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BROADCAST DACOM COMMUNICATIONS PROTOCOL

Version 1.5

Reason for Issue/Re-issue


Revision Who Date Description of Changes
1.0 Initial version
1.1 Mick Delaney 11/23/98 modified to support high denomination bills for South
America
1.2 Rob Dunning 11/12/99 modified to support link level 7 reporting
1.3 Mick Delaney 12/09/99 Added description of progressive support
1.4 Mick Delaney 12/10/99 Fixed status byte references- add more details on progressives
1.5 Mick Delaney 03/04/00 Typo fix – incorrectly referred to Jackpot amounts in Dollars
instead of Credits

INTRODUCTION
The Broadcast Dacom Protocol is used to report the machine’s information and conditions. A head system can be
plugged into the machine to collect this data. PC simulator software (DACOMSIM) can also be used to help
interpret this data.

The Broadcast Dacom protocol has the following characteristics:


is a uni-directional protocol (Slot machine to Interface only), except that electronic credit transfers are
sent to, and ACKed or NACKed by, the slot machine.
RS232 electrical standard signalling.
9600 baud speed
10 bit characters[1 start bit, 8 data bits, no parity bit, 1 stop bit]
The protocol will be event driven and time driven in the absence of events.
2 types of data blocks are transmitted by the machine (Standard & Manufacturer Data Blocks)
2 types of block are received by the machine (Send & Cancel Electronic Credits)

DATA BLOCK TRANSMISSION


Two types of data packets can be transmitted. Each packet is of size 128 bytes.

Standard Data Block (SDB)


This packet is transmitted under the following circumstances:
 Start and the end of each game
 Occurrence or resetting of a lockup condition (ie. Change in status bytes)
 Any power up or reset
 After a period of 3.0 ( 0.15) seconds have elapsed since the last transmission whilst the machine is in ‘Idle’,
non-lockup state.
 After a period of 3.0 ( 0.15) seconds have elapsed since the last transmission when the machine was in a
lockup state.
 After a period of 15 ( 1.5) seconds have elapsed since the last transmission when the machine entered the
game cycle (ie. game lasting longer than 15 seconds).

Manufacturer Data Block (MDB)


This packet is transmitted under the following circumstances:
 After a period of 3.0 ( 0.15) seconds have elapsed since the last transmission whilst the machine is in ‘Idle’,
non-lockup state.
 After a period of 3.0 ( 0.15) seconds have elapsed since the last transmission when the machine was in a
lockup state.
 After a period of 15 ( 1.5) seconds have elapsed since the last transmission when the machine entered the
game cycle (ie. game lasting longer than 15 seconds).

The Standard Data Block is alternated with the Manufacturer Data Block every 1.5 (0.15) seconds whilst the
machine is in ‘Idle’, non-lockup state or whilst the machine is in a lockup state. The first packet after the machine
entered ‘Idle’, non-lockup state or lockup state may be transmitted 1.5 (0.15) seconds later. The transmission of
the packet is not to be interrupted by a change in state of the slot machine, except power down. The transmission
of the packet must be completed within a period of 300 ms. The transmission of the MDB packet must not
interfere in any way with the transmission of the SDB. If memory error or reset occur during power up, RAM
communication area will be reinitialized and appropriate events will be generated.

DATA BLOCK STRUCTURES


The information is to be in packed BCD except where it is not feasible to do so. eg. Start of block, status bytes,
firmware identification and check sum etc. The block structure definition of the 2 data packets are as follows:

REQUEST TO SEND ELECTRONIC CREDITS DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 83 COMMAND COMMAND TO SEND ELEC. CREDITS
2 SEQUENCE COUNTER 0 - 99 BCD
3 CREDIT TO SEND CREDITS TO SEND IN BCD
4 LSD IN LOW NIBBLE CREDITS TO SEND
5 MSD IN HIGHEST NIBBLE CREDITS TO SEND
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

