# Hall and Basement The runtime stays MASM32. Image generation and Python packing are offline asset work only. Original generated atlases and prompts live in `assets/sprites/hall`. ## Bar and Dining The six-unit walnut counter occupies x=3..9, y=23..24. Its top, end panels and front panels use different dedicated materials. The bartender works at y=22.5; three bottle shelf sections are behind him at y=22. They are fixed world planes, not sprites that rotate towards the camera. Dining tables and red seating are south of the counter at y=27..29, on the customer side. The central x=5..8 aisle stays open. Counter, back-bar cabinet and dining footprints block walking. The drink view uses the same world scene as walking. Mixing has sixteen bartender poses; drinking uses eight hand poses. Rendering does not debit money. ## Basement The shop uses faded green wall tiles, worn plaster, a stepped vault and small stone floor tiles. A wooden counter separates the trader from customers; card decks, chips and talismans fill the mesh-front shelves and glass display cases. The desktop has a lamp, ledger, cards and an old CRT, not workshop equipment. Texture slots 92..99 are dedicated bunker materials, not outdoor facade or dumpster materials. Eight actual stair treads connect the entrance to the lower room. Merchant interaction stays inside the basement and the stair interaction returns to the hall. The vault is stepped geometry, not a smooth curved mesh. ## Architecture and Texture Sampling The hall has patterned carpet, wood flooring in the lounge and pool area, low partitions with walkable openings, a plaster ceiling and six individually placed chandeliers. Columns and stone cornices frame the gaming area. The street facade includes projecting masonry, bay windows, porch supports and wall lanterns. The entrance retains the CASINO lettering in its original artwork rather than drawing a second sign over it. Nearby indoor surfaces and detailed outdoor planes sample their full 256-pixel source width. Alpha-cutout architectural planes only write depth at opaque pixels. Horizontal surfaces crossing the camera's near plane remain visible. These fixes do not increase the native 640x480 framebuffer resolution. ## Visitors Ten stationary guests stand at game tables and the bar or sit in the dining area. Two additional guests walk a twenty-second loop through the central aisles, with four source walk poses each. Route phase uses elapsed time, not render calls; accepted positions must pass the world's collision checks. Sprites share ground anchors and depth testing with furniture. This is the first population pass: walking sprites are camera-facing billboards, not eight-direction character sets, and guests do not yet converse or play full autonomous rounds. Visitor routes pause while a table mode is active. ## Verification `tools/tests/test_casino_actions.ps1` builds and runs the real assembly executable with isolated profile fixtures. Hall tests cover a full visitor route, furniture collision, room transitions, drink charges, one-pixel texture detail and near-plane surface clipping. Native framebuffer snapshots include close views of the bar, basement, stairs and dining area. Tests are not a substitute for manually playing on the target low-end laptop.