Cactus Canyon

Partial

Bally1998WPC-95bally.cactus-canyon.1998

Wire it up

what an authoring tool needs first
Bind this ROM
cc_13

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

Controller platform
pinmame.wpc-95

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
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–64 (64)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt18cabinet.launch21cabinet.slam-tilt22cabinet.coin-door

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

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

184 placements · 18 stacked · normalised player view · outline is nominal

15 Mine Entrance16 Left Outlane17 Right Return Lane18 Shooter Lane26 Left Return Lane27 Right Outlane28 Bottom Right Standup231 Trough Eject · 9 Trough Eject32 Trough Ball 133 Trough Ball 234 Trough Ball 335 Trough Ball 436 Left Loop Bottom37 Right Loop Bottom241 Mine Popper · 6 Mine Popper242 Saloon Popper · 8 Saloon Popper44 Top Right Standup46 Beer Mug Switch47 Left Bonus 'X' Lane48 Jet Exit251 Left Slingshot · 10 Left Slingshot252 Right Slingshot · 11 Right Slingshot353 Left Jet Bumper · 12 Left Jet Bumper · 2 Illumination String 3354 Right Jet Bumper · 13 Right Jet Bumper · 2 Illumination String 3255 Bottom Jet Bumper · 16 Bottom Jet Bumper56 Right Loop Top57 Right Bonus 'X' Lane58 Left Loop Top261 Drop Target 1 (Left) · 2 Left Drop Target262 Drop Target 2 (Left Center) · 3 Left Center Drop Target263 Drop Target 3 (Right Center) · 4 Right Center Drop Target264 Drop Target 4 (Right) · 5 Right Drop Target65 Right Ramp Make66 Right Ramp Enter67 Skill Bowl68 Bottom Right Ramp471 Train Encoder · 72 Train Home · 37 Train Reverse · 38 Train Forward73 Saloon Gate275 Saloon Bart Toy · 33 Move Bart Toy377 Mine Home · 78 Mine Encoder · 17 Mine Motor82 Center Ramp Enter83 Left Ramp Make284 Center Ramp Make · 2 Illumination String 385 Left Ramp Enter86 Top Left Standup87 Bottom Left Standup3112 Lower Right Flipper Button · 45 Lower Right Flipper Power · 46 Lower Right Flipper Hold3114 Lower Left Flipper Button · 47 Lower Left Flipper Power · 48 Lower Left Flipper Hold1 Auto Plunger14 Left Gunfight Post15 Right Gunfight Post18 Mine Flasher19 Front Left Flasher20 Front Right Flasher21 Left Loop Gate22 Right Loop Gate24 Beacon Flasher25 Middle Right Flasher26 Saloon Flasher27 Back Right Flasher27 Back Right Flasher28 Back Left Flasher28 Back Left Flasher36 Bart Toy Hat11 Rank: Stranger12 Rank: Partner13 Rank: Deputy14 Rank: Sheriff15 Rank: Marshall16 Star: Mother Lode17 Left Bonus 'X' Lane18 Right Bonus 'X' Lane21 Bounty Beacon22 Jackpot Beacon23 Shoot To Collect24 Extra Ball Lit Beacon25 Bounty (Saloon)26 Saloon Arrow27 Extra Ball28 Mine Lock31 Right Center Drop: Bad Guy 332 Left Drop: Bad Guy 133 Left Standup34 Right Ramp: Sound Alarm35 Right Ramp: Shoot Out36 Right Ramp: Save Polly37 Right Ramp: Jackpot38 Right Ramp: Combo41 Right Loop: Combo42 Right Loop: Jackpot43 Right Loop: Marksman44 Right Loop: Gunslinger45 Right Loop: Good Shot46 Left Return: Quick Draw47 Left Gunfight Pin48 Left Out: Gunfight51 Right Drop: Bad Guy 452 Bottom Right Standup53 Top Right Standup54 Center Ramp: Catch Train55 Center Ramp: Stop Train56 Center Ramp: Save Polly57 Center Ramp: Jackpot58 Center Ramp: Combo61 Left Ramp: Whitewater62 Left Ramp: Waterfall63 Left Ramp: Save Polly64 Left Ramp: Jackpot65 Left Ramp: Combo66 Right Return: Quick Draw67 Right Out: Special68 Right Gunfight Pin71 Star: Stampede72 Star: Combo73 Star: High Noon74 Left Loop: Combo75 Left Loop: Jackpot76 Left Loop: Ride 'Em77 Left Loop: Wild Ride78 Left Loop: Buck'n Bronco81 Star: Bart Brothers82 Shoot Again83 Star: Showdown84 Left Center Drop: Bad Guy 20 Illumination String 10 Illumination String 10 Illumination String 10 Illumination String 10 Illumination String 10 Illumination String 10 Illumination String 10 Illumination String 10 Illumination String 10 Illumination String 11 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 21 Illumination String 22 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 32 Illumination String 3

Hover a marker to identify it, or click to keep it selected. Numbered markers are several devices in one spot — clicking lists them.

Show
Marker shape
  • emitterlights the playfield108
  • sensorsenses the ball50
  • effectmoves the ball26
  • nStackseveral devices in one spot18
147 devices shown

Not on the playfield26 virtual, 22 unused, 15 cabinet or service, 8 dip switch, 2 internal nonvisual, 1 constant — declared rather than missing.

Coverage

Partial

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

Completion94%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

Switches

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

79 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
8
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.

