Breakshot

Partial

Capcom1996CAPCOMcapcom.breakshot.1996

Wire it up

what an authoring tool needs first
Bind this ROM
bsv103

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

Controller platform
pinmame.capcom

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
30–79 (39)
Solenoids
1–32 (23)
Lamps
3–64 (62)

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.

39 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
Hover or tap an address to identify it.
39 shown
# Name Device ID Evidence
30
Tilt
switch.tilt candidate
35
Drain
switch.drain candidate
36
Trough 3 (top of stack)
switch.trough-3-top-of-stack candidate
37
Trough 2 (middle)
switch.trough-2-middle candidate
38
Trough 1 (bottom)
switch.trough-1-bottom candidate
41
Right Slingshot
switch.right-slingshot candidate
42
Left Slingshot
switch.left-slingshot candidate
43
Rollover (Plunger Lane)
switch.rollover-plunger-lane candidate
44
Rollover
switch.rollover candidate
45
Rollover
switch.rollover.45 candidate
46
Rollover
switch.rollover.46 candidate
47
Rollover
switch.rollover.47 candidate
48
Drop Target Right 1
switch.drop-target-right-1 candidate
49
Drop Target Right 2
switch.drop-target-right-2 candidate
50
Drop Target Right 3
switch.drop-target-right-3 candidate
51
Standup Target 1
switch.standup-target-1 candidate
53
Opto 1
switch.opto-1 candidate
54
Opto 2
switch.opto-2 candidate
55
Standup Target 2
switch.standup-target-2 candidate
57
Left Bumper
switch.left-bumper candidate
58
Center Bumper
switch.center-bumper candidate
59
Right Bumper
switch.right-bumper candidate
60
Rollover
switch.rollover.60 candidate
61
Rollover
switch.rollover.61 candidate
62
Rollover
switch.rollover.62 candidate
63
Rollover
switch.rollover.63 candidate
65
Opto 3
switch.opto-3 candidate
66
Center Post
switch.center-post candidate
67
Right VUK (Right Saucer)
switch.right-vuk-right-saucer candidate
68
Center Left Kicker
switch.center-left-kicker candidate
69
Center Center Kicker
switch.center-center-kicker candidate
70
Center Right Kicker
switch.center-right-kicker candidate
73
Drop Target Left 1
switch.drop-target-left-1 candidate
74
Drop Target Left 2
switch.drop-target-left-2 candidate
75
Drop Target Left 3
switch.drop-target-left-3 candidate
76
Standup Target 3
switch.standup-target-3 candidate
77
Standup Target 4
switch.standup-target-4 candidate
78
Standup Target 5
switch.standup-target-5 candidate
79
Rollover
switch.rollover.79 candidate

Controlled devices

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

Coils, magnets & motors

22
22 shown
# Name Device ID Evidence
1
Drain (Trough Eject)
device.drain-trough-eject candidate
2
Ball Release
device.ball-release candidate
3
Knocker
device.knocker candidate
4
Left Slingshot
device.left-slingshot candidate
5
Right Slingshot
device.right-slingshot candidate
6
Left Outlane Kickback
device.left-outlane-kickback candidate
7
Drop Targets Right Reset
device.drop-targets-right-reset candidate
8
Right Saucer Eject
device.right-saucer-eject candidate
9
Left Flipper
device.flipper-lower-right candidate
10
Right Flipper
device.flipper-upper-right candidate
11
Right Flipper (Lower)
device.flipper-lower-left candidate
12
Center Post Up
device.center-post-up candidate
13
Drop Targets Left Reset
device.drop-targets-left-reset candidate
14
Center Post Release
device.center-post-release candidate
15
Right Top Gate
device.right-top-gate candidate
16
Left Top Gate
device.left-top-gate candidate
25
Center Pocket Left Eject
device.center-pocket-left-eject candidate
26
Center Pocket Center Eject
device.center-pocket-center-eject candidate
29
Right Bumper
device.right-bumper candidate
30
Center Bumper
device.center-bumper candidate
31
Left Bumper
device.left-bumper candidate
32
Center Pocket Right Eject
device.center-pocket-right-eject candidate

Flashers

1
1 shown
# Name Device ID Evidence
28
Flasher Center Pocket
device.flasher-center-pocket candidate

