Guns N' Roses

Partial

Data East1994DATAEASTdata-east.guns-n-roses.1994

Wire it up

what an authoring tool needs first
Bind this ROM
gnr_300

3 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
1–62 (45)
Solenoids
1–53 (27)
Lamps
1–62 (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.

45 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.
45 shown
# Name Device ID Evidence
1
Tilt
switch.tilt candidate
9
#1 (Left) Ball Trough
switch.1-left-ball-trough candidate
10
#2 Ball Trough
switch.2-ball-trough candidate
11
#3 Ball Trough
switch.3-ball-trough candidate
12
#4 Ball Trough
switch.4-ball-trough candidate
13
#5 Ball Trough
switch.5-ball-trough candidate
14
#6 Ball Trough
switch.6-ball-trough candidate
15
Trough Jam / Shooter Lane
switch.trough-jam-shooter-lane candidate
16
Shooter Lane (Ball In Plunger Lane)
switch.shooter-lane-ball-in-plunger-lane candidate
17
Standup Target D (DUFF)
switch.standup-target-d-duff candidate
18
Standup Target U (DUFF)
switch.standup-target-u-duff candidate
19
Standup Target F (DUFF)
switch.standup-target-f-duff candidate
20
Standup Target F (DUFF)
switch.standup-target-f-duff.20 candidate
21
J Top Lane (JAM)
switch.j-top-lane-jam candidate
22
A Top Lane (JAM)
switch.a-top-lane-jam candidate
23
M Top Lane (JAM)
switch.m-top-lane-jam candidate
24
Left Shooter Lane
switch.left-shooter-lane candidate
25
Top Bumper
switch.top-bumper candidate
26
Middle Bumper
switch.middle-bumper candidate
27
Bottom Bumper
switch.bottom-bumper candidate
28
Right Slingshot
switch.right-slingshot candidate
29
Left Slingshot
switch.left-slingshot candidate
30
Top Slingshot
switch.top-slingshot candidate
33
Left Drop Target Bottom
switch.left-drop-target-bottom candidate
34
Left Drop Target Middle
switch.left-drop-target-middle candidate
35
Right Drop Target Middle
switch.right-drop-target-middle candidate
36
Right Drop Target Bottom
switch.right-drop-target-bottom candidate
37
Upper Left VUK
switch.upper-left-vuk candidate
38
Center Scoop
switch.center-scoop candidate
39
Upper Right VUK
switch.upper-right-vuk candidate
40
Snake Funnel
switch.snake-funnel candidate
48
Inner Orbit Bottom
switch.inner-orbit-bottom candidate
49
R Ramp Entrance
switch.r-ramp-entrance candidate
50
R Ramp Made
switch.r-ramp-made candidate
51
G Ramp Entrance
switch.g-ramp-entrance candidate
52
G Ramp Made
switch.g-ramp-made candidate
53
Left Inlane Return
switch.left-inlane-return candidate
54
Left Outlane
switch.left-outlane candidate
55
Right Outlane
switch.right-outlane candidate
56
Right Inlane Return
switch.right-inlane-return candidate
57
Right Drop Target Top
switch.right-drop-target-top candidate
58
Right Orbit Top
switch.right-orbit-top candidate
59
Left Drop Target Top
switch.left-drop-target-top candidate
60
Left Orbit Top
switch.left-orbit-top candidate
62
Gun Trigger
switch.gun-trigger candidate

