Batman

Partial

Data East1991DATAEASTdata-east.batman.1991

Wire it up

what an authoring tool needs first
Bind this ROM
btmn_103

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

Controller platform
pinmame.dataeast

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
1–56 (35)
Solenoids
1–48 (23)
Lamps
1–132 (71)

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.

35 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
Hover or tap an address to identify it.
35 shown
# Name Device ID Evidence
1
Tilt (Plumb Bob)NC
switch.tilt-plumb-bob candidate
10
Trough Entry (Drain)
switch.trough-entry-drain candidate
11
Trough 3 (Nearest Shooter)
switch.trough-3-nearest-shooter candidate
12
Trough 2
switch.trough-2 candidate
13
Trough 1 (Nearest Drain)
switch.trough-1-nearest-drain candidate
14
Plunger Lane / Shooter Lane
switch.plunger-lane-shooter-lane candidate
17
Top Lane (Left)
switch.top-lane-left candidate
18
Top Lane (Center)
switch.top-lane-center candidate
19
Top Lane (Right)
switch.top-lane-right candidate
21
Left Orbit / Left Loop
switch.left-orbit-left-loop candidate
22
Right Orbit / Right Loop
switch.right-orbit-right-loop candidate
23
Left Return Lane
switch.left-return-lane candidate
24
Right Return Lane
switch.right-return-lane candidate
28
Center Ramp Entrance
switch.center-ramp-entrance candidate
29
Center Ramp Exit
switch.center-ramp-exit candidate
33
Left Bank Standup Target 1
switch.left-bank-standup-target-1 candidate
34
Left Bank Standup Target 2
switch.left-bank-standup-target-2 candidate
35
Left Bank Standup Target 3
switch.left-bank-standup-target-3 candidate
36
Joker Left Eye
switch.joker-left-eye candidate
37
Joker Right Eye
switch.joker-right-eye candidate
38
Joker Mouth
switch.joker-mouth candidate
39
Left Scoop (Saucer)
switch.left-scoop-saucer candidate
41
Right Bank Standup Target 1
switch.right-bank-standup-target-1 candidate
42
Right Bank Standup Target 2
switch.right-bank-standup-target-2 candidate
43
Right Bank Standup Target 3
switch.right-bank-standup-target-3 candidate
47
Left Slingshot
switch.left-slingshot candidate
48
Right Slingshot
switch.right-slingshot candidate
49
Bat Bar Standup Target
switch.bat-bar-standup-target candidate
50
Bar Mechanism Position (Home)
switch.bar-mechanism-position-home candidate
51
Bar Mechanism Position (Extended)
switch.bar-mechanism-position-extended candidate
52
Right Scoop (Saucer)
switch.right-scoop-saucer candidate
53
Right Scoop Upper Position
switch.right-scoop-upper-position candidate
54
Left Bumper
switch.left-bumper candidate
55
Bottom Bumper
switch.bottom-bumper candidate
56
Right Bumper
switch.right-bumper candidate

Controlled devices

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

Coils, magnets & motors

10
10 shown
# Name Device ID Evidence
1
Trough Ball Lockout (Ball Stack In)
device.trough-ball-lockout-ball-stack-in candidate
2
Trough Ball Eject
device.trough-ball-eject candidate
3
Left Scoop Kicker
device.left-scoop-kicker candidate
4
Auto Plunger / Ball Launch
device.auto-plunger-ball-launch candidate
6
Right Scoop Kicker
device.right-scoop-kicker candidate
8
Knocker
device.knocker candidate
16
Bar Motor
device.bar-motor candidate
22
Ramp Diverter
device.ramp-diverter candidate
46
Right Flipper
device.flipper-lower-right candidate
48
Left Flipper
device.flipper-lower-left candidate

Flashers

13
13 shown
# Name Device ID Evidence
9
Flasher Relay (Moon / Bat Signal)
device.flasher-relay-moon-bat-signal candidate
11
GI Relay
device.gi-relay candidate
12
Flasher Relay (B/M/City Right)
device.flasher-relay-b-m-city-right candidate
13
Flasher Relay (A/A)
device.flasher-relay-a-a candidate
14
Flasher Relay (T/M/Batmobile)
device.flasher-relay-t-m-batmobile candidate
25
Flasher Relay (City Right / Top)
device.flasher-relay-city-right-top candidate
26
Flasher Relay (Moon / Ramps)
device.flasher-relay-moon-ramps candidate
27
Flasher Relay (Vicki / Batman)
device.flasher-relay-vicki-batman candidate
29
Flasher Relay (Dome Flashers)
device.flasher-relay-dome-flashers candidate
30
Flasher Relay (Joker)
device.flasher-relay-joker candidate
31
Flasher Relay (City Left)
device.flasher-relay-city-left candidate
32
Flasher Relay (Bat Cave / Museum / Top Right)
device.flasher-relay-bat-cave-museum-top-right candidate