Lamps

62

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.
62 shown
# Name Device ID Evidence
3
Insert l3
lamp.insert-l3 candidate
4
Insert l4
lamp.insert-l4 candidate
5
Insert l5
lamp.insert-l5 candidate
6
Insert l6
lamp.insert-l6 candidate
7
Insert l7
lamp.insert-l7 candidate
8
Insert l8
lamp.insert-l8 candidate
9
Insert l9
lamp.insert-l9 candidate
10
Insert l10
lamp.insert-l10 candidate
11
Insert l11
lamp.insert-l11 candidate
12
Insert l12
lamp.insert-l12 candidate
13
Insert l13
lamp.insert-l13 candidate
14
Insert l14
lamp.insert-l14 candidate
15
Insert l15
lamp.insert-l15 candidate
16
Insert l16
lamp.insert-l16 candidate
17
Insert l17
lamp.insert-l17 candidate
18
Insert l18
lamp.insert-l18 candidate
19
Insert l19
lamp.insert-l19 candidate
20
Insert l20
lamp.insert-l20 candidate
21
Insert l21
lamp.insert-l21 candidate
22
Insert l22
lamp.insert-l22 candidate
23
Insert l23
lamp.insert-l23 candidate
24
Insert l24
lamp.insert-l24 candidate
25
Insert l25
lamp.insert-l25 candidate
26
Insert l26
lamp.insert-l26 candidate
27
Insert l27
lamp.insert-l27 candidate
28
Insert l28
lamp.insert-l28 candidate
29
Insert l29
lamp.insert-l29 candidate
30
Insert l30
lamp.insert-l30 candidate
31
Insert l31
lamp.insert-l31 candidate
32
Insert l32
lamp.insert-l32 candidate
33
Insert l33
lamp.insert-l33 candidate
34
Insert l34
lamp.insert-l34 candidate
35
Insert l35
lamp.insert-l35 candidate
36
Insert l36
lamp.insert-l36 candidate
37
Insert l37
lamp.insert-l37 candidate
38
Insert l38
lamp.insert-l38 candidate
39
Insert l39
lamp.insert-l39 candidate
40
Insert l40
lamp.insert-l40 candidate
41
Insert l41
lamp.insert-l41 candidate
42
Insert l42
lamp.insert-l42 candidate
43
Insert l43
lamp.insert-l43 candidate
44
Insert l44
lamp.insert-l44 candidate
45
Insert l45
lamp.insert-l45 candidate
46
Insert l46
lamp.insert-l46 candidate
47
Insert l47
lamp.insert-l47 candidate
48
Insert l48
lamp.insert-l48 candidate
49
Insert l49
lamp.insert-l49 candidate
50
Insert l50
lamp.insert-l50 candidate
51
Insert l51
lamp.insert-l51 candidate
52
Insert l52
lamp.insert-l52 candidate
53
Insert l53
lamp.insert-l53 candidate
54
Insert l54
lamp.insert-l54 candidate
55
Insert l55
lamp.insert-l55 candidate
56
Insert l56
lamp.insert-l56 candidate
57
Insert l57
lamp.insert-l57 candidate
58
Insert l58
lamp.insert-l58 candidate
59
Insert l59
lamp.insert-l59 candidate
60
Insert l60
lamp.insert-l60 candidate
61
Insert l61
lamp.insert-l61 candidate
62
Insert l62
lamp.insert-l62 candidate
63
Insert l63
lamp.insert-l63 candidate
64
Insert l64
lamp.insert-l64 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 Capcom (1996). 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

