Cirqus Voltaire

Partial

Bally1997WPCbally.cirqus-voltaire.1997

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Ring #2 Flashers'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
cv_14

7 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 (67)
Solenoids
1–48 (36)
Lamps
11–87 (63)
GI
0–2 (3)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start18cabinet.launch22cabinet.coin-door

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
candidate
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.

66 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.

66 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
11
Backbox Luck
switch.backbox-luck
candidate
12
Wire Ramp Enter
switch.wire-ramp-enter
candidate
13
Start Button
switch.start-button
cabinet.start
candidate
14
Plumb Bob Tilt
switch.plumb-bob-tilt
candidate
15
Left Loop Upper
switch.left-loop-upper
candidate
16
Top Eddy (Ringmaster Hit)
switch.top-eddy-ringmaster-hit
candidate
17
Right In-Lane (Volt 3)
switch.right-in-lane-volt-3
candidate
18
Shooter Lane
switch.shooter-lane
cabinet.launch
candidate
21
Slam Tilt
switch.slam-tilt
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
cabinet.coin-door
candidate
23
Right Loop Upper
switch.right-loop-upper
candidate
25
Inner Loop Left
switch.inner-loop-left
candidate
26
Left In-Lane (Volt 4)
switch.left-in-lane-volt-4
candidate
27
Left Outlane
switch.left-outlane
candidate
28
Inner Loop Right
switch.inner-loop-right
candidate
31
Trough Eject
switch.trough-eject
candidate
32
Trough Ball 1
switch.trough-ball-1
candidate
33
Trough Ball 2
switch.trough-ball-2
candidate
34
Trough Ball 3
switch.trough-ball-3
candidate
35
Trough Ball 4
switch.trough-ball-4
candidate
36
Popper Opto
switch.popper-opto
candidate
37
WOW Targets
switch.wow-targets
candidate
38
Top Targets
switch.top-targets
candidate
41
Left Lane
switch.left-lane
candidate
42
Ringmaster Up
switch.ringmaster-up
candidate
43
Ringmaster Middle
switch.ringmaster-middle
candidate
44
Ringmaster Down
switch.ringmaster-down
candidate
45
Left Ramp Made
switch.left-ramp-made
candidate
46
Trough Upper (Subway)
switch.trough-upper-subway
candidate
47
Trough Middle (Subway)
switch.trough-middle-subway
candidate
48
Left Loop Enter
switch.left-loop-enter
candidate
51
Left Slingshot
switch.left-slingshot
candidate
52
Right Slingshot
switch.right-slingshot
candidate
53
Upper Jet Bumper
switch.upper-jet-bumper
candidate
54
Middle Jet Bumper (Boom Bumper)
switch.middle-jet-bumper-boom-bumper
candidate
55
Lower Jet Bumper
switch.lower-jet-bumper
candidate
56
Skill Shot
switch.skill-shot
candidate
57
Right Outlane
switch.right-outlane
candidate
58
Ring N/G Target
switch.ring-n-g-target
candidate
61
Light Standup Target
switch.light-standup-target
candidate
62
Lock Standup Target
switch.lock-standup-target
candidate
63
Ramp Enter
switch.ramp-enter
candidate
64
Ramp Magnet
switch.ramp-magnet
candidate
65
Ramp Made
switch.ramp-made
candidate
66
Ramp Lock Low
switch.ramp-lock-low
candidate
67
Ramp Lock Middle
switch.ramp-lock-middle
candidate
68
Ramp Lock High
switch.ramp-lock-high
candidate
71
Left Saucer
switch.left-saucer
candidate
72
Right Saucer
switch.right-saucer
candidate
74
Big Ball Rebound (Menagerie)
switch.big-ball-rebound-menagerie
candidate
75
Volt Right (Volt 2)
switch.volt-right-volt-2
candidate
76
Volt Left (Volt 1)
switch.volt-left-volt-1
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
115
Left Spinner
switch.left-spinner
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
117
Right Spinner
switch.right-spinner
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

