Judge Dredd

Partial

Bally1993WPCbally.judge-dredd.1993

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Judge Death Flasher (Centre Playfield)'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
jd_l7

12 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 (64)
Solenoids
1–28 (24)
Lamps
11–88 (64)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.4

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

Coverage

Partial

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

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

Switches

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

64 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.

64 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
Left Fire Button
switch.left-fire-button
candidate
12
Right Fire Button / Launch Ball
switch.right-fire-button-launch-ball
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Left Shooter Lane
switch.left-shooter-lane
candidate
16
Left Outlane
switch.left-outlane
candidate
17
Left Return Lane
switch.left-return-lane
candidate
18
Standup Target Bank (3 targets, same switch)
switch.standup-target-bank-3-targets-same-switch
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
candidate
25
Standup Target (Left)
switch.standup-target-left
candidate
26
Captive Ball 1 (Bottom)
switch.captive-ball-1-bottom
candidate
27
Standup Target (Right of Subway)
switch.standup-target-right-of-subway
candidate
28
Crane Magnet Opto
switch.crane-magnet-opto
candidate
31
Extra Ball / Buy-In Button
switch.extra-ball-buy-in-button
candidate
32
Main Ramp Entrance Opto
switch.main-ramp-entrance-opto
candidate
33
Left Orbit Rollover
switch.left-orbit-rollover
candidate
34
Right Return Lane Rollover
switch.right-return-lane-rollover
candidate
35
Centre Orbit Rollover
switch.centre-orbit-rollover
candidate
36
Standup Target (Upper)
switch.standup-target-upper
candidate
37
Subway Entrance 1 (Start)
switch.subway-entrance-1-start
candidate
38
Subway Entrance 2 (Mid-way)
switch.subway-entrance-2-mid-way
candidate
41
Right Ball Shooter
switch.right-ball-shooter
candidate
42
Right Outlane Rollover
switch.right-outlane-rollover
candidate
43
Right Outside Return Lane Rollover
switch.right-outside-return-lane-rollover
candidate
44
Super Game Button
switch.super-game-button
candidate
51
Left Slingshot
switch.left-slingshot
candidate
52
Right Slingshot
switch.right-slingshot
candidate
53
Captive Ball 2 (Middle)
switch.captive-ball-2-middle
candidate
54
Drop Target J
switch.drop-target-j
candidate
55
Drop Target U
switch.drop-target-u
candidate
56
Drop Target D
switch.drop-target-d
candidate
57
Drop Target G
switch.drop-target-g
candidate
58
Drop Target E
switch.drop-target-e
candidate
62
Crane Exit Opto
switch.crane-exit-opto
candidate
63
Main Ramp Deadworld Entrance Opto
switch.main-ramp-deadworld-entrance-opto
candidate
64
Main Ramp Exit Opto
switch.main-ramp-exit-opto
candidate
65
Right Ramp Entrance Opto
switch.right-ramp-entrance-opto
candidate
66
Blackout Plastic Ramp Opto
switch.blackout-plastic-ramp-opto
candidate
68
Standup Target (Reactor)
switch.standup-target-reactor
candidate
71
Crane Position Switch
switch.crane-position-switch
candidate
72
Right Playfield Level Orbit Opto
switch.right-playfield-level-orbit-opto
candidate
73
Bottom VUK (Left Vertical Up Kicker)
switch.bottom-vuk-left-vertical-up-kicker
candidate
74
Top VUK (Right Vertical Up Kicker)
switch.top-vuk-right-vertical-up-kicker
candidate
75
Air Raid Ramp Wire Ramp Transition Opto
switch.air-raid-ramp-wire-ramp-transition-opto
candidate
76
Right Ramp Wire Ramp Transition Opto
switch.right-ramp-wire-ramp-transition-opto
candidate
77
Deadworld Globe Opto
switch.deadworld-globe-opto
candidate
81
Trough 1 (Nearest Shooter)
switch.trough-1-nearest-shooter
candidate
82
Trough 2
switch.trough-2
candidate
83
Trough 3
switch.trough-3
candidate
84
Trough 4
switch.trough-4
candidate
85
Trough 5
switch.trough-5
candidate
86
Trough 6 (Nearest Drain)
switch.trough-6-nearest-drain
candidate
87
Shooter Lane / Trough Eject Confirmation
switch.shooter-lane-trough-eject-confirmation
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate

Controlled devices

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

Coils, magnets & motors

12
12 shown
# Name Device ID Evidence
1
Crane Magnet (Globe Magnet)
device.crane-magnet-globe-magnet candidate
2
Bottom VUK (Left Vertical Up Kicker)
device.bottom-vuk-left-vertical-up-kicker candidate
3
Top VUK (Right Vertical Up Kicker)
device.top-vuk-right-vertical-up-kicker candidate
4
Crane Arm Motor (Globe Arm)
device.crane-arm-motor-globe-arm candidate
5
Drop Target Reset (JUDGE)
device.drop-target-reset-judge candidate
6
Deadworld Globe Motor
device.deadworld-globe-motor candidate
7
Knocker
device.knocker candidate
8
Right Shooter / Plunger
device.right-shooter-plunger candidate
9
Left Shooter / Missile Launcher (Kickback)
device.left-shooter-missile-launcher-kickback candidate
10
Trip Drop Target (D)
device.trip-drop-target-d candidate
11
Diverter (Top Ramp)
device.diverter-top-ramp candidate
13
Ball Trough Eject
device.ball-trough-eject candidate

Flashers

12
12 shown
# Name Device ID Evidence
17
Judge Fire Flasher (Centre Playfield)
device.judge-fire-flasher-centre-playfield candidate
18
Judge Fear Flasher (Centre Playfield)
device.judge-fear-flasher-centre-playfield candidate
19
ROM Started
device.game-on candidate
20
Judge Mortis Flasher (Centre Playfield)
device.judge-mortis-flasher-centre-playfield candidate
21
Pursuit Left Flashers (Police Lights)
device.pursuit-left-flashers-police-lights candidate
22
Pursuit Right Flashers (Police Lights)
device.pursuit-right-flashers-police-lights candidate
23
Blackout Flasher (Centre Playfield on Bike)
device.blackout-flasher-centre-playfield-on-bike candidate
24
Cursed Earth Flashers (Under Playfield / Deadworld)
device.cursed-earth-flashers-under-playfield-deadworld candidate
25
Lower Left Flashers x2 (Shooter Exit & VUK Exit)
device.lower-left-flashers-x2-shooter-exit-vuk-exit candidate
26
Globe Flashers (Inside Deadworld)
device.globe-flashers-inside-deadworld candidate
27
Under Ramp Flashers x2 (Stakeout & Sniper Ramp)
device.under-ramp-flashers-x2-stakeout-sniper-ramp candidate
28
Backglass Flasher
device.backglass-flasher candidate

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 Evidence
11
Crime Scene 1 (Blue)
lamp.crime-scene-1-blue candidate
12
Crime Scene 2 (Red)
lamp.crime-scene-2-red candidate
13
Crime Scene 3 (Yellow)
lamp.crime-scene-3-yellow candidate
14
Crime Scene 4 (Green)
lamp.crime-scene-4-green candidate
15
Crime Scene 5 (Blue)
lamp.crime-scene-5-blue candidate
16
Crime Scene 6 (Red)
lamp.crime-scene-6-red candidate
17
Crime Scene 7 (Yellow)
lamp.crime-scene-7-yellow candidate
18
Crime Scene 8 (Green)
lamp.crime-scene-8-green candidate
21
Crime Scene 9 (Blue)
lamp.crime-scene-9-blue candidate
22
Crime Scene 10 (Red)
lamp.crime-scene-10-red candidate
23
Crime Scene 11 (Yellow)
lamp.crime-scene-11-yellow candidate
24
Crime Scene 12 (Green)
lamp.crime-scene-12-green candidate
25
Crime Scene 13 (Blue)
lamp.crime-scene-13-blue candidate
26
Crime Scene 14 (Red)
lamp.crime-scene-14-red candidate
27
Crime Scene 15 (Yellow)
lamp.crime-scene-15-yellow candidate
28
Crime Scene 16 (Green)
lamp.crime-scene-16-green candidate
31
Chain 1 (Blue)
lamp.chain-1-blue candidate
32
Chain 2 (Red)
lamp.chain-2-red candidate
33
Chain 3 (Yellow)
lamp.chain-3-yellow candidate
34
Chain 4 (Green)
lamp.chain-4-green candidate
35
Lock 1
lamp.lock-1 candidate
36
Lock 2
lamp.lock-2 candidate
37
Lock 3
lamp.lock-3 candidate
38
Extra Ball / Buy-In
lamp.extra-ball-buy-in candidate
41
Planet 1
lamp.planet-1 candidate
42
Planet 2
lamp.planet-2 candidate
43
Planet 3
lamp.planet-3 candidate
44
Planet 4
lamp.planet-4 candidate
45
Advance 1
lamp.advance-1 candidate
46
Advance 2
lamp.advance-2 candidate
47
Advance 3
lamp.advance-3 candidate
48
Advance 4
lamp.advance-4 candidate
51
Award 1
lamp.award-1 candidate
52
Award 2
lamp.award-2 candidate
53
Award 3
lamp.award-3 candidate
54
Award 4
lamp.award-4 candidate
55
Award 5
lamp.award-5 candidate
56
Award 6
lamp.award-6 candidate
57
Award 7
lamp.award-7 candidate
58
Cursed Earth / Subway Entrance
lamp.cursed-earth-subway-entrance candidate
61
Sniper Tower
lamp.sniper-tower candidate
62
Left Return Lane
lamp.left-return-lane candidate
63
Left Orbit
lamp.left-orbit candidate
64
Shoot Again
lamp.shoot-again candidate
65
Centre Upper
lamp.centre-upper candidate
66
Right Return Lane
lamp.right-return-lane candidate
67
Right Orbit
lamp.right-orbit candidate
68
Reactor
lamp.reactor candidate
71
J (JUDGE)
lamp.j-judge candidate
72
U (JUDGE)
lamp.u-judge candidate
73
D (JUDGE)
lamp.d-judge candidate
74
G (JUDGE)
lamp.g-judge candidate
75
E (JUDGE)
lamp.e-judge candidate
76
Right Orbit Lower
lamp.right-orbit-lower candidate
77
Centre Playfield
lamp.centre-playfield candidate
78
Right Outlane
lamp.right-outlane candidate
81
Stakeout (Under Insert)
lamp.stakeout-under-insert candidate
82
Blackout (Under Insert)
lamp.blackout-under-insert candidate
83
Drain Guard
lamp.drain-guard candidate
84
Left Outlane
lamp.left-outlane candidate
85
Air Raid Ramp
lamp.air-raid-ramp candidate
86
Pursuit Ramp
lamp.pursuit-ramp candidate
87
Super Game Button Lamp
lamp.super-game-button-lamp candidate
88
Start Button Lamp
lamp.start-button-lamp candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Bally (1993). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