Controlled devices

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

Coils, magnets & motors

19
19 shown
# Name Device ID Kind Evidence
1
Trough Eject
device.trough-eject Coil candidate
2
Ball Release (Shooter Lane)
device.ball-release-shooter-lane Coil candidate
3
Auto Fire (Plunger)
device.auto-fire-plunger Coil candidate
4
Upper Left VUK Kicker
device.upper-left-vuk-kicker Coil candidate
5
Upper Right VUK Kicker
device.upper-right-vuk-kicker Coil candidate
6
Scoop Kicker
device.scoop-kicker Coil candidate
7
Trap Door
device.trap-door Coil candidate
8
Knocker
device.knocker Coil candidate
9
Reset Right Drop Targets
device.reset-right-drop-targets Coil candidate
10
K1 Relay (Solenoid Mux)
device.k1-relay-solenoid-mux Relay candidate
11
GI Relay
device.gi-relay Relay candidate
12
Reset Left Drop Targets
device.reset-left-drop-targets Coil candidate
14
Kickback
device.kickback Coil candidate
36
Upper Left Flipper
device.upper-left-flipper Coil candidate
46
Lower Right Flipper
device.lower-right-flipper Coil candidate
48
Lower Left Flipper
device.lower-left-flipper Coil candidate
51
Left Magnet
device.left-magnet Magnet candidate
52
Middle Magnet
device.middle-magnet Magnet candidate
53
Right Magnet
device.right-magnet Magnet candidate