24
24 shown
# Name Device ID Evidence
1
Auto Plunger
device.auto-plunger candidate
2
Backbox Kicker
device.backbox-kicker candidate
3
Left Loop Magnet
device.left-loop-magnet candidate
4
Middle Jet Bumper
device.middle-jet-bumper candidate
5
Ramp Magnet
device.ramp-magnet candidate
6
Diverter Power
device.diverter-power candidate
7
Jet Up (Boom Bumper Raise)
device.jet-up-boom-bumper-raise candidate
8
Jet Release (Boom Bumper Lower)
device.jet-release-boom-bumper-lower candidate
9
Trough Eject
device.trough-eject candidate
10
Left Slingshot
device.left-slingshot candidate
11
Right Slingshot
device.right-slingshot candidate
12
Upper Jet Bumper
device.upper-jet-bumper candidate
13
Lower Jet Bumper
device.lower-jet-bumper candidate
14
Left Saucer Eject
device.left-saucer-eject candidate
15
Right Saucer Eject
device.right-saucer-eject candidate
16
Lock Post
device.lock-post candidate
22
Ringmaster Motor Enable
device.ringmaster-motor-enable candidate
33
Popper (Subway Eject)
device.popper-subway-eject candidate
34
Diverter Hold
device.diverter-hold candidate
35
Ringmaster Magnet
device.ringmaster-magnet candidate
36
Upper Post
device.upper-post candidate
39
Ringmaster Motor Direction
device.ringmaster-motor-direction candidate
46
Right Flipper
device.right-flipper candidate
48
Left Flipper
device.left-flipper candidate

Flashers

12
12 shown
# Name Device ID Evidence
17
Join/Coin Flashers
device.join-coin-flashers candidate
18
Ring #1 Flashers
device.ring-1-flashers candidate
19
ROM Started
device.game-on candidate
20
Ring #3 Flashers
device.ring-3-flashers candidate
21
Right Playfield Flasher
device.right-playfield-flasher candidate
23
Jet Flasher
device.jet-flasher candidate
24
Left Playfield Flasher
device.left-playfield-flasher candidate
25
Upper Left Flasher
device.upper-left-flasher candidate
26
Upper Right Playfield Flasher
device.upper-right-playfield-flasher candidate
27
Ringmaster Flashers
device.ringmaster-flashers candidate
28
Bear Playfield Flasher
device.bear-playfield-flasher candidate
37
Neon Tube
device.neon-tube candidate

Lamps

63

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.
63 shown
# Name Device ID Evidence
11
Drop
lamp.drop candidate
12
Cirqus R
lamp.cirqus-r candidate
13
Cirqus Q
lamp.cirqus-q candidate
14
Cirqus U
lamp.cirqus-u candidate
15
Grid Top Right
lamp.grid-top-right candidate
16
Cirqus S
lamp.cirqus-s candidate
17
Grid Middle Right
lamp.grid-middle-right candidate
18
Left Jackpot
lamp.left-jackpot candidate
21
Cirqus I
lamp.cirqus-i candidate
22
Cirqus C
lamp.cirqus-c candidate
23
Grid Middle Left
lamp.grid-middle-left candidate
24
Grid Bottom Left
lamp.grid-bottom-left candidate
25
Shoot Again
lamp.shoot-again candidate
26
Ringmaster Center
lamp.ringmaster-center candidate
27
Grid Bottom Right
lamp.grid-bottom-right candidate
28
Grid Top Left
lamp.grid-top-left candidate
31
Side Show
lamp.side-show candidate
32
Highwire
lamp.highwire candidate
33
Acrobats
lamp.acrobats candidate
34
Left Loop 2
lamp.left-loop-2 candidate
35
Left Loop 1
lamp.left-loop-1 candidate
36
Multiball
lamp.multiball candidate
37
Lock
lamp.lock candidate
38
Spot Marvel
lamp.spot-marvel candidate
41
Ringmaster Left
lamp.ringmaster-left candidate
42
Ringmaster 2
lamp.ringmaster-2 candidate
43
Ringmaster 3
lamp.ringmaster-3 candidate
44
Ringmaster 4
lamp.ringmaster-4 candidate
45
Ringmaster Right
lamp.ringmaster-right candidate
46
Special
lamp.special candidate
47
Razz
lamp.razz candidate
48
Frenzy
lamp.frenzy candidate
51
Crank It Up Top
lamp.crank-it-up-top candidate
52
Crank It Up 2
lamp.crank-it-up-2 candidate
53
Crank It Up 3
lamp.crank-it-up-3 candidate
54
Crank It Up Bottom
lamp.crank-it-up-bottom candidate
55
Right Loop Top
lamp.right-loop-top candidate
56
Right Loop 3
lamp.right-loop-3 candidate
57
Right Loop 2
lamp.right-loop-2 candidate
58
Right Loop 1
lamp.right-loop-1 candidate
61
Middle Jackpot
lamp.middle-jackpot candidate
62
Right Jackpot
lamp.right-jackpot candidate
63
Light Standup
lamp.light-standup candidate
64
Lock Standup
lamp.lock-standup candidate
65
Ring R/In
lamp.ring-r-in candidate
66
WOW W (Left)
lamp.wow-w-left candidate
67
WOW W (Right)
lamp.wow-w-right candidate
68
Left Outlane
lamp.left-outlane candidate
71
Right Return Lane
lamp.right-return-lane candidate
72
WOW O
lamp.wow-o candidate
73
WOW Left W
lamp.wow-left-w candidate
74
Ring N
lamp.ring-n candidate
75
Ring S
lamp.ring-s candidate
76
Right Outlane
lamp.right-outlane candidate
77
Left Inlane (Volt 4)
lamp.left-inlane-volt-4 candidate
78
Still Ring
lamp.still-ring candidate
81
Middle Jet Bumper
lamp.middle-jet-bumper candidate
82
Upper Jet Bumper
lamp.upper-jet-bumper candidate
83
Boom Bumper (Disappearing Jet)
lamp.boom-bumper-disappearing-jet candidate
84
Lower Jet Bumper
lamp.lower-jet-bumper candidate
85
Right Inlane (Volt 3)
lamp.right-inlane-volt-3 candidate
86
Volt 1 (Left)
lamp.volt-1-left candidate
87
Volt 2 (Right)
lamp.volt-2-right candidate