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

Custom mechanisms

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

Ball-state transitions

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

Controller interactions

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

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

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

Recreation guidance

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

Evidence notes

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/jd.json#/switches/0._note: Controller.Switch(11) set via LeftMagnaSave key. Used for left plunger lane in Air Raid / Missile mode.
  • games/jd.json#/switches/1._note: Controller.Switch(12) set via PlungerKey
  • games/jd.json#/switches/2._note: vpmNudge.TiltSwitch = 14
  • games/jd.json#/switches/3._note: Kickback / Missile Launcher lane switch. Controller.Switch(15) on/off.
  • games/jd.json#/switches/4._note: PulseSw 16
  • games/jd.json#/switches/5._note: PulseSw 17
  • games/jd.json#/switches/6._note: sw18, sw18a, sw18b all use switch 18. Bank of 3 targets with custom hit IDs 180/181/182 for animation but same ROM switch.
  • games/jd.json#/switches/7._note: Controller.Switch(22)=1 on init (coin door closed)
  • games/jd.json#/switches/8._note: STHit 25
  • games/jd.json#/switches/9._note: Controller.Switch(26) on/off. Reactor lane captive ball.
  • games/jd.json#/switches/10._note: STHit 27
  • games/jd.json#/switches/11._note: Controller.Switch(28) set by CraneMag sub. Signals crane has grabbed a ball.
  • games/jd.json#/switches/12._note: Controller.Switch(31) set via keycode 3
  • games/jd.json#/switches/13._note: sw67_Hit pulses switch 32 (remapped). Opto at main ramp entrance.
  • games/jd.json#/switches/14._note: PulseSw 33
  • games/jd.json#/switches/15._note: PulseSw 34
  • games/jd.json#/switches/16._note: PulseSw 35
  • games/jd.json#/switches/17._note: STHit 36
  • games/jd.json#/switches/18._note: PulseSw 37
  • games/jd.json#/switches/19._note: PulseSw 38
  • games/jd.json#/switches/20._note: Controller.Switch(41) on/off
  • games/jd.json#/switches/21._note: PulseSw 42
  • games/jd.json#/switches/22._note: PulseSw 43
  • games/jd.json#/switches/23._note: Controller.Switch(44) set via RightMagnaSave key
  • games/jd.json#/switches/24._note: PulseSw 51 in LeftSlingShot_Slingshot sub
  • games/jd.json#/switches/25._note: PulseSw 52 in RightSlingShot_Slingshot sub
  • games/jd.json#/switches/26._note: Controller.Switch(53) on/off. Reactor lane captive ball.
  • games/jd.json#/switches/27._note: JUDGE drop target bank — J. DT54 array: sw54, sw54off, sw54prim.
  • games/jd.json#/switches/28._note: JUDGE drop target bank — U. DT55 array: sw55, sw55off, sw55prim.
  • games/jd.json#/switches/29._note: JUDGE drop target bank — D. DT56 array: sw56, sw56off, sw56prim.
  • games/jd.json#/switches/30._note: JUDGE drop target bank — G. DT57 array: sw57, sw57off, sw57prim.
  • games/jd.json#/switches/31._note: JUDGE drop target bank — E. DT58 array: sw58, sw58off, sw58prim.
  • games/jd.json#/switches/32._note: Controller.Switch(62) on/off. Critical for tracking balls exiting Deadworld crane.
  • games/jd.json#/switches/33._note: PulseSw 63
  • games/jd.json#/switches/34._note: PulseSw 64
  • games/jd.json#/switches/35._note: PulseSw 65. Comment says 'Not used?'
  • games/jd.json#/switches/36._note: PulseSw 66
  • games/jd.json#/switches/37._note: STHit 68