  • games/brkshot.json#/switches/0._vbscript_callback: vpmNudge.TiltSwitch
  • games/brkshot.json#/switches/0._inferred_type: tilt
  • games/brkshot.json#/switches/1._vbscript_name: sw35
  • games/brkshot.json#/switches/1._inferred_type: trough
  • games/brkshot.json#/switches/2._vbscript_name: sw36
  • games/brkshot.json#/switches/2._inferred_type: trough
  • games/brkshot.json#/switches/3._vbscript_name: sw37
  • games/brkshot.json#/switches/3._inferred_type: trough
  • games/brkshot.json#/switches/4._vbscript_name: sw38
  • games/brkshot.json#/switches/4._inferred_type: trough
  • games/brkshot.json#/switches/5._vbscript_name: RightSlingShot
  • games/brkshot.json#/switches/5._inferred_type: slingshot
  • games/brkshot.json#/switches/5._note: Tween-animated; switch set to 1 on sling fire, 0 on return
  • games/brkshot.json#/switches/6._vbscript_name: LeftSlingShot
  • games/brkshot.json#/switches/6._inferred_type: slingshot
  • games/brkshot.json#/switches/6._note: Tween-animated; switch set to 1 on sling fire, 0 on return
  • games/brkshot.json#/switches/7._vbscript_name: SW43
  • games/brkshot.json#/switches/7._inferred_type: rollover
  • games/brkshot.json#/switches/7._note: Plunger lane rollover, not baked
  • games/brkshot.json#/switches/8._vbscript_name: SW44
  • games/brkshot.json#/switches/8._inferred_type: rollover
  • games/brkshot.json#/switches/9._vbscript_name: SW45
  • games/brkshot.json#/switches/9._inferred_type: rollover
  • games/brkshot.json#/switches/10._vbscript_name: SW46
  • games/brkshot.json#/switches/10._inferred_type: rollover
  • games/brkshot.json#/switches/11._vbscript_name: SW47
  • games/brkshot.json#/switches/11._inferred_type: rollover
  • games/brkshot.json#/switches/12._vbscript_name: sw48
  • games/brkshot.json#/switches/12._inferred_type: drop_target
  • games/brkshot.json#/switches/13._vbscript_name: sw49
  • games/brkshot.json#/switches/13._inferred_type: drop_target
  • games/brkshot.json#/switches/14._vbscript_name: sw50
  • games/brkshot.json#/switches/14._inferred_type: drop_target
  • games/brkshot.json#/switches/15._vbscript_name: sw51
  • games/brkshot.json#/switches/15._inferred_type: standup_target
  • games/brkshot.json#/switches/16._vbscript_name: SW53
  • games/brkshot.json#/switches/16._inferred_type: opto
  • games/brkshot.json#/switches/17._vbscript_name: SW54
  • games/brkshot.json#/switches/17._inferred_type: opto
  • games/brkshot.json#/switches/18._vbscript_name: sw55
  • games/brkshot.json#/switches/18._inferred_type: standup_target
  • games/brkshot.json#/switches/19._vbscript_name: Bumper3
  • games/brkshot.json#/switches/19._vbscript_callback: vpmTimer.PulseSw(57)
  • games/brkshot.json#/switches/19._inferred_type: bumper
  • games/brkshot.json#/switches/20._vbscript_name: Bumper2
  • games/brkshot.json#/switches/20._vbscript_callback: vpmTimer.PulseSw(58)
  • games/brkshot.json#/switches/20._inferred_type: bumper
  • games/brkshot.json#/switches/21._vbscript_name: Bumper1
  • games/brkshot.json#/switches/21._vbscript_callback: vpmTimer.PulseSw(59)
  • games/brkshot.json#/switches/21._inferred_type: bumper
  • games/brkshot.json#/switches/22._vbscript_name: SW60
  • games/brkshot.json#/switches/22._inferred_type: rollover
  • games/brkshot.json#/switches/23._vbscript_name: SW61
  • games/brkshot.json#/switches/23._inferred_type: rollover
  • games/brkshot.json#/switches/24._vbscript_name: SW62
  • games/brkshot.json#/switches/24._inferred_type: rollover
  • games/brkshot.json#/switches/25._vbscript_name: SW63
  • games/brkshot.json#/switches/25._inferred_type: rollover
  • games/brkshot.json#/switches/26._vbscript_name: SW65
  • games/brkshot.json#/switches/26._inferred_type: opto
