Batman

Partial

Data East1991DATAEASTdata-east.batman.1991

4 unresolved conflicts

Sources disagree here and nobody has settled it. Treat these addresses as unproven.

Motor circuit identity

Affects
coil.driver-22
mechanism.bar-motor
mechanism.ramp-diverter
switch.matrix-50
switch.matrix-51
Disagreeing sources
Operator manual
VPX script

The manual and the retained known-working script name this hardware differently. The printed Switch Matrix Chart calls switches 50 and 51 'Museum Motor Up' and 'Museum Motor Down', and the Special Coil Wiring Diagram prints drive 22 only as 'Motor Circuit (See Schematic)' with no coil type. The script instead binds 50 and 51 as the two travel limits of a cvpmMech whose Sol1 is public solenoid 16 - the drive the same diagram wires to the 28 VAC Batbar Motor Assy - and binds public solenoid 22 to a callback named SolDiv, commented 'Ramp Diverter', which moves ramp diverter objects and no motor at all.

This project's evidence order makes the known-working script authoritative for runtime causality, so the topology recorded here follows it: the 50/51 pair belongs to the solenoid-16 bar mechanism and 22 is a diverter. What is NOT settled is the printed name: whether the physical machine's marketing or service vocabulary calls that assembly the Museum Motor, the Bat Bar, or both, and whether the manual's 'Motor Circuit' row for drive 22 is simply a generic label for an unlisted device.

An earlier draft of this definition asserted a Museum Motor mechanism actuated by drive 22 and sensed by 50/51, which no source supports.

What would settle it

the printed playfield parts pages, or a photograph of the assembly.

outputs[id=coil.driver-22]; mechanisms[id=mechanism.bar-motor]; mechanisms[id=mechanism.ramp-diverter]; inputs[id=switch.matrix-50]; inputs[id=switch.matrix-51]

Solenoid 9 bulb type

Affects
coil.driver-9
Disagreeing sources
PinMAME source
Operator manual

s11.c:1206 types public solenoid 9 as CORE_MODOUT_BULB_44_6_3V_AC_REV - a reverse-polarity 6.3 volt AC No. 44 bulb - as a Batman/Hook-specific special case. The manual's Special Coil Wiring Diagram (printed page 29) shows printed drive 09 driven by Q30 on BRN-BLK feeding four No. 89 bulbs at +32 volts, three insert and one playfield, which is the same arrangement as drives 12, 13 and 14 that PinMAME itself types as ordinary No.

89 flashers. The two sources disagree about bulb type, supply voltage and polarity. This affects an output brightness model rather than an address, so it does not change what a consumer binds, but it is not resolvable from either source alone.

What would settle it

a photograph of the socket and bulb at that circuit on an unmodified machine, or a LibPinMAME trace observing the output's duty behaviour against the other flasher drives.

outputs[id=coil.driver-9]

Matrix position 2 naming

Affects
switch.matrix-2
Disagreeing sources
PinMAME source
Operator manual

s11.h's DE_COMPORTS macro names dedicated column-1 position 2 'Ball Tilt' and wires an input port bit to it for every Data East game. This machine's own printed Switch Matrix Chart prints position 2 'Not Used', and the Switch Part Numbers page lists no part at that address. The shared macro is a platform-wide default rather than a per-game measurement, so the printed table is the better authority for what is fitted here, and the address is recorded unused - but pinned PinMAME will still accept and publish a value on it.

Unresolved in the sense that no source states whether the DE platform ever fitted the contact this bit was reserved for.

What would settle it

a photograph or continuity check of an unrestored cabinet's WHT-RED CN10-8 return line, which this machine's own printed chart gives as position 2's return, showing whether any contact lands on it; or a Data East cabinet or coin-door parts page from a title whose own chart does name the position - the Lethal Weapon 3 manual retained in this repository prints it 4th Coin - identifying the contact the shared macro bit was reserved for.

inputs[id=switch.matrix-2]

Turbo bumper center right routing

Affects
switch.matrix-55
switch.matrix-56
coil.driver-18
coil.driver-19
lamp.matrix-45
lamp.matrix-46
Disagreeing sources
Operator manual
VPX table
VPX script

The retained known-working script routes Bumper3B_Hit to switch 55 and Bumper2B_Hit to switch 56, reversing the printed Center/Right switch identities. The manual uses one consistent Left/Center/Right vocabulary for switches 54-56, special solenoids 17-19 and bumper lamps 44-46. The lamp objects independently place those identities left-to-right at x about .312, .399 and .536, so the canonical switch and coil-effect placements follow that coherent physical ordering: 55/18 are center at x about .396 and 56/19 are right at x about .536. The raw script bindings remain preserved in the embedded resolution evidence.

