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VIDEO SLOT MACHINE
Sports Betting Tip The following table shows the value of payouts for each winning
combination,
designed to give a house PC of
88.9%. The odds of winning are controlled by the number of symbols
in each wheel. ()
Symbols Description Payout Cherries 3 Cherries with bars (any
combination) 3 Plums 6 Plums with bars (any combination) 6
Watermelons 12 Watermelons with bars (any combination) 12 OIT
Letters 25 Bars 50 Sevens 100 Diamonds 500 Developer's Initials
1000 TECHNICAL DESCRIPTIONThe top level of the project () divides
the video slot machine into two functionally separate subdesigns:
the slot machine game and the video display controller. The display
type can be changed with minimal modifications to slot machine
game. The slot machine game, however, anticipates the symbol height
in scan lines in the wheel logic. Although the two subdesign's
sequential logic is completely separate, the slot machine uses the
display controller's vertical sync output for the clock input. This
way, all changes in the slot machine's outputs occur on the
positive edge of the vertical sync. All changes in the slot machine
outputs occur during vertical retrace, eliminating display flicker.
SLOT MACHINEThe slot machine () logic uses a heirarchial state
machine to implement behavior. At the top level, the machine is
either waiting, deducting, spinning, or paying. Control signals
from this state machine feed the bet logic, credit logic, payout
logic, and wheel logic. Each one of these subdesigns contain a
state machine to define their behavior, and when finished with the
their operation, return a signal to the slot machine logic to
change to the next state. Bet LogicThe bet logic () controls how
many paylines are active. The player can cycle through the active
payline combinations with one pushbutton. The bet logic will not
allow the player to bet more credits than they have, and the bet
logic will also reduce the bet if the player runs low on credits.
Both the player and bet logic cannot change the bets during the
game. An enable signal to the bet logic, only active in the waiting
state, prevents the bet from changing during the game. Credit
LogicThe credit logic () uses a six decade up/down BCD counter to
store the player's credits. The counter counts down during bets and
up during payouts. The credit logic contains a state machine and a
binary counter to contain the transaction amount. The binary
counter will be loaded with the transaction value and the state
machine will keep both counters running until the value is
transferred from the counter to the player's credits. Payout
LogicThe payout logic () calculates the payout values for the
symbol combinations on each line. An internal state machine
iterates from the top payline to bottom payline, and if the payline
is enabled, calculates the payout for the line. Losing combinations
produce a payout value of zero. For each line, the payout value is
fed to the credit logic to accrue credits for the player. The
payout logic will wait for the credit logic to signal transaction
complete (PAID) before continuing with the next payline. Wheel
LogicThe wheel logic () controls the position of the three wheels.
The slot machine sends the command to spin the wheels, and when
done, the wheel logic will respond when the wheels have all
stopped. The logic will spin each wheel a random amount to jumble
the symbol combinations. The wheel logic will also reduce the speed
of the wheels to give the impression of a gradual slow-down. The
wheels will continue to spin one scan line per frame until the
symbols line up centered on each payline. DISPLAY CONTROLLERThe
display controller () takes the outputs from the slot machine and
generates the video signals required to produce the game's display.
The display controller consists of a video sync generator, and
separate modules to create each of the three display elements. The
three display elements include the wheel display, credit display,
and the payline arrows. Any transition on the inputs immediately
reflect on the outputs, wherever the raster may be. To eliminate
flicker, the inputs should be changed during vertical retrace.
Video Waveform GeneratorThe video waveform generator () generates
video syncs, and signals to control active regions. There are three
separate active regions, one each for the numeric display, wheel
display, and the payline arrows. Each active region is defined by a
horizontal active and a vertical active signal. When both signals
are asserted, the raster will be within the active region for the
particular display element. The graphic below shows the active
regions and the corresponding display elements on the actual
screen.
Numeric DisplayThe numeric display () mimics six, seven segment
displays for the player's credits. To create a seven segment
display, the controlling logic uses two waveform generators: one
generator for horizontal timing and one for vertical timing. Each
waveform generator provides an active signal for each segment: A
through G. When both horizontal and vertical signals are active,
the raster should be within the segment on the video display. If
the segment is illuminated on the current digit, then the red gun
is activated to paint the segment. Wheel DisplayThe wheel display
() produces the three graphic wheels in the center of the display.
Each scan line, the wheel display loads a shift register with
graphic data and shifts the data out as the raster moves
horizontally. This process is repeated three times each scan line,
once for each wheel. Vertically, the wheel display counts each scan
line, and this determines which scan line of graphic data to
retrieve from ROM. Payline ArrowsThe payline arrow display ()
produces the white arrows to indicate the active paylines. The
payline arrows use a scan line modulo counter to produce the three
arrows. When an arrow is active, data is loaded into a shift
register and shifted out as the raster moves horizontally,
producing the arrow pattern. The modulo counter determines both the
location of the arrow and which scan line of graphics data to load
the shift register with. CONCLUSIONThis slot machine made an
excellent quarter project. The UP1 education board relieves the
burden of wire-wrapping, allowing the project concentration to be
on AHDL development. Also, the ByteBlaster allowed the compiled
code to be tested quickly. With a certain level of functionality,
the project could be tested by uploading and running the design, as
opposed to using the simulator. This project could not have been
completed within the quarter without both these tools to speed up
the development process.
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