79 shown
# Name Device ID Role Wiring Evidence
1
Coin Chute 1 (Left)
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC-95 CPU board
validated
2
Coin Chute 2 (Center)
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC-95 CPU board
validated
3
Coin Chute 3 (Right)
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC-95 CPU board
validated
4
Coin Chute 4opt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC-95 CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC-95 CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC-95 CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC-95 CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC-95 CPU board
validated
11
Not Used Matrix Position 11
switch.matrix-11
J206-1Green-Brown
J208-1White-Brown
WPC-95 CPU board
validated
12
Not Used Matrix Position 12
switch.matrix-12
J206-1Green-Brown
J208-2White-Red
WPC-95 CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J208-3White-Orange
WPC-95 CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J208-4White-Yellow
WPC-95 CPU board
validated
15
Mine Entrance
Microswitch
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC-95 CPU board
validated
16
Left Outlane
Microswitch
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC-95 CPU board
validated
17
Right Return Lane
Microswitch
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC-95 CPU board
validated
18
Shooter Lane
Microswitch
switch.matrix-18
cabinet.launch
J206-1Green-Brown
J208-9White-Gray
WPC-95 CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC-95 CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC-95 CPU board
validated
23
Not Used Matrix Position 23
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC-95 CPU board
validated
25
Not Used Matrix Position 25
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC-95 CPU board
validated
26
Left Return Lane
Microswitch
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC-95 CPU board
validated
27
Right Outlane
Microswitch
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC-95 CPU board
validated
28
Bottom Right Standup
Microswitch
switch.matrix-28
J206-2Green-Red
J208-9White-Gray
WPC-95 CPU board
validated
31
Trough EjectNC
Opto
switch.matrix-31
J206-3Green-Orange
J208-1White-Brown
WPC-95 CPU board
validated
32
Trough Ball 1NC
Opto
switch.matrix-32
J206-3Green-Orange
J208-2White-Red
WPC-95 CPU board
validated
33
Trough Ball 2NC
Opto
switch.matrix-33
J206-3Green-Orange
J208-3White-Orange
WPC-95 CPU board
validated
34
Trough Ball 3NC
Opto
switch.matrix-34
J206-3Green-Orange
J208-4White-Yellow
WPC-95 CPU board
validated
35
Trough Ball 4NC
Opto
switch.matrix-35
J206-3Green-Orange
J208-5White-Green
WPC-95 CPU board
validated
36
Left Loop BottomNC
Opto
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC-95 CPU board
validated
37
Right Loop BottomNC
Opto
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC-95 CPU board
validated
38
Not Used Matrix Position 38
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC-95 CPU board
validated
41
Mine PopperNC
Opto
switch.matrix-41
J206-4Green-White
J208-1White-Brown
WPC-95 CPU board
validated
42
Saloon PopperNC
Opto
switch.matrix-42
J206-4Green-White
J208-2White-Red
WPC-95 CPU board
validated
43
Not Used Matrix Position 43
switch.matrix-43
J206-4Green-White
J208-3White-Orange
WPC-95 CPU board
validated
44
Top Right Standup
Microswitch
switch.matrix-44
J206-4Green-White
J208-4White-Yellow
WPC-95 CPU board
validated
45
Not Used Matrix Position 45
switch.matrix-45
J206-4Green-White
J208-5White-Green
WPC-95 CPU board
validated
46
Beer Mug Switch
Microswitch
switch.matrix-46
J206-4Green-White
J208-7White-Blue
WPC-95 CPU board
validated
47
Left Bonus 'X' Lane
Microswitch
switch.matrix-47
J206-4Green-White
J208-8White-Violet
WPC-95 CPU board
validated
48
Jet Exit
Microswitch
switch.matrix-48
J206-4Green-White
J208-9White-Gray
WPC-95 CPU board
validated
51
Left Slingshot
Leaf
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC-95 CPU board
validated
52
Right Slingshot
Leaf
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC-95 CPU board
validated
53
Left Jet Bumper
Leaf
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC-95 CPU board
validated
54
Right Jet Bumper
Leaf
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC-95 CPU board
validated
55
Bottom Jet Bumper
Leaf
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC-95 CPU board
validated
56
Right Loop Top
Microswitch
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC-95 CPU board
validated
57
Right Bonus 'X' Lane
Microswitch
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC-95 CPU board
validated
58
Left Loop Top
Microswitch
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC-95 CPU board
validated
61
Drop Target 1 (Left)
Microswitch
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC-95 CPU board
validated
62
Drop Target 2 (Left Center)
Microswitch
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC-95 CPU board
validated
63
Drop Target 3 (Right Center)
Microswitch
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC-95 CPU board
validated
64
Drop Target 4 (Right)
Microswitch
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC-95 CPU board
validated
65
Right Ramp Make
Microswitch
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC-95 CPU board
validated
66
Right Ramp Enter
Microswitch
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC-95 CPU board
validated
67
Skill Bowl
Microswitch
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC-95 CPU board
validated
68
Bottom Right Ramp
Microswitch
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC-95 CPU board
validated
71
Train EncoderNC
Opto
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC-95 CPU board
validated
72
Train Home
Microswitch
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC-95 CPU board
validated
73
Saloon Gate
Microswitch
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC-95 CPU board
validated
74
Not Used Matrix Position 74
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC-95 CPU board
validated
75
Saloon Bart Toy
Microswitch
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC-95 CPU board
validated
76
Not Used Matrix Position 76
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC-95 CPU board
validated
77
Mine HomeNC
Opto
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC-95 CPU board
validated
78
Mine EncoderNC
Opto
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC-95 CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J206-9Green-Gray
J208-1White-Brown
WPC-95 CPU board
validated
82
Center Ramp Enter
Microswitch
switch.matrix-82
J206-9Green-Gray
J208-2White-Red
WPC-95 CPU board
validated
83
Left Ramp Make
Microswitch
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC-95 CPU board
validated
84
Center Ramp Make
Microswitch
switch.matrix-84
J206-9Green-Gray
J208-4White-Yellow
WPC-95 CPU board
validated
85
Left Ramp Enter
Microswitch
switch.matrix-85
J206-9Green-Gray
J208-5White-Green
WPC-95 CPU board
validated
86
Top Left Standup
Microswitch
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC-95 CPU board
validated
87
Bottom Left Standup
Microswitch
switch.matrix-87
J206-9Green-Gray
J208-8White-Violet
WPC-95 CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J208-9White-Gray
WPC-95 CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J208-13Black-Green
WPC-95 CPU board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J212-12Blue-Violet
WPC-95 CPU board
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J208-12Black-Blue
WPC-95 CPU board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J212-11Blue-Gray
WPC-95 CPU board
validated
115
Not Used Upper Right Flipper EOS
switch.generic-115
internal.unused.flipper
validated
116
Not Used Upper Right Flipper ButtonNC
Opto
switch.generic-116
internal.unused.flipper
validated
117
Not Used Upper Left Flipper EOS
switch.generic-117
internal.unused.flipper
validated
118
Not Used Upper Left Flipper ButtonNC
Opto
switch.generic-118
internal.unused.flipper
validated

Controlled devices

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

Coils, magnets & motors

29
29 shown
# Name Device ID Kind Wiring Evidence
1
Auto Plunger
device.auto-plunger Coil
Q72
WPC-95 power driver board
validated
2
Left Drop Target
device.left-drop-target Coil
Q68
WPC-95 power driver board
validated
3
Left Center Drop Target
device.left-center-drop-target Coil
Q71
WPC-95 power driver board
validated
4
Right Center Drop Target
device.right-center-drop-target Coil
Q67
WPC-95 power driver board
validated
5
Right Drop Target
device.right-drop-target Coil
Q70
WPC-95 power driver board
validated
6
Mine Popper
device.mine-popper Coil
Q66
WPC-95 power driver board
validated
7
Not Used Solenoid 7 (Knocker Driver, Unfitted)
device.not-used-solenoid-7-knocker-driver-unfitted Coil
Q69
WPC-95 power driver board
validated
8
Saloon Popper
device.saloon-popper Coil
Q65
WPC-95 power driver board
validated
9
Trough Eject
device.trough-eject Coil
Q44
WPC-95 power driver board
validated
10
Left Slingshot
device.left-slingshot Coil
Q48
WPC-95 power driver board
validated
11
Right Slingshot
device.right-slingshot Coil
Q43
WPC-95 power driver board
validated
12
Left Jet Bumper
device.left-jet-bumper Coil
Q47
WPC-95 power driver board
validated
13
Right Jet Bumper
device.right-jet-bumper Coil
Q42
WPC-95 power driver board
validated
14
Left Gunfight Post
device.left-gunfight-post Coil
Q46
WPC-95 power driver board
validated
15
Right Gunfight Post
device.right-gunfight-post Coil
Q41
WPC-95 power driver board
validated
16
Bottom Jet Bumper
device.bottom-jet-bumper Coil
Q45
WPC-95 power driver board
validated
17
Mine Motor
device.mine-motor Motor
Q28
WPC-95 power driver board
validated
21
Left Loop Gate
device.left-loop-gate Coil
Q26
WPC-95 power driver board
validated
22
Right Loop Gate
device.right-loop-gate Coil
Q30
WPC-95 power driver board
validated
33
Move Bart Toy
device.move-bart-toy Coil
Q84
WPC-95 power driver board
validated
34
Not Used Solenoid 34 (Move Bart Toy Hold)
device.not-used-solenoid-34-move-bart-toy-hold Coil
Q86
WPC-95 power driver board
validated
35
Not Used Solenoid 35 (Bart Toy Hat Power)
device.not-used-solenoid-35-bart-toy-hat-power Coil
Q81
WPC-95 power driver board
validated
36
Bart Toy Hat
device.bart-toy-hat Coil
Q83
WPC-95 power driver board
validated
37
Train Reverse
device.train-reverse Motor
gates U3A/U3B
WPC-95 power driver board
validated
38
Train Forward
device.train-forward Motor
gates U3C/U3D
WPC-95 power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q90YEL-GRN
WPC-95 power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q92ORG-GRN
WPC-95 power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q87YEL-BLU
WPC-95 power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q89ORG-BLU
WPC-95 power driver board
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
18
Mine Flasher
device.mine-flasher
Q32
WPC-95 power driver board
validated
19
Front Left Flasher
device.front-left-flasher
Q27
WPC-95 power driver board
validated
20
Front Right Flasher
device.front-right-flasher
Q31
WPC-95 power driver board
validated
23
Not Used Solenoid 23
device.not-used-solenoid-23
Q25
WPC-95 power driver board
validated
24
Beacon Flasher
device.beacon-flasher
Q29
WPC-95 power driver board
validated
25
Middle Right Flasher
device.middle-right-flasher
Q16
WPC-95 power driver board
validated
26
Saloon Flasher
device.saloon-flasher
Q15
WPC-95 power driver board
validated
27
Back Right Flasher
device.back-right-flasher
Q14
WPC-95 power driver board
validated
28
Back Left Flasher
device.back-left-flasher
Q13
WPC-95 power driver board
validated