  • games/jd.json#/switches/38._note: Controller.Switch(71) set/cleared during crane movement. Signals crane is at disc position.
  • games/jd.json#/switches/39._note: PulseSw 72
  • games/jd.json#/switches/40._note: bsBotVUK.AddBall. InitSaucer sw73, 73.
  • games/jd.json#/switches/41._note: bsTopVUK.AddBall. InitSaucer sw74, 74.
  • games/jd.json#/switches/42._note: PulseSw 75
  • games/jd.json#/switches/43._note: PulseSw 76
  • games/jd.json#/switches/44._note: Controller.Switch(77) toggled in FWTimer_Timer. Signals ball in Deadworld slot passing drop position.
  • games/jd.json#/switches/45._note: Ball trough position 1
  • games/jd.json#/switches/46._note: Ball trough position 2
  • games/jd.json#/switches/47._note: Ball trough position 3
  • games/jd.json#/switches/48._note: Ball trough position 4
  • games/jd.json#/switches/49._note: Ball trough position 5
  • games/jd.json#/switches/50._note: Ball trough position 6. sw86.kick used by JDTrough solenoid.
  • games/jd.json#/switches/51._note: PulseSw 87 fired in JDTrough sub after ball eject. Confirms ball reached shooter lane.
  • games/jd.json#/coils/0._vbscript_callback: CraneMag
  • games/jd.json#/coils/0._inferred_type: mechanism
  • games/jd.json#/coils/0._note: Magnet inside crane arm to grab/release balls
  • games/jd.json#/coils/1._vbscript_callback: bsBotVUK.SolOut
  • games/jd.json#/coils/1._inferred_type: ball_management
  • games/jd.json#/coils/1._note: Bottom (Left) Vertical Up Kicker / Popper. InitSaucer sw73, 73, direction 0, force 100.
  • games/jd.json#/coils/2._vbscript_callback: bsTopVUK.SolOut
  • games/jd.json#/coils/2._inferred_type: ball_management
  • games/jd.json#/coils/2._note: Top (Right) Vertical Up Kicker / Popper. InitSaucer sw74, 74, direction 280, force 50.
  • games/jd.json#/coils/3._vbscript_callback: CraneArm
  • games/jd.json#/coils/3._inferred_type: mechanism
  • games/jd.json#/coils/3._note: Crane arm movement
  • games/jd.json#/coils/4._vbscript_callback: ResetDrops
  • games/jd.json#/coils/4._inferred_type: drop_target_reset
  • games/jd.json#/coils/4._note: Resets J-U-D-G-E drop targets
  • games/jd.json#/coils/5._vbscript_callback: SolWheelDrive
  • games/jd.json#/coils/5._inferred_type: mechanism
  • games/jd.json#/coils/5._note: Rotates Deadworld globe
  • games/jd.json#/coils/6._vbscript_callback: SolKnocker
  • games/jd.json#/coils/6._inferred_type: knocker
  • games/jd.json#/coils/7._vbscript_callback: JDPlunger
  • games/jd.json#/coils/7._inferred_type: ball_management
  • games/jd.json#/coils/7._note: Impulse plunger for right shooter lane
  • games/jd.json#/coils/8._vbscript_callback: KickBack
  • games/jd.json#/coils/8._inferred_type: ball_management
  • games/jd.json#/coils/8._note: Kickback / Missile launcher plunger
  • games/jd.json#/coils/9._vbscript_callback: TripDrop
  • games/jd.json#/coils/9._inferred_type: drop_target_reset
  • games/jd.json#/coils/9._note: Drops the center 'D' drop target for certain modes to enable subway
  • games/jd.json#/coils/10._vbscript_callback: Diverter
  • games/jd.json#/coils/10._inferred_type: diverter
  • games/jd.json#/coils/11._vbscript_callback: JDTrough
  • games/jd.json#/coils/11._inferred_type: ball_management
  • games/jd.json#/coils/11._note: Kicks ball from sw86 into shooter lane. PulseSw 87 after eject.
  • games/jd.json#/coils/12._vbscript_callback: SetLamp 117,
  • games/jd.json#/coils/12._inferred_type: flasher
  • games/jd.json#/coils/13._vbscript_callback: SetLamp 118,
  • games/jd.json#/coils/13._inferred_type: flasher