Lamps

71

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
65–72
73–80
81–88
89–96
97–104
105–112
113–120
121–128
129–136
Hover or tap an address to identify it.
71 shown
# Name Device ID Evidence
1
outputs 1
lamp.outputs-1 candidate
2
outputs 2
lamp.outputs-2 candidate
3
outputs 3
lamp.outputs-3 candidate
4
outputs 4
lamp.outputs-4 candidate
5
outputs 5
lamp.outputs-5 candidate
6
outputs 6
lamp.outputs-6 candidate
7
outputs 7
lamp.outputs-7 candidate
8
outputs 8
lamp.outputs-8 candidate
9
outputs 9
lamp.outputs-9 candidate
10
outputs 10
lamp.outputs-10 candidate
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
29
outputs 29
lamp.outputs-29 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
40
outputs 40
lamp.outputs-40 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
Left Bumper Lamp
lamp.left-bumper-lamp candidate
45
Bottom Bumper Lamp
lamp.bottom-bumper-lamp candidate
46
Right Bumper Lamp
lamp.right-bumper-lamp candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
49
outputs 49
lamp.outputs-49 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
59
outputs 59
lamp.outputs-59 candidate
60
outputs 60
lamp.outputs-60 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
109
Flasher — Moon / Bat Signal (Sol 9)
lamp.flasher-moon-bat-signal-sol-9 candidate
111
GI (Sol 11)
lamp.gi-sol-11 candidate
112
Flasher — B/M/City Right (Sol 12)
lamp.flasher-b-m-city-right-sol-12 candidate
114
Flasher — T/M/Batmobile (Sol 14)
lamp.flasher-t-m-batmobile-sol-14 candidate
125
Flasher — City Right / Top (Sol 25)
lamp.flasher-city-right-top-sol-25 candidate
126
Flasher — Moon / Ramps (Sol 26)
lamp.flasher-moon-ramps-sol-26 candidate
127
Flasher — Vicki / Batman (Sol 27)
lamp.flasher-vicki-batman-sol-27 candidate
128
Flasher — Batman Chest Logo (Sol 28)
lamp.flasher-batman-chest-logo-sol-28 candidate
129
Flasher — Dome Flashers (Sol 29)
lamp.flasher-dome-flashers-sol-29 candidate
130
Flasher — Joker Ramp (Sol 30)
lamp.flasher-joker-ramp-sol-30 candidate
131
Flasher — City Left (Sol 31)
lamp.flasher-city-left-sol-31 candidate
132
Flasher — Museum / Bat Cave (Sol 32)
lamp.flasher-museum-bat-cave-sol-32 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 Data East (1991). 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/batman.json#/switches/0._note: vpmNudge.TiltSwitch = 1
  • games/batman.json#/switches/1._note: bsTrough.EntrySw = 10. Drain_Hit triggers sound.
  • games/batman.json#/switches/2._note: bsTrough.InitSwitches Array(13,12,11) — sw11 is position 3 (nearest eject). Size=3.
  • games/batman.json#/switches/3._note: bsTrough.InitSwitches Array(13,12,11) — sw12 is position 2.
  • games/batman.json#/switches/4._note: bsTrough.InitSwitches Array(13,12,11) — sw13 is position 1 (nearest drain).
  • games/batman.json#/switches/5._note: Sw14_Hit/UnHit tracks BallInPlungerLane variable. plungerIM.switch 14.
  • games/batman.json#/switches/6._note: Controller.Switch(17) on/off. Part of top rollover lanes.
  • games/batman.json#/switches/7._note: Controller.Switch(18) on/off. Part of top rollover lanes.
  • games/batman.json#/switches/8._note: Controller.Switch(19) on/off. Part of top rollover lanes.
  • games/batman.json#/switches/9._note: Controller.Switch(21) on/off.
  • games/batman.json#/switches/10._note: Controller.Switch(22) on/off.
  • games/batman.json#/switches/11._note: Controller.Switch(23) on/off.
  • games/batman.json#/switches/12._note: Controller.Switch(24) on/off.
  • games/batman.json#/switches/13._note: Controller.Switch(28) on/off. Comment says 'Center Ramp'.
  • games/batman.json#/switches/14._note: Controller.Switch(29) on/off. Comment says 'Center Ramp Exit'.