Lamps

64

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.
64 shown
# Name Device ID Role Wiring Evidence
11
Rank: Stranger
lamp.matrix-11
Q96 column driver with Q104 row driver
WPC-95 power driver board
validated
12
Rank: Partner
lamp.matrix-12
Q96 column driver with Q108 row driver
WPC-95 power driver board
validated
13
Rank: Deputy
lamp.matrix-13
Q96 column driver with Q103 row driver
WPC-95 power driver board
validated
14
Rank: Sheriff
lamp.matrix-14
Q96 column driver with Q107 row driver
WPC-95 power driver board
validated
15
Rank: Marshall
lamp.matrix-15
Q96 column driver with Q102 row driver
WPC-95 power driver board
validated
16
Star: Mother Lode
lamp.matrix-16
Q96 column driver with Q106 row driver
WPC-95 power driver board
validated
17
Left Bonus 'X' Lane
lamp.matrix-17
Q96 column driver with Q101 row driver
WPC-95 power driver board
validated
18
Right Bonus 'X' Lane
lamp.matrix-18
Q96 column driver with Q105 row driver
WPC-95 power driver board
validated
21
Bounty Beacon
lamp.matrix-21
Q100 column driver with Q104 row driver
WPC-95 power driver board
validated
22
Jackpot Beacon
lamp.matrix-22
Q100 column driver with Q108 row driver
WPC-95 power driver board
validated
23
Shoot To Collect
lamp.matrix-23
Q100 column driver with Q103 row driver
WPC-95 power driver board
validated
24
Extra Ball Lit Beacon
lamp.matrix-24
Q100 column driver with Q107 row driver
WPC-95 power driver board
validated
25
Bounty (Saloon)
lamp.matrix-25
Q100 column driver with Q102 row driver
WPC-95 power driver board
validated
26
Saloon Arrow
lamp.matrix-26
Q100 column driver with Q106 row driver
WPC-95 power driver board
validated
27
Extra Ball
lamp.matrix-27
Q100 column driver with Q101 row driver
WPC-95 power driver board
validated
28
Mine Lock
lamp.matrix-28
Q100 column driver with Q105 row driver
WPC-95 power driver board
validated
31
Right Center Drop: Bad Guy 3
lamp.matrix-31
Q95 column driver with Q104 row driver
WPC-95 power driver board
validated
32
Left Drop: Bad Guy 1
lamp.matrix-32
Q95 column driver with Q108 row driver
WPC-95 power driver board
validated
33
Left Standup
lamp.matrix-33
Q95 column driver with Q103 row driver
WPC-95 power driver board
validated
34
Right Ramp: Sound Alarm
lamp.matrix-34
Q95 column driver with Q107 row driver
WPC-95 power driver board
validated
35
Right Ramp: Shoot Out
lamp.matrix-35
Q95 column driver with Q102 row driver
WPC-95 power driver board
validated
36
Right Ramp: Save Polly
lamp.matrix-36
Q95 column driver with Q106 row driver
WPC-95 power driver board
validated
37
Right Ramp: Jackpot
lamp.matrix-37
Q95 column driver with Q101 row driver
WPC-95 power driver board
validated
38
Right Ramp: Combo
lamp.matrix-38
Q95 column driver with Q105 row driver
WPC-95 power driver board
validated
41
Right Loop: Combo
lamp.matrix-41
Q99 column driver with Q104 row driver
WPC-95 power driver board
validated
42
Right Loop: Jackpot
lamp.matrix-42
Q99 column driver with Q108 row driver
WPC-95 power driver board
validated
43
Right Loop: Marksman
lamp.matrix-43
Q99 column driver with Q103 row driver
WPC-95 power driver board
validated
44
Right Loop: Gunslinger
lamp.matrix-44
Q99 column driver with Q107 row driver
WPC-95 power driver board
validated
45
Right Loop: Good Shot
lamp.matrix-45
Q99 column driver with Q102 row driver
WPC-95 power driver board
validated
46
Left Return: Quick Draw
lamp.matrix-46
Q99 column driver with Q106 row driver
WPC-95 power driver board
validated
47
Left Gunfight Pin
lamp.matrix-47
Q99 column driver with Q101 row driver
WPC-95 power driver board
validated
48
Left Out: Gunfight
lamp.matrix-48
Q99 column driver with Q105 row driver
WPC-95 power driver board
validated
51
Right Drop: Bad Guy 4
lamp.matrix-51
Q94 column driver with Q104 row driver
WPC-95 power driver board
validated
52
Bottom Right Standup
lamp.matrix-52
Q94 column driver with Q108 row driver
WPC-95 power driver board
validated
53
Top Right Standup
lamp.matrix-53
Q94 column driver with Q103 row driver
WPC-95 power driver board
validated
54
Center Ramp: Catch Train
lamp.matrix-54
Q94 column driver with Q107 row driver
WPC-95 power driver board
validated
55
Center Ramp: Stop Train
lamp.matrix-55
Q94 column driver with Q102 row driver
WPC-95 power driver board
validated
56
Center Ramp: Save Polly
lamp.matrix-56
Q94 column driver with Q106 row driver
WPC-95 power driver board
validated
57
Center Ramp: Jackpot
lamp.matrix-57
Q94 column driver with Q101 row driver
WPC-95 power driver board
validated
58
Center Ramp: Combo
lamp.matrix-58
Q94 column driver with Q105 row driver
WPC-95 power driver board
validated
61
Left Ramp: Whitewater
lamp.matrix-61
Q98 column driver with Q104 row driver
WPC-95 power driver board
validated
62
Left Ramp: Waterfall
lamp.matrix-62
Q98 column driver with Q108 row driver
WPC-95 power driver board
validated
63
Left Ramp: Save Polly
lamp.matrix-63
Q98 column driver with Q103 row driver
WPC-95 power driver board
validated
64
Left Ramp: Jackpot
lamp.matrix-64
Q98 column driver with Q107 row driver
WPC-95 power driver board
validated
65
Left Ramp: Combo
lamp.matrix-65
Q98 column driver with Q102 row driver
WPC-95 power driver board
validated
66
Right Return: Quick Draw
lamp.matrix-66
Q98 column driver with Q106 row driver
WPC-95 power driver board
validated
67
Right Out: Special
lamp.matrix-67
Q98 column driver with Q101 row driver
WPC-95 power driver board
validated
68
Right Gunfight Pin
lamp.matrix-68
Q98 column driver with Q105 row driver
WPC-95 power driver board
validated
71
Star: Stampede
lamp.matrix-71
Q93 column driver with Q104 row driver
WPC-95 power driver board
validated
72
Star: Combo
lamp.matrix-72
Q93 column driver with Q108 row driver
WPC-95 power driver board
validated
73
Star: High Noon
lamp.matrix-73
Q93 column driver with Q103 row driver
WPC-95 power driver board
validated
74
Left Loop: Combo
lamp.matrix-74
Q93 column driver with Q107 row driver
WPC-95 power driver board
validated
75
Left Loop: Jackpot
lamp.matrix-75
Q93 column driver with Q102 row driver
WPC-95 power driver board
validated
76
Left Loop: Ride 'Em
lamp.matrix-76
Q93 column driver with Q106 row driver
WPC-95 power driver board
validated
77
Left Loop: Wild Ride
lamp.matrix-77
Q93 column driver with Q101 row driver
WPC-95 power driver board
validated
78
Left Loop: Buck'n Bronco
lamp.matrix-78
Q93 column driver with Q105 row driver
WPC-95 power driver board
validated
81
Star: Bart Brothers
lamp.matrix-81
Q97 column driver with Q104 row driver
WPC-95 power driver board
validated
82
Shoot Again
lamp.matrix-82
Q97 column driver with Q108 row driver
WPC-95 power driver board
validated
83
Star: Showdown
lamp.matrix-83
Q97 column driver with Q103 row driver
WPC-95 power driver board
validated
84
Left Center Drop: Bad Guy 2
lamp.matrix-84
Q97 column driver with Q107 row driver
WPC-95 power driver board
validated
85
Not Used Lamp Position 85
lamp.matrix-85
Q97 column driver with Q102 row driver
WPC-95 power driver board
validated
86
Not Used Lamp Position 86
lamp.matrix-86
Q97 column driver with Q106 row driver
WPC-95 power driver board
validated
87
Not Used Lamp Position 87
lamp.matrix-87
Q97 column driver with Q101 row driver
WPC-95 power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q97 column driver with Q105 row driver
WPC-95 power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Illumination String 1
gi.string-1
Q5
WPC-95 power driver board
validated
1
Illumination String 2
gi.string-2
Q4
WPC-95 power driver board
validated
2
Illumination String 3
gi.string-3
Q3
WPC-95 power driver board
validated
3
Illumination String 4
gi.string-4
cabinet.insert-panel
Q2
WPC-95 power driver board
validated
4
All Illumination
gi.string-5
cabinet.insert-panel
Q1
WPC-95 power driver board
validated