General illumination

3
3 shown
# Name Device ID Evidence
0
Playfield Right
gi.playfield-right candidate
1
Playfield Middle
gi.playfield-middle candidate
2
Playfield Left
gi.playfield-left candidate

Configuration & other inputs

1 shown
# Name Device ID Evidence
24
Always Closed
switch.always-closed candidate

Mechanisms

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

Left Loop Magnet

mechanism.left-loop-magnet

Motorized

Left Loop Magnet

Ramp Lock Magnet

mechanism.ramp-lock-magnet

Motorized

Ramp Lock Magnet

Drives

Ringmaster Magnet

mechanism.ringmaster-magnet

Motorized

Ringmaster Magnet Grabs ball at Ringmaster head; custom kick logic on release via SolRingmasterMagnet sub

Spin Magnet

mechanism.spin-magnet

Other

Spin Magnet No solenoid assigned; used for wobble/shake physics on ringmaster head

Ramp Ball Lock (3 ball)

mechanism.ramp-ball-lock-3-ball

Other

Ramp Ball Lock (3 ball) 3-ball virtual lock on upper ramp; released by Lock Post solenoid (16)

Ball Trough (4 ball)

mechanism.ball-trough-4-ball

Other

Ball Trough (4 ball)

Popper (Subway Eject)

mechanism.popper-subway-eject

Other

Popper (Subway Eject)

Backbox Prize Wheel / Bell Spinner

mechanism.backbox-prize-wheel-bell-spinner

Other

Backbox Prize Wheel / Bell Spinner Custom physics simulation; ball launched by Backbox Kicker (sol 2) interacts with spinning disc. Disc has 5 spinner balls for collision detection. Bell at sw11.

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 (1997). 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.ringmaster-pop-up-head: Ringmaster Pop-Up Head Linear motor raises/lowers Ringmaster head. Sol 22 enables motor, Sol 39 controls direction. Callback UpdateRM moves ringmaster.z and collision walls based on position. [source: legacy.game.cv]
  • mechanism.left-loop-magnet: Left Loop Magnet [source: legacy.game.cv]
  • mechanism.ramp-lock-magnet: Ramp Lock Magnet [source: legacy.game.cv]
  • mechanism.ringmaster-magnet: Ringmaster Magnet Grabs ball at Ringmaster head; custom kick logic on release via SolRingmasterMagnet sub [source: legacy.game.cv]
  • mechanism.spin-magnet: Spin Magnet No solenoid assigned; used for wobble/shake physics on ringmaster head [source: legacy.game.cv]
  • mechanism.ramp-ball-lock-3-ball: Ramp Ball Lock (3 ball) 3-ball virtual lock on upper ramp; released by Lock Post solenoid (16) [source: legacy.game.cv]
  • mechanism.ball-trough-4-ball: Ball Trough (4 ball) [source: legacy.game.cv]
  • mechanism.popper-subway-eject: Popper (Subway Eject) [source: legacy.game.cv]
  • mechanism.backbox-prize-wheel-bell-spinner: Backbox Prize Wheel / Bell Spinner Custom physics simulation; ball launched by Backbox Kicker (sol 2) interacts with spinning disc. Disc has 5 spinner balls for collision detection. Bell at sw11. [source: legacy.game.cv]