SEND ELECTRONIC CREDITS DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 03 COMMAND COMMAND TO SEND ELEC. CREDITS
2 SEQUENCE COUNTER 0 - 99 BCD
3 CREDIT TO SEND CREDITS TO SEND IN BCD
4 LSD IN LOW NIBBLE CREDITS TO SEND
5 MSD IN HIGHEST NIBBLE CREDITS TO SEND
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

REQUEST TO CANCEL ELECTRONIC CREDIT DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 84 COMMAND COMMAND TO CANCEL CREDITS
2 SEQUENCE COUNTER 0 - 99 BCD
3 NU NOT USED
4 NU NOT USED
5 NU NOT USED
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

CANCEL ELECTRONIC CREDIT DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 04 COMMAND COMMAND TO CANCEL CREDITS
2 SEQUENCE COUNTER 0 - 99 BCD
3 NU NOT USED
4 NU NOT USED
5 NU NOT USED
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

REQUEST TO SUBTRACT ELECTRONIC CREDIT DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 88 COMMAND COMMAND TO SUBTRACT CREDITS
2 SEQUENCE COUNTER 0 - 99 BCD
3 CREDIT TO SUBTRACT CREDITS TO SUBTRACT IN BCD
4 LSD IN LOW NIBBLE CREDITS TO SUBTRACT
5 MSD IN HIGHEST NIBBLE CREDITS TO SUBTRACT
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

SUBTRACT ELECTRONIC CREDIT DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 08 COMMAND COMMAND TO SUBTRACT CREDITS
2 SEQUENCE COUNTER 0 - 99 BCD
3 CREDIT TO SUBTRACT CREDITS TO SUBTRACT IN BCD
4 LSD IN LOW NIBBLE CREDITS TO SUBTRACT
5 MSD IN HIGHEST NIBBLE CREDITS TO SUBTRACT
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

TURN OFF CASHOUT BUTTON DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 07 COMMAND COMMAND TO TURN OFF CASHOUT BUTTON
2 SEQUENCE COUNTER 0 - 99 BCD
3 NU NOT USED
4 NU NOT USED
5 NU NOT USED
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

TURN ON CASHOUT BUTTON DATA BLOCK


BYTE VALUE DESCRIPTION EXPLANATION
0 FF HEADER
1 05 COMMAND COMMAND TO CANCEL CREDITS
2 SEQUENCE COUNTER 0 - 99 BCD
3 NU NOT USED
4 NU NOT USED
5 NU NOT USED
6 CRC LOWER NIBBLE LOW 0X HEX
7 CRC HIGH NIBBLE X0 HEX
8 CRC LOWER NIBBLE HIGH 0X HEX
9 CRC HIGH NIBBLE X0 HEX

SEND, CANCEL, AND SUBTRACT CREDIT COMMANDS MUST BE PRECEDED BY AN


APPROPRIATE REQUEST COMMAND.

IF A VALID COMMAND IS RECEIVED BY THE GAMING DEVICE THE GAMING DEVICE WILL
SEND AN ACK DATA BLOCK. IF IT CAN COMPLY WITH THE COMMAND. IF THE GAME
CANNOT COMPLY WITH THE COMMAND, IT WILL SEND A ‘CAN’T COMPLY’ BLOCK. IF THE
CRC DOES NOT CHECK OUT, THE GAMING DEVICE SENDS A NAK.

A ‘CAN’T COMPLY’ BLOCK MEANS THAT:


1. THE GAME IS NOT IDLE.
2. THE GAME IS TILTED.
3. CREDITS ARE INVALID. ( OVER THE TAX LIMIT , SUBTRACTING MORE CREDITS THAN
AVAILABLE)
4. AN APPROPRIATE REQUEST COMMAND WAS NOT RECEIVED.
5. A DOOR IS OPEN
IF THE HEAD SYSTEM DOES NOT RECEIVE AN ACK, OR RECEIVES A NAK, FROM THE
GAMING DEVICE WITHIN 200MS, THE MESSAGE WILL BE RESENT.

THERE IS NO INTER PACKET TIMEOUT.