Virtual & other outputs

26
26 shown
# Name Device ID Role Evidence
29
WPC J111 General-Purpose Mirror A
device.wpc-j111-general-purpose-mirror-a
internal.wpc-state
validated
30
WPC J111 General-Purpose Mirror B
device.wpc-j111-general-purpose-mirror-b
internal.wpc-state
validated
31
PinMAME Game-On State
device.pinmame-game-on-state
internal.wpc-state
validated
32
PinMAME Reserved State
device.pinmame-reserved-state
internal.unused.wpc-output
validated
39
Unused LPDC Output 39
device.unused-lpdc-output-39
internal.unused.wpc-output
validated
40
Unused LPDC Output 40
device.unused-lpdc-output-40
internal.unused.wpc-output
validated
41
Train Reverse LPDC Mirror
device.train-reverse-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
42
Train Forward LPDC Mirror
device.train-forward-lpdc-mirror
internal.duplicate.lpdc-mirror
validated
43
Unused LPDC Mirror 43
device.unused-lpdc-mirror-43
internal.unused.wpc-output
validated
44
Unused LPDC Mirror 44
device.unused-lpdc-mirror-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball Shooter
device.pinmame-simulator-ball-shooter
internal.unused.wpc-output
validated
50
Reserved Custom-Output Boundary
device.reserved-custom-output-boundary
internal.unused.wpc-output
validated
51
Unused Custom Solenoid 51
device.unused-custom-solenoid-51
internal.unused.wpc-output
validated
52
Unused Custom Solenoid 52
device.unused-custom-solenoid-52
internal.unused.wpc-output
validated
53
Unused Custom Solenoid 53
device.unused-custom-solenoid-53
internal.unused.wpc-output
validated
54
Unused Custom Solenoid 54
device.unused-custom-solenoid-54
internal.unused.wpc-output
validated
55
Unused Custom Solenoid 55
device.unused-custom-solenoid-55
internal.unused.wpc-output
validated
56
Unused Custom Solenoid 56
device.unused-custom-solenoid-56
internal.unused.wpc-output
validated
57
Unused Custom Solenoid 57
device.unused-custom-solenoid-57
internal.unused.wpc-output
validated
58
Unused Custom Solenoid 58
device.unused-custom-solenoid-58
internal.unused.wpc-output
validated
59
Unused Custom Solenoid 59
device.unused-custom-solenoid-59
internal.unused.wpc-output
validated
60
Unused Custom Solenoid 60
device.unused-custom-solenoid-60
internal.unused.wpc-output
validated
61
Unused Custom Solenoid 61
device.unused-custom-solenoid-61
internal.unused.wpc-output
validated
62
Unused Custom Solenoid 62
device.unused-custom-solenoid-62
internal.unused.wpc-output
validated
63
Unused Custom Solenoid 63
device.unused-custom-solenoid-63
internal.unused.wpc-output
validated
64
Unused Custom Solenoid 64
device.unused-custom-solenoid-64
internal.unused.wpc-output
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J206-2Green-Red
J208-4White-Yellow
WPC-95 CPU board
validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Four-ball trough and ball release

mechanism.trough

Kicker

Four balls rest on trough optos 32-35, with Trough Ball 1 (32) nearest the eject coil and Trough Ball 4 (35, drain entrance) furthest. Solenoid 9 (ReleaseBall) ejects the resting ball; the retained script's UpdateTrough/ReleaseBall handlers manage the shift and pulse trough-eject opto 31 as the ejected ball leaves. All five positions are printed optos on the A-18617-1/A-18618-1 Trough IR LED/Photo Transistor PCB pair, rest closed, and are normalized by ccGameData's inverted-switch mask (column 3, bits 0-4).

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

The ball ejected from the trough rests on shooter-lane switch 18 and auto-plunger coil 1 (AutoPlunger callback) launches it; there is no manual plunger.

Four-target drop bank

mechanism.drop-target-bank

Drop Target Bank

Four independent drop targets in ascending playfield-x order (61 Left, 62 Left Center, 63 Right Center, 64 Right), each with its own reset coil (solenoids 2-5, callbacks Drop1-Drop4) and mechanical switch (A-22296-1/-2, part 5647-12693-21).

Mine popper

mechanism.mine-popper

Kicker

A ball resting in the mine hole on opto 41 (Mine Popper) is kicked back to the playfield by solenoid 6 (SolMinePopper callback); the retained script's MineHole_Hit/MinePopper_Hit handlers animate the kickout.

Saloon popper

mechanism.saloon-popper

Kicker

A ball resting in the saloon hole on opto 42 (Saloon Popper) is kicked back to the playfield by solenoid 8 (SolSaloonPopper callback); the retained script's BartHole_Hit/BartPopper_Hit handlers animate the kickout. The retained table names the physical kicker object "bartpopper" and adds a co-located script-only "secretentrance" kicker at the identical coordinate, which is excluded here as a duplicate of the same physical device rather than a second one.

Three-bumper jet nest

mechanism.jet-bumpers

Other

Left (B-12030-2/A-16443, switch 53) and Right (B-12030-2/A-16443, switch 54) are native round VPX Bumper objects; Bottom (A-23146, switch 55) is modeled in the retained table as a slingshot-style Wall object (sw55, with its own sw55_Slingshot/sw55_Timer handlers) rather than a round bumper ring -- a table-authoring choice, not a missing device, and it is grouped with the two true slingshots in vpmNudge.TiltObj. By normalized x, Left (0.1603) sits left of Right (0.3377); Bottom's y (0.2065) is greater than both (0.1642, 0.1246), i.e. closer to the player, matching its name.

Left and right gunfight posts

mechanism.gunfight-posts

Gate

Solenoids 14/15 (GunPostLeft/GunPostRight callbacks) raise and lower two posts (retained table objects LPin/RPin) that block the Left Out/Right Out lanes; there is no printed switch dedicated to either post.

Left and right loop gates

mechanism.loop-gates

Gate

Solenoids 21/22 (LGate/RGate callbacks) operate one-way gates admitting a ball into the left/right loops; the printed solenoid table classifies their driver circuit as "Flasher" type rather than a coil, consistent with a brief pulsed gate rather than a sustained-current device.