  • games/batman.json#/switches/15._note: PulseSw 33. Left bank of 3 standup targets with animation.
  • games/batman.json#/switches/16._note: PulseSw 34. Left bank of 3 standup targets with animation.
  • games/batman.json#/switches/17._note: PulseSw 35. Left bank of 3 standup targets with animation.
  • games/batman.json#/switches/18._note: Controller.Switch(36) on/off. Joker face target — left eye. Animated gate with psw36 primitive.
  • games/batman.json#/switches/19._note: Controller.Switch(37) on/off. Joker face target — right eye. Animated gate with psw37 primitive.
  • games/batman.json#/switches/20._note: Controller.Switch(38) on/off. Joker face target — mouth. Animated gate with psw38 primitive.
  • games/batman.json#/switches/21._note: Controller.Switch(39)=1 on hit, cleared by ScoopKickL solenoid 3.
  • games/batman.json#/switches/22._note: PulseSw 41. Right bank of 3 standup targets with animation.
  • games/batman.json#/switches/23._note: PulseSw 42. Right bank of 3 standup targets with animation.
  • games/batman.json#/switches/24._note: PulseSw 43. Right bank of 3 standup targets with animation.
  • games/batman.json#/switches/25._note: PulseSw 47. Fired from LeftSlingShot_Slingshot event.
  • games/batman.json#/switches/26._note: PulseSw 48. Fired from RightSlingShot_Slingshot event.
  • games/batman.json#/switches/27._note: PulseSw 49. Target on the bar mechanism.
  • games/batman.json#/switches/28._note: cvpmMech.AddSw 50,0,0 — mechanism position switch at home position. Set to 0 on init.
  • games/batman.json#/switches/29._note: cvpmMech.AddSw 51,47,49 — mechanism position switch at steps 47-49. Set to 1 on init.
  • games/batman.json#/switches/30._note: Controller.Switch(52)=1 on hit, cleared by ScoopKickR solenoid 6.
  • games/batman.json#/switches/31._note: Controller.Switch(53)=1 set by ball tracking code when ball is above right scoop (z < -60). Cleared by ScoopKickR solenoid 6.
  • games/batman.json#/switches/32._note: PulseSw 54. Bumper1B_Hit.
  • games/batman.json#/switches/33._note: PulseSw 55. Bumper3B_Hit.
  • games/batman.json#/switches/34._note: PulseSw 56. Bumper2B_Hit.
  • games/batman.json#/coils/0._vbscript_callback: bsTrough.SolIn
  • games/batman.json#/coils/0._inferred_type: ball_management
  • games/batman.json#/coils/0._note: 6-ball lockout. bsTrough.SolIn.
  • games/batman.json#/coils/1._vbscript_callback: bsTrough.SolOut
  • games/batman.json#/coils/1._inferred_type: ball_management
  • games/batman.json#/coils/1._note: Ball eject from trough. bsTrough.SolOut via BallRelease kicker.
  • games/batman.json#/coils/2._vbscript_callback: ScoopKickL
  • games/batman.json#/coils/2._inferred_type: ball_management
  • games/batman.json#/coils/2._note: Kicks ball out of left scoop (sw39). sw39.Kick 0,85,1.56.
  • games/batman.json#/coils/3._vbscript_callback: SolAutoPlungerIM
  • games/batman.json#/coils/3._inferred_type: ball_management
  • games/batman.json#/coils/3._note: Impulse plunger auto-fire. plungerIM.AutoFire.
  • games/batman.json#/coils/4._vbscript_callback: ScoopKickR
  • games/batman.json#/coils/4._inferred_type: ball_management
  • games/batman.json#/coils/4._note: Kicks ball out of right scoop (sw52). sw52.Kick 0,40,1.56. Also clears sw52 and sw53.
  • games/batman.json#/coils/5._vbscript_callback: Solknocker
  • games/batman.json#/coils/5._inferred_type: knocker
  • games/batman.json#/coils/5._note: Cabinet knocker solenoid.
  • games/batman.json#/coils/6._vbscript_callback: Sol9
  • games/batman.json#/coils/6._inferred_type: flasher
  • games/batman.json#/coils/6._note: FlashLamp x4 (2 backbox + 2 pf). Sets lamp 109.
  • games/batman.json#/coils/7._vbscript_callback: Sol11
  • games/batman.json#/coils/7._inferred_type: mechanism