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/cv.json#/switches/0._vbscript_name: sw11
  • games/cv.json#/switches/0._note: Rollover switch; also pulsed via vpmTimer from EndCannon sub for bell ring
  • games/cv.json#/switches/1._vbscript_name: sw12
  • games/cv.json#/switches/2._vbscript_name: keyFront
  • games/cv.json#/switches/3._note: vpmNudge.TiltSwitch = 14
  • games/cv.json#/switches/4._vbscript_name: sw15
  • games/cv.json#/switches/5._vbscript_name: sw16
  • games/cv.json#/switches/5._note: Timed switch with Eddy_timer to auto-release; enabled when RMCurrPos > 4 and < 100
  • games/cv.json#/switches/6._vbscript_name: sw17
  • games/cv.json#/switches/7._vbscript_name: sw18
  • games/cv.json#/switches/7._note: Sets BIPL (Ball In Plunger Lane) flag
  • games/cv.json#/switches/9._note: Initialized to 1 at start; toggled for motor bug fix
  • games/cv.json#/switches/10._vbscript_name: sw23
  • games/cv.json#/switches/11._note: Set to 0 at init (.Switch(24) = 0)
  • games/cv.json#/switches/12._vbscript_name: sw25
  • games/cv.json#/switches/13._vbscript_name: sw26
  • games/cv.json#/switches/14._vbscript_name: sw27
  • games/cv.json#/switches/15._vbscript_name: sw28
  • games/cv.json#/switches/16._note: Pulsed by SolRelease sub via vpmTimer.PulseSw 31
  • games/cv.json#/switches/17._note: bsTrough.InitSw 0, 32, 33, 34, 35, 0, 0, 0
  • games/cv.json#/switches/21._vbscript_name: sw36
  • games/cv.json#/switches/21._note: Popper.InitSw 0, 36, 0, 0, 0, 0, 0, 0; subway entrance
  • games/cv.json#/switches/22._vbscript_name: T37a, T37b, T37c
  • games/cv.json#/switches/22._note: Three physical targets all pulse switch 37
  • games/cv.json#/switches/23._vbscript_name: T38a, T38b
  • games/cv.json#/switches/23._note: Two physical targets pulse switch 38; also RMHit_Hit pulses 38
  • games/cv.json#/switches/24._vbscript_name: T41
  • games/cv.json#/switches/25._note: mechRM.AddSw 42, 117, 118 (top position opto)
  • games/cv.json#/switches/26._note: mechRM.AddSw 43, 88, 89 (middle position opto)
  • games/cv.json#/switches/27._note: mechRM.AddSw 44, 0, 1 (bottom/home position opto)
  • games/cv.json#/switches/28._vbscript_name: sw45
  • games/cv.json#/switches/29._vbscript_name: sw46
  • games/cv.json#/switches/29._note: Pulsed via vpmTimer.PulseSw 46
  • games/cv.json#/switches/30._vbscript_name: sw47
  • games/cv.json#/switches/30._note: Pulsed via vpmTimer.PulseSw 47
  • games/cv.json#/switches/31._vbscript_name: sw48
  • games/cv.json#/switches/32._note: LeftSlingShot_Slingshot pulses sw 51
  • games/cv.json#/switches/33._note: RightSlingShot_Slingshot pulses sw 52
  • games/cv.json#/switches/34._vbscript_name: UpperJetBumper
  • games/cv.json#/switches/35._vbscript_name: MiddleJetBumper
  • games/cv.json#/switches/35._note: Disappearing jet bumper; raised/lowered by sol 7/8
  • games/cv.json#/switches/36._vbscript_name: LowerJetBumper
  • games/cv.json#/switches/37._vbscript_name: T56
  • games/cv.json#/switches/38._vbscript_name: sw57
  • games/cv.json#/switches/39._vbscript_name: T58
  • games/cv.json#/switches/40._vbscript_name: T61
  • games/cv.json#/switches/41._vbscript_name: T62
  • games/cv.json#/switches/42._vbscript_name: sw63
  • games/cv.json#/switches/43._vbscript_name: sw64
  • games/cv.json#/switches/44._vbscript_name: sw65
  • games/cv.json#/switches/45._vbscript_name: sw66
  • games/cv.json#/switches/45._note: vlLock.InitVLock Array(sw66, sw67, sw68)