Motorized mine entrance sign

mechanism.mine-sign

Motorized

Solenoid 17 (MoveMine callback in the retained script's PROC=0 branch) raises and lowers the Mine sign (retained Primitive MineSign) between a low and high position via MineTimer_Timer, which also drops or raises the Mine Entrance wall (switch 15's IsDropped flag) as the sign passes a threshold. Mine Home (77) and Mine Encoder (78) are the printed position/step optos on the A-22443 Mine Dual Opto PCB, but the retained script's PROC=0 path (MoveMine/MineTimer_Timer) never sets Controller.Switch for either address -- only the PROC=1 path (Sw15_Timer/sw15b_Timer, community P-ROC hardware) exercises them -- so their causal timing here rests on the manual and PinMAME's addressing rather than an observed script behavior under the physical ROM's normal path.

Motorized train on tracks

mechanism.train

Motorized

Solenoids 37/38 (TrainB/TrainF callbacks in the retained script's PROC=0 branch) drive the Train primitive back and forth along the track via an H-bridge (A-22271 Train Motor Circuits assembly, gates U3A/U3B reverse and U3C/U3D forward) toward TrainMech.Position; TrainTimer_Timer animates the running gears and stops the motor once the target position is reached and the solenoid is released. Train Encoder (71) is pulsed once per timer tick by a dedicated VPX Timer object (sw71) while the train is in motion ("Dozer - Encoder Pulse which runs with Train Mech."). Train Home (72) is never set by the retained script's PROC=0 path at all (only the PROC=1 Polly_Timer path, community P-ROC hardware, sets it); its causal timing here rests on the manual and PinMAME's addressing.

Bart figure and hat toy

mechanism.bart-toy

Motorized

Solenoid 33 (MoveBart callback) oscillates the Bart figure left/right along the X axis for as long as it is held on (Bart1_Timer); solenoid 36 (MoveHat callback) lifts the hat and returns it (Bart2_Timer/BHit_Timer sine-style Y animation). Saloon Bart Toy switch 75 senses a ball hitting the figure (BartHole_Hit). Both solenoids repurpose printed Fliptronic upper-flipper circuit positions (33/34 would be upper-right flipper power/hold, 35/36 upper-left) because the machine has no upper flippers; only one half of each pair is actually used (33 power, 36 hold), leaving 34/35 genuinely unused.

Saloon gate

mechanism.saloon-gate

Gate

A mechanical switch (part 5647-12693-11) on a gate near the saloon; the retained table has no dedicated solenoid driving this gate, only the sensing switch.

Lower flipper pair

mechanism.lower-flippers

Other

Two flippers (A-14876-R right, A-15849-L left, coil FL-11630) on Fliptronic circuits. Each flipper has a separate power and hold winding: the ROM energizes the power winding on the cabinet button opto (112 right, 114 left), then drops to the hold winding once the end-of-stroke leaf switch (111 right, 113 left) closes. There are no upper flippers; the upper-flipper Fliptronic circuits (33-36, 115, 116, 117, 118) are either unfitted or repurposed for the Bart toy.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

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 (1998). 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

  • mechanism.train: Train mechanism on tracks across playfield Two-solenoid directional motor. Sol1=38 (forward), Sol2=37 (reverse). VPX: Train/Train1 primitives with TransX. Position saved to registry vpmMechTwoDirSol + vpmMechStopEnd + vpmMechLinear [source: legacy.game.cc]
  • mechanism.mine-sign: Gold mine entrance sign that raises/lowers Single-solenoid reversing mechanism. VPX: MineSign primitive Z position and Mine primitive RotX. Controls sw15.IsDropped visibility vpmMechOneSol + vpmMechReverse + vpmMechLinear [source: legacy.game.cc]
  • mechanism.bart-toy: Bart figure that moves left/right and hat lifts Sol 33 (MoveBart) oscillates Bart L/R. Sol 36 (MoveHat) lifts hat via sine animation. sw75 detects ball hitting Bart [source: legacy.game.cc]

