Black Rose

Partial

Bally1992WPCbally.black-rose.1992

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Right Bottom Flasher'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
br_l4

8 ROM sets resolve to this machine. Clones share the definition unless a hardware difference is listed.

Controller platform
pinmame.wpc

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays

No display inventory recorded yet.

Address space
Switches
1–118 (57)
Solenoids
1–28 (28)
Lamps
11–86 (61)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.4

Portable roles — the consuming engine maps them to its own input actions.

Coverage

Partial

Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

57 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

57 shown
# Name Device ID Role Evidence
1
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
2
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
3
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
4
Coin Button 4
switch.coin-4
cabinet.coin.4
candidate
5
Cancel
switch.cancel
service.cancel
candidate
6
Down
switch.down
service.down
candidate
7
Up
switch.up
service.up
candidate
8
Enter
switch.enter
service.enter
candidate
13
Start Button
switch.start-button
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Outhole
switch.outhole
candidate
16
Right Trough
switch.right-trough
candidate
17
Center Trough
switch.center-trough
candidate
18
Left Trough
switch.left-trough
candidate
21
Slam Tilt
switch.slam-tilt
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
candidate
25
Shooter Lane
switch.shooter-lane
candidate
26
Left Outlane
switch.left-outlane
candidate
27
Left Inlane
switch.left-inlane
candidate
28
Left Slingshot
switch.left-slingshot
candidate
31
Bottom Bank Bottom Target
switch.bottom-bank-bottom-target
candidate
32
Bottom Bank Middle Target
switch.bottom-bank-middle-target
candidate
33
Bottom Bank Top Target
switch.bottom-bank-top-target
candidate
34
Fire Button
switch.fire-button
candidate
35
Cannon Kicker
switch.cannon-kicker
candidate
36
Right Outlane
switch.right-outlane
candidate
37
Right Inlane
switch.right-inlane
candidate
38
Right Slingshot
switch.right-slingshot
candidate
41
Middle Bank Top Target
switch.middle-bank-top-target
candidate
42
Middle Bank Middle Target
switch.middle-bank-middle-target
candidate
43
Middle Bank Bottom Target
switch.middle-bank-bottom-target
candidate
44
Enter Left Ramp
switch.enter-left-ramp
candidate
45
Top Left Loop
switch.top-left-loop
candidate
46
Left Jet Bumper
switch.left-jet-bumper
candidate
47
Right Jet Bumper
switch.right-jet-bumper
candidate
48
Bottom Jet Bumper
switch.bottom-jet-bumper
candidate
51
Top Bank Bottom Target
switch.top-bank-bottom-target
candidate
52
Top Bank Middle Target
switch.top-bank-middle-target
candidate
53
Top Bank Top Target
switch.top-bank-top-target
candidate
54
Ramp Down
switch.ramp-down
candidate
55
Ball Popper (Ramp Sword)
switch.ball-popper-ramp-sword
candidate
56
Right Ramp Made
switch.right-ramp-made
candidate
57
Jets Exit
switch.jets-exit
candidate
58
Enter Jets
switch.enter-jets
candidate
61
Subway Top (Broadside Hole)
switch.subway-top-broadside-hole
candidate
62
Backboard Ramp
switch.backboard-ramp
candidate
63
Lockup 1
switch.lockup-1
candidate
64
Lockup 2
switch.lockup-2
candidate
65
Right Single Standup Target
switch.right-single-standup-target
candidate
66
Subway Bottom (Cannon Load)
switch.subway-bottom-cannon-load
candidate
71
Enter Lockup
switch.enter-lockup
candidate
72
Middle Ramp (Ship Ramp)
switch.middle-ramp-ship-ramp
candidate
76
Enter Right Ramp
switch.enter-right-ramp
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate

Controlled devices

Everything the ROM can energise, grouped the way a table author builds it.