  • games/batman.json#/coils/7._note: GI Relay — INVERTED. When enabled, GI turns OFF (cuts circuit). Sets lamp 111. DE-era inverted GI behavior.
  • games/batman.json#/coils/8._vbscript_callback: Sol12
  • games/batman.json#/coils/8._inferred_type: flasher
  • games/batman.json#/coils/8._note: FlashLamp x4 (1 pf + 3 backbox). Sets lamp 112.
  • games/batman.json#/coils/9._vbscript_callback: Sol13
  • games/batman.json#/coils/9._inferred_type: flasher
  • games/batman.json#/coils/9._note: FlashLamp x4 (2 pf + 2 backbox). Sets lamp 113.
  • games/batman.json#/coils/10._vbscript_callback: Sol14
  • games/batman.json#/coils/10._inferred_type: flasher
  • games/batman.json#/coils/10._note: FlashLamp x4 (1 pf + 3 backbox). Sets lamp 114.
  • games/batman.json#/coils/11._vbscript_callback: cvpmMech (mBar.Sol1 = 16)
  • games/batman.json#/coils/11._inferred_type: mechanism
  • games/batman.json#/coils/11._note: Bar motor driven by cvpmMech framework. vpmMechOneSol + vpmMechReverse + vpmMechNonLinear. 50 steps, length 130. Controls bar toy position and sw49 target availability. Not in SolCallback — consumed by framework.
  • games/batman.json#/coils/12._vbscript_callback: SolDiv
  • games/batman.json#/coils/12._inferred_type: diverter
  • games/batman.json#/coils/12._note: Controls RampDiverter and RampDiverter2 drop state.
  • games/batman.json#/coils/13._vbscript_callback: Sol25
  • games/batman.json#/coils/13._inferred_type: flasher
  • games/batman.json#/coils/13._note: Flashlamp X4 (3 pf + backbox). Sets lamp 125.
  • games/batman.json#/coils/14._vbscript_callback: Sol26
  • games/batman.json#/coils/14._inferred_type: flasher
  • games/batman.json#/coils/14._note: Flashlamp X4 (1 pf + 2 ramp + 1 backbox). Sets lamp 126.
  • games/batman.json#/coils/15._vbscript_callback: Sol27
  • games/batman.json#/coils/15._inferred_type: flasher
  • games/batman.json#/coils/15._note: Flashlamp X4 (2 pf + 2 backbox). Sets lamp 127.
  • games/batman.json#/coils/16._vbscript_callback: Sol28
  • games/batman.json#/coils/16._inferred_type: flasher
  • games/batman.json#/coils/16._note: Flashlamp X4 (2 pf + 2 backbox). Sets lamp 128.
  • games/batman.json#/coils/17._vbscript_callback: SetLamp 129,
  • games/batman.json#/coils/17._inferred_type: flasher
  • games/batman.json#/coils/17._note: Flashlamp X4 (4 pf). Direct SetLamp callback for lamp 129. Flash129 sub drives 4 dome flasher objects.
  • games/batman.json#/coils/18._vbscript_callback: Sol30
  • games/batman.json#/coils/18._inferred_type: flasher
  • games/batman.json#/coils/18._note: Flashlamp X4 (3 pf + 1 backbox). Sets lamp 130. Has bulb filament and clear bulb image/material swaps.
  • games/batman.json#/coils/19._vbscript_callback: Sol31
  • games/batman.json#/coils/19._inferred_type: flasher
  • games/batman.json#/coils/19._note: Flashlamp X4 (3 pf + 1 backbox). Sets lamp 131.
  • games/batman.json#/coils/20._vbscript_callback: Flash132
  • games/batman.json#/coils/20._inferred_type: flasher
  • games/batman.json#/coils/20._note: Flashlamp X4 (2 bat + 2 backbox). Custom Flash132 sub with museumflash fading. Lamp 132 (museum).
  • games/batman.json#/coils/21._vbscript_callback: SolRFlipper
  • games/batman.json#/coils/21._inferred_type: flipper
  • games/batman.json#/coils/21._note: nFozzy flipper implementation. RF.Fire on enable.
  • games/batman.json#/coils/22._vbscript_callback: SolLFlipper
  • games/batman.json#/coils/22._inferred_type: flipper
  • games/batman.json#/coils/22._note: nFozzy flipper implementation. LF.Fire on enable.
  • games/batman.json#/lamps/16._note: Also has flasher primitives L17f
  • games/batman.json#/lamps/17._note: Also has flasher primitives L18f