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/cc.json#/switches/0._vbscript_name: S11
  • games/cc.json#/switches/0._note: Unused in switch matrix
  • games/cc.json#/switches/1._vbscript_name: S12
  • games/cc.json#/switches/1._note: Unused in switch matrix
  • games/cc.json#/switches/2._vbscript_name: swStart
  • games/cc.json#/switches/2._note: Defined in WPC.VBS as swStartButton=13
  • games/cc.json#/switches/3._vbscript_name: swTilt
  • games/cc.json#/switches/3._note: vpmNudge.TiltSwitch = 14
  • games/cc.json#/switches/4._vbscript_name: sw15
  • games/cc.json#/switches/4._note: Gold mine sign target. sw15.IsDropped toggles based on mine sign position. Also sw15b fires PulseSwitch 15
  • games/cc.json#/switches/5._vbscript_name: sw16
  • games/cc.json#/switches/6._vbscript_name: sw17
  • games/cc.json#/switches/7._vbscript_name: sw18
  • games/cc.json#/switches/7._note: Ball in shooter lane detection. plungerIM uses swPlunger VPX object reference
  • games/cc.json#/switches/8._vbscript_name: swSlamTilt
  • games/cc.json#/switches/8._note: Defined in WPC.VBS as swSlamTilt=21
  • games/cc.json#/switches/9._vbscript_name: swCoinDoor
  • games/cc.json#/switches/9._note: Set to 1 on init: Controller.Switch(22) = 1
  • games/cc.json#/switches/10._note: Set to 0 on init: Controller.Switch(24) = 0
  • games/cc.json#/switches/11._vbscript_name: sw26
  • games/cc.json#/switches/12._vbscript_name: sw27
  • games/cc.json#/switches/13._vbscript_name: sw28
  • games/cc.json#/switches/14._vbscript_name: sw31
  • games/cc.json#/switches/14._note: Trough jam switch. PulseSw 31 on hit
  • games/cc.json#/switches/15._vbscript_name: sw32
  • games/cc.json#/switches/16._vbscript_name: sw33
  • games/cc.json#/switches/17._vbscript_name: sw34
  • games/cc.json#/switches/18._vbscript_name: sw35
  • games/cc.json#/switches/19._vbscript_name: sw36
  • games/cc.json#/switches/19._note: Opto switch
  • games/cc.json#/switches/20._vbscript_name: sw37
  • games/cc.json#/switches/20._note: Opto switch
  • games/cc.json#/switches/21._vbscript_name: MinePopper
  • games/cc.json#/switches/21._note: Gold mine VUK. Controller.Switch(41) set in MinePopper_Hit/UnHit
  • games/cc.json#/switches/22._vbscript_name: BartPopper
  • games/cc.json#/switches/22._note: Saloon/Bart subway VUK. Controller.Switch(42) set in BartPopper_Hit/UnHit
  • games/cc.json#/switches/23._note: Unused in switch matrix
  • games/cc.json#/switches/24._vbscript_name: sw44
  • games/cc.json#/switches/25._note: Unused in switch matrix
  • games/cc.json#/switches/26._vbscript_name: sw46
  • games/cc.json#/switches/26._note: Beer mug target with animated mug toy
  • games/cc.json#/switches/27._vbscript_name: sw47
  • games/cc.json#/switches/28._vbscript_name: sw48
  • games/cc.json#/switches/29._vbscript_name: sw51
  • games/cc.json#/switches/30._vbscript_name: sw52
  • games/cc.json#/switches/31._vbscript_name: Bumper1
  • games/cc.json#/switches/32._vbscript_name: Bumper2
  • games/cc.json#/switches/33._vbscript_name: sw55
  • games/cc.json#/switches/33._note: Implemented as a slingshot in VPX (sw55_Slingshot), but is the bottom jet bumper in the real machine
  • games/cc.json#/switches/34._vbscript_name: sw56
  • games/cc.json#/switches/34._note: Opto switch
  • games/cc.json#/switches/35._vbscript_name: sw57
  • games/cc.json#/switches/36._vbscript_name: sw58
  • games/cc.json#/switches/37._vbscript_name: sw61
  • games/cc.json#/switches/37._note: Bad Guy drop target. Uses Roth drop target system (DTHit/DTRaise/DTDrop)
  • games/cc.json#/switches/38._vbscript_name: sw62
  • games/cc.json#/switches/38._note: Bad Guy drop target
  • games/cc.json#/switches/39._vbscript_name: sw63
  • games/cc.json#/switches/39._note: Bad Guy drop target
  • games/cc.json#/switches/40._vbscript_name: sw64
  • games/cc.json#/switches/40._note: Bad Guy drop target
  • games/cc.json#/switches/41._vbscript_name: Sw65
  • games/cc.json#/switches/41._note: Gate switch with sw65flip flipper gate
  • games/cc.json#/switches/42._vbscript_name: sw66
  • games/cc.json#/switches/42._note: Opto switch
  • games/cc.json#/switches/43._vbscript_name: sw67
  • games/cc.json#/switches/43._note: Opto switch
  • games/cc.json#/switches/44._vbscript_name: sw68
  • games/cc.json#/switches/44._note: Gate switch with sw68flip flipper gate
  • games/cc.json#/switches/45._vbscript_name: sw71
  • games/cc.json#/switches/45._note: Train mechanism encoder pulse. AddPulseSw in TrainMech cvpmMech. PROC mode uses sw71_Timer for pulse
  • games/cc.json#/switches/46._vbscript_name: sw72
  • games/cc.json#/switches/46._note: Train home position. AddSw 72,0,0 in TrainMech cvpmMech. PROC mode sets via Polly_Timer
  • games/cc.json#/switches/47._vbscript_name: sw73
  • games/cc.json#/switches/48._vbscript_name: sw75
  • games/cc.json#/switches/48._note: Bart toy hit switch. Triggers Bhit animation
  • games/cc.json#/switches/49._vbscript_name: sw77
  • games/cc.json#/switches/49._note: Mine mechanism home position. AddSw 77,0,1 in MineMech cvpmMech. PROC mode sets via Sw15_Timer
  • games/cc.json#/switches/50._vbscript_name: sw78
  • games/cc.json#/switches/50._note: Mine mechanism encoder pulse. AddPulseSw 78,8,2 in MineMech cvpmMech. PROC mode pulses via sw15b_Timer
  • games/cc.json#/switches/51._vbscript_name: sw82
  • games/cc.json#/switches/52._vbscript_name: Sw83
  • games/cc.json#/switches/52._note: Gate switch with sw83flip flipper gate
  • games/cc.json#/switches/53._vbscript_name: sw84
  • games/cc.json#/switches/53._note: Gate switch with sw84flip flipper gate
  • games/cc.json#/switches/54._vbscript_name: sw85
  • games/cc.json#/switches/54._note: Gate switch with sw85flip flipper gate
  • games/cc.json#/switches/55._vbscript_name: sw86
  • games/cc.json#/switches/56._vbscript_name: sw87
  • games/cc.json#/coils/0._vbscript_callback: AutoPlunger
  • games/cc.json#/coils/0._note: Uses cvpmImpulseP with IMPowerSetting=54.5
  • games/cc.json#/coils/1._vbscript_callback: Drop1
  • games/cc.json#/coils/1._note: Raises/drops sw61 bad guy drop target
  • games/cc.json#/coils/2._vbscript_callback: Drop2
  • games/cc.json#/coils/2._note: Raises/drops sw62 bad guy drop target
  • games/cc.json#/coils/3._vbscript_callback: Drop3
  • games/cc.json#/coils/3._note: Raises/drops sw63 bad guy drop target
  • games/cc.json#/coils/4._vbscript_callback: Drop4
  • games/cc.json#/coils/4._note: Raises/drops sw64 bad guy drop target
  • games/cc.json#/coils/5._vbscript_callback: SolMinePopper
  • games/cc.json#/coils/5._note: Gold mine VUK eject. MinePopper.kick 0,45,1.56
  • games/cc.json#/coils/6._vbscript_callback: SolKnocker
  • games/cc.json#/coils/7._vbscript_callback: SolSaloonPopper
  • games/cc.json#/coils/7._note: Saloon/Bart subway VUK eject. BartPopper.kick 0,45,1.56
  • games/cc.json#/coils/8._vbscript_callback: ReleaseBall
  • games/cc.json#/coils/8._note: sw32.kick 53,12. Releases ball from trough to shooter lane
  • games/cc.json#/coils/9._note: Commented out in VBS: 'SolCallback(10) = "". Hardware-driven slingshot
  • games/cc.json#/coils/10._note: Commented out in VBS: 'SolCallback(11) = "". Hardware-driven slingshot
  • games/cc.json#/coils/11._note: Commented out in VBS: 'SolCallback(12) = "". Hardware-driven bumper
  • games/cc.json#/coils/12._note: Commented out in VBS: 'SolCallback(13) = "". Hardware-driven bumper
  • games/cc.json#/coils/13._vbscript_callback: GunPostLeft
  • games/cc.json#/coils/13._note: LPin.IsDropped controlled. Up/down post near left flipper
  • games/cc.json#/coils/14._vbscript_callback: GunPostRight
  • games/cc.json#/coils/14._note: RPin.IsDropped controlled. Up/down post near right flipper
  • games/cc.json#/coils/15._note: Commented out in VBS: 'SolCallback(16) = "". Hardware-driven bumper
  • games/cc.json#/coils/16._vbscript_callback: MoveMine
  • games/cc.json#/coils/16._note: VPM mode: MoveMine (cvpmMech.Sol1=17). PROC mode: MoveMine_PROC. Controls mine sign up/down mechanism
  • games/cc.json#/coils/17._vbscript_callback: Sol18
  • games/cc.json#/coils/17._note: VPM mode: SolModCallback (modulated). PROC mode: SolCallback. Controls flasher collection F18 and Mine image swap
  • games/cc.json#/coils/18._vbscript_callback: Sol19
  • games/cc.json#/coils/18._note: VPM mode: SolModCallback (modulated). PROC mode: SolCallback. Flasher collection F19
  • games/cc.json#/coils/19._vbscript_callback: Sol20
  • games/cc.json#/coils/19._note: VPM mode: SolModCallback (modulated). PROC mode: SolCallback. Flasher collection F20
  • games/cc.json#/coils/20._vbscript_callback: LGate
  • games/cc.json#/coils/20._note: LLoopGate.Open toggled
  • games/cc.json#/coils/21._vbscript_callback: RGate
  • games/cc.json#/coils/21._note: RLoopGate.Open toggled
  • games/cc.json#/coils/22._vbscript_callback: Sol24
  • games/cc.json#/coils/22._note: VPM mode: SolModCallback (modulated). PROC mode: SolCallback. Flasher collection F24