Coils, magnets & motors

16
16 shown
# Name Device ID Evidence
1
Ball Popper (Ramp Sword Kicker)
device.ball-popper-ramp-sword-kicker candidate
2
Outhole (Trough Entry)
device.outhole-trough-entry candidate
3
Cannon Motor
device.cannon-motor candidate
4
Ball Release (Trough Eject)
device.ball-release-trough-eject candidate
5
Not Used
device.not-used candidate
6
Not Used
device.not-used.6 candidate
7
Knocker
device.knocker candidate
8
Cannon Kicker (Fire Cannon)
device.cannon-kicker-fire-cannon candidate
9
Pirates Cove Kick (Ball Lock Release)
device.pirates-cove-kick-ball-lock-release candidate
10
Ramp Up (Ship Ramp Raise)
device.ramp-up-ship-ramp-raise candidate
11
Ramp Down (Ship Ramp Lower)
device.ramp-down-ship-ramp-lower candidate
12
Not Used
device.not-used.12 candidate
13
Not Used
device.not-used.13 candidate
14
Not Used
device.not-used.14 candidate
15
Not Used
device.not-used.15 candidate
16
Not Used
device.not-used.16 candidate

Flashers

12
12 shown
# Name Device ID Evidence
17
Left Bottom Flasher
device.left-bottom-flasher candidate
18
Left Top Flasher
device.left-top-flasher candidate
19
ROM Started
device.game-on candidate
20
Right Top Flasher
device.right-top-flasher candidate
21
Right Ramp Flasher
device.right-ramp-flasher candidate
22
Left Ramp Flasher
device.left-ramp-flasher candidate
23
Locker Open Flasher
device.locker-open-flasher candidate
24
Left Sword Flasher
device.left-sword-flasher candidate
25
Top Popper Flasher
device.top-popper-flasher candidate
26
Cannon Flasher
device.cannon-flasher candidate
27
Fire Button Flasher
device.fire-button-flasher candidate
28
Right Sword Flasher
device.right-sword-flasher candidate

Lamps

61

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
61 shown
# Name Device ID Evidence
11
Shoot Again
lamp.shoot-again candidate
12
Broadside Polly Says
lamp.broadside-polly-says candidate
13
Broadside Knife Throw
lamp.broadside-knife-throw candidate
14
Broadside Instant Multiball
lamp.broadside-instant-multiball candidate
15
Broadside Walk the Plank
lamp.broadside-walk-the-plank candidate
16
Broadside Treasure
lamp.broadside-treasure candidate
17
Broadside Rigging Swing
lamp.broadside-rigging-swing candidate
18
Broadside Millions Plus
lamp.broadside-millions-plus candidate
21
Sink Ship S
lamp.sink-ship-s candidate
22
Sink Ship I
lamp.sink-ship-i candidate
23
Sink Ship N
lamp.sink-ship-n candidate
24
Sink Ship K
lamp.sink-ship-k candidate
25
Sink Ship S (Ship)
lamp.sink-ship-s-ship candidate
26
Sink Ship H
lamp.sink-ship-h candidate
27
Sink Ship I (Ship)
lamp.sink-ship-i-ship candidate
28
Sink Ship P
lamp.sink-ship-p candidate
31
Torch Target 1
lamp.torch-target-1 candidate
32
Torch Target 2
lamp.torch-target-2 candidate
33
Torch Target 3
lamp.torch-target-3 candidate
34
Bonus 2X
lamp.bonus-2x candidate
35
Lock Arrow
lamp.lock-arrow candidate
36
Bonus 4X
lamp.bonus-4x candidate
37
Jet Bumper Lane
lamp.jet-bumper-lane candidate
38
Right Ramp Arrow
lamp.right-ramp-arrow candidate
41
Cannon Ball Target 1
lamp.cannon-ball-target-1 candidate
42
Cannon Ball Target 2
lamp.cannon-ball-target-2 candidate
43
Cannon Ball Target 3
lamp.cannon-ball-target-3 candidate
44
Left Ramp Arrow
lamp.left-ramp-arrow candidate
45
Lock L
lamp.lock-l candidate
46
Lock O
lamp.lock-o candidate
47
Lock C
lamp.lock-c candidate
48
Lock K
lamp.lock-k candidate
51
Gun Powder Target 1
lamp.gun-powder-target-1 candidate
52
Gun Powder Target 2
lamp.gun-powder-target-2 candidate
53
Gun Powder Target 3
lamp.gun-powder-target-3 candidate
54
Extra Ball
lamp.extra-ball candidate
55
Whirlpool 100K
lamp.whirlpool-100k candidate
56
Whirlpool 200K
lamp.whirlpool-200k candidate
57
Treasure Left
lamp.treasure-left candidate
58
Whirlpool 300K
lamp.whirlpool-300k candidate
61
Whirlpool 400K
lamp.whirlpool-400k candidate
62
Whirlpool Extra Ball
lamp.whirlpool-extra-ball candidate
63
Whirlpool 1M
lamp.whirlpool-1m candidate
64
Broadside Arrow
lamp.broadside-arrow candidate
65
Ship Ramp Arrow
lamp.ship-ramp-arrow candidate
66
Treasure Right
lamp.treasure-right candidate
67
Doubloon Target
lamp.doubloon-target candidate
68
Special
lamp.special candidate
71
Top Loop Arrow
lamp.top-loop-arrow candidate
72
Combo Arrow 1
lamp.combo-arrow-1 candidate
73
Combo Arrow 2
lamp.combo-arrow-2 candidate
74
Combo Arrow 3
lamp.combo-arrow-3 candidate
75
Combo Arrow 4
lamp.combo-arrow-4 candidate
76
Combo Arrow 5
lamp.combo-arrow-5 candidate
77
Combo Arrow 6
lamp.combo-arrow-6 candidate
81
Bonus 6X
lamp.bonus-6x candidate
82
Bonus 8X
lamp.bonus-8x candidate
83
Lock 1
lamp.lock-1 candidate
84
Lock 2
lamp.lock-2 candidate
85
Multiball
lamp.multiball candidate
86
Jackpot
lamp.jackpot candidate