THE SEQUENCE COUNTER IS COMMON TO ALL COMMANDS TO THE EGM AND NOT
COMMON TO THE THE SDB AND AND MDB.
IF A COMMAND IS OUT OF SEQUENCE IT SHOULD BE NAKED BY THE EGM

ACK PACKET DATA BLOCK

BYTE VALUE DESCRIPTION


0 FF HEADER
1 06 ACK

NAK PACKET DATA BLOCK

BYTE VALUE DESCRIPTION


0 FF HEADER
1 15 NAK
CAN’T COMPLY PACKET DATA BLOCK

BYTE VALUE DESCRIPTION


0 FF HEADER
1 16 CAN’T5555555

STANDARD DATA BLOCK STRUCTURE


Byte # Value Description Explanation
1 $FF Start of block Start of block indicator
2 $00 Standard data block identifier Identifies block type
3 $02 Data block version number The version number of this Standard Data Block
(LSD in the lowest nibble)
4 $00 (MSD in the highest nibble)
5 Block sequence counter (0-99) wrap-around The sequence counter of the block. This counter is incremented
if the block to be transmitted has been changed since the
previous transmission. Initialises to zero on power up and
memory reset.
6 GMID (LSD in the lowest nibble) Gaming machine identification (BCD)
7 “
8 (MSD in the highest nibble)
9 Status byte 1 (non-lockup) Machine status indicator bytes
See Status explanations
10 Status byte 2 (lockup - win status)
11 Status byte 3 (lockup - security status)
12 Status byte 4 (lockup - mode change)
13 Status byte 5 (bill acceptor status)
14 $00 (Spare)
15 $00 (Spare)
16 $00 (Spare)
17 Credits played (LSD in the lowest nibble) The total credits bet
18 “
19 “
20 “
21 (MSD in highest nibble)
22 Credits won (LSD in the lowest nibble) The total actual credits won
23 “
24 “
25 “
26 (MSD in the highest nibble)
27 Cash box (LSD in the lowest nibble) Total of credits to drop box (Coin drop)
28 “
29 “
30 “
31 (MSD in the highest nibble)
32 Cancelled credits (LSD in the lowest nibble) The total of hand pays due to collect limit exceeded
33 “
34 “
35 “
36 (MSD in the highest nibble)
37 Jackpot credits (LSD in the lowest nibble) The total of hand pays due to jackpot limit exceeded
38 “
39 “
40 “
41 (MSD in the highest nibble)
42 Hand pays (LSD in the lowest nibble) The total of hand pays. (Cancel credits + Jackpots)
43 “
44 “
45 “
46 (MSD in the highest nibble)
47 Gross drop credits (LSD in the lowest nibble) The total of credits to the drop box and credits to the bill stacker
48 “
49 “
50 “
51 (MSD in the highest nibble)
52 True credits in (LSD in the lowest nibble) The total of credits inserted
53 “
54 “
55 “
56 (MSD in the highest nibble)
57 True credits out (LSD in the lowest nibble) The total of credits payed out from hopper or printer
58 “
59 “
60 “
61 (MSD in the highest nibble)
62 Current credits (LSD in the lowest nibble) The amount of available credits on the machine
63 “
64 “
65 “
66 (MSD in the highest nibble)
67 Games played (LSD in the lowest nibble) The total number of games played
68 “
69 “
70 “
71 (MSD in the highest nibble)
72 Power up (LSD in the lowest nibble) The total number of times the machine has been powered up.
73 “
74 “
75 (MSD in the highest nibble)
76 Games played since last power up The total number of games played since last power up
(LSD in the lowest nibble)
77 “
78 “
79 (MSD in the highest nibble)
80 Games played since last door open The total number of games played since last door open
(LSD in the lowest nibble)
81 “
82 “
83 (MSD in the highest nibble)
84 Credit value in cents The denomination of this machine in cents
(LSD in the lowest nibble)
85
86
87 (MSD in the highest nibble)
88 Program identification 1 8 Ascii character program identification
89 “ Fill unused spaces with spaces (20 Hex)
90 “
91 “
92 “
93 “
94 “
95 (Most significant character)
96 Program identification 2 8 Ascii character program variation
97 “ Fill unused space with spaces (20 Hex)
98 “
99 “
100 “
101 “
102 “
103 (Most significant character)
104 $00 Program identification 3 Not used
105 $00
106 $00
107 $00
108 $00
109 $00
110 $00
111 $00
112 $00 Program identification 4 Not used
113 $00
114 $00
115 $00
116 $00
117 $00
118 $00
119 $00
120 Theoretical percentage 4 digit BCD
(LSD in the lowest nibble) eg. 87.25
121 (MSD in the highest nibble)
122 $00 (Spare)
123 $00 (Spare)
124 $00 (Spare)
125 CRC (Lower nibble) (Low) 0X Hex
126 CRC (High nibble) X0 Hex
127 CRC (Lower nibble) (High) 0X Hex
128 CRC (High nibble) X0 Hex