  • games/brkshot.json#/switches/27._vbscript_callback: Controller.Switch(66)
  • games/brkshot.json#/switches/27._inferred_type: mechanism
  • games/brkshot.json#/switches/27._note: Center post position switch; 1=up, 0=down. Controlled by solenoids 12 (up) and 14 (release)
  • games/brkshot.json#/switches/28._vbscript_name: sw67
  • games/brkshot.json#/switches/28._inferred_type: kicker
  • games/brkshot.json#/switches/29._vbscript_name: sw68
  • games/brkshot.json#/switches/29._inferred_type: kicker
  • games/brkshot.json#/switches/30._vbscript_name: sw69
  • games/brkshot.json#/switches/30._inferred_type: kicker
  • games/brkshot.json#/switches/31._vbscript_name: sw70
  • games/brkshot.json#/switches/31._inferred_type: kicker
  • games/brkshot.json#/switches/32._vbscript_name: sw73
  • games/brkshot.json#/switches/32._inferred_type: drop_target
  • games/brkshot.json#/switches/33._vbscript_name: sw74
  • games/brkshot.json#/switches/33._inferred_type: drop_target
  • games/brkshot.json#/switches/34._vbscript_name: sw75
  • games/brkshot.json#/switches/34._inferred_type: drop_target
  • games/brkshot.json#/switches/35._vbscript_name: sw76
  • games/brkshot.json#/switches/35._inferred_type: standup_target
  • games/brkshot.json#/switches/36._vbscript_name: sw77
  • games/brkshot.json#/switches/36._inferred_type: standup_target
  • games/brkshot.json#/switches/37._vbscript_name: sw78
  • games/brkshot.json#/switches/37._inferred_type: standup_target
  • games/brkshot.json#/switches/38._vbscript_name: SW79
  • games/brkshot.json#/switches/38._inferred_type: rollover
  • games/brkshot.json#/coils/0._vbscript_callback: SolTrough
  • games/brkshot.json#/coils/0._inferred_type: ball_management
  • games/brkshot.json#/coils/0._note: Kicks ball from sw35 drain toward trough stack
  • games/brkshot.json#/coils/1._vbscript_callback: SolRelease
  • games/brkshot.json#/coils/1._inferred_type: ball_management
  • games/brkshot.json#/coils/1._note: Kicks ball from sw36 trough to plunger lane
  • games/brkshot.json#/coils/2._vbscript_callback: vpmSolSound SoundFX("Knocker",DOFKnocker),
  • games/brkshot.json#/coils/2._inferred_type: knocker
  • games/brkshot.json#/coils/3._vbscript_callback: framework-driven
  • games/brkshot.json#/coils/3._inferred_type: slingshot
  • games/brkshot.json#/coils/3._note: Hardware-driven by CAPCOM.VBS framework; commented in script but not assigned via SolCallback
  • games/brkshot.json#/coils/4._vbscript_callback: framework-driven
  • games/brkshot.json#/coils/4._inferred_type: slingshot
  • games/brkshot.json#/coils/4._note: Hardware-driven by CAPCOM.VBS framework; commented in script but not assigned via SolCallback
  • games/brkshot.json#/coils/5._vbscript_callback: Kickback
  • games/brkshot.json#/coils/5._inferred_type: kicker
  • games/brkshot.json#/coils/6._vbscript_callback: ResetDropsRight
  • games/brkshot.json#/coils/6._inferred_type: drop_target_reset
  • games/brkshot.json#/coils/6._note: Resets drop targets sw48, sw49, sw50
  • games/brkshot.json#/coils/7._vbscript_callback: RightSaucer
  • games/brkshot.json#/coils/7._inferred_type: kicker
  • games/brkshot.json#/coils/7._note: Ejects ball from right VUK (sw67)
  • games/brkshot.json#/coils/8._vbscript_name: sLRFlipper
  • games/brkshot.json#/coils/8._vbscript_callback: SolLRFlipper
  • games/brkshot.json#/coils/8._inferred_type: flipper
  • games/brkshot.json#/coils/8._note: Framework-defined constant (CAPCOM.VBS: sLRFlipper=9)
  • games/brkshot.json#/coils/9._vbscript_name: sURFlipper
  • games/brkshot.json#/coils/9._vbscript_callback: SolURFlipper
  • games/brkshot.json#/coils/9._inferred_type: flipper