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Bally (1992). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/br.json#/switches/1._note: vpmNudge.TiltSwitch = 14
  • games/br.json#/switches/2._note: bsTrough.EntrySw = 15
  • games/br.json#/switches/3._note: bsTrough.initSwitches Array(16,17,18)
  • games/br.json#/switches/7._note: Controller.Switch(22) = 1 in Table1_Init
  • games/br.json#/switches/8._note: Controller.Switch(25) set in ShooterLane_Hit/UnHit
  • games/br.json#/switches/9._note: Controller.Switch(26) set in Sw26_Hit/UnHit
  • games/br.json#/switches/10._note: Controller.Switch(27) set in Sw27_Hit/UnHit
  • games/br.json#/switches/11._note: PulseSw(28) in LeftSlingShot_Slingshot
  • games/br.json#/switches/12._note: PulseSw(31) in Sw31_Hit
  • games/br.json#/switches/13._note: PulseSw(32) in Sw32_Hit
  • games/br.json#/switches/14._note: PulseSw(33) in Sw33_Hit
  • games/br.json#/switches/15._note: Controller.Switch(34) set via PlungerKey in KeyDown/KeyUp
  • games/br.json#/switches/16._note: Controller.Switch(35) = 1 in sw66_Sub_Hit (subway loads cannon); cleared by FireCannon
  • games/br.json#/switches/17._note: Controller.Switch(36) set in Sw36_Hit/UnHit
  • games/br.json#/switches/18._note: Controller.Switch(37) set in Sw37_Hit/UnHit
  • games/br.json#/switches/19._note: PulseSw(38) in RightSlingShot_Slingshot
  • games/br.json#/switches/20._note: PulseSw(41) in Sw41_Hit
  • games/br.json#/switches/21._note: PulseSw(42) in Sw42_Hit
  • games/br.json#/switches/22._note: PulseSw(43) in Sw43_Hit
  • games/br.json#/switches/23._note: PulseSw(44) in GateSw44_Hit
  • games/br.json#/switches/24._note: Controller.Switch(45) set in Sw45_Hit/UnHit
  • games/br.json#/switches/25._note: PulseSw(46) in Bumper1_Hit
  • games/br.json#/switches/26._note: PulseSw(47) in Bumper2_Hit
  • games/br.json#/switches/27._note: PulseSw(48) in BumperSw48_Hit
  • games/br.json#/switches/28._note: PulseSw(51) in Sw51_Hit
  • games/br.json#/switches/29._note: PulseSw(52) in Sw52_Hit
  • games/br.json#/switches/30._note: PulseSw(53) in Sw53_Hit
  • games/br.json#/switches/31._note: Controller.Switch(54) managed by RampDown/RampUp solenoid callbacks; indicates ship ramp (Davey Jones) is in down position
  • games/br.json#/switches/32._note: Controller.Switch(55) = 1 in KickerSW55_Hit; cleared by RampSwordKicker
  • games/br.json#/switches/33._note: Controller.Switch(56) set in Sw56_Hit/UnHit
  • games/br.json#/switches/34._note: Controller.Switch(57) set in Sw57_Hit/UnHit
  • games/br.json#/switches/35._note: Controller.Switch(58) set in Sw58_Hit/UnHit
  • games/br.json#/switches/36._note: PulseSwitch 61 in sw61_Sub_Hit
  • games/br.json#/switches/37._note: Controller.Switch(62) set in Sw62_Hit/UnHit
  • games/br.json#/switches/38._note: Controller.Switch(63) = 1 in KickerSw63_Hit; cleared by PiratesCoveKick
  • games/br.json#/switches/39._note: Controller.Switch(64) = 1 in KickerSw64_Hit; cleared by PiratesCoveKick
  • games/br.json#/switches/40._note: PulseSw(65) in Sw65_Hit
  • games/br.json#/switches/41._note: PulseSwitch 66 in sw66_Sub_Hit; also sets Controller.Switch(35) = 1
  • games/br.json#/switches/42._note: PulseSw(71) in GateSw71_Hit