What would settle it

inspect an unmodified physical machine or test the switch numbers in diagnostics to determine whether the table script merely crossed the two bumper callbacks.

inputs[id=switch.matrix-55]; inputs[id=switch.matrix-56]; outputs[id=coil.driver-18]; outputs[id=coil.driver-19]; outputs[id=lamp.matrix-45]; outputs[id=lamp.matrix-46]

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
  • 128x16 Dot Matrix Display128×16
Address space
Switches
-7–64 (66)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
1cabinet.tilt3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-tilt

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

Playfield

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

Playfield map

92 placements · 8 stacked · normalised player view · outline is nominal

214 Shooter Lane · 4 Ball Launch17 Left Top Lane18 Center Top Lane19 Right Top Lane21 Left Return22 Right Return23 Left Outlane24 Right Outlane28 Ramp Entrance29 Ramp Exit33 Left 3 Bank Top34 Left 3 Bank Middle35 Left 3 Bank Bottom36 Joker Left Eye37 Joker Right Eye38 Joker Mouth239 Left VUK · 3 Left VUK41 Right 3 Bank Top42 Right 3 Bank Middle43 Right 3 Bank Bottom247 Left Slingshot · 20 Left Slingshot248 Right Slingshot · 21 Right Slingshot49 Bat Bar Standup252 Right VUK Top · 6 Right VUK354 Left Turbo Bumper · 17 Left Turbo Bumper · 44 Left Bumper355 Center Turbo Bumper · 18 Center Turbo Bumper · 45 Center Bumper356 Right Turbo Bumper · 19 Right Turbo Bumper · 46 Right Bumper1 Outhole2 Trough Eject1 1 Million2 Super Bumps3 Lite Extra Ball4 Fast Money5 Instant 2 Ball6 Million Plus7 Max X Value8 Spot Fast Money9 Bottom 2X10 Bottom 4X11 Bottom 6X12 Bottom 8X13 Bottom 10X14 Shoot Again15 Batman's Head16 Batman's Chest17 Left Toplane18 Center Toplane19 Right Toplane20 Playfield Moon21 Left Return22 Right Return23 Left Outlane24 Right Outlane30 Double Score31 Under Ramp XBall32 3 Million33 Left 3 Bank Top34 Left 3 Bank Middle35 Left 3 Bank Bottom36 Joker Left Eye37 Joker Right Eye38 Joker 2 Million39 Left VUK XBall40 Left 3 Bank Done41 Right 3 Bank Top42 Right 3 Bank Middle43 Right 3 Bank Bottom47 Spot Bat Monitor48 Right 3 Bank Done49 Ramp Diverter55 Museum Bat Symbol56 Jackpot Lit57 BATMAN (B)58 BATMAN (A)59 BATMAN (T)60 BATMAN (M)61 BATMAN (A)62 BATMAN (N)63 Lockball #164 Lockball #2

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

Show
Marker shape
  • emitterlights the playfield54
  • sensorsenses the ball27
  • effectmoves the ball11
  • nStackseveral devices in one spot8
91 devices shown

Not on the playfield25 unused, 19 virtual, 16 cabinet or service, 10 internal nonvisual, 1 dip switch — declared rather than missing.

Coverage

Partial

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

Completion63%

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
observed
Physical Wiring
observed
Mechanisms
conflicted
Variant Coverage
validated
Recreation Knowledge
observed
Still missing · 6
Input SemanticsMechanism BehaviorPolarityRecreation NotesSpatial PlacementUnresolved Conflicts

Switches

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

66 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
Hover or tap an address to identify it.

Outside the matrix-7, -6 — dedicated, diagnostic or flipper-column addresses. See the table below.

