🎲 Craps Table Manager Docs

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.

TotalButtons
21-1
31-2
41-3, 2-2
51-4, 2-3
61-5, 2-4, 3-3
71-6, 2-5, 3-4
82-6, 3-5, 4-4
93-6, 4-5
104-6, 5-5
115-6
126-6

MIDI Notes#

CTM sends every note on MIDI channel 1.

→ See MIDI Note Reference.

NoteEventSent by
60Come-out naturalAutomatic
61Come-out crapsAutomatic
62Point establishedAutomatic
63Point hitAutomatic
64Seven outAutomatic
65Hard way hitAutomatic
66Neutral rollAutomatic
67Scene 1Scene button 1
68Scene 2Scene button 2
69Scene 3Scene button 3
70Scene 4Scene button 4
71IntroINTRO
72PreparingPREPARING
73Let's playLET'S PLAY
74Choose diceCHOOSE DICE
75PausePAUSE IN/OUT
76Music bedMUSIC BED
77OutroOUTRO
78Stop music bedSTOP
79Start Bonus WheelSTART BONUS WHEEL
80Start Promo WheelSTART PROMO WHEEL in Finance
81No rollNO ROLL
84Small applauseS APPLAUSE
85Big applauseL APPLAUSE
86Jackpot hitAutomatic (Side Bet Jackpot hits)
87Scene 5Scene button 5
88Scene 6Scene button 6
89Scene 7Scene button 7
90Scene 8Scene button 8
91Scene 9Scene button 9
92Scene 10Scene button 10
93Scene 11Scene button 11
94Scene 12Scene button 12
95Scene 13Scene button 13
96Scene 14Scene button 14
97Scene 15Scene button 15
98Scene 16Scene 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 namePlays when
sfx_comeoutnatural7 or 11 on the come-out roll
sfx_comeoutcraps2, 3, or 12 on the come-out roll
sfx_pointestablishedA point is set
sfx_pointhitThe shooter rolls the point
sfx_sevenoutSeven out
sfx_hardwayhitHard way while a point is set
sfx_neutralrollAny other roll while a point is set
sfx_norollYou press NO ROLL
sfx_introINTRO
sfx_preparingPREPARING
sfx_letsplayLET'S PLAY
sfx_choosediceCHOOSE DICE
sfx_pausePAUSE IN/OUT
sfx_musicbedMUSIC BED
sfx_stopmusicbedSTOP
sfx_outroOUTRO
sfx_smallapplauseS APPLAUSE
sfx_bigapplauseL APPLAUSE
sfx_jackpothitA 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 nameMeaning
headerReserved for the header of the digital signage
footerReserved for the footer of the digital signage
closedThe graphic for the closed screen
jackpotlogoYour 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.

KeyDefaultMeaning
ShowCurrencySigntruePlaces a dollar sign in front of amounts. The winner amount on the digital signage never carries one.
SignageCountUpSeconds3Duration of the count-up on the digital signage when the amount rises. 0 = no count-up.
WheelJackpotTypeprogressivefixed = amount remains unchanged; progressive = jackpot grows.
WheelJackpotFixedValue0Amount displayed for a fixed Wheel Jackpot. 0 = ***.
StartValue1000Starting amount, also applied after a payout if ResetToStartAfterPayout is true.
ResetToStartAfterPayouttruetrue = jackpot returns to StartValue after a payout.
PersistAcrossEventsfalsetrue = the jackpot carries over to the next event; false = every event starts at StartValue.
SideBetStake5Stake of one jackpot bet.
SideBetMultiplier1Factor 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.
PerRollAmount0Added with every roll.
PerSevenOutAmount0Added with every seven out.
NaturalAmount0Added for a 7 or 11 on the come-out roll.
CrapsAmount0Added for a 2, 3, or 12 on the come-out roll.
PointPhase2Or12Amount0Added for a 2 or 12 in the point phase.
HardwayAmount0Added for a hard way hit.
RollNumber3Amount to RollNumber11Amount0Added when that total is rolled.
PointSetAmount0Added when a point is set.
PointWonAmount0Added when a point is made.
LongHandAfterRolls20Roll number, counted per shooter, from which the long hand amount applies.
LongHandAmount0Added with every further roll of a long hand.
WheelSpinAmount0Added with every start of the Bonus Wheel (Wheel Jackpot, progressive).
TimerMinutes, TimerAmount10, 0Timer 1: the amount every given number of minutes.
Timer2Minutes, Timer2Amount60, 0Timer 2, independent of timer 1.
SideBetHitOdds200Hit probability: 1 in this number, for every roll. 1 = every roll hits.
SideBetUntilSevenOutfalsetrue = check-in remains valid until the next seven out; false = valid for the next roll only.
SideBetPayToAllfalsetrue = all checked-in players share the jackpot; false = one random player wins it.
SideBetPopupDelaySeconds1Delay between the end of the roll sound and the opening of the jackpot window.
SideBetMissSeconds3Display time of the JACKPOT NOT HIT window. 0 = until dismissed.

→ See Progressive Jackpot.

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