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Display Evolution
Media Guide
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Table of Figures ii
Table of Tables ii
3 Operation 12
3.1 Basics .................................................................................................................12
3.2 How to Create a Director Movie for Playing AVI ................................................12
3.2.1 Score Function .......................................................................................14
3.3 How to Use the Fill Status Animation .................................................................15
3.4 How to Use a Custom Library ............................................................................16
Table of Tables
Table 1: Global Variables ........................................................................................................................... 15
Document Status
File Information
1.1 Scope
This document describes the structure and the use of customizable
Macromedia® cast files for Atronic System’s Display Evolution.
1.3 Conventions
This manual uses the following conventions:
Caution: Informs you that if care and consideration are not taken then
severe damage to you or material may result.
Warning: Warnings indicate that if you do not take heed then physical
injury or irrecoverable damage to material may result.
2.1 Basics
The cast library media.cst is the first customizable library for
Macromedia® Director to be used with Display Evolution. You can add or
change cast members to match your requirements. Most of the graphics,
animations or Flash™ files used in Display Evolution are now
customizable.
This field MUST be the cast member number 1 of the media cast. The
entries for the inits must be in line 1 of the field and must be separated by
commas as shown in “Figure 1” on page 5.
The second line holds alias names for the Flash™ movies of the odometer
offline state used in the configuration screen of Display Evolution. This
will be described later (see “2.2.10, Odometer Offline State”).
The system is very simple. For example, for the init values of the logos
you use the first two entries in the castinits line (e.g. 141, 15).
There are 21 values in the castinits line with the following description:
Crystal Web™ Display Evolution Media Guide Using the Cast File Media.cst • 5
12. Amount of entries for messages
- see hit message section
“Figure 2” on page 7 shows cast member 141 to cast member 147, this is
the logo section, starting with 141 (first logo member) with 15 entries
(amount of logos). Likewise you can see the entries for the other cast
members.
Crystal Web™ Display Evolution Media Guide Using the Cast File Media.cst • 7
2.2.1 Cast Member Definitions
All cast members should be imported into media.cst with the
STANDARD IMPORT in Macromedia® Director. If you import LINKED
files (*.dir or *.avi), do not forget to also distribute those files to the
client PCs.
On the client PCs the *.avi files should be located in the VIDEO folder,
*.dir files in the CXT folder.
Hint: If you want to show no JP name in the hit screen (e.g. you set up a
completed background with all graphics, logos and JP names), simply
leave one cast member in the JP names section empty.
Caution: When you use animations always take care of the PC’s
performance. Optimize the animations and test them on the final
hardware.
Do not use dir files for backgrounds with AVI, Quicktime® or Flash® inside
(digital video). Use only single frequency animated movies.
The hit routine is divided in two sections, first you can see a background
image with an overlaying animation attending the upcoming hit screen, a
few seconds later (WAIT1 time in the configuration screen on the hit tab)
you can see the hit message with the hit value.
Crystal Web™ Display Evolution Media Guide Using the Cast File Media.cst • 9
2.2.8 Messages, SM Text, Backgrounds (Message)
Backgrounds: Size 1024x576
Message: Message is the text that will be shown during the second
section of the hit routine. E.g.:
is
As in a wide area setup there are two different messages for one hit
(stage 1: with hit casino – no value / stage 2: with hit value and slot
machine or hit casino), and you have to create different messages for
these two stages.
The special trick with the cast members for this section is that the cast
members must be arranged in a special way. If e.g. the start value for the
message section is 60, the following assignment must be done:
The amount for messages (hit) is 3 although you have got 6 entries.
Size: as needed
SM text: a small text as graphic file, e.g. SM or slot machine, which will
be automatically assembled with the slot machine number in the hit
routine.
The amount of entries corresponds to the amount of entries for the hit
messages and the assignment in the cast must be the same as for the
entries for hit messages for stage 2 (in stage 1, SM entries will not be
shown, so you can leave the cast member empty).
Message: if you create this image with alpha channel, you can see it
overlaid to the background while the message is active. You can create it
as *.psd or *.png file or, if you like to have animated messages, also
as *.dir.
Do not use other formats. Use STANDARD IMPORT to include the cast
and do not forget to enable the LOOP option in the property inspector for
every Flash™ cast member.
Size: 300 x 60
Format: *.fla
Attention: The line 2 of the castinits field is an alias for the offline Flash™
movies shown in the configuration screen. If you add entries in the
odometer offline section you should also edit line 2, according to the
message you want to show.
In case you want the same backgrounds, you can point the values of
castinits 20 and 21 the same as in castinits 16 and 17.
Crystal Web™ Display Evolution Media Guide Using the Cast File Media.cst • 11
3 Operation
3.1 Basics
Every display can have its own media library, e.g. media1.cst, bar-
display1.cst etc. You can name the library as you like.
2. In Backoffice you can assign the new custom cast to the display
and test whether all new graphics, logos, backgrounds etc. work.
4. If everything works, connect to the floor via network and copy the
new cast to the root folder of the Display Evolution application and
all linked media files to the according folders.
5. Enter the display configurator and restart the display on the floor.
For the following example we use the walk_v.dir located in the DXR
directory.
12 • Operation ENG09-436
The greekGirl_PW.avi file which is located in the Video folder is
linked in the walk_v cast file:
• greekGirl_PW.avi
• firstframe
this bitmap is the first frame of the avi file, extracted from the
avi
• lastframe
this bitmap is the last frame of the avi file, extracted from the avi
• clearframe
Three scripts:
• init vid
• ready vid
script that waits until the avi play stops, then communicates
“ready” to the Display Evolution
• frame loop
1. The movie must start with a bitmap, here the first frame of the
avi (sprite channel 2 –frame 1, short sc2-f1 )
3. After the avi has started, you have to communicate with the
Display Evolution that is playing the avi. To do so we inserted a
placeholder bitmap (clearframe) on sc1-f5 and attached the
vid init script to it.
Do not insert this script in the script channel; scripts in the script
channel are not active when a movie is used as linked file in a
Macromedia® Director cast.
5. After the avi file there must be also a bitmap so that the display
routine of Macromedia® Director can shut down the avi display
routine, here last frame (sc2-f11 to sc2-f17).
You can now create a similar movie with your own avi files and
bitmaps, but do not change the system in the score. You must start and
end the movie with a bitmap and you must not forget to attach the
scripts.
14 • Operation ENG09-436
3.3 How to Use the Fill Status Animation
The Fill Status Animation is a small Director animation that is included in
Display Evolutions cast in the logo section. It receives minimum,
maximum and current value of a mystery jackpot from the Jackpot Engine
and graphically shows the current value in relation to minimum and
maximum.
Display Evolution comes with 4 sample Fill Status Animations (one for
each odometer). Analyse these files to find out how these animations
work and customize them to your needs.
The actual script that controls the animation according to the normalized
jackpot value (relative jackpot value between minimum and maximum) is
attached to the cast member "scale".
In the sample script the local variable n selects the according jackpot.
Note: If you create similar Director animations of your own and import
them into the media.cst file, make sure to activate scripts for these
animations. Otherwise they will not work inside Display Evolution.
Note: If the new library has fewer cast members in one or several of the
sections and the configuration of the display points to a member outside
of the range of available cast members, Display Evolution will
automatically select the first cast member of the respective section.
16 • Operation ENG09-436