66 shown
# Name Device ID Role Wiring Evidence
-7
Advance (Black Button)
switch.diagnostic-7
validated
-6
Up/Down (Green Button)
switch.diagnostic-6
validated
1
Plumb Tilt
switch.matrix-1
cabinet.tilt
CN8-1GRN-BRN
CN10-9WHT-BRN
CPU Board
validated
2
Unused Switch 2
switch.matrix-2
CN8-1GRN-BRN
CN10-8WHT-RED
CPU Board
validated
3
Credit Button
switch.matrix-3
cabinet.start
CN8-1GRN-BRN
CN10-7WHT-ORN
CPU Board
validated
4
Right Coin
switch.matrix-4
cabinet.coin
CN8-1GRN-BRN
CN10-6WHT-YEL
CPU Board
validated
5
Center Coin
switch.matrix-5
cabinet.coin
CN8-1GRN-BRN
CN10-5WHT-GRN
CPU Board
validated
6
Left Coin
switch.matrix-6
cabinet.coin
CN8-1GRN-BRN
CN10-3WHT-BLU
CPU Board
validated
7
Slam Tilt
switch.matrix-7
cabinet.slam-tilt
CN8-1GRN-BRN
CN10-2WHT-VIO
CPU Board
validated
8
Unused Switch 8
switch.matrix-8
CN8-1GRN-BRN
CN10-1WHT-GRY
CPU Board
validated
9
Unused Switch 9
switch.matrix-9
CN8-2GRN-RED
CN10-9WHT-BRN
CPU Board
validated
10
Outhole
switch.matrix-10
CN8-2GRN-RED
CN10-8WHT-RED
CPU Board
validated
11
Trough #1 Left
switch.matrix-11
CN8-2GRN-RED
CN10-7WHT-ORN
CPU Board
validated
12
Trough #2 Center
switch.matrix-12
CN8-2GRN-RED
CN10-6WHT-YEL
CPU Board
validated
13
Trough #3 Right
switch.matrix-13
CN8-2GRN-RED
CN10-5WHT-GRN
CPU Board
validated
14
Shooter Lane
switch.matrix-14
CN8-2GRN-RED
CN10-3WHT-BLU
CPU Board
validated
15
Left EOS
switch.matrix-15
CN8-2GRN-RED
CN10-2WHT-VIO
CPU Board
validated
16
Right EOS
switch.matrix-16
CN8-2GRN-RED
CN10-1WHT-GRY
CPU Board
validated
17
Left Top Lane
switch.matrix-17
CN8-3GRN-ORN
CN10-9WHT-BRN
CPU Board
validated
18
Center Top Lane
switch.matrix-18
CN8-3GRN-ORN
CN10-8WHT-RED
CPU Board
validated
19
Right Top Lane
switch.matrix-19
CN8-3GRN-ORN
CN10-7WHT-ORN
CPU Board
validated
20
Unused Switch 20
switch.matrix-20
CN8-3GRN-ORN
CN10-6WHT-YEL
CPU Board
validated
21
Left Return
switch.matrix-21
CN8-3GRN-ORN
CN10-5WHT-GRN
CPU Board
validated
22
Right Return
switch.matrix-22
CN8-3GRN-ORN
CN10-3WHT-BLU
CPU Board
validated
23
Left Outlane
switch.matrix-23
CN8-3GRN-ORN
CN10-2WHT-VIO
CPU Board
validated
24
Right Outlane
switch.matrix-24
CN8-3GRN-ORN
CN10-1WHT-GRY
CPU Board
validated
25
Unused Switch 25
switch.matrix-25
CN8-4GRN-YEL
CN10-9WHT-BRN
CPU Board
validated
26
Unused Switch 26
switch.matrix-26
CN8-4GRN-YEL
CN10-8WHT-RED
CPU Board
validated
27
Unused Switch 27
switch.matrix-27
CN8-4GRN-YEL
CN10-7WHT-ORN
CPU Board
validated
28
Ramp Entrance
switch.matrix-28
CN8-4GRN-YEL
CN10-6WHT-YEL
CPU Board
validated
29
Ramp Exit
switch.matrix-29
CN8-4GRN-YEL
CN10-5WHT-GRN
CPU Board
validated
30
Unused Switch 30
switch.matrix-30
CN8-4GRN-YEL
CN10-3WHT-BLU
CPU Board
validated
31
Unused Switch 31
switch.matrix-31
CN8-4GRN-YEL
CN10-2WHT-VIO
CPU Board
validated
32
Unused Switch 32
switch.matrix-32
CN8-4GRN-YEL
CN10-1WHT-GRY
CPU Board
validated
33
Left 3 Bank Top
switch.matrix-33
CN8-5GRN-BLK
CN10-9WHT-BRN
CPU Board
validated
34
Left 3 Bank Middle
switch.matrix-34
CN8-5GRN-BLK
CN10-8WHT-RED
CPU Board
validated
35
Left 3 Bank Bottom
switch.matrix-35
CN8-5GRN-BLK
CN10-7WHT-ORN
CPU Board
validated
36
Joker Left Eye
switch.matrix-36
CN8-5GRN-BLK
CN10-6WHT-YEL
CPU Board
validated
37
Joker Right Eye
switch.matrix-37
CN8-5GRN-BLK
CN10-5WHT-GRN
CPU Board
validated
38
Joker Mouth
switch.matrix-38
CN8-5GRN-BLK
CN10-3WHT-BLU
CPU Board
validated
39
Left VUK
switch.matrix-39
CN8-5GRN-BLK
CN10-2WHT-VIO
CPU Board
validated
40
Unused Switch 40
switch.matrix-40
CN8-5GRN-BLK
CN10-1WHT-GRY
CPU Board
validated
41
Right 3 Bank Top
switch.matrix-41
CN8-7GRN-BLU
CN10-9WHT-BRN
CPU Board
validated
42
Right 3 Bank Middle
switch.matrix-42
CN8-7GRN-BLU
CN10-8WHT-RED
CPU Board
validated
43
Right 3 Bank Bottom
switch.matrix-43
CN8-7GRN-BLU
CN10-7WHT-ORN
CPU Board
validated
44
Unused Switch 44
switch.matrix-44
CN8-7GRN-BLU
CN10-6WHT-YEL
CPU Board
validated
45
Unused Switch 45
switch.matrix-45
CN8-7GRN-BLU
CN10-5WHT-GRN
CPU Board
validated
46
Unused Switch 46
switch.matrix-46
CN8-7GRN-BLU
CN10-3WHT-BLU
CPU Board
validated
47
Left Slingshot
switch.matrix-47
CN8-7GRN-BLU
CN10-2WHT-VIO
CPU Board
validated
48
Right Slingshot
switch.matrix-48
CN8-7GRN-BLU
CN10-1WHT-GRY
CPU Board
validated
49
Bat Bar Standup
switch.matrix-49
CN8-8GRN-VIO
CN10-9WHT-BRN
CPU Board
validated
50
Museum Motor Up
switch.matrix-50
CN8-8GRN-VIO
CN10-8WHT-RED
CPU Board
validated
51
Museum Motor Down
switch.matrix-51
CN8-8GRN-VIO
CN10-7WHT-ORN
CPU Board
validated
52
Right VUK Top
switch.matrix-52
CN8-8GRN-VIO
CN10-6WHT-YEL
CPU Board
validated
53
Right VUK Bottom
switch.matrix-53
CN8-8GRN-VIO
CN10-5WHT-GRN
CPU Board
validated
54
Left Turbo Bumper
switch.matrix-54
CN8-8GRN-VIO
CN10-3WHT-BLU
CPU Board
validated
55
Center Turbo Bumper
switch.matrix-55
CN8-8GRN-VIO
CN10-2WHT-VIO
CPU Board
validated
56
Right Turbo Bumper
switch.matrix-56
CN8-8GRN-VIO
CN10-1WHT-GRY
CPU Board
validated
57
Unused Switch 57
switch.matrix-57
CN8-9GRN-GRY
CN10-9WHT-BRN
CPU Board
validated
58
Unused Switch 58
switch.matrix-58
CN8-9GRN-GRY
CN10-8WHT-RED
CPU Board
validated
59
Unused Switch 59
switch.matrix-59
CN8-9GRN-GRY
CN10-7WHT-ORN
CPU Board
validated
60
Unused Switch 60
switch.matrix-60
CN8-9GRN-GRY
CN10-6WHT-YEL
CPU Board
validated
61
Unused Switch 61
switch.matrix-61
CN8-9GRN-GRY
CN10-5WHT-GRN
CPU Board
validated
62
Unused Switch 62
switch.matrix-62
CN8-9GRN-GRY
CN10-3WHT-BLU
CPU Board
validated
63
Unused Switch 63
switch.matrix-63
CN8-9GRN-GRY
CN10-2WHT-VIO
CPU Board
validated
64
Unused Switch 64
switch.matrix-64
CN8-9GRN-GRY
CN10-1WHT-GRY
CPU Board
validated