  • games/jd.json#/coils/14._vbscript_callback: SetLamp 119,
  • games/jd.json#/coils/14._inferred_type: flasher
  • games/jd.json#/coils/15._vbscript_callback: SetLamp 120,
  • games/jd.json#/coils/15._inferred_type: flasher
  • games/jd.json#/coils/16._vbscript_callback: FlashSol21
  • games/jd.json#/coils/16._inferred_type: flasher
  • games/jd.json#/coils/16._note: Custom flash sub with bloom effects. MassAssign(121) commented out — uses FlashSol21 sub instead.
  • games/jd.json#/coils/17._vbscript_callback: FlashSol22
  • games/jd.json#/coils/17._inferred_type: flasher
  • games/jd.json#/coils/17._note: Custom flash sub with bloom effects. MassAssign(122) commented out — uses FlashSol22 sub instead.
  • games/jd.json#/coils/18._vbscript_callback: SetLamp 123,
  • games/jd.json#/coils/18._inferred_type: flasher
  • games/jd.json#/coils/19._vbscript_callback: SetLamp 124,
  • games/jd.json#/coils/19._inferred_type: flasher
  • games/jd.json#/coils/20._vbscript_callback: SetLamp 125,
  • games/jd.json#/coils/20._inferred_type: flasher
  • games/jd.json#/coils/21._vbscript_callback: FlashSol26
  • games/jd.json#/coils/21._inferred_type: flasher
  • games/jd.json#/coils/21._note: Custom flash sub with bloom effects. MassAssign(126) commented out — uses FlashSol26 sub instead.
  • games/jd.json#/coils/22._vbscript_callback: SetLamp 127,
  • games/jd.json#/coils/22._inferred_type: flasher
  • games/jd.json#/coils/23._vbscript_callback: SetLamp 128,
  • games/jd.json#/coils/23._inferred_type: flasher
  • games/jd.json#/coils/23._note: No VPX playfield object — backglass only. No MassAssign(128) in script.
  • games/jd.json#/lamps/23._note: Callback to PinCab_EB button lamp
  • games/jd.json#/lamps/40._note: Has dual insert (L61 + L61a)
  • games/jd.json#/lamps/56._note: Decal flash material swap
  • games/jd.json#/lamps/57._note: Decal flash material swap
  • games/jd.json#/lamps/62._note: Callback to PinCab_Super button lamp
  • games/jd.json#/lamps/63._note: Callback to PinCab_Start button lamp
  • games/jd.json#/_source/confidence_notes: High confidence on switches/coils. No Const sw* definitions — switches identified from _Hit/_UnHit subs, Controller.Switch() calls, and PulseSw calls. Lamp IDs from Lampz.MassAssign() calls; descriptions inferred from VBScript comments and object names. Flashers (coils 17-28) use SetLamp with 100+ lamp IDs (117-128). Slingshots (coils 15-16) commented out in SolCallback — handled by VPX directly. Trough uses 6 switches (81-86) with a custom implementation (not bsTrough). sw87 is pulsed on trough eject as shooter lane confirmation. Flipper coils use framework constants (sLRFlipper, sLLFlipper, sURFlipper, sULFlipper). Upper flippers present (4-flipper game).

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
jd_l7Judge Dredd (L-7) 1993
jd_l6Judge Dredd (L-6) 1993jd_l7
jd_l5Judge Dredd (L-5) 1993jd_l7
jd_l4Judge Dredd (L-4) 1993jd_l7
jd_l1dJudge Dredd (L-1D MOD) 1993jd_l7
jd_l1atJudge Dredd (L-1AT MOD) 1993jd_l7
jd_l1Judge Dredd (L-1) 1993jd_l7
jd_d7Judge Dredd (D-7 LED Ghost Fix) 1993jd_l7

Parent set: jd_l7 — 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.jd

    games/jd.json; origin=vbscript-parser

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

    legacy.platform.wpc

    platforms/wpc.json

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

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

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

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

Same platform