Flashers

8
8 shown
# Name Device ID Evidence
25
Flasher 1
device.flasher-1 candidate
26
Flasher 2
device.flasher-2 candidate
27
Flasher 3
device.flasher-3 candidate
28
Flasher 4
device.flasher-4 candidate
29
Flasher 5
device.flasher-5 candidate
30
Flasher 6
device.flasher-6 candidate
31
Flasher 7
device.flasher-7 candidate
32
Flasher 8
device.flasher-8 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
1
Lamp 1
lamp.lamp-1 candidate
2
Lamp 2
lamp.lamp-2 candidate
3
Lamp 3
lamp.lamp-3 candidate
4
Lamp 4
lamp.lamp-4 candidate
5
Lamp 5
lamp.lamp-5 candidate
6
Lamp 6
lamp.lamp-6 candidate
7
Lamp 7
lamp.lamp-7 candidate
8
Lamp 8
lamp.lamp-8 candidate
9
Lamp 9
lamp.lamp-9 candidate
10
Lamp 10
lamp.lamp-10 candidate
11
Lamp 11
lamp.lamp-11 candidate
12
Lamp 12
lamp.lamp-12 candidate
13
Lamp 13
lamp.lamp-13 candidate
14
Lamp 14
lamp.lamp-14 candidate
15
Lamp 15
lamp.lamp-15 candidate
16
Lamp 16
lamp.lamp-16 candidate
17
Lamp 17
lamp.lamp-17 candidate
18
Lamp 18
lamp.lamp-18 candidate
19
Lamp 19
lamp.lamp-19 candidate
20
Lamp 20
lamp.lamp-20 candidate
21
Lamp 21
lamp.lamp-21 candidate
22
Lamp 22
lamp.lamp-22 candidate
23
Lamp 23
lamp.lamp-23 candidate
24
Lamp 24
lamp.lamp-24 candidate
25
Lamp 25
lamp.lamp-25 candidate
26
Lamp 26
lamp.lamp-26 candidate
27
Lamp 27
lamp.lamp-27 candidate
28
Lamp 28
lamp.lamp-28 candidate
29
Lamp 29
lamp.lamp-29 candidate
30
Lamp 30
lamp.lamp-30 candidate
31
Lamp 31
lamp.lamp-31 candidate
32
Lamp 32
lamp.lamp-32 candidate
33
Lamp 33
lamp.lamp-33 candidate
34
Lamp 34
lamp.lamp-34 candidate
35
Lamp 35
lamp.lamp-35 candidate
36
Lamp 36
lamp.lamp-36 candidate
37
Lamp 37
lamp.lamp-37 candidate
38
Lamp 38
lamp.lamp-38 candidate
39
Lamp 39
lamp.lamp-39 candidate
40
Lamp 40
lamp.lamp-40 candidate
41
Lamp 41
lamp.lamp-41 candidate
42
Lamp 42
lamp.lamp-42 candidate
43
Lamp 43
lamp.lamp-43 candidate
44
Lamp 44
lamp.lamp-44 candidate
45
Lamp 45
lamp.lamp-45 candidate
46
Lamp 46
lamp.lamp-46 candidate
47
Lamp 47
lamp.lamp-47 candidate
48
Lamp 48
lamp.lamp-48 candidate
49
Lamp 49
lamp.lamp-49 candidate
50
Lamp 50
lamp.lamp-50 candidate
51
Lamp 51
lamp.lamp-51 candidate
52
Lamp 52
lamp.lamp-52 candidate
53
Lamp 53
lamp.lamp-53 candidate
54
Lamp 54
lamp.lamp-54 candidate
55
Lamp 55
lamp.lamp-55 candidate
56
Lamp 56
lamp.lamp-56 candidate
57
Lamp 57
lamp.lamp-57 candidate
58
Lamp 58
lamp.lamp-58 candidate
59
Lamp 59
lamp.lamp-59 candidate
60
Lamp 60
lamp.lamp-60 candidate
61
Lamp 61
lamp.lamp-61 candidate
62
Lamp 62
lamp.lamp-62 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 (1994). 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/gnr.json#/switches/0._note: vpmNudge.TiltSwitch=1
  • games/gnr.json#/switches/7._note: Virtual switch — set by SolTrough(1)/SolRelease(0), no physical VPX kicker object
  • games/gnr.json#/switches/44._note: Pulsed via PlungerKey (vpmTimer.PulseSw 62), not a physical VPX kicker
  • games/gnr.json#/coils/0._vbscript_callback: SolTrough
  • games/gnr.json#/coils/0._inferred_type: ball_management
  • games/gnr.json#/coils/1._vbscript_callback: SolRelease
  • games/gnr.json#/coils/1._inferred_type: ball_management
  • games/gnr.json#/coils/2._vbscript_callback: SolAutofire
  • games/gnr.json#/coils/2._inferred_type: kicker
  • games/gnr.json#/coils/2._note: Impulse plunger via cvpmImpulseP, power=65, time=0.6
  • games/gnr.json#/coils/3._vbscript_callback: KickerUpperLeft
  • games/gnr.json#/coils/3._inferred_type: kicker
  • games/gnr.json#/coils/4._vbscript_callback: KickerUpperRight
  • games/gnr.json#/coils/4._inferred_type: kicker
  • games/gnr.json#/coils/5._vbscript_callback: ScoopKicker
  • games/gnr.json#/coils/5._inferred_type: kicker
  • games/gnr.json#/coils/6._vbscript_callback: SolTrapDoor
  • games/gnr.json#/coils/6._inferred_type: mechanism
  • games/gnr.json#/coils/6._note: Controls SnakeTrapDoor wall and TrapFlipper
  • games/gnr.json#/coils/7._vbscript_callback: vpmSolSound SoundFX("knocker",DOFKnocker),