  • games/cc.json#/coils/23._vbscript_callback: Flash125
  • games/cc.json#/coils/23._note: Uses Fluppers Flashers 2.2 system (FlasherFlash3). Originally Sol25 (commented out), replaced by Flash125
  • games/cc.json#/coils/24._vbscript_callback: Sol26
  • games/cc.json#/coils/24._note: VPM mode: SolModCallback (modulated). PROC mode: SolCallback. Flasher collection F26 + F26R lamp
  • games/cc.json#/coils/25._vbscript_callback: Flash127
  • games/cc.json#/coils/25._note: Uses Fluppers Flashers 2.2 system (FlasherFlash2). Originally Sol27 (commented out), replaced by Flash127
  • games/cc.json#/coils/26._vbscript_callback: Flash128
  • games/cc.json#/coils/26._note: Uses Fluppers Flashers 2.2 system (FlasherFlash1). Originally Sol28 (commented out), replaced by Flash128
  • games/cc.json#/coils/27._vbscript_callback: MoveBart
  • games/cc.json#/coils/27._note: Bart toy motor. Moves Bart primitive left/right via Bart1_Timer animation
  • games/cc.json#/coils/28._vbscript_callback: MoveHat
  • games/cc.json#/coils/28._note: Bart toy hat mechanism. Lifts Bart_Hat via Bart2_Timer sine animation
  • games/cc.json#/coils/29._vbscript_callback: TrainB
  • games/cc.json#/coils/29._note: VPM mode: TrainB (cvpmMech.Sol2=37). PROC mode: TrainB_PROC. Train moves backward
  • games/cc.json#/coils/30._vbscript_callback: TrainF
  • games/cc.json#/coils/30._note: VPM mode: TrainF (cvpmMech.Sol1=38). PROC mode: TrainF_PROC. Train moves forward
  • games/cc.json#/coils/31._vbscript_callback: SolRFlipper
  • games/cc.json#/coils/31._note: WPC standard sLRFlipper=46 from core.vbs. ROM-controlled flipper (WPC-95)
  • games/cc.json#/coils/32._vbscript_callback: SolLFlipper
  • games/cc.json#/coils/32._note: WPC standard sLLFlipper=48 from core.vbs. ROM-controlled flipper (WPC-95)
  • games/cc.json#/lamps/0._vbscript_name: L11
  • games/cc.json#/lamps/1._vbscript_name: L12
  • games/cc.json#/lamps/2._vbscript_name: L13
  • games/cc.json#/lamps/3._vbscript_name: L14
  • games/cc.json#/lamps/4._vbscript_name: L15
  • games/cc.json#/lamps/5._vbscript_name: L16
  • games/cc.json#/lamps/6._vbscript_name: L17
  • games/cc.json#/lamps/6._note: Special handling: LampState(17) read from L17.state in LampTimer. Additional L17R lamp object
  • games/cc.json#/lamps/7._vbscript_name: L18
  • games/cc.json#/lamps/7._note: Special handling: LampState(18) read from L18.state in LampTimer. Additional L18R lamp object
  • games/cc.json#/lamps/8._vbscript_name: L21
  • games/cc.json#/lamps/9._vbscript_name: L22
  • games/cc.json#/lamps/10._vbscript_name: L23
  • games/cc.json#/lamps/11._vbscript_name: L24
  • games/cc.json#/lamps/12._vbscript_name: L25
  • games/cc.json#/lamps/13._vbscript_name: L26
  • games/cc.json#/lamps/14._vbscript_name: L27
  • games/cc.json#/lamps/15._vbscript_name: L28
  • games/cc.json#/lamps/16._vbscript_name: L31
  • games/cc.json#/lamps/16._note: Drop target 2 insert
  • games/cc.json#/lamps/17._vbscript_name: L32
  • games/cc.json#/lamps/17._note: Drop target 0 insert (leftmost)
  • games/cc.json#/lamps/18._vbscript_name: L33
  • games/cc.json#/lamps/19._vbscript_name: L34
  • games/cc.json#/lamps/20._vbscript_name: L35
  • games/cc.json#/lamps/21._vbscript_name: L36
  • games/cc.json#/lamps/22._vbscript_name: L37
  • games/cc.json#/lamps/23._vbscript_name: L38
  • games/cc.json#/lamps/24._vbscript_name: L41
  • games/cc.json#/lamps/25._vbscript_name: L42
  • games/cc.json#/lamps/25._note: Also referenced as light42 in drop target code (DT1 state)
  • games/cc.json#/lamps/26._vbscript_name: L43
  • games/cc.json#/lamps/26._note: Also referenced as light43 in drop target code (DT1 state)
  • games/cc.json#/lamps/27._vbscript_name: L44
  • games/cc.json#/lamps/27._note: Also referenced as light44 in drop target code (DT3 state)
  • games/cc.json#/lamps/28._vbscript_name: L45
  • games/cc.json#/lamps/28._note: Also referenced as light45 in drop target code (DT3 state)
  • games/cc.json#/lamps/29._vbscript_name: L46
  • games/cc.json#/lamps/30._vbscript_name: L47
  • games/cc.json#/lamps/31._vbscript_name: L48
  • games/cc.json#/lamps/32._vbscript_name: L51
  • games/cc.json#/lamps/32._note: Drop target 3 insert. Also referenced as light50/light51 in drop target code (DT4 state)
  • games/cc.json#/lamps/33._vbscript_name: L52
  • games/cc.json#/lamps/34._vbscript_name: L53
  • games/cc.json#/lamps/35._vbscript_name: L54
  • games/cc.json#/lamps/36._vbscript_name: L55
  • games/cc.json#/lamps/37._vbscript_name: L56
  • games/cc.json#/lamps/38._vbscript_name: L57
  • games/cc.json#/lamps/39._vbscript_name: L58
  • games/cc.json#/lamps/40._vbscript_name: L61
  • games/cc.json#/lamps/41._vbscript_name: L62
  • games/cc.json#/lamps/42._vbscript_name: L63
  • games/cc.json#/lamps/43._vbscript_name: L64
  • games/cc.json#/lamps/44._vbscript_name: L65
  • games/cc.json#/lamps/45._vbscript_name: L66
  • games/cc.json#/lamps/46._vbscript_name: L67
  • games/cc.json#/lamps/47._vbscript_name: L68
  • games/cc.json#/lamps/48._vbscript_name: L71
  • games/cc.json#/lamps/49._vbscript_name: L72
  • games/cc.json#/lamps/50._vbscript_name: L73
  • games/cc.json#/lamps/51._vbscript_name: L74
  • games/cc.json#/lamps/52._vbscript_name: L75
  • games/cc.json#/lamps/53._vbscript_name: L76
  • games/cc.json#/lamps/54._vbscript_name: L77
  • games/cc.json#/lamps/55._vbscript_name: L78
  • games/cc.json#/lamps/56._vbscript_name: L81
  • games/cc.json#/lamps/57._vbscript_name: L82
  • games/cc.json#/lamps/58._vbscript_name: L83
  • games/cc.json#/lamps/59._vbscript_name: L84
  • games/cc.json#/lamps/59._note: Drop target 1 insert
  • games/cc.json#/lamps/60._vbscript_name: L85
  • games/cc.json#/lamps/60._note: Optional BeerMugMod override: when enabled, Lights(85) = Array(BeerMugL1,BeerMugL2,BeerMugL3)
  • games/cc.json#/lamps/61._vbscript_name: L86
  • games/cc.json#/lamps/62._vbscript_name: L87
  • games/cc.json#/lamps/63._vbscript_name: L88
  • games/cc.json#/flashers/0._vbscript_name: F18
  • games/cc.json#/flashers/0._note: Modulated (SolModCallback in VPM mode). Flasher collection F18 + Mine image swap. Internal lamp state 148
  • games/cc.json#/flashers/1._vbscript_name: F19
  • games/cc.json#/flashers/1._note: Modulated (SolModCallback in VPM mode). Flasher collection F19. Internal lamp state 149
  • games/cc.json#/flashers/2._vbscript_name: F20
  • games/cc.json#/flashers/2._note: Modulated (SolModCallback in VPM mode). Flasher collection F20. Internal lamp state 150
  • games/cc.json#/flashers/3._vbscript_name: F24
  • games/cc.json#/flashers/3._note: Modulated. Flasher collection F24. Internal lamp state 154
  • games/cc.json#/flashers/4: Duplicate binding label candidate Middle Right Flasher (Alt) differs from Middle Right Flasher.
  • games/cc.json#/flashers/4._vbscript_name: F25
  • games/cc.json#/flashers/4._note: Commented out in VPW. Replaced by Fluppers Flasher system (Flash125/FlasherFlash3)
  • games/cc.json#/flashers/5._vbscript_name: F26
  • games/cc.json#/flashers/5._note: Modulated. Flasher collection F26 + F26R reflector lamp. Internal lamp state 156
  • games/cc.json#/flashers/6._vbscript_name: F27
  • games/cc.json#/flashers/6._note: Original Sol27 commented out. Uses Fluppers Flasher system (Flash127/FlasherFlash2). F27R1/F27R2 reflector lamps
  • games/cc.json#/flashers/7._vbscript_name: F28
  • games/cc.json#/flashers/7._note: Original Sol28 commented out. Uses Fluppers Flasher system (Flash128/FlasherFlash1). F28R1/F28R2 reflector lamps
  • games/cc.json#/gi_strings/0._vbscript_name: LeftGI
  • games/cc.json#/gi_strings/0._note: GiCallback2 index 0. Collection of lights controlled via UpdateGI(0, step). Intensity modulated 0-8 steps in VPM mode
  • games/cc.json#/gi_strings/1._vbscript_name: RightGI
  • games/cc.json#/gi_strings/1._note: GiCallback2 index 1. Collection of lights controlled via UpdateGI(1, step)
  • games/cc.json#/gi_strings/2._vbscript_name: TopGI
  • games/cc.json#/gi_strings/2._note: GiCallback2 index 2. Collections TopGI + TopGI2 + BWGI. Also controls Bart/Bart_Hat blenddisablelighting and ColorGrade table image
  • games/cc.json#/mechanisms/0._note: Two-solenoid directional motor. Sol1=38 (forward), Sol2=37 (reverse). VPX: Train/Train1 primitives with TransX. Position saved to registry
  • games/cc.json#/mechanisms/1._note: Single-solenoid reversing mechanism. VPX: MineSign primitive Z position and Mine primitive RotX. Controls sw15.IsDropped visibility
  • games/cc.json#/mechanisms/2._note: Sol 33 (MoveBart) oscillates Bart L/R. Sol 36 (MoveHat) lifts hat via sine animation. sw75 detects ball hitting Bart
  • games/cc.json#/_source/confidence_notes: Switches and coils extracted from VPW 1.1 VBScript with cross-reference to cc_machine.yaml (P-ROC config) and pinitech.com switch chart. Lamp names from cc_machine.yaml (CCC P-ROC project). Some lamps (e.g. L86 beerMugGI) may be VPX-specific additions. GI strings handled via collections (LeftGI, RightGI, TopGI) not individual lamp numbers.