  • games/br.json#/switches/43._note: PulseSw(72) in GateSw72_Hit
  • games/br.json#/switches/44._note: PulseSw(76) in GateSw76_Hit
  • games/br.json#/coils/0._vbscript_callback: RampSwordKicker
  • games/br.json#/coils/0._inferred_type: kicker
  • games/br.json#/coils/0._note: Destroys ball at KickerSw55, creates at KickerSW55Upper, kicks 180/5
  • games/br.json#/coils/1._vbscript_callback: bsTroughSolIn
  • games/br.json#/coils/1._inferred_type: ball_management
  • games/br.json#/coils/2._vbscript_callback: CannonMotor
  • games/br.json#/coils/2._inferred_type: mechanism
  • games/br.json#/coils/2._note: Enables DiscTimer to rotate cannon; plays Motor_Cannon loop sound
  • games/br.json#/coils/3._vbscript_callback: bsTroughSolOut
  • games/br.json#/coils/3._inferred_type: ball_management
  • games/br.json#/coils/3._note: bsTrough.InitExit BallRelease, 55, 8
  • games/br.json#/coils/4._note: Empty SolCallback in script
  • games/br.json#/coils/5._note: Empty SolCallback in script
  • games/br.json#/coils/6._vbscript_callback: SolKnocker
  • games/br.json#/coils/6._inferred_type: knocker
  • games/br.json#/coils/7._vbscript_callback: FireCannon
  • games/br.json#/coils/7._inferred_type: mechanism
  • games/br.json#/coils/7._note: Creates ball at CannonKicker, kicks at disc angle; clears sw35
  • games/br.json#/coils/8._vbscript_callback: PiratesCoveKick
  • games/br.json#/coils/8._inferred_type: kicker
  • games/br.json#/coils/8._note: Kicks from KickerSw64 first, then KickerSw63; clears sw63/sw64
  • games/br.json#/coils/9._vbscript_callback: RampUp
  • games/br.json#/coils/9._inferred_type: mechanism
  • games/br.json#/coils/9._note: Clears Controller.Switch(54); raises DaveyRamp via timer
  • games/br.json#/coils/10._vbscript_callback: RampDown
  • games/br.json#/coils/10._inferred_type: mechanism
  • games/br.json#/coils/10._note: Sets Controller.Switch(54) = 1; lowers DaveyRamp via timer
  • games/br.json#/coils/11._note: Empty SolCallback in script
  • games/br.json#/coils/12._note: Empty SolCallback in script
  • games/br.json#/coils/13._note: Empty SolCallback in script
  • games/br.json#/coils/14._note: Empty SolCallback in script
  • games/br.json#/coils/15._note: Empty SolCallback in script
  • games/br.json#/coils/16._vbscript_callback: Sol17
  • games/br.json#/coils/16._inferred_type: flasher
  • games/br.json#/coils/16._note: Backglass: Top 'Black'; SetLamp 117
  • games/br.json#/coils/17._vbscript_callback: Sol18
  • games/br.json#/coils/17._inferred_type: flasher
  • games/br.json#/coils/17._note: Backglass: Lady Pirate Belly; SetLamp 118
  • games/br.json#/coils/18._vbscript_callback: Sol19
  • games/br.json#/coils/18._inferred_type: flasher
  • games/br.json#/coils/18._note: Backglass: Man Pirate Right; SetLamp 119
  • games/br.json#/coils/19._vbscript_callback: Sol20
  • games/br.json#/coils/19._inferred_type: flasher
  • games/br.json#/coils/19._note: Backglass: Right Top; SetLamp 120
  • games/br.json#/coils/20._vbscript_callback: Sol21
  • games/br.json#/coils/20._inferred_type: flasher
  • games/br.json#/coils/20._note: Backglass: Bottom 'Rose'; SetLamp 121
  • games/br.json#/coils/21._vbscript_callback: Sol22