Controlled devices

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

Coils, magnets & motors

15
15 shown
# Name Device ID Kind Wiring Evidence
1
Outhole
coil.driver-1 Coil
Q46GRY-BRN
CPU Board
validated
2
Trough Eject
coil.driver-2 Coil
Q45GRY-RED
CPU Board
validated
3
Left VUK
coil.driver-3 Coil
Q44GRY-ORN
CPU Board
validated
4
Ball Launch
coil.driver-4 Coil
Q43GRY-YEL
CPU Board
validated
5
Unfitted Coil Driver 5 (Left)
coil.driver-5 Coil
Q42GRY-GRN
CPU Board
validated
6
Right VUK
coil.driver-6 Coil
Q41GRY-BLU
CPU Board
validated
7
Unfitted Coil Driver 7 (Left)
coil.driver-7 Coil
Q40GRY-VIO
CPU Board
validated
8
Knocker
coil.driver-8 Coil
Q39GRY-BLK
CPU Board
validated
10
Left/Right Coil Relay
coil.driver-10 Relay
Q29BLK-RED
CPU Board
validated
16
Bat Bar Motor
coil.driver-16 Motor
Q23BRN-GRY
CPU Board
validated
17
Left Turbo Bumper
coil.driver-17 Coil
Q8BLU-ORN
CPU Board
validated
18
Center Turbo Bumper
coil.driver-18 Coil
Q9BLU-RED
CPU Board
validated
19
Right Turbo Bumper
coil.driver-19 Coil
Q10BLU-YEL
CPU Board
validated
20
Left Slingshot
coil.driver-20 Coil
Q11BLU-BRN
CPU Board
validated
21
Right Slingshot
coil.driver-21 Coil
Q12BLU-GRN
CPU Board
validated

Flashers

12
12 shown
# Name Device ID Wiring Evidence
9
Flash lamps
coil.driver-9
Q30BRN-BLK
CPU Board
validated
12
Flash lamps
coil.driver-12
Q27BRN-YEL
CPU Board
validated
13
Flash lamps
coil.driver-13
Q26BRN-GRN
CPU Board
validated
14
Flash lamps
coil.driver-14
Q25BRN-BLU
CPU Board
validated
25
Flash Lamps, Drive 1 (Right)
flasher.driver-1-right
Q46GRY-BRN
CPU Board
validated
26
Flash Lamps, Drive 2 (Right)
flasher.driver-2-right
Q45GRY-RED
CPU Board
validated
27
Flash Lamps, Drive 3 (Right)
flasher.driver-3-right
Q44GRY-ORN
CPU Board
validated
28
Flash Lamps, Drive 4 (Right)
flasher.driver-4-right
Q43GRY-YEL
CPU Board
validated
29
Flash Lamps, Drive 5 (Right)
flasher.driver-5-right
Q42GRY-GRN
CPU Board
validated
30
Flash Lamps, Drive 6 (Right)
flasher.driver-6-right
Q41GRY-BLU
CPU Board
validated
31
Flash Lamps, Drive 7 (Right)
flasher.driver-7-right
Q40GRY-VIO
CPU Board
validated
32
Flash Lamps, Drive 8 (Right)
flasher.driver-8-right
Q39GRY-BLK
CPU Board
validated