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.cc: games/cc.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
cc_104Cactus Canyon (1.04 Test 0.2)
Bally / The Pinball Factory 1.04 Test 0.2 game ROM; a later test firmware revision of the same physical machine.
1998cc_13identical
cc_13kCactus Canyon (1.3 Real Knocker patch)
Bally 1.3 "Real Knocker" patch ROM. A community patch of the same 1.3 firmware that changes the knocker driver behavior for operators who field-install a real knocker coil on public solenoid 7 (fitted with a drive transistor but no coil on the standard machine, see solenoid 7 below); it does not add or remove any playfield device.
1998cc_13identical
cc_13Cactus Canyon (1.3)
Bally production 1.3 game ROM shipped with the physical machine. This is the driver the retained known-working VPW table binds to (cGameName = "cc_13").
1998identical
cc_12Cactus Canyon (1.2)
Bally game ROM 1.2; a later firmware revision of the same physical machine with no controller-address or playfield change.
1998cc_13identical
cc_10Cactus Canyon (1.0)
Bally game ROM 1.0 for the same physical Cactus Canyon machine; switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged.
1998cc_13identical

Parent set: cc_13 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

cc_13.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/cc_13.map.json

Applies to ROMs
cc_10cc_104cc_12cc_13cc_13k
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

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.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the cc_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/prelim/cc.c ccGameData GEN_WPC95 with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0x7f,0x03,0x00,0x00,0xc1,0x00,0x00,0x00,0x00}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L), swStart/swTilt/swSlamTilt/swCoinDoor/swTicket defines, sKnocker=7/sTrough=9/sLeftSling=10/sRightSling=11/sLeftJet=12/sRightJet=13/sBottomJet=16 (preliminary ball-simulator scaffolding only), and init_cc's wpc_set_fastflip_addr(0x87); src/wpc/core.h WPC solenoid numbering, WPC_swF1..WPC_swF8, and CORE_FLIPPERSWCOL=11 with CORE_SW*FLIPBUTBIT/CORE_SW*FLIPEOSBIT bit assignments; src/wpc/core.c core_getSol WPC95 37..40 to 41..44 duplication and core_getSw/core_updateSw invSw XOR semantics; src/wpc/wpc.c WPC_FLIPPERSW95 hardware inversion (line ~630); src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPC95=0x80

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-95

    WPC-95 public switch, DIP, solenoid, lamp, and five-GI address rules with the Fliptronic and LPDC mirror notes

    internal:controllers/pinmame/wpc-95.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.bally.cactus-canyon.1998

    Source locations

    135-page OCR'd scan of the Bally Cactus Canyon operations manual (part number 16-50066-101, January 1999 Final), scanned by flipperspill.com. Printed pages 2-34 through 2-43 carry the lamp/switch/solenoid location parts lists and their matrix and solenoid/flasher wiring tables; printed pages 2-10 through 2-13 carry the opto-board assembly parts that fix opto construction (Trough IR LED/Photo Transistor PCB, Train Single Opto, Flipper Opto PCB, 10-Opto PCB, Mine Dual Opto PCB); printed page 1-45 carries Opto Theory.

    external:pinmame-manuals/by-machine/bally.cactus-canyon.1998/ipdb/Cactus_Canyon_Manual.pdf
    by
    Williams Electronics Games, Inc.; scan hosted by flipperspill.com
    sha256
    dfd55dad3d85…
  • Human review

    manual-support.bally.cactus-canyon.1998

    Source locations

    Retained human transcription of every table used by this definition, cross-checked against the rendered PNG page cache under external:pinmame-manuals/rendered/bally.cactus-canyon.1998/, including the full opto-cue sweep reconciled column by column against ccGameData's inverted-switch mask.

    external:pinmame-review-artifacts/cactus-canyon-1998/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    68119b41c5bc…
  • VPX table

    vpx-table.cc-vpw-1-0-2

    Source locations

    Retained known-working VPW 1.0.2 recreation of the physical machine (internal table_version metadata reads "2.0"). Exact playfield bounds are left=0 top=0 right=952 bottom=2162; normalized coordinates are x/952 and y/2162. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/bally/cactus-canyon-1998/source/Cactus%20Canyon%20%28Bally%201998%29%20VPW%201.0.2.vpx
    by
    VPW (ninuzzu & tom tower)
    sha256
    2e93faec289c…
  • VPX script

    vpx-script.cc-vpw-1-0-2

    Source locations

    Retained embedded VPW script (3,711 lines). Runtime and mechanism-causality authority: Const cGameName = "cc_13" binds the original Bally ROM; Const B2ScGameName = "Proc_CC" is only a shared backglass-server profile name and does not gate behavior; Const PROC = 0 is the compiled default ("1=Use PROC, 0=Use VPinMAME") followed throughout this definition, with every PROC=1 branch belonging to the community P-ROC "Cactus Canyon Continued" hardware path and out of scope. The SolCallback table for solenoids 1-38 (PROC=0 branch), InitLamps binding Lights(i) = Array(Li, Lia) for i=0..127, GiCallback2 UpdateGI mapping GI 0/1/2 to LeftGI/RightGI/TopGI, and the TrainF/TrainB/MoveMine/MoveBart/MoveHat mechanism handlers are the causal authority.

    external:pinmame-vpx-sources/bally/cactus-canyon-1998/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    7b07f1492c5d…
  • VPX table

    vpx-extraction.cc-vpw-1-0-2

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 a0f7c251d961e72d588951496cbafd73ff9836475c5bc006cc44e63906aaa8bb; 1268 files, 139765398 bytes. Bounds are left=0 top=0 right=952 bottom=2162.

    external:pinmame-vpx-sources/bally/cactus-canyon-1998/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 1 unmet requirement, 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