B. Reference Tables
This appendix collects the tables from the chapters in one place, without the explanations. The chapters give the details.
Dice Buttons#
The game dashboard has one button for every combination of two dice. The order of the dice does not matter. A button with a red frame shows a total of 7, and a button with a blue frame shows two equal dice.
→ See Entering Rolls.
| Total | Buttons |
|---|---|
| 2 | 1-1 |
| 3 | 1-2 |
| 4 | 1-3, 2-2 |
| 5 | 1-4, 2-3 |
| 6 | 1-5, 2-4, 3-3 |
| 7 | 1-6, 2-5, 3-4 |
| 8 | 2-6, 3-5, 4-4 |
| 9 | 3-6, 4-5 |
| 10 | 4-6, 5-5 |
| 11 | 5-6 |
| 12 | 6-6 |
MIDI Notes#
CTM sends every note on MIDI channel 1.
→ See MIDI Note Reference.
| Note | Event | Sent by |
|---|---|---|
| 60 | Come-out natural | Automatic |
| 61 | Come-out craps | Automatic |
| 62 | Point established | Automatic |
| 63 | Point hit | Automatic |
| 64 | Seven out | Automatic |
| 65 | Hard way hit | Automatic |
| 66 | Neutral roll | Automatic |
| 67 | Scene 1 | Scene button 1 |
| 68 | Scene 2 | Scene button 2 |
| 69 | Scene 3 | Scene button 3 |
| 70 | Scene 4 | Scene button 4 |
| 71 | Intro | INTRO |
| 72 | Preparing | PREPARING |
| 73 | Let's play | LET'S PLAY |
| 74 | Choose dice | CHOOSE DICE |
| 75 | Pause | PAUSE IN/OUT |
| 76 | Music bed | MUSIC BED |
| 77 | Outro | OUTRO |
| 78 | Stop music bed | STOP |
| 79 | Start Bonus Wheel | START BONUS WHEEL |
| 80 | Start Promo Wheel | START PROMO WHEEL in Finance |
| 81 | No roll | NO ROLL |
| 84 | Small applause | S APPLAUSE |
| 85 | Big applause | L APPLAUSE |
| 86 | Jackpot hit | Automatic (Side Bet Jackpot hits) |
| 87 | Scene 5 | Scene button 5 |
| 88 | Scene 6 | Scene button 6 |
| 89 | Scene 7 | Scene button 7 |
| 90 | Scene 8 | Scene button 8 |
| 91 | Scene 9 | Scene button 9 |
| 92 | Scene 10 | Scene button 10 |
| 93 | Scene 11 | Scene button 11 |
| 94 | Scene 12 | Scene button 12 |
| 95 | Scene 13 | Scene button 13 |
| 96 | Scene 14 | Scene button 14 |
| 97 | Scene 15 | Scene button 15 |
| 98 | Scene 16 | Scene button 16 |
Sound and Media File Names#
The standard sound pack contains one file for each name below, and the installer places it in your sound effects folder. Each name begins with sfx_. To use your own sound, replace the file of the same name.
→ See Sound Files.
| File name | Plays when |
|---|---|
| sfx_comeoutnatural | 7 or 11 on the come-out roll |
| sfx_comeoutcraps | 2, 3, or 12 on the come-out roll |
| sfx_pointestablished | A point is set |
| sfx_pointhit | The shooter rolls the point |
| sfx_sevenout | Seven out |
| sfx_hardwayhit | Hard way while a point is set |
| sfx_neutralroll | Any other roll while a point is set |
| sfx_noroll | You press NO ROLL |
| sfx_intro | INTRO |
| sfx_preparing | PREPARING |
| sfx_letsplay | LET'S PLAY |
| sfx_choosedice | CHOOSE DICE |
| sfx_pause | PAUSE IN/OUT |
| sfx_musicbed | MUSIC BED |
| sfx_stopmusicbed | STOP |
| sfx_outro | OUTRO |
| sfx_smallapplause | S APPLAUSE |
| sfx_bigapplause | L APPLAUSE |
| sfx_jackpothit | A Side Bet Jackpot hits |
Media files go into your media folder. Use JPG or PNG for images and MP4 for videos. Three names have a special meaning and must not be used for ordinary slides.
→ See Header, Footer and Background.
| File name | Meaning |
|---|---|
| header | Reserved for the header of the digital signage |
| footer | Reserved for the footer of the digital signage |
| closed | The graphic for the closed screen |
| jackpotlogo | Your logo on the jackpot winner screen (JPG, PNG, BMP, GIF, or TIF) |
Jackpot Configuration Keys#
JackpotConfig.txt contains the keys below. For every amount, 0 disables the respective event.
| Key | Default | Meaning |
|---|---|---|
| ShowCurrencySign | true | Places a dollar sign in front of amounts. The winner amount on the digital signage never carries one. |
| SignageCountUpSeconds | 3 | Duration of the count-up on the digital signage when the amount rises. 0 = no count-up. |
| WheelJackpotType | progressive | fixed = amount remains unchanged; progressive = jackpot grows. |
| WheelJackpotFixedValue | 0 | Amount displayed for a fixed Wheel Jackpot. 0 = ***. |
| StartValue | 1000 | Starting amount, also applied after a payout if ResetToStartAfterPayout is true. |
| ResetToStartAfterPayout | true | true = jackpot returns to StartValue after a payout. |
| PersistAcrossEvents | false | true = the jackpot carries over to the next event; false = every event starts at StartValue. |
| SideBetStake | 5 | Stake of one jackpot bet. |
| SideBetMultiplier | 1 | Factor applied to the stake; the product flows into the jackpot (0 to 100, default 1). Example: stake 5 and factor 0.5 add 2.50 per bet. |
| PerRollAmount | 0 | Added with every roll. |
| PerSevenOutAmount | 0 | Added with every seven out. |
| NaturalAmount | 0 | Added for a 7 or 11 on the come-out roll. |
| CrapsAmount | 0 | Added for a 2, 3, or 12 on the come-out roll. |
| PointPhase2Or12Amount | 0 | Added for a 2 or 12 in the point phase. |
| HardwayAmount | 0 | Added for a hard way hit. |
| RollNumber3Amount to RollNumber11Amount | 0 | Added when that total is rolled. |
| PointSetAmount | 0 | Added when a point is set. |
| PointWonAmount | 0 | Added when a point is made. |
| LongHandAfterRolls | 20 | Roll number, counted per shooter, from which the long hand amount applies. |
| LongHandAmount | 0 | Added with every further roll of a long hand. |
| WheelSpinAmount | 0 | Added with every start of the Bonus Wheel (Wheel Jackpot, progressive). |
| TimerMinutes, TimerAmount | 10, 0 | Timer 1: the amount every given number of minutes. |
| Timer2Minutes, Timer2Amount | 60, 0 | Timer 2, independent of timer 1. |
| SideBetHitOdds | 200 | Hit probability: 1 in this number, for every roll. 1 = every roll hits. |
| SideBetUntilSevenOut | false | true = check-in remains valid until the next seven out; false = valid for the next roll only. |
| SideBetPayToAll | false | true = all checked-in players share the jackpot; false = one random player wins it. |
| SideBetPopupDelaySeconds | 1 | Delay between the end of the roll sound and the opening of the jackpot window. |
| SideBetMissSeconds | 3 | Display time of the JACKPOT NOT HIT window. 0 = until dismissed. |
→ See Progressive Jackpot.