computer to be modified. However, an EEPROM chip has to be erased and reprogrammed in its entirety, not selectively. It also has a limited life – that is, the number of times it can be reprogrammed is limited to tens or hundreds of thousands of times. In an EEPROM that is frequently reprogrammed while the computer is in use, the life of the EEPROM can be an important design consideration.

A special form of EEPROM is flash memory, which uses normal PC voltages for erasure and reprogramming.

Here is the video how to fix this error

Error on door of slot machine

Many times when the display on the door indicates an error condition, open and close the door to reset the game and clear the error. Open the main door which clears the current game information and a “0” appears in the Coins Played window. Closing the door resets the game and the reels will spin and stop in their last valid position. The error code should clear and the digital display returns to normal game play.

Error Code 12 Battery Voltage

To fix this error turn power off and then turn power on if the battery voltage has dropped below 2.9 V. Also replace ASAP due to possible RAM (Memory) corruption. Open / close door to clear and also Replace 3.6 V Lithium battery on CPU board.

Coin Errors

For coin errors see that comparitor is seated in all four acceptor clips and that acceptor does not have coin(s) jammed or the coin optics below comparitor is not blocked You can ensure toggle power switch is in activated position if installed.

Coin Out Tilt Hopper

Check for and clear any jammed coins in the coin out channel. Also see that the coins are not jammed behind hopper knife or see that the coin out optic sensor is not blocked by dust. If so you can replace hopper coin out optic.

Error in Extra Coin Out Hopper

To fix this see that the hopper motor brake functions properly. Check the coin wiper/ knife for jams and if so adjust them if necessary.

Hopper Empty Error

This is the most common error that new slot machine owners will have because the cash out button was pushed and the number of coins in the hopper is less than the total credits to be paid out. You can open the main door and check the hopper for coin level (your hopper will not dispense all of the coins), refill and close the main door. You may have to do this several times for all of the credits to be paid out.

Reel Tilt Errors

You will find that there are reel tilt errors and for this see that whether the designated reel is misaligned or malfunctioning. Also check if the reel is not unplugged. You can switch connectors from one reel to another, determine if error follows change of connectors. Try replacing reel assembly or optics if error stays with bad reel. Also clear Ram and see if it works again.

Error Codes and Fixes

During the process of clearing error codes, you may encounter multiple 6x series errors. Here are few common ones and their fixes

CMOS RAM Error

This means Bad (or cleared) CMOS RAM data You can Press test button 3 seconds Error code 61-1 should now be displayed. Now close door, turn and release reset key once. Same for game data reset.

Slot Machine Programming Code C++ Ro Ghoul

Bad Game EPROM or Data EPROM Error

Check circuit board and replace Game EPROM. For Data EPROM error check circuit board and replace Reel EPROM

Bad EPROM Device or Bad EPROM Data or Game Type Mismatch

Press self test switch for 3 seconds If error will not clear replace EPROM Also if the processor could not read or write to the named chip Press test button for 3 seconds Error code clears from display.

Most of the errors can be resolved with little help but many need technical knowledge. Remember that if you are on a warranty or not the place or online site where you purchased a used slot machine is there to assist you with trouble shooting and repairs. They can guide you over the phone or send some mechanical and technical person to do so.

I was bored and that can be a dangerous thing. Like doodling on the phone book while you are talking on the phone, I doodle code while answering questions on DIC. Yeah, it means I have no life and yes it means I was born a coder. During this little doodle I decided to make a slot machine. But not your standard slot machine per say, but one designed a little bit more like the real thing. Sure it could have been done a little more simpler and not even using a Wheel class at all, but what fun is that? In this entry I show the creation of a slot machine from a bit more of a mechanical aspect than a purely computerized one. It should provide a small sampling of classes and how they can represent real life machines. We cover it all right here on the Programming Underground!

Machine

So as I have already said, this little project was just something to play around with. It turned out kinda nice, so I thought I would share it. But what did I mean about it being mechanical in nature? Well, if you have ever played a real slot machine, not the digital ones they have in casinos now, you would see a metal case with a series of wheels. Typically it would be three wheels with pictures on them. When you put your money in and pull the handle the wheels would be set into motion. They would spin and then the first wheel would stop, followed by the second and then the third. After they have all stopped, the winnings are determined and you are paid out in coinage or credits.