  • games/cv.json#/switches/46._vbscript_name: sw67
  • games/cv.json#/switches/47._vbscript_name: sw68
  • games/cv.json#/switches/48._vbscript_name: sw71
  • games/cv.json#/switches/48._note: LeftSaucer.InitSaucer sw71, 71, 45, 10
  • games/cv.json#/switches/49._vbscript_name: sw72
  • games/cv.json#/switches/49._note: RightSaucer.InitSaucer sw72, 72, 140, 6
  • games/cv.json#/switches/50._vbscript_name: sw74
  • games/cv.json#/switches/50._note: Pulsed via vpmTimer.PulseSw 74
  • games/cv.json#/switches/51._vbscript_name: sw75
  • games/cv.json#/switches/52._vbscript_name: sw76
  • games/cv.json#/switches/53._vbscript_name: sw115spinner
  • games/cv.json#/switches/53._note: Dedicated opto; pulses on each spin
  • games/cv.json#/switches/54._vbscript_name: sw117spinner
  • games/cv.json#/switches/54._note: Dedicated opto; pulses on each spin
  • games/cv.json#/coils/0._vbscript_callback: SolCallback(1) = "AutoPlunger"
  • games/cv.json#/coils/1._vbscript_callback: SolCallback(2) = "BackBoxKick"
  • games/cv.json#/coils/1._note: Fires plunger2 to send ball to backbox spinner/bell mechanism
  • games/cv.json#/coils/2._vbscript_callback: Commented out in script; handled by cvpmMagnet LoopMagnet.Solenoid = 3
  • games/cv.json#/coils/2._note: cvpmMagnet with GrabCenter=True, Size=200
  • games/cv.json#/coils/3._note: Not wired in VPX script (handled by VPX bumper object); listed in manual
  • games/cv.json#/coils/4._vbscript_callback: Commented out in script; handled by cvpmMagnet LockMagnet.Solenoid = 5
  • games/cv.json#/coils/4._note: cvpmMagnet with GrabCenter=True, Size=200
  • games/cv.json#/coils/5._note: Listed in manual; not directly wired in VPX script (see sol 34 for DiverterHold)
  • games/cv.json#/coils/6._vbscript_callback: SolCallback(7) = "JetUp"
  • games/cv.json#/coils/6._note: Raises disappearing middle jet bumper
  • games/cv.json#/coils/7._vbscript_callback: SolCallBack(8) = "JetRelease"
  • games/cv.json#/coils/7._note: Lowers disappearing middle jet bumper
  • games/cv.json#/coils/8._vbscript_callback: SolCallBack(9) = "SolRelease"
  • games/cv.json#/coils/8._note: Pulses sw 31 and calls bsTrough.ExitSol_On
  • games/cv.json#/coils/9._note: Physical slingshot coil; not explicitly wired in VPX (handled by VPX slingshot object)
  • games/cv.json#/coils/10._note: Physical slingshot coil; not explicitly wired in VPX (handled by VPX slingshot object)
  • games/cv.json#/coils/11._note: Physical bumper coil; not explicitly wired in VPX (handled by VPX bumper object)
  • games/cv.json#/coils/12._note: Physical bumper coil; not explicitly wired in VPX (handled by VPX bumper object)
  • games/cv.json#/coils/13._vbscript_callback: SolCallBack(14) = "LeftSaucer.SolOut"
  • games/cv.json#/coils/13._note: Kicks ball from left saucer at angle 45, force 10
  • games/cv.json#/coils/14._vbscript_callback: SolCallBack(15) = "RightSaucer.SolOut"
  • games/cv.json#/coils/14._note: Kicks ball from right saucer at angle 140, force 6
  • games/cv.json#/coils/15._vbscript_callback: SolCallBack(16) = "LockPost"
  • games/cv.json#/coils/15._note: Controls ball lock post for multiball; releases vlLock
  • games/cv.json#/coils/16._vbscript_callback: SolModCallBack(17) = "Flash117"
  • games/cv.json#/coils/16._note: PWM flasher; drives f117, f117b
  • games/cv.json#/coils/17._vbscript_callback: SolModCallBack(18) = "Flash118"