Last four bytes represent four nibbles of actual CRC sum calculated for that block.

STATUS BYTE DEFINITION


For all bits, a ‘1’ implies active state, ‘0’ for non-active
Byte# Bit# Description Explanation
9 0 Idle Not currently in game play
Status 1 Game cycle Currently in game play
Byte 1 2 Power up Powerup has just occurred (cleared by game play)
3 Reset Memory clear/reset has just occurred (cleared by game play)
4 0
5 0
6 0
7 0
10 0 Jackpot (win limit exceeded) Jackpot Win Handpay is occurring
Status 1 Collect cash/Ticket print Cashout from hopper/printer is occurring
Byte 2 2 Cancel credit Attendant Handpay of win/cashout is occurring
3 Jackpot (Progressive) These bits indicate the level of the
4 Jackpot (Progressive) Progressive that has been triggered
5 Jackpot (Progressive) (1 - 15), 0 when in-active, 8 for Mystery level 7
6 Jackpot (Progressive)

11 0 Main door open Main door open


Status 1 Logic door open Logic door open
Byte 3 2 Drop door open Cashbox door open
3 Metering error 3-way metering error detected
4 Memory error Error detected in game eproms
5 Coin fault Coin fault occurs
6 Illegal coin paid Coin is illegally paid out from hopper
7 Reverse Coin-In Coin-in stringing
12 0 Audit mode entry Operator mode entered
Status 1 Test (Robot) mode entry Self-Test mode entered
Byte 4 2 Power save mode entry (Not supported)
3 0
4 Mechanical meter disconnect Mechanical meters disconnected
5 Coin comparitor fault Fault detected in coin comparitor
6 Door switch fault (Not supported)
7 Hopper empty
13 0 Bill validator fault Fault detected in Bill acceptor
Status 1 Bill validator door open Bill acceptor door open
Byte 5 2 Bill stacker removed Bill stacker removed
3 Printer fault Printer has fault or is dis-connected, or is out of paper
4 Reel spin error (steppers) (Not used for video poker / video spinning reel games)
5 Hopper coin jam Hopper coin out optic is jammed
6 Bacc CRC Error A CRC check of bacc has failed
7 0