  • games/batman.json#/lamps/18._note: Also has flasher primitives L19f
  • games/batman.json#/lamps/22._note: Also has flasher primitives l23f
  • games/batman.json#/lamps/24._note: Flasher lamp for Sol25. Callback Flash25. No MassAssign VPX light objects — uses callback-only Lampz integration.
  • games/batman.json#/lamps/25._note: Flasher lamp for Sol26. Callback Flash26. No MassAssign VPX light objects — uses callback-only Lampz integration.
  • games/batman.json#/lamps/26._note: Flasher lamp for Sol27. Callback Flash27. No MassAssign VPX light objects — uses callback-only Lampz integration.
  • games/batman.json#/lamps/27._note: Flasher lamp for Sol28. Callback Flash28. No MassAssign VPX light objects — uses callback-only Lampz integration.
  • games/batman.json#/lamps/28._note: Flasher lamp for Sol29. Callback Flash29. No MassAssign VPX light objects — uses callback-only Lampz integration.
  • games/batman.json#/lamps/35._note: Also has l36b, l36Fb, l36Fb2 objects
  • games/batman.json#/lamps/36._note: Also has l37b, l37Fb objects
  • games/batman.json#/lamps/43._note: ImageSwap on pBumperCap1. Also has BumperL_Flasher_a, Bumberhalolb/Bumberhalol.
  • games/batman.json#/lamps/44._note: ImageSwap on pBumperCap3. Also has BumperB_Flasher_a, Bumberhalobb/Bumberhalob.
  • games/batman.json#/lamps/45._note: ImageSwap on pBumperCap2. Also has Bumberhalorb/Bumberhalor.
  • games/batman.json#/lamps/48._note: Also has l49f flasher primitive
  • games/batman.json#/lamps/59._note: Mapped from solenoid 9. Also has Flasher9a.
  • games/batman.json#/lamps/60._note: GI controlled via Sol11 relay. Inverted — sol enabled = GI off. aGiLights array.
  • games/batman.json#/lamps/61._note: Mapped from solenoid 12.
  • games/batman.json#/lamps/62._note: Mapped from solenoid 14.
  • games/batman.json#/lamps/63._note: Mapped from solenoid 25. Also has FlasherL2b.
  • games/batman.json#/lamps/64._note: Mapped from solenoid 26. Also has FlasherLight2b, FlasherLight2c.
  • games/batman.json#/lamps/65._note: Mapped from solenoid 27.
  • games/batman.json#/lamps/66._note: Mapped from solenoid 28.
  • games/batman.json#/lamps/67._note: Mapped from solenoid 29. Callback Flash129 drives 4 dome flasher fade sequences.
  • games/batman.json#/lamps/68._note: Mapped from solenoid 30. Also has Flasher6a, Flasher6c. Bulb filament and material swap effects.
  • games/batman.json#/lamps/69._note: Mapped from solenoid 31. Also has FlasherLight7b/c/d/e.
  • games/batman.json#/lamps/70._note: Mapped from solenoid 32. Custom Flash132 sub with museum fading. Objects commented out — uses callback only.
  • games/batman.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. Trough is 3-ball cvpmTrough with switches 11-13 and entry switch 10. Solenoid 16 (Bar Motor) handled via cvpmMech — not in SolCallback but consumed by framework. Solenoids 5, 7, 10 unused. Solenoids 15-21 commented out — handled by VPX physics (bumpers, slingshots). Flasher solenoids use SetLamp with 100+ lamp IDs for Lampz integration. GI Relay (sol 11) is inverted — enabled cuts GI circuit. Sw36/37/38 are Joker face switches (eyes and mouth) using Controller.Switch on/off (not PulseSw). Sw50/51 are bar mechanism position switches set via cvpmMech. Sw53 set by ball tracking code when ball is above right scoop.

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
btmn_g13Batman (1.03 German) 1991btmn_103
btmn_f13Batman (1.03 French) 1991btmn_103
btmn_106Batman (1.06) 1991btmn_103
btmn_103Batman (1.03) 1991
btmn_101Batman (1.01) 1991btmn_103

Parent set: btmn_103 — 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.batman

    games/batman.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