  • games/brkshot.json#/coils/9._note: Framework-defined constant (CAPCOM.VBS: sURFlipper=10). Despite name, drives the upper right flipper
  • games/brkshot.json#/coils/10._vbscript_name: sLLFlipper
  • games/brkshot.json#/coils/10._vbscript_callback: SolLLFlipper
  • games/brkshot.json#/coils/10._inferred_type: flipper
  • games/brkshot.json#/coils/10._note: Framework-defined constant (CAPCOM.VBS: sLLFlipper=11). Despite Capcom naming as 'Upper Right', drives the lower right flipper in VPX
  • games/brkshot.json#/coils/11._vbscript_callback: PostUp
  • games/brkshot.json#/coils/11._inferred_type: mechanism
  • games/brkshot.json#/coils/11._note: Raises center post; sets sw66=1 when fully up
  • games/brkshot.json#/coils/12._vbscript_callback: ResetDropsLeft
  • games/brkshot.json#/coils/12._inferred_type: drop_target_reset
  • games/brkshot.json#/coils/12._note: Resets drop targets sw73, sw74, sw75
  • games/brkshot.json#/coils/13._vbscript_callback: PostRelease
  • games/brkshot.json#/coils/13._inferred_type: mechanism
  • games/brkshot.json#/coils/13._note: Drops center post; sets sw66=0 when down. Also triggered during power-up
  • games/brkshot.json#/coils/14._vbscript_callback: SolRightGate
  • games/brkshot.json#/coils/14._inferred_type: gate
  • games/brkshot.json#/coils/15._vbscript_callback: SolLeftGate
  • games/brkshot.json#/coils/15._inferred_type: gate
  • games/brkshot.json#/coils/16._vbscript_callback: CLeftPocket
  • games/brkshot.json#/coils/16._inferred_type: kicker
  • games/brkshot.json#/coils/16._note: Ejects ball from center left kicker (sw68)
  • games/brkshot.json#/coils/17._vbscript_callback: CenterPocket
  • games/brkshot.json#/coils/17._inferred_type: kicker
  • games/brkshot.json#/coils/17._note: Ejects ball from center center kicker (sw69)
  • games/brkshot.json#/coils/18._vbscript_callback: FlashLight
  • games/brkshot.json#/coils/18._inferred_type: flasher
  • games/brkshot.json#/coils/18._note: SolModCallback (PWM). Controls s128a and s128b light objects plus BL_Flashers lightmap tinting
  • games/brkshot.json#/coils/19._vbscript_callback: framework-driven
  • games/brkshot.json#/coils/19._inferred_type: bumper
  • games/brkshot.json#/coils/19._note: Hardware-driven by CAPCOM.VBS framework; commented in script
  • games/brkshot.json#/coils/20._vbscript_callback: framework-driven
  • games/brkshot.json#/coils/20._inferred_type: bumper
  • games/brkshot.json#/coils/20._note: Hardware-driven by CAPCOM.VBS framework; commented in script
  • games/brkshot.json#/coils/21._vbscript_callback: framework-driven
  • games/brkshot.json#/coils/21._inferred_type: bumper
  • games/brkshot.json#/coils/21._note: Hardware-driven by CAPCOM.VBS framework; commented in script
  • games/brkshot.json#/coils/22._vbscript_callback: CRightPocket
  • games/brkshot.json#/coils/22._inferred_type: kicker
  • games/brkshot.json#/coils/22._note: Ejects ball from center right kicker (sw70)
  • games/brkshot.json#/lamps/0._vbscript_name: l3
  • games/brkshot.json#/lamps/0._inferred_type: insert
  • games/brkshot.json#/lamps/1._vbscript_name: l4
  • games/brkshot.json#/lamps/1._inferred_type: insert
  • games/brkshot.json#/lamps/2._vbscript_name: l5
  • games/brkshot.json#/lamps/2._inferred_type: insert
  • games/brkshot.json#/lamps/3._vbscript_name: l6
  • games/brkshot.json#/lamps/3._inferred_type: insert
  • games/brkshot.json#/lamps/4._vbscript_name: l7
  • games/brkshot.json#/lamps/4._inferred_type: insert
  • games/brkshot.json#/lamps/5._vbscript_name: l8
  • games/brkshot.json#/lamps/5._inferred_type: insert
  • games/brkshot.json#/lamps/6._vbscript_name: l9
  • games/brkshot.json#/lamps/6._inferred_type: insert
  • games/brkshot.json#/lamps/7._vbscript_name: l10
  • games/brkshot.json#/lamps/7._inferred_type: insert
