I've made a short simple strip poker game. It follows the traditional rules of poker (4 of a kind>flush>straight,etc.), one round of betting followed by an option to change cards, then another round of betting (if cards were exchanged). It is played in the terminal, and uses Tkinter to display/change the photos depending on how much money the player has won. There are 10 folders, each with 5 sets of images (so you can play multiple hands and see multiple models). I'm not very familiar with OOP, or proper use of functions/classes (which is why there are globals strewn around everywhere, and the only class there I took from an example).
As a result, I'm primarily looking for just feedback/suggestions on how to improve the code. I wrote this for fun just to learn python and get better at programming (especially how to write cleaner/more organized code).So any/all feedback is greatly appreciated. And yes, this one works consistently now 100% of the time.
Hey folks, this is actually my first reddit post of all time, so sorry if I mess anything up. I'm not sure if this kind of post is welcome or useful here, but I've been messing about with the code of the game a little bit and I have a set of tools that I keep in a .js File that might be useful for developers to help debug, or for players who wish to cheat. Since the game isn't competitive, it's just for fun, I figured people wouldn't mind a few cheat codes floating around. They're a bunch of simple utility functions which can be easily copy-pasted into the console of your web browser (CTRL+SHIFT+I will usually bring this up). Simply go to the spnati website (or presumably your local copy, although I haven't tested this yet), open the developer console, and copy-paste the code in. Then you can simply call the functions and it'll do the thing you want to do.
Most of the functions either do things like automatically win for you, strip all opponents down to a certain amount of remaining clothing, or unlock all the endings in the gallery mode. There is also a function there that randomizes the background image for you. :)
2) convert the pictures into a standard (e.g. Micropainter/62-sector) format; in the heir of AMC I once found a small Basic program that could convert Strippoker pictures into standard Gr. 15 Micropainter pictures. Used this program to convert all Strippoker pictures (well, only the girls/women) and when done deleted it, since I thought I would not need it any longer; years later my diskette with converted Strippoker pics. was defective and errm, the converter long gone (and deleted!) and I found out that no-one else had this converter... but maybe someone wants to write such a simple Strippoker (45 sectors) to Micropainter (62 sectors) converter ?!? Then you can display all the pics in a Gr. 15 slideshow...
Oh most definitely agreed, it was more of a joke to pull something from reddit. You'd have to change the display code within the program, and probably do the same for Micropainter to allow the bigger palette? Get an artist much much better than me to recolor everything, then release!
I realized that Strip Poker was remade for both Atari ST and Amiga. Same pictures in the same postures, only with a bit more colour and detail. Possibly those could be used as a source for a remastered Atari 8-bit version, whether it requires VBXE or not. Given that most of them maintain their posture between stages, I'd think the images were drawn, perhaps based on nude models that were digitally clothed. Later games obviously used digitized photos all the way, but those strip poker games also had the girl (or guy, in rare cases) hold a different posture after each clothes change. Perhaps it is me who have some strange perversion, but I prefer if my opponent maintains the same posture all the way.
I kind of like the idea of a Strip Poker engine. Port it across everything. Like Unity or Unreal Engine, or Renpy (visual novel engine). I know there was some video strip poker on the Amiga, and at one point I had one for PC, but I still remember the flesh color shaded 8-bit version. I played a bit of Strip Poker 2 on the ST, and I believe all of them had at least one data disk.
Interesting comments from Doug McFarland. From what I gather, it started with a regular poker game on the Apple II that Doug wanted to add Atari graphics to. However it seems the game engine was first ported to the C64, then ported to Atari. He writes that the original pictures were drawn pixel by pixel, just as expected.
Additionally, it looks like it does at a second XOR pattern against the columns. Maybe something more? The shirt and the background were decoded as the same color, so that's a hint. It is also confusing how the leggings lose their checkerboard pattern, so that's probably a hint, too. If you look carefully, the legging reappear on the far left of the screen. Yet the horizontal alignment of the two images below are pixel-for-pixel, so that should be an encryption artifact, and not the result of a misaligned image.
In the raw file, I see a regular abrupt pattern begin every 40 bytes and it continues... perhaps for two additional bytes? (My wager is that screen data is gathered in that position and applied as an XOR against subsequent pixels until the next 40 byte mark. The XOR would zero out similar pixels, which looks like background removal. It would create trails on vertical lines, which is confirmed in the initially decoded image. It could also remove a checkerboard pattern.)
Images below include a game screenshot, and an image after resolving the initial XOR challenge. I did not locate the palette. I don't think it is fixed in the code. It could also be elsewhere, like in the OPP or OPN file. (Swapping those with other image disks might isolate that.) It could also be those last five bytes of the undecoded image file. I see the last five bytes as "f0 33 35 37 bf" and in another "f0 32 34 36 ee". Okay... that makes sense. I think those first four are probably our colors?
This revision of 4th edition of Strip Poker is absolutely new game. Done in VESA SVGA is runs absolutely on every computer. You can play with three girls or boys at ones. Photos of three new girls are presented. Also you can add Data Disks with other girls, and also the girls of the unrevised edition. The small pictures of girls in different positions are added to the game.
The rules of five cards poker are unchanged. You have to win all the girl's money to completely undress her.
Additionally, the content other than source code or basic programming of SPNATI is generated by individual users, and the creators and maintainers of SPNATI and any affiliated websites are not directly responsible for content created by users that is hosted on those websites. Contributing users receive no compensation for their work, and are not employed in any capacity by SPNATI.
Not at all! SPNatI is an open-source game, and over 130 different people have contributed to not only the creation of its many characters, but also its codebase, community, moderation, hosting, documentation, background art, etc. You can see who's credited for a character by clicking the "Credits" button on the character selection screen.
A character's dialogue, mechanics, metadata/information, and pose-to-line assignments are found in their "behaviour.xml" files, which are essentially text documents. Creating a .xml file can be done by using the SPNatI Character Editor program ("CE") to write dialogue. The CE also has built-in support for converting Kisekae scenes ("codes") into character sprites, which would otherwise have to be done manually.
To learn which poker hands beat which, see the graphic below. Try using Card Suggest in the options menu for the game to exchange cards for you, but be aware that this is imperfect by design. The best strategy is usually to aim for pairs: keep the ones you have, or just keep the highest card you have if you have no pairs, and exchange the rest.
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