Lamps

64

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.
64 shown
# Name Device ID Role Wiring Evidence
1
1 Million
lamp.matrix-1
Q71
CPU Board
validated
2
Super Bumps
lamp.matrix-2
Q71
CPU Board
validated
3
Lite Extra Ball
lamp.matrix-3
Q71
CPU Board
validated
4
Fast Money
lamp.matrix-4
Q71
CPU Board
validated
5
Instant 2 Ball
lamp.matrix-5
Q71
CPU Board
validated
6
Million Plus
lamp.matrix-6
Q71
CPU Board
validated
7
Max X Value
lamp.matrix-7
Q71
CPU Board
validated
8
Spot Fast Money
lamp.matrix-8
Q71
CPU Board
validated
9
Bottom 2X
lamp.matrix-9
Q70
CPU Board
validated
10
Bottom 4X
lamp.matrix-10
Q70
CPU Board
validated
11
Bottom 6X
lamp.matrix-11
Q70
CPU Board
validated
12
Bottom 8X
lamp.matrix-12
Q70
CPU Board
validated
13
Bottom 10X
lamp.matrix-13
Q70
CPU Board
validated
14
Shoot Again
lamp.matrix-14
Q70
CPU Board
validated
15
Batman's Head
lamp.matrix-15
Q70
CPU Board
validated
16
Batman's Chest
lamp.matrix-16
Q70
CPU Board
validated
17
Left Toplane
lamp.matrix-17
Q69
CPU Board
validated
18
Center Toplane
lamp.matrix-18
Q69
CPU Board
validated
19
Right Toplane
lamp.matrix-19
Q69
CPU Board
validated
20
Playfield Moon
lamp.matrix-20
Q69
CPU Board
validated
21
Left Return
lamp.matrix-21
Q69
CPU Board
validated
22
Right Return
lamp.matrix-22
Q69
CPU Board
validated
23
Left Outlane
lamp.matrix-23
Q69
CPU Board
validated
24
Right Outlane
lamp.matrix-24
Q69
CPU Board
validated
25
Backpanel Left
lamp.matrix-25
Q68
CPU Board
validated
26
Backpanel Center
lamp.matrix-26
Q68
CPU Board
validated
27
Backpanel Right
lamp.matrix-27
Q68
CPU Board
validated
28
Backpanel 500K
lamp.matrix-28
Q68
CPU Board
validated
29
Backpanel XBall
lamp.matrix-29
Q68
CPU Board
validated
30
Double Score
lamp.matrix-30
Q68
CPU Board
validated
31
Under Ramp XBall
lamp.matrix-31
Q68
CPU Board
validated
32
3 Million
lamp.matrix-32
Q68
CPU Board
validated
33
Left 3 Bank Top
lamp.matrix-33
Q67
CPU Board
validated
34
Left 3 Bank Middle
lamp.matrix-34
Q67
CPU Board
validated
35
Left 3 Bank Bottom
lamp.matrix-35
Q67
CPU Board
validated
36
Joker Left Eye
lamp.matrix-36
Q67
CPU Board
validated
37
Joker Right Eye
lamp.matrix-37
Q67
CPU Board
validated
38
Joker 2 Million
lamp.matrix-38
Q67
CPU Board
validated
39
Left VUK XBall
lamp.matrix-39
Q67
CPU Board
validated
40
Left 3 Bank Done
lamp.matrix-40
Q67
CPU Board
validated
41
Right 3 Bank Top
lamp.matrix-41
Q66
CPU Board
validated
42
Right 3 Bank Middle
lamp.matrix-42
Q66
CPU Board
validated
43
Right 3 Bank Bottom
lamp.matrix-43
Q66
CPU Board
validated
44
Left Bumper
lamp.matrix-44
Q66
CPU Board
validated
45
Center Bumper
lamp.matrix-45
Q66
CPU Board
validated
46
Right Bumper
lamp.matrix-46
Q66
CPU Board
validated
47
Spot Bat Monitor
lamp.matrix-47
Q66
CPU Board
validated
48
Right 3 Bank Done
lamp.matrix-48
Q66
CPU Board
validated
49
Ramp Diverter
lamp.matrix-49
Q65
CPU Board
validated
50
Insert-Moon
lamp.matrix-50
Q65
CPU Board
validated
51
Insert-5 Million
lamp.matrix-51
Q65
CPU Board
validated
52
Insert-15 Million
lamp.matrix-52
Q65
CPU Board
validated
53
Insert-10 Million
lamp.matrix-53
Q65
CPU Board
validated
54
Cab.-Start Button
lamp.matrix-54
cabinet.start
Q65
CPU Board
validated
55
Museum Bat Symbol
lamp.matrix-55
Q65
CPU Board
validated
56
Jackpot Lit
lamp.matrix-56
Q65
CPU Board
validated
57
BATMAN (B)
lamp.matrix-57
Q64
CPU Board
validated
58
BATMAN (A)
lamp.matrix-58
Q64
CPU Board
validated
59
BATMAN (T)
lamp.matrix-59
Q64
CPU Board
validated
60
BATMAN (M)
lamp.matrix-60
Q64
CPU Board
validated
61
BATMAN (A)
lamp.matrix-61
Q64
CPU Board
validated
62
BATMAN (N)
lamp.matrix-62
Q64
CPU Board
validated
63
Lockball #1
lamp.matrix-63
Q64
CPU Board
validated
64
Lockball #2
lamp.matrix-64
Q64
CPU Board
validated