  • games/cv.json#/coils/17._note: PWM flasher; drives l118
  • games/cv.json#/coils/18._vbscript_callback: SolModCallBack(19) = "Flash119"
  • games/cv.json#/coils/18._note: PWM flasher; drives l119
  • games/cv.json#/coils/19._vbscript_callback: SolModCallBack(20) = "Flash120"
  • games/cv.json#/coils/19._note: PWM flasher; drives l120
  • games/cv.json#/coils/20._vbscript_callback: SolModCallBack(21) = "Flash121"
  • games/cv.json#/coils/20._note: PWM flasher; drives l121 and Flupper dome FlasherFlash1
  • games/cv.json#/coils/21._vbscript_callback: SolCallBack(22) = "MotorEnable"
  • games/cv.json#/coils/21._note: Enables ringmaster motor; plays motor sound. Also mechRM.Sol1 = 22
  • games/cv.json#/coils/22._vbscript_callback: SolModCallBack(23) = "Flash123"
  • games/cv.json#/coils/22._note: PWM flasher; drives f123
  • games/cv.json#/coils/23._vbscript_callback: SolModCallBack(24) = "Flash124"
  • games/cv.json#/coils/23._note: PWM flasher; drives l124 and Flupper dome FlasherFlash2
  • games/cv.json#/coils/24._vbscript_callback: SolModCallBack(25) = "Flash125"
  • games/cv.json#/coils/24._note: PWM flasher; drives Flupper dome FlasherFlash3
  • games/cv.json#/coils/25._vbscript_callback: SolModCallBack(26) = "Flash126"
  • games/cv.json#/coils/25._note: PWM flasher; drives l126 and Flupper dome FlasherFlash4
  • games/cv.json#/coils/26._vbscript_callback: SolModCallBack(27) = "Flash127"
  • games/cv.json#/coils/26._note: PWM flasher; drives l127, f127, f127a; changes Ringmaster texture based on state
  • games/cv.json#/coils/27._vbscript_callback: SolModCallBack(28) = "Flash128"
  • games/cv.json#/coils/27._note: PWM flasher; drives f128, f128b
  • games/cv.json#/coils/28._vbscript_callback: SolCallBack(33) = "SolPopper"
  • games/cv.json#/coils/28._note: Kicks ball from popper (subway) at angle 284, force 26
  • games/cv.json#/coils/29._vbscript_callback: SolCallback(34) = "DiverterHold"
  • games/cv.json#/coils/29._note: Holds diverter open to direct ball to right orbit
  • games/cv.json#/coils/30._vbscript_callback: SolCallBack(35) = "SolRingmasterMagnet"
  • games/cv.json#/coils/30._note: Grabs/releases ball at ringmaster head; cvpmMagnet with GrabCenter=0, Size=100
  • games/cv.json#/coils/31._vbscript_callback: SolCallback(36) = "UpperPost"
  • games/cv.json#/coils/31._note: Raises/lowers upper post wall
  • games/cv.json#/coils/32._vbscript_callback: SolModCallBack(37) = "Flash137"
  • games/cv.json#/coils/32._note: PWM; controls UV/neon lighting that changes playfield textures to blue
  • games/cv.json#/coils/33._note: mechRM.Sol2 = 39; controls direction of ringmaster motor
  • games/cv.json#/coils/34._vbscript_callback: SolCallback(sLRFlipper) = "SolRFlipper"
  • games/cv.json#/coils/34._note: WPC framework constant sLRFlipper = 46
  • games/cv.json#/coils/35._vbscript_callback: SolCallback(sLLFlipper) = "SolLFlipper"
  • games/cv.json#/coils/35._note: WPC framework constant sLLFlipper = 48
  • games/cv.json#/lamps/0._vbscript_name: l11, l11b
  • games/cv.json#/lamps/1._vbscript_name: l12, l12b
  • games/cv.json#/lamps/2._vbscript_name: l13, l13b
  • games/cv.json#/lamps/3._vbscript_name: l14, l14b
  • games/cv.json#/lamps/4._vbscript_name: l15, l15b
  • games/cv.json#/lamps/5._vbscript_name: l16, l16b
  • games/cv.json#/lamps/6._vbscript_name: l17, l17b
  • games/cv.json#/lamps/7._vbscript_name: l18, l18b
