# Hall / basement / new native tables Runtime remains MASM32. Python scripts only compile sprite sheets and maps offline. - Camera eye height and room height are independent. The hall ceiling is 2.5 world units; people, tables and machines have separate, floor-anchored sizes. - Entrance guards are depth-tested world objects throughout the approach. - Close house walls sample 256-pixel source tiles; distant walls retain the 128-pixel mip. The CASINO fascia uses separately drawn, readable lettering. - Raised street pilasters and a projecting fascia give the facades relief. - The hall has a cabaret enclosure, arcade divider, more dealers, lounge booths, a bar, a pool corner and an east-side basement entrance. - The basement is a separate collision map. Perspective-rendered stair treads and camera height connect to the shop room. Leaving the shop stays downstairs. - Bar purchases are charged once. Sixteen bartender poses and eight drinking poses animate the serving sequence. Alcohol adds a small time-decaying camera sway; water clears it. Esc pauses an active serving animation. - European roulette supports simultaneous straight-up, color, parity, halves, dozen and column bets. Click fields to add chips, W/S adjusts denomination, Backspace clears the uncommitted layout, Space/SPIN starts the round. - Eight-ball is the first billiards implementation, with simulated collisions and a basic dealer AI. See BILLIARDS_PLAN.md for limitations and next steps. Offline scripts: tools/generators/pack_hall_assets.py and make_hall_layout.py. New art sources and generation prompts: assets/sprites/hall/. QA: tools/tests/test_casino_actions.ps1 and check_hall_frames.py. Remaining: port other console games one at a time, fuller billiards physics and AI, bartender audio, richer bunker furnishings, a complete high-resolution renderer pass, and visual/manual QA on the user's weak laptop. Umamusume is unchanged. The installer needs a separate rebuild after this game build is approved.