General illumination

1
1 shown
# Name Device ID Role Wiring Evidence
11
General Illumination Relay
coil.driver-11
playfield.general-illumination
Q28BRN-ORN
CPU Board
validated

Virtual & other outputs

19
19 shown
# Name Device ID Wiring Evidence
24
Unused Solenoid 24
coil.unused-24
validated
33
Inert Solenoid Address 33
coil.inert-33
validated
34
Inert Solenoid Address 34
coil.inert-34
validated
35
Inert Solenoid Address 35
coil.inert-35
validated
36
Inert Solenoid Address 36
coil.inert-36
validated
37
Inert Solenoid Address 37
coil.inert-37
validated
38
Inert Solenoid Address 38
coil.inert-38
validated
39
Inert Solenoid Address 39
coil.inert-39
validated
40
Inert Solenoid Address 40
coil.inert-40
validated
41
Inert Solenoid Address 41
coil.inert-41
validated
42
Inert Solenoid Address 42
coil.inert-42
validated
43
Inert Solenoid Address 43
coil.inert-43
validated
44
Inert Solenoid Address 44
coil.inert-44
validated
45
Synthetic Lower Right Flipper Power
coil.flipper-45
ORN-VIO
Flipper PCB
validated
46
Synthetic Lower Right Flipper Hold
coil.flipper-46
ORN-VIO
Flipper PCB
validated
47
Synthetic Lower Left Flipper Power
coil.flipper-47
ORN-GRY
Flipper PCB
validated
48
Synthetic Lower Left Flipper Hold
coil.flipper-48
ORN-GRY
Flipper PCB
validated
49
Simulation Ball Shooter
coil.reserved-49
validated
50
Reserved Solenoid 50
coil.reserved-50
validated

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Jumper W7
dip.jumper-w7 observed

Mechanisms

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

Bar Motor

mechanism.bar-motor

Motorized

A motorised bar driven by public solenoid 16 through a relay board that switches the 28 VAC Batbar Motor Assy 515-5256-00-11. The retained known-working script models it as a cvpmMech with Sol1 = 16 and two position switches, addsw 50 at rest position 0 and addsw 51 across positions 47-49, so 50 and 51 are the travel limits of this one mechanism rather than sensors of anything else. The script also drives the Bat Bar Standup target object at switch 49 from the same position variable, dropping it out of reach as the bar advances; that is an occlusion relationship rather than the bar actuating the target, so 49 is not listed as a sensor of this mechanism.

Ramp Diverter

mechanism.ramp-diverter

Diverter

Public solenoid 22 diverts the ramp. The manual prints this drive only as 'Motor Circuit (See Schematic)' with no coil type, so its identity comes from the retained known-working script, whose own callback is named SolDiv and commented 'Ramp Diverter (22)' and which raises and lowers two ramp diverter objects from it.

Left 3 Bank Targets

mechanism.left-three-bank

Other

Three standup targets printed Left 3 Bank Top/Middle/Bottom at 33-35. They are standups, not drop targets: no solenoid resets them, and the retained script's handlers pulse the switch and nudge the target object a few units before returning it, rather than dropping and raising it.

Joker Face

mechanism.joker-face

Toy

Three sensors on the Joker toy, printed Joker Left Eye, Joker Right Eye and Joker Mouth at 36-38, with matching Joker Left Eye and Joker Right Eye lamps at 36-37.

Ball Trough

mechanism.ball-trough

Kicker

Outhole at 10 feeding a three-position trough at 11-13, kicked by the Outhole coil on printed drive 1 and the Trough Eject coil on printed drive 2. The retained script models the whole assembly through a cvpmTrough device with InitSwitches Array(13,12,11): the helper ejects slot 0, so 13 is nearest the eject, 12 is the middle position, and 11 is nearest the drain-side entrance. No individual trough position has its own table object.

Direct wiring

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

Recreation notes

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

Coverage: partial - manual-verified semantic I/O for the full 8x8 switch and lamp matrices with connector, wire-colour and drive-transistor wiring, all 22 printed coil drivers including the Left/Right relay pair, and normalized placements from one retained recreation; held below author-ready because the W7 jumper meaning and device polarities remain incomplete, only a single recreation was retained, and 4 source disagreements are unresolved

Identity

Data East Batman, 1991, GEN_DEDMD16 - the 128x16 DMD generation, display board 520-5042-00, sound board 520-5050-01. PinMAME roots the family at btmn_103 with 5 drivers. Every one shares init_btmn and therefore one btmnGameData, so all five are the same physical machine; what differs is CPU game ROMs, plus a language display ROM on the French and German sets, plus a ROM-layout macro on 1.01. Sound ROMs are byte-identical across all five.

batmanf is Batman Forever, Sega 1995, GEN_DEDMD64. It lives in the same game-table file and shares a name prefix, and it is a completely different physical machine. Do not group them.