  • games/brkshot.json#/lamps/8._vbscript_name: l11
  • games/brkshot.json#/lamps/8._inferred_type: insert
  • games/brkshot.json#/lamps/9._vbscript_name: l12
  • games/brkshot.json#/lamps/9._inferred_type: insert
  • games/brkshot.json#/lamps/10._vbscript_name: l13
  • games/brkshot.json#/lamps/10._inferred_type: insert
  • games/brkshot.json#/lamps/11._vbscript_name: l14
  • games/brkshot.json#/lamps/11._inferred_type: insert
  • games/brkshot.json#/lamps/12._vbscript_name: l15
  • games/brkshot.json#/lamps/12._inferred_type: insert
  • games/brkshot.json#/lamps/13._vbscript_name: l16
  • games/brkshot.json#/lamps/13._inferred_type: insert
  • games/brkshot.json#/lamps/14._vbscript_name: l17
  • games/brkshot.json#/lamps/14._inferred_type: insert
  • games/brkshot.json#/lamps/15._vbscript_name: l18
  • games/brkshot.json#/lamps/15._inferred_type: insert
  • games/brkshot.json#/lamps/16._vbscript_name: l19
  • games/brkshot.json#/lamps/16._inferred_type: insert
  • games/brkshot.json#/lamps/17._vbscript_name: l20
  • games/brkshot.json#/lamps/17._inferred_type: insert
  • games/brkshot.json#/lamps/18._vbscript_name: l21
  • games/brkshot.json#/lamps/18._inferred_type: insert
  • games/brkshot.json#/lamps/19._vbscript_name: l22
  • games/brkshot.json#/lamps/19._inferred_type: insert
  • games/brkshot.json#/lamps/20._vbscript_name: l23
  • games/brkshot.json#/lamps/20._inferred_type: insert
  • games/brkshot.json#/lamps/21._vbscript_name: l24
  • games/brkshot.json#/lamps/21._inferred_type: insert
  • games/brkshot.json#/lamps/22._vbscript_name: l25
  • games/brkshot.json#/lamps/22._inferred_type: insert
  • games/brkshot.json#/lamps/22._note: Has custom AdjustBulbTint animation callback
  • games/brkshot.json#/lamps/23._vbscript_name: l26
  • games/brkshot.json#/lamps/23._inferred_type: insert
  • games/brkshot.json#/lamps/23._note: Has custom AdjustBulbTint animation callback
  • games/brkshot.json#/lamps/24._vbscript_name: l27
  • games/brkshot.json#/lamps/24._inferred_type: insert
  • games/brkshot.json#/lamps/25._vbscript_name: l28
  • games/brkshot.json#/lamps/25._inferred_type: insert
  • games/brkshot.json#/lamps/26._vbscript_name: l29
  • games/brkshot.json#/lamps/26._inferred_type: insert
  • games/brkshot.json#/lamps/27._vbscript_name: l30
  • games/brkshot.json#/lamps/27._inferred_type: insert
  • games/brkshot.json#/lamps/28._vbscript_name: l31
  • games/brkshot.json#/lamps/28._inferred_type: insert
  • games/brkshot.json#/lamps/29._vbscript_name: l32
  • games/brkshot.json#/lamps/29._inferred_type: insert
  • games/brkshot.json#/lamps/30._vbscript_name: l33
  • games/brkshot.json#/lamps/30._inferred_type: insert
  • games/brkshot.json#/lamps/31._vbscript_name: l34
  • games/brkshot.json#/lamps/31._inferred_type: insert
  • games/brkshot.json#/lamps/32._vbscript_name: l35
  • games/brkshot.json#/lamps/32._inferred_type: insert
  • games/brkshot.json#/lamps/33._vbscript_name: l36
  • games/brkshot.json#/lamps/33._inferred_type: insert
  • games/brkshot.json#/lamps/34._vbscript_name: l37
  • games/brkshot.json#/lamps/34._inferred_type: insert
  • games/brkshot.json#/lamps/35._vbscript_name: l38
  • games/brkshot.json#/lamps/35._inferred_type: insert
  • games/brkshot.json#/lamps/36._vbscript_name: l39
  • games/brkshot.json#/lamps/36._inferred_type: insert
  • games/brkshot.json#/lamps/37._vbscript_name: l40
  • games/brkshot.json#/lamps/37._inferred_type: insert
  • games/brkshot.json#/lamps/38._vbscript_name: l41
  • games/brkshot.json#/lamps/38._inferred_type: insert
  • games/brkshot.json#/lamps/39._vbscript_name: l42
  • games/brkshot.json#/lamps/39._inferred_type: insert
  • games/brkshot.json#/lamps/40._vbscript_name: l43