MANUFACTURER DATA BLOCK STRUCTURE


Byte # Value Description Explanation
1 $FF Start of block Start of block indicator
2 $01 Manufacturer data block identifier Identifies block type
3 $01 Data block version number The version number of this manufacturer
(LSD in the lowest nibble)
4 $00 (MSD in the highest nibble) data block
5 GMID (LSD in the lowest nibble) Gaming machine identification (BCD)
6 “
7 (MSD in the highest nibble)
8 Bills In (LSD in the lowest nibble) Total amount of credits inserted from bills
9 “
10 “
11 “
12 (MSD in the highest nibble)
13 Bill type 1 ($1) (LSD in the lowest nibble) Total number of $1 bills accepted
14 “ For UrPeso, total number of URP 200 inserted
15 “
16 “
17 (MSD in the highest nibble)
18 Bill type 2 ($2) (LSD in the lowest nibble) Total number of $2 bills accepted
19 “ For UrPeso, total number of URP 500 inserted
20 “
21 “
22 (MSD in the highest nibble)
23 Bill type 3 ($5) (LSD in the lowest nibble) Total number of $5 bills accepted
24 “
25 “
26 “
27 (MSD in the highest nibble)
28 Bill type 4 ($10) (LSD in the lowest nibble) Total number of $10 bills accepted
29 “
30 “
31 “
32 (MSD in the highest nibble)
33 Bill type 5 ($20) (LSD in the lowest nibble) Total number of $20 bills accepted
34 “
35 “
36 “
37 (MSD in the highest nibble)
38 Bill type 6 ($25) (LSD in the lowest nibble) Total number of $25 bills accepted
39 “ For UrPeso, total number of URP 1000 inserted
40 “
41 “
42 (MSD in the highest nibble)
43 Bill type 7 ($50) (LSD in the lowest nibble) Total number of $50 bills accepted
44 “
45 “
46 “
47 (MSD in the highest nibble)
48 Bill type 8 ($100) (LSD in the lowest nibble) Total number of $100 bills accepted
49 “
50 “
51 “
52 (MSD in the highest nibble)
53 Bills in stacker (LSD in the lowest nibble) 4 digit BCD
54 (MSD in the highest nibble)
55 Change obtained (LSD in the lowest nibble) The amount of credits obtained as change
56 “
57 “
58 “
59 (MSD in the highest nibble)
60 Cancel credit amount Current cancel credit amount
(LSD in the lowest nibble)
61 “
62 “
63 “
64 (MSD in the highest nibble)
65 Jackpot amount (LSD in the lowest nibble) Current Jackpot amount
66 “
67 “
68 “
69 (MSD in the highest nibble)
70 $00 (Spare)
71 $00 Ticket type Printed ticket type (See 9.2.1 for details)
72 $00 Ticket number Ticket Number
73 $00
74 $00
75 $00 (MSD in the highest nibble)
76 $00 Ticket amount Ticket amount in cents
77 $00
78 $00
79 $00 (MSD in the highest nibble)
80 $00 Validation number Validation number
81 $00
82 $00
83 $00 (MSD in highest nibble)
84 $00 Date Date (dd - in packed BCD)
85 $00 (mm - in packed BCD)
86 $00 (yy - in packed BCD)
87 $00 Time Time (hh - in packed BCD)
88 $00 (mm - in packed BCD)
89 $00 (ss - in packed BCD)
90 Electronic credits in (LSD in lowest nibble)
91 “
92 “
93 (MSD in the highest nibble)
94 Electronic credits out (LSD in lowest nibble)
95 “
96 “
97 (MSD in the highest nibble)
98 - $00 (Spare) Bytes 98 - 123 are spare and should be
123 set to a value of $00.
124 Block sequence counter The sequence counter of the block. This counter is incremented
(0-99) wrap-around if the block to be transmitted has been changed since the
previous transmission. Initialises to zero on power up and
memory reset.
125 CRC (Lower nibble) (Low) 0X Hex
126 CRC (High nibble) X0 Hex
127 CRC (Lower nibble) (High) 0X Hex
128 CRC (High nibble) X0 Hex

Last four bytes represent four nibbles of actual CRC sum calculated for that block.

PRINTER TICKET TYPE DEFINITION - (BYTE 71 OF MDB)


$01 - Cash ticket
$02 - Jackpot ticket
$04 - Main door access ticket
$08 - Cash door access ticket
$10 - Audit meter access ticket
$20 - Meter memory error ticket
$40 - Meters cleared ticket

Note that a “Main door access ticket” type occurs when a main door or logic door access ticket is printed, and a
“Cash door access ticket” type occurs when a cashbox door or bacc door access ticket is printed.