Relationship to the shared Data East profile

Batman is Data East hardware, GEN_DEDMD16. It is not a Williams System 11 machine. What is true is narrower and is a fact about PinMAME rather than about the cabinet: there is no de.c, degames.c includes s11.h, and Data East games are driven by the same emulator source file as Williams System 11 because the Data East CPU board was closely derived from it.

The reviewed controllers/pinmame/data-east.json profile now represents those shared facts directly: column-major sequential switch numbering, the W7 jumper at public DIP address 0, 64 base lamps, the mux-relay pairing of an A-side address with A+24, address 23 as a virtual flipper/switched-solenoid enable, Data East's special-solenoid permutation, and no dedicated GI channel. Batman therefore no longer carries a controller_platform blocker.

The record therefore keeps the pinmame.dataeast platform rather than claiming a Williams one. Four differences are established from pinned source:

  • Diagnostic buttons. s11.h gives Data East only DE_SWADVANCE (-7) and DE_SWUPDN (-6). The -5 and -4 addresses beside them are S11_SWCPUDIAG and S11_SWSOUNDDIAG, Williams only.
  • Special-solenoid permutation. setSSSol selects ssSolNo[1] = (3, 4, 5, 1, 0, 2) for Data East against ssSolNo[0] = (5, 4, 1, 2, 0, 3) for Williams, so the PIA-line-to-public-address map for 17-22 differs between them.
  • Cabinet column. Column 1 is loaded from DE_COMPORTS, not S11_COMPORTS.
  • Advance polarity. s11.c reads Data East's Advance button inverted, as !core_getSw(DE_SWADVANCE).

The machine-level inversion_applied_by_emulator: true follows the repository contract: consumers must not invert normalized public LibPinMAME states again. Batman's per-game wpc.invSw mask is independently all zeroes; that fact is retained here rather than overloaded into the consumer-facing flag.

The address model, and where it differs from WPC and Whitestar

Data East runs on the shared Williams System 11 core (s11.c); there is no de.c. s11.c installs no switch or lamp conversion of its own, so it inherits PinMAME's sequential defaults, core_m2swSeq(col,row) = col*8+row-7. Both printed matrices are column-major: address = (column - 1) x 8 + row. Column 1 of the switch matrix is the cabinet/coin column, exactly as DE_COMPORTS declares.

Four things will surprise anyone carrying WPC or Whitestar assumptions across.

  • There is no GI channel at all. coreGlobals.nGI is never assigned anywhere in s11.c and gi[] is never written, so vp_getGI always reports zero. General illumination is public solenoid 11, which the manual prints as the "General Illumination Relay" (K-1) and which s11.c:1207 comments // GI output. The retained script agrees, naming its own callback 'GI Relay. Its runtime sense is inverted: asserted output 11 cuts the GI circuit and turns the playfield and backglass GI off; deasserted output 11 restores GI. The script states this in its own SetGI comment and implements it in Sol11, and the superseded legacy record preserves the same sense. PinMAME instead types address 11 without _REV while applying _REV to address 9; that discrepancy does not resolve address 9's separate bulb-type and supply conflict, so the two facts remain documented without inferring a causal swap.
  • Public solenoid 10 is the Left/Right relay and it re-routes addresses. With it energised, outputs 1-8 are re-published at 25-32 and read zero at 1-8. The manual describes the same mechanism in prose: the relay "switch[es] +32 volts between coils or flash lamps; these sets are termed 'left' and 'right'", and it is why 22 drivers yield "29 regular coils". Every right half on this machine is a group of four flash lamps.
  • PinMAME's flasher typing is uniform and the machine is not. s11.c:1209 types the whole 25-32 block as No. 89 bulbs, but the printed wiring diagram shows four of the eight right-side groups mixing No. 906 bulbs in. Treat the emulator's output type as a brightness model, not as evidence of what is fitted; the manual's per-drive composition is recorded on each address.
  • 64 lamps, not 80, and every one of the 64 is populated - the printed chart has no "Not Used" cell anywhere. Any address above 64 is not hardware; the superseded legacy record listed lamps at 109 and 111-132, and the retained script binds 71 Lampz slots, both of which are recreation-side fictions.
  • Solenoids 33-44 are permanently zero here. core_getSol only serves 33-36 for GEN_ALLWPC/GEN_SAM, and the S11 extra block at 37-44 is written only under S11_SNDOVERLAY or S11_PRINTERLINE, neither of which this game sets.

Public switches 15 and 16 belong to the emulator

The printed matrix names them Left EOS and Right EOS. Pinned PinMAME publishes something else there. btmnGameData declares FLIP_SWNO(15,16), and core.c:1740-1741 - under its own comment "set switches in matrix for non-fliptronic games" - writes the flipper button state into those two addresses via core_setSw. Because this game declares no FLIP_SOL, no FLIP_EOS bit is ever set and the end-of-stroke simulation at core.c:1756-1775 never runs at all.

A recreation must not drive public 15 or 16, because core_updateSw overwrites them on every frame. The retained known-working script never touches either address, which is the behaviour this predicts.

Flipper coils are synthesised, and fire in pairs

There is no FLIP_SOL, so core.c:1746-1753 fabricates 45-48 from Game On plus button state: power and hold assert and release together. They are not independently controllable and must not be modelled as separate coils. The manual's own unnumbered "Flipper Solenoids" table lists a left and a right flipper and nothing else - there is no upper flipper of either hand, which is consistent with the driver setting no upper-flipper bit.