I thought, why not be a bit mechanical in this slot machine design and create the wheels as a class called “Wheel” and give it the ability to spin independently of the other wheels? Have the wheel keep track of which picture (or in our case number) is flying by and report the results to the actual slot machine class. I could have done this mechanism without the need of a wheel at all and instead load up an array and have it randomly pick a number from the wheel. Little slimmer, little more efficient but wouldn’t show much programming theory.

What do we gain by recreating these Wheel classes and spinning them independently? Well, you gain a slight bit of flexibility. Independently we are able to control the speed of the spinning if we wanted to, we are able to grasp the idea of the wheel as a concept in our mind and manipulate it. We could easily built in features like if the wheel lands on a certain number it will adjust itself. Like some slots in Vegas, if you land on lets say a rocket in the center line, the machine would see the rocket and correct the wheel to spin backwards 1 spot (in the direction of the rocket as if the rocket was controlling the wheel). We could spin one wheel one way and another wheel another. We could inherit from that wheel and create a specialized wheel that does a slew of new different behaviors. All encapsulated into one solid object making the actual Machine class oblivious to the trickery of the wheel itself… encapsulation at its finest!

The machine class we create will contain 3 pointers. Each to one of the wheels. The machine itself will be in charge of a few different tasks. Taking money, issuing and removing credits, determining when to spin, telling each of the wheels to spin and checking our winnings based on some chart we create. It has enough on its plate than worrying about the wheels and reading their values.

So lets start with our Wheel class and its declaration/implementation…

wheel.h

As you can see the wheel itself is not a difficult concept to envision. The bulk of the work is in the read() method. Here we simply read the values from our internal array of integers (the values on the wheel) and return those values as an array of the three integers… representing the visible column. This column will then be loaded into our 2-Dimensional Array back in the Machine class. The 2D array represents the view or screen by which the user sees the results. Remember that the user never gets to see the entire wheel. Only the 3 consecutive values on the face of the wheel.

Here is how it may look in the real world. We have our machine with the three wheels and our 2D array called “Screen” which acts as our viewing window. Each wheel will report its values and those values will be put into the screen…

Below is our machine class…

machine.h

This looks like a lot of code but really it is not if you look at each function. Most of them are very very simple to understand. We have a spin method which essentially spins each of the wheels, reads their values back from the Wheel class into a pointer (representing each column), then they are loaded into the 2D array one column at a time (our view screen), printed for the user to see the results and lastly the winnings are checked. The checkwinnings() method determines which rows to check based on the amount of the bet. If they chose 1 line, it checks for winning combinations on the middle row only. If they choose 2 lines, it checks the middle and top lines, 3 line bet checks all three horizontal rows, 4 line bet checks the first diagonal as well and 5 line bet checks both diagonals in addition to the lines.

How does it check the lines? Well each line is given to the checkline() helper function which compares the 3 values of the line against an enumerated type of various symbols. Here we are just assigning a symbol against each numbered value to help the programmer determine which numbers correspond to which winning combos. For instance, luckyseven represents the number 3 in the enumeration. So if it runs across a line with 3 number 3s, then it knows it hit the grand jackpot and credits the player 1000. This method makes things easy because if we ever wanted to change the win patterns later, we could change the enum and checkline method to do so. We could also build in multiple types of symbols and even let the user choose what slot machine game they want to go by. It becomes very flexible and is a testament to great design!

Lastly we can put some tests together just to show some the various aspects of how this thing works and how the programmer can use the classes…

slotmachine.cpp

Slot Machine Programming Code C++ Python

This simply inserts a 5 dollar bill and a coin for good luck. Then bets 5 lines and spins. Despite the outcome we go and bet five lines again and spin once more. Hopefully we win something this time around! But either way, those are the classes for you and I hope you like them. As always, all code here on the Programming Underground is in the public domain and free for the taking (just don’t cause a mess in isle 3, I am tired of running out there for cleanup). Thanks for stopping by and reading my blog. 🙂