  • games/br.json#/coils/21._inferred_type: flasher
  • games/br.json#/coils/21._note: Backglass: Bottom 'Black'; SetLamp 122
  • games/br.json#/coils/22._vbscript_callback: Sol23
  • games/br.json#/coils/22._inferred_type: flasher
  • games/br.json#/coils/22._note: Backglass: Skull; SetLamp 123
  • games/br.json#/coils/23._vbscript_callback: Sol24
  • games/br.json#/coils/23._inferred_type: flasher
  • games/br.json#/coils/23._note: Backglass: Bottom of Skull; SetLamp 124
  • games/br.json#/coils/24._vbscript_callback: SetLamp 125,
  • games/br.json#/coils/24._inferred_type: flasher
  • games/br.json#/coils/24._note: SolModCallback uses SetLamp 125 directly (no Sol25 sub)
  • games/br.json#/coils/25._vbscript_callback: SetLamp 126,
  • games/br.json#/coils/25._inferred_type: flasher
  • games/br.json#/coils/25._note: Dual cannon flashers; SolModCallback uses SetLamp 126 directly (no Sol26 sub)
  • games/br.json#/coils/26._vbscript_callback: Sol27
  • games/br.json#/coils/26._inferred_type: flasher
  • games/br.json#/coils/26._note: Backglass: Canon Flame; SetLamp 127
  • games/br.json#/coils/27._vbscript_callback: Sol28
  • games/br.json#/coils/27._inferred_type: flasher
  • games/br.json#/coils/27._note: Backglass: Middle Pirate; SetLamp 128
  • games/br.json#/lamps/38._note: Lampz.Callback(57) commented out in VBS
  • games/br.json#/lamps/45._note: Lampz.Callback(66) commented out in VBS
  • games/br.json#/lamps/60._note: Also controls secondary insert (l86a / Pot)
  • games/br.json#/_source/confidence_notes: High confidence on switches and coils — extracted from VPW v1.4 VBScript. No Const sw*/s* declarations in script; switches identified from _Hit/_UnHit subs, Controller.Switch() calls, PulseSw() calls, and bsTrough.initSwitches. Lamps from Lampz.MassAssign; lamp descriptions inferred from playfield layout and rulesheet — lower confidence than switches/coils. Flasher coils 17-24,27-28 use SolModCallback with Sol## subs; flashers 25-26 use SolModCallback with SetLamp directly. Flipper solenoid IDs use framework constants (sLRFlipper, sLLFlipper, sURFlipper) from core.vbs — not extracted as game-level coils. Solenoids 5-6, 12-16 have empty callbacks in script. Switches 13 (Start), 21 (Slam Tilt), 22 (Coin Door) are framework-handled. Switch 23 (Ticket Opto) not referenced in this VPW script. IPDB URL in script header points to id=313.

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.br: games/br.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
br_l4Black Rose (L-4) 1993
br_l3Black Rose (L-3) 1993br_l4
br_d3Black Rose (D-3 LED Ghost Fix) 1993br_l4
br_p18Black Rose (P-18 LED Ghost Fix) 1992br_l4
br_p17Black Rose (P-17 Prototype, SP-1) 1992br_l4
br_l1Black Rose (L-1) 1992br_l4
br_d4Black Rose (D-4 LED Ghost Fix) 1992br_l4
br_d1Black Rose (D-1 LED Ghost Fix) 1992br_l4

Parent set: br_l4 — clones share this definition unless a hardware difference is noted.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • Legacy definition

    legacy.game.br

    games/br.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.wpc

    platforms/wpc.json

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Same platform