Evidence and its limits

The retained manual has no text layer whatsoever (70 pages, 0 characters, ocr_required), so every table here was read from 400 dpi renders and transcribed by hand. Nothing came from pdftotext.

Spatial placement rests on one retained recreation, the VPW v1.1 build, whose playfield is 952 x 1974 - not the 2162 most WPC-era tables use. 27 of the 44 fitted switches and 54 of the 64 lamps resolved to an object; nothing resolved to an address the manual prints "Not Used", which is the check that would have caught an invented binding. 14 coordinates are centroids of an extended object's drag points rather than a measured center, and are reported as such in the spatial report. Effect coordinates for ball-handling coils, bumpers, slingshots and the ramp diverter are projections to the exact VPX assemblies exercised by the working script; they do not pretend to locate hidden coil bodies.

4 source disagreements are recorded as unresolved conflicts rather than decided: conflict.motor-circuit-identity - the manual's Museum Motor terminology versus the working script's Bat Bar motor and ramp-diverter routing; conflict.solenoid-9-bulb-type - the bulb type and supply PinMAME assigns to solenoid 9; conflict.matrix-position-2-naming - whether dedicated matrix position 2 was ever fitted; conflict.turbo-bumper-center-right-routing - the retained script's crossed Center/Right turbo-bumper callbacks.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
btmn_g13Batman (1.03 German)
Differs from the root in the CPU C5 ROM (batccpug.103), the display ROM (bat_dspg.104). Sound ROMs are byte-identical across all five sets, and the shared btmnGameData means the address model is unchanged.
1991btmn_103identical
btmn_f13Batman (1.03 French)
Differs from the root in the CPU C5 ROM (batccpuf.103), the display ROM (bat_dspf.103). Sound ROMs are byte-identical across all five sets, and the shared btmnGameData means the address model is unchanged.
1991btmn_103identical
btmn_106Batman (1.06)
Differs from the root in the CPU B5 ROM (b5_a106.128), the CPU C5 ROM (c5_a106.256). Sound ROMs are byte-identical across all five sets, and the shared btmnGameData means the address model is unchanged.
1991btmn_103identical
btmn_103Batman (1.03)
Clone-tree root and the shipped production firmware. Every btmn_* set shares one btmnGameData through PinMAME's CORE_GAMEDEF macro, so all five present identical playfield hardware and identical public addresses.
1991identical
btmn_101Batman (1.01)
Differs from the root in the CPU B5 ROM (batcpub5.101), the CPU C5 ROM (batcpuc5.101). Also uses a different ROM layout macro (DE_ROMSTART88 rather than DE_ROMSTART48), which changes how the CPU images are loaded but not the hardware. Sound ROMs are byte-identical across all five sets, and the shared btmnGameData means the address model is unchanged.
1991btmn_103identical

Parent set: btmn_103 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

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

Commit
d8693b9

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

btmn_106.map.json

dataeastv4format 0.8

maps/dataeast/version3/btmn_106.map.json

Applies to ROMs
btmn_103btmn_106btmn_f13btmn_g13
Sections
game_statehigh_scores

dataeast defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/degames.c; src/wpc/s11.c; src/wpc/s11.h; src/wpc/core.c; src/wpc/core.h; src/wpc/dedmd.c; src/wpc/desound.c

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    ipdb.machine.195

    IPDB 195 identifies Data East Batman, July 1991; used only for physical product identity and date.

    by
    Internet Pinball Database
  • Operator manual

    manual.data-east.batman.1991

    Data_East_1991_Batman_Manual.pdf; printed pages 24-29

    by
    Data East Pinball, Inc.
    sha256
    dc1b5b533220…
  • VPX table

    vpx-table.batman-vpw-1-1

    retained known-working recreation; playfield 952 x 1974

    external:pinmame-vpx-sources/data-east/batman-1991/Batman%20%28Data%20East%201991%29%20VPW%20v1.1.vpx
    by
    VPW; table metadata credits Javier, Dark and Ben Logan
    sha256
    e3af88daaf88…
  • VPX script

    vpx-script.batman-vpw-1-1

    table script; Lampz.MassAssign bindings and Controller.Switch/PulseSw handlers

    external:pinmame-vpx-sources/data-east/batman-1991/Batman%20%28Data%20East%201991%29%20VPW%20v1.1.vbs
    by
    VPW; table metadata credits Javier, Dark and Ben Logan
    sha256
    f78f6b40b92c…
  • VPX table

    vpx-extraction.batman-vpw-1-1

    vpxtool extraction of the retained table, 1882 files, 220169171 bytes; the manifest's own manifest_sha256 field is ae5e8dae78910d9038ea43dd0c30ab91bb5a9e698a9080404420ba16a85c656a and is recomputable by the algorithm the file states

    external:pinmame-vpx-sources/data-east/batman-1991/extraction-manifest.json
    by
    VPW; table metadata credits Javier, Dark and Ben Logan
    sha256
    b5d8be7de424…
  • Legacy definition

    legacy.game.batman

    games/batman.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072

Something wrong or missing?

This definition still has 6 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