  • games/cv.json#/lamps/8._vbscript_name: l21, l21b
  • games/cv.json#/lamps/9._vbscript_name: l22, l22b
  • games/cv.json#/lamps/10._vbscript_name: l23, l23b
  • games/cv.json#/lamps/11._vbscript_name: l24, l24b
  • games/cv.json#/lamps/12._vbscript_name: l25, l25b
  • games/cv.json#/lamps/13._vbscript_name: l26, l26b
  • games/cv.json#/lamps/14._vbscript_name: l27, l27b
  • games/cv.json#/lamps/15._vbscript_name: l28, l28b
  • games/cv.json#/lamps/16._vbscript_name: l31, l31b
  • games/cv.json#/lamps/17._vbscript_name: l32, l32b
  • games/cv.json#/lamps/18._vbscript_name: l33, l33b
  • games/cv.json#/lamps/19._vbscript_name: l34, l34b
  • games/cv.json#/lamps/20._vbscript_name: l35, l35b
  • games/cv.json#/lamps/21._vbscript_name: l36, l36b
  • games/cv.json#/lamps/22._vbscript_name: l37, l37b
  • games/cv.json#/lamps/23._vbscript_name: l38, l38b
  • games/cv.json#/lamps/24._vbscript_name: l41, l41b
  • games/cv.json#/lamps/25._vbscript_name: l42, l42b
  • games/cv.json#/lamps/26._vbscript_name: l43, l43b
  • games/cv.json#/lamps/27._vbscript_name: l44, l44b
  • games/cv.json#/lamps/28._vbscript_name: l45, l45b
  • games/cv.json#/lamps/29._vbscript_name: l46, l46b
  • games/cv.json#/lamps/30._vbscript_name: l47, l47b
  • games/cv.json#/lamps/31._vbscript_name: l48, l48b
  • games/cv.json#/lamps/32._vbscript_name: l51, l51b
  • games/cv.json#/lamps/33._vbscript_name: l52, l52b
  • games/cv.json#/lamps/34._vbscript_name: l53, l53b
  • games/cv.json#/lamps/35._vbscript_name: l54, l54b
  • games/cv.json#/lamps/36._vbscript_name: l55, l55b
  • games/cv.json#/lamps/37._vbscript_name: l56, l56b
  • games/cv.json#/lamps/38._vbscript_name: l57, l57b
  • games/cv.json#/lamps/39._vbscript_name: l58, l58b
  • games/cv.json#/lamps/40._vbscript_name: l61, l61b
  • games/cv.json#/lamps/41._vbscript_name: l62, l62b
  • games/cv.json#/lamps/42._vbscript_name: l63, l63b
  • games/cv.json#/lamps/43._vbscript_name: l64, l64b
  • games/cv.json#/lamps/44._vbscript_name: l65, l65b
  • games/cv.json#/lamps/45._vbscript_name: l66, l66b
  • games/cv.json#/lamps/46._vbscript_name: l67, l67b
  • games/cv.json#/lamps/47._vbscript_name: l68, l68b
  • games/cv.json#/lamps/48._vbscript_name: l71, l71b
  • games/cv.json#/lamps/49._vbscript_name: l72, l72b
  • games/cv.json#/lamps/50._vbscript_name: l73, l73b
  • games/cv.json#/lamps/51._vbscript_name: l74, l74b
  • games/cv.json#/lamps/52._vbscript_name: l75, l75b
  • games/cv.json#/lamps/53._vbscript_name: l76, l76b
  • games/cv.json#/lamps/54._vbscript_name: l77, l77b
  • games/cv.json#/lamps/54._note: Also controls Volt4 primitive via DisableLightingm and imgswapm
  • games/cv.json#/lamps/55._vbscript_name: l78, l78b
  • games/cv.json#/lamps/56._vbscript_name: l81, l81b
  • games/cv.json#/lamps/57._vbscript_name: l82, l82b
  • games/cv.json#/lamps/58._vbscript_name: l83
  • games/cv.json#/lamps/58._note: Also swaps plastic_boombumper image via NFadeObjm
  • games/cv.json#/lamps/59._vbscript_name: l84, l84b
  • games/cv.json#/lamps/60._vbscript_name: l85, l85b
  • games/cv.json#/lamps/60._note: Also controls Volt3 primitive via DisableLightingm and imgswapm
  • games/cv.json#/lamps/61._vbscript_name: l86, l86b
  • games/cv.json#/lamps/61._note: Also controls Volt1 primitive via DisableLightingm and imgswapm
  • games/cv.json#/lamps/62._vbscript_name: l87, l87b
  • games/cv.json#/lamps/62._note: Also controls Volt2 primitive via DisableLightingm and imgswapm