  • games/brkshot.json#/lamps/40._inferred_type: insert
  • games/brkshot.json#/lamps/41._vbscript_name: l44
  • games/brkshot.json#/lamps/41._inferred_type: insert
  • games/brkshot.json#/lamps/42._vbscript_name: l45
  • games/brkshot.json#/lamps/42._inferred_type: insert
  • games/brkshot.json#/lamps/43._vbscript_name: l46
  • games/brkshot.json#/lamps/43._inferred_type: insert
  • games/brkshot.json#/lamps/44._vbscript_name: l47
  • games/brkshot.json#/lamps/44._inferred_type: insert
  • games/brkshot.json#/lamps/45._vbscript_name: l48
  • games/brkshot.json#/lamps/45._inferred_type: insert
  • games/brkshot.json#/lamps/46._vbscript_name: l49
  • games/brkshot.json#/lamps/46._inferred_type: insert
  • games/brkshot.json#/lamps/47._vbscript_name: l50
  • games/brkshot.json#/lamps/47._inferred_type: insert
  • games/brkshot.json#/lamps/48._vbscript_name: l51
  • games/brkshot.json#/lamps/48._inferred_type: insert
  • games/brkshot.json#/lamps/49._vbscript_name: l52
  • games/brkshot.json#/lamps/49._inferred_type: insert
  • games/brkshot.json#/lamps/50._vbscript_name: l53
  • games/brkshot.json#/lamps/50._inferred_type: insert
  • games/brkshot.json#/lamps/51._vbscript_name: l54
  • games/brkshot.json#/lamps/51._inferred_type: insert
  • games/brkshot.json#/lamps/52._vbscript_name: l55
  • games/brkshot.json#/lamps/52._inferred_type: insert
  • games/brkshot.json#/lamps/53._vbscript_name: l56
  • games/brkshot.json#/lamps/53._inferred_type: insert
  • games/brkshot.json#/lamps/54._vbscript_name: l57
  • games/brkshot.json#/lamps/54._inferred_type: insert
  • games/brkshot.json#/lamps/55._vbscript_name: l58
  • games/brkshot.json#/lamps/55._inferred_type: insert
  • games/brkshot.json#/lamps/56._vbscript_name: l59
  • games/brkshot.json#/lamps/56._inferred_type: insert
  • games/brkshot.json#/lamps/57._vbscript_name: l60
  • games/brkshot.json#/lamps/57._inferred_type: insert
  • games/brkshot.json#/lamps/58._vbscript_name: l61
  • games/brkshot.json#/lamps/58._inferred_type: insert
  • games/brkshot.json#/lamps/59._vbscript_name: l62
  • games/brkshot.json#/lamps/59._inferred_type: insert
  • games/brkshot.json#/lamps/60._vbscript_name: l63
  • games/brkshot.json#/lamps/60._inferred_type: insert
  • games/brkshot.json#/lamps/61._vbscript_name: l64
  • games/brkshot.json#/lamps/61._inferred_type: insert
  • games/brkshot.json#/_source/confidence_notes: High confidence on switches/coils. Capcom platform using CAPCOM.VBS. Flipper solenoid constants (sLRFlipper=9, sURFlipper=10, sLLFlipper=11) are framework-defined in CAPCOM.VBS. UseLamps=1 with vpmMapLights AllLamps means VPX light numbers match lamp IDs. UseGI=0 means GI not routed through PinMAME. Physical trough is manual kicker-based (sw35=drain, sw36/37/38=trough stack) with no bsTrough/cvpmTrough object. SolModCallback(28) is PWM flasher. Solenoids 4/5 (slingshots) and 29/30/31 (bumpers) are hardware-driven by CAPCOM.VBS framework, not assigned via SolCallback. Slingshot switches 41/42 are tween-animated. Drop targets use DTArray helper class. Standup targets use STArray helper class. Optos at sw53/54/65. No spinner switch found in script (sound-only reference). No named switch constants (Const sw*) in table script.

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
pp100Pool Player (1.0) 2000bsv103
bsv103Breakshot (1.3) 1996
bsv102rBreakshot (Redemption 1.2) 1996bsv103
bsv102Breakshot (1.2) 1996bsv103
bsv100rBreakshot (Redemption 1.0) 1996bsv103
bsb105Breakshot (Beta 1.5) 1996bsv103

Parent set: bsv103 — 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.brkshot

    games/brkshot.json; origin=vbscript-parser

    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