||Celly version 24
(Payday FreeCell HD)
||Hover your mouse: As shown in the picture below, open a fresh game (where you can see its 56-card layout)
and STOP. Now start my Celly and hover your mouse on the Score box at the left side of your window, exactly as the pink arrow down here is
showing. The auto should recognize it, beep at you, snap your mouse away and start playing Payday for you. Google Chrome or Torch, people!
||Google Chrome only: These newer Html5 games were specifically coded/tested with Google Chrome on multiple machines and all operating systems. If your auto is having trouble connecting with their game while hovering your mouse
properly (or any issues afterward), please try every other web browser available in your arsenal. Recommended... in order: Torch,
Internet Explorer, Windows 10's Edge, Firefox ESR,
|24 (11.29.2019) I guess I just fixed the known rare stall (misread of a Six being an Eight in lane 5), because I
watched Celly cruise non-stop for over 36 hours. Wow, rank progress is truly sluggish in this game!
|23 (11.26.2019) Upgraded to the new HD version of the game. Only real difference is the loss of the old
Flash Refresh option. I am aware of a rare misread of a Six being an Eight, which causes a stall sometimes. Trying to pinpoint the issue and
find a proper band-aid without breaking anything in this very glass house.
|22 (4.16.2016) Some of you have a moved game summary Play Again button. This update should cover both of us.
|21 (1.15.2013) If you watch real close, you can see your entire game nudge north when the game summary
screen appears. After you click Play Again, it seats itself back down where it was. This was throwing off the upper-left corner of your game.
|20 (11.17.2012) Updated for Windows 8 compatibility.
|19 (8.6.2012) The game summary screen was moved 1 pixel south, stalling the auto.
|18 (4.24.2012) This morning's maintenance brought a moved Play Again button.
|17 (4.16.2012) The Allowed Difficulty option was confusingly changing itself to a duplicated
Think Time when changed. My bad... sorry for the confusion.
|16 (3.13.2012) The game is now embedded into the web browser with a different Play Again screen,
which stalled the auto.
|15 (6.13.2011) We discovered that the new flash doesn't really like the long, new ranks. Eventually,
after time, weird things started to happen. Further, there are new errors in Payday that were causing the auto to stall. Such as trying to
move a perfectly legal 2 of Clubs up on the Ace of Clubs foundation pile or moving a QJT9 over to a King when you have two completely
empty lanes to use legally and that's exactly how many are required. So we had two issues here: an eventual flash crash and a broken game.
I decided to install a Flash Refresh option (only works with Internet Explorer or Firefox, not Google Chrome) to take care of the
first problem. Also, I included a 60-second timeout catcher that monitors your foundation piles. If they have not changed after 60 seconds
or so, there's obviously a problem and Celly will hit New Game to keep the flow. Both solutions seem to be keeping Payday running much
smoother. If you have any kind of issues, I highly suggest turning the auto's Speed option down a little until it goes away. One of my laptops
couldn't hang until I did and I was happy to see it still cruising when I woke.
|14 (6.7.2011) This morning's 20 new ranks also brought a new opening splash screen and a changed
Play Again button. Thanks for letting me know about it, Mary.
|13 (4.16.2011) The new FF4 was having a hard time finding your game window. Please start the auto and move
your mouse over that upper dark strip to get Celly rolling. Because of today's update, this auto now works inside Facebook as well, except for
those annoying pop-ups.
|12 (2.16.2011) The ending splash screen's Play Again button was moved again.
|11 (1.13.2011) Payday FreeCell is now flash, so the auto needed some changes. While I was in there,
I added a new Allowed Difficulty option. Basically, I realized that we can keep hitting the New Game button until an easy layout arrives
and it doesn't count as a loss until you actually play your first card. Based on that, it's so much easier to play a game when the opening cards
have tons of Aces, Twos, Threes and Scratchers very near the bottom of the board. This allows us to quickly start the upper-right foundation piles
and clear out some lanes much faster. Why play a hard layout if you don't have to? I set the default for this option to 20%, which means that
Celly will keep hitting New Game until a board appears that has a "difficulty factor" that is less than 20%. The hardest boards (loaded
with Kings and Queens at the bottom) are a 100% difficulty factor. The easiest board has a zero percent difficulty. So slide this option lower and
the auto will play easier games. If you want Celly to play anything it encounters, you can turn this option off by sliding all the way up to 100.
Since this game is now in flash, Doubly had to go and Facebook no longer works. But I am working on a universal solution for the Facebook
application, so bear with me.
|10 (9.22.2010) They added a new splash screen at the end of every game with a new Play Again button.
Thanks for letting me know about it, Wende. I also made the game ready for Facebook, since it appears to be coming soon.
|9 (9.8.2007) No changes made. There was
a false virus reported by Avast. The fake infection magically vanished after I
re-created this identical updated .exe version. I apologize for their annoyance.
|8 (3.28.2007) Tuesday changes broke a
few simple buttons. All should be taken care of.
|7 (3.2.2007) That new intel thing I
spoke of is now installed. It's much smarter, with a near perfect win-loss
ratio. Less card-hover checking. Removed the old option and replaced it with
Think Time. Increasing this new option will take your games longer to
complete, but will also make a smarter auto. If Celly is winning too much, lower
it (even as far down as zero). This is the only purpose of this new option,
giving you control of game completion time and intelligence together. The
regular Game Speed option is different, as it helps struggling java by
slowing the various clicking activity and mouse hovers. Fastest auto: Think Time
0, Game Speed 100. Slowest: Think Time 100, Game Speed 0. Or meet somewhere in
the middle, like the default settings: Think Time 25, Game Speed 75.
|6 (2.27.2007) Fixed today's changes at
the site. Still working on this one, as I have a promising new intelligence
happening right now that needs tweaked still. Almost made it inside today's
update, but just missed it. It's what I am currently working on.
|5 (2.17.2007) A little better.
|4 (2.14.2007) They altered some
graphics. I altered some code. Thanks to the few that made me aware of the
|3 (2.13.2007) Updated the auto to play
with the newer graphics. You will notice a few extra right-clicks hovering over
some of the hidden cards to reveal them, but most occur only at the beginning of
a fresh game. If you have Celly running too fast, there's a good chance some
animations are causing misreads. Simple solution: slow the Game Speed option
|2 (1.9.2007) The little dance should be
gone. If you still see one, it's probably because your graphics are being read
too quickly. So just slow the auto down from 100 speed until everything
stabilizes. Some computers can handle the full 100 speed and others can't. I
threw a Keep cells option inside that somewhat variates the way Celly
thinks. This file certainly wins more often and should play a little smoother.
Don't forget what I said about slowing the auto down... if you experience
|1 (1.17.2006) I have been working on
this one for months and yet it's still unfinished. So expect more details
written here since a more finalized version is on the way hopefully this week (I
finally broke through the major hurdle that was stalling this one and wanted to
share it). Celly is a very quick auto that will also include the finishing
intelligence parts that it needs. But for now, this is what I have accomplished
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