  • games/gnr.json#/coils/7._inferred_type: knocker
  • games/gnr.json#/coils/8._vbscript_callback: ResetDropsR
  • games/gnr.json#/coils/8._inferred_type: drop_target_reset
  • games/gnr.json#/coils/8._note: Resets sw35, sw36, sw57
  • games/gnr.json#/coils/9._vbscript_callback: K1Relay
  • games/gnr.json#/coils/9._inferred_type: relay
  • games/gnr.json#/coils/9._note: DE solenoid mux relay — SSF sound only in VBS
  • games/gnr.json#/coils/10._vbscript_callback: GIRelay
  • games/gnr.json#/coils/10._inferred_type: gi_relay
  • games/gnr.json#/coils/10._note: SolModCallback — PWM controls GI lights l141, l141b-l141l, lgi
  • games/gnr.json#/coils/11._vbscript_callback: ResetDropsL
  • games/gnr.json#/coils/11._inferred_type: drop_target_reset
  • games/gnr.json#/coils/11._note: Resets sw33, sw34, sw59
  • games/gnr.json#/coils/12._vbscript_callback: SolKickBack
  • games/gnr.json#/coils/12._inferred_type: kicker
  • games/gnr.json#/coils/13._vbscript_callback: FlashPWM 1, f01, BL_Flashers_f1,
  • games/gnr.json#/coils/13._inferred_type: flasher
  • games/gnr.json#/coils/13._note: SolModCallback — DE relay-switched flasher
  • games/gnr.json#/coils/14._vbscript_callback: FlashPWM 2, f02, BL_Flashers_f2,
  • games/gnr.json#/coils/14._inferred_type: flasher
  • games/gnr.json#/coils/15._vbscript_callback: FlashPWM 3, f03, BL_Flashers_f3,
  • games/gnr.json#/coils/15._inferred_type: flasher
  • games/gnr.json#/coils/16._vbscript_callback: FlashPWM 4, f04, BL_Flashers_f4,
  • games/gnr.json#/coils/16._inferred_type: flasher
  • games/gnr.json#/coils/17._vbscript_callback: FlashPWM 5, f05, BL_Flashers_f5,
  • games/gnr.json#/coils/17._inferred_type: flasher
  • games/gnr.json#/coils/18._vbscript_callback: FlashPWM 6, f06, BL_Flashers_f6,
  • games/gnr.json#/coils/18._inferred_type: flasher
  • games/gnr.json#/coils/19._vbscript_callback: FlashPWM 7, f07, BL_Flashers_f7,
  • games/gnr.json#/coils/19._inferred_type: flasher
  • games/gnr.json#/coils/20._vbscript_callback: FlashPWM 8, f08, BL_Flashers_f8,
  • games/gnr.json#/coils/20._inferred_type: flasher
  • games/gnr.json#/coils/21._vbscript_name: sLRFlipper
  • games/gnr.json#/coils/21._vbscript_callback: SolRFlipper
  • games/gnr.json#/coils/21._inferred_type: flipper
  • games/gnr.json#/coils/22._vbscript_name: sLLFlipper
  • games/gnr.json#/coils/22._vbscript_callback: SolLFlipper
  • games/gnr.json#/coils/22._inferred_type: flipper
  • games/gnr.json#/coils/23._vbscript_name: sULFlipper
  • games/gnr.json#/coils/23._vbscript_callback: SolULFlipper
  • games/gnr.json#/coils/23._inferred_type: flipper
  • games/gnr.json#/coils/24._inferred_type: magnet
  • games/gnr.json#/coils/24._note: cvpmMagnet, solenoid=51, radius=16
  • games/gnr.json#/coils/25._inferred_type: magnet
  • games/gnr.json#/coils/25._note: cvpmMagnet, solenoid=52, radius=16
  • games/gnr.json#/coils/26._inferred_type: magnet
  • games/gnr.json#/coils/26._note: cvpmMagnet, solenoid=53, radius=16
  • games/gnr.json#/_source/confidence_notes: High confidence on switches/coils — extracted directly from VPW 1.2 VBScript. Trough is 6-ball (sw9-sw14) with virtual sw15 for shooter lane staging. Switch descriptions from VBS comments and game context. Lamps l1-l62 confirmed via VLM lightmapper BL_Inserts arrays. GI lights (l140a-f, l141/l141a-l) controlled by SolModCallback(11) GI relay. Flashers (f01-f08) controlled by SolModCallback(25-32) via DE A/B relay. Magnets use cvpmMagnet custom solenoids 51-53. Flipper solenoids use DE framework constants sLRFlipper=46, sLLFlipper=48, sULFlipper=36.

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
gnr_300fGuns N' Roses (3.00 French) 1994gnr_300
gnr_300dGuns N' Roses (3.00 Dutch) 1994gnr_300
gnr_300Guns N' Roses (3.00) 1994

Parent set: gnr_300 — 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.gnr

    games/gnr.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