  • games/cv.json#/gi/0._vbscript_callback: UpdateGI case 0
  • games/cv.json#/gi/0._note: Controls Gi_Pf_Right_01 lights and Gi_Pf_Right_Plastics materials
  • games/cv.json#/gi/1._vbscript_callback: UpdateGI case 1
  • games/cv.json#/gi/1._note: Controls Gi_Pf_Middle_02 lights, Gi_Pf_Center_Plastics, MetalGroup_Center; toggles Ringmaster on/off texture
  • games/cv.json#/gi/2._vbscript_callback: UpdateGI case 2
  • games/cv.json#/gi/2._note: Controls Gi_Pf_Left_03 lights and Gi_Pf_Left_Plastics materials
  • games/cv.json#/mechanisms/0._vbscript_class: cvpmMech
  • games/cv.json#/mechanisms/0._config: {"length": 960, "mtype": "vpmMechLinear + vpmMechFast + vpmMechReverse + vpmMechOneDirSol", "sol1": 22, "sol2": 39, "steps": 118, "switches": [{"description": "Ringmaster Down (home)", "end": 1, "start": 0, "sw": 44}, {"description": "Ringmaster Middle", "end": 89, "start": 88, "sw": 43}, {"description": "Ringmaster Up (fully raised)", "end": 118, "start": 117, "sw": 42}]}
  • games/cv.json#/mechanisms/0._note: Linear motor raises/lowers Ringmaster head. Sol 22 enables motor, Sol 39 controls direction. Callback UpdateRM moves ringmaster.z and collision walls based on position.
  • games/cv.json#/mechanisms/1._vbscript_class: cvpmMagnet
  • games/cv.json#/mechanisms/1._config: {"grab_center": true, "size": 200, "solenoid": 3}
  • games/cv.json#/mechanisms/2._vbscript_class: cvpmMagnet
  • games/cv.json#/mechanisms/2._config: {"grab_center": true, "size": 200, "solenoid": 5}
  • games/cv.json#/mechanisms/3._vbscript_class: cvpmMagnet
  • games/cv.json#/mechanisms/3._config: {"grab_center": false, "size": 100, "solenoid": 35}
  • games/cv.json#/mechanisms/3._note: Grabs ball at Ringmaster head; custom kick logic on release via SolRingmasterMagnet sub
  • games/cv.json#/mechanisms/4._vbscript_class: cvpmMagnet
  • games/cv.json#/mechanisms/4._config: {"grab_center": true}
  • games/cv.json#/mechanisms/4._note: No solenoid assigned; used for wobble/shake physics on ringmaster head
  • games/cv.json#/mechanisms/5._vbscript_class: cvpmVLock
  • games/cv.json#/mechanisms/5._config: {"kick_objects": ["sw66k", "sw67k", "sw68k"], "switches": [66, 67, 68]}
  • games/cv.json#/mechanisms/5._note: 3-ball virtual lock on upper ramp; released by Lock Post solenoid (16)
  • games/cv.json#/mechanisms/6._vbscript_class: cvpmBallStack
  • games/cv.json#/mechanisms/6._config: {"balls": 4, "eject_coil": 9, "switches": [0, 32, 33, 34, 35, 0, 0, 0]}
  • games/cv.json#/mechanisms/7._vbscript_class: cvpmBallStack
  • games/cv.json#/mechanisms/7._config: {"eject_coil": 33, "kick_angle": 284, "kick_force": 26, "switches": [0, 36, 0, 0, 0, 0, 0, 0]}
  • games/cv.json#/mechanisms/8._note: Custom physics simulation; ball launched by Backbox Kicker (sol 2) interacts with spinning disc. Disc has 5 spinner balls for collision detection. Bell at sw11.

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
cv_d52Cirqus Voltaire (D.52 Prototype) 1997cv_14
cv_20hcCirqus Voltaire (2.0H Coin Play) 1997cv_14
cv_20hCirqus Voltaire (2.0H) 1997cv_14
cv_14Cirqus Voltaire (1.4) 1997
cv_13Cirqus Voltaire (1.3) 1997cv_14
cv_11Cirqus Voltaire (1.1) 1997cv_14
cv_10Cirqus Voltaire (1.0) 1997cv_14

Parent set: cv_14 — 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.cv

    games/cv.json; origin=vpx-vbscript-extraction

    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