PROGRESSIVE/MYSTERY HANDLING
Some changes have been made to the handling of external wins from a progressive/mystery controller. This
section is intended to clarify how such wins are handled.
Generally, these wins fall into one of two categories:
 Win amounts that are paid as a handpay to the patron, requiring attendant keyoff.
 Win amounts that are paid directly to the credit meter (assuming this is possible) with no attendant keyoff
All wins are received from the controller, but the event may be initiated by the game (progressive) or controller
itself for mystery pays.
PROGRESSIVES:
1. The game signals the controller that a link hit has occurred on a particular level.
2. The controller determines the amount available for that particular level.
3. The controller then returns the amount to the game.
4. The game determines whether the amount should be paid as a handpay (lockup), or paid directly to the credit
meter.
5. If the amount is a handpay, the game signals a handpay pending to the host by setting status byte 10, bit 0
This indicates a Jackpot handpay is occurring. The actual amount is placed in the JACKPOT field of the
MDB, bytes 65-69. The progressive level is signaled by setting the progressive level bits in status byte 10,
bits 3 through 6 as follows:

Progressive (Link) Level Bit 6-3


0 0001
1 0010
2 0011
3 0100
Note – It is assumed that multiple levels do not hit simultaneously. If they do, they each must be signaled
individually.
6. Once the attendant keyoff occurs, the above fields are cleared, and a signal is sent to the controller.
7. If the amount is determined to be a credit meter pay, then the games signals the host by setting the
progressive level bits in status byte 10, bits 3 through 6 as above. The Jackpot pending status flag (status byte
10, bit 0) is NOT set. The actual amount is added to the cumulative CREDITS_WON field in the SDB, bytes
22-26. The amount also appears in the JACKPOT field of the MDB.
8. After a celebration time, a signal is sent to controller to clear the amount.

MYSTERY:
1. The controller signals the game that a mystery pays has occurred.
2. The game responds, and accepts an amount from the controller.
3. The game determines whether the amount should be paid as a handpay (lockup), or paid directly to the credit
meter.
4. If the amount is a handpay, the game signals a handpay pending to the host by setting status byte 2, bit 0. This
indicates a Jackpot handpay is occurring. The actual amount is placed in the JACKPOT field of the MDB,
bytes 65-69. The mystery level is signaled by setting the progressive level bits in status byte 2, bits 3 through
6 as follows:

Mystery (Link) Level Bit 6-3


6 0111
7 1000
Note – It is assumed that multiple levels do not hit simultaneously. If they do, they each must be signaled
individually.
5. Once the attendant keyoff occurs, the above fields are cleared, and a signal is sent to the controller.
6. If the amount is determined to be a credit meter pay, then the games signals the host by setting the mystery
level bits in status byte 2, bits 3 through 6 as above. The Jackpot pending status flag (status byte 2, bit 0) is
NOT set. The actual amount is added to the cumulative CREDITS_WON field in the SDB, bytes 22-26. .
The amount also appears in the JACKPOT field of the MDB.
7. After a celebration time, a signal is sent to controller to clear the amount.

JACKPOT HANDLING
As a general rule, all wins in the game paid to the credit meter appear in the COIN_OUT hard meter and
CREDITS_WON meter in the SDB.
External Wins (Progressive and mystery pays) which are paid to the credit meter also appear in these meters. They
also appear as credit amounts in the JACKPOT meter of the MDB, but the Jackpot status flag is NOT set. The
level is indicated by the progressive level bits described above.
Hand pay wins do NOT appear in the COIN_OUT hard meter or CREDITS_WON meter of the SDB. They appear
in the JACKPOT meter, and are indicated by the jackpot status bit. Cumulative jackpots appear in the
JACKPOT_CREDIT meter in the SDB.
External Hand Pay wins (Progressive and mystery pays) do NOT appear in the COIN_OUT hard meter or
CREDITS_WON meter of the SDB. They appear in the JACKPOT meter, and are indicated by the jackpot status
bit. The level is indicated by the progressive level bits described above. Cumulative jackpots appear in the
JACKPOT_CREDIT meter in the SDB.

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