Star Wars

Partial

Data East1992DATAEASTdata-east.star-wars.1992

Wire it up

what an authoring tool needs first
Bind this ROM
stwr_104

11 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
1–51 (39)
Solenoids
1–48 (28)
Lamps
1–111 (61)

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
Hover or tap an address to identify it.
39 shown
# Name Device ID Evidence
1
Tilt
switch.tilt candidate
10
Trough Ball 4 (Jam)
switch.trough-ball-4-jam candidate
11
Trough Ball 1
switch.trough-ball-1 candidate
12
Trough Ball 3
switch.trough-ball-3 candidate
13
Trough Ball 2
switch.trough-ball-2 candidate
14
Shooter Lane (Auto Plunger)
switch.shooter-lane-auto-plunger candidate
17
Rollover/Lane Switch
switch.rollover-lane-switch candidate
19
Rollover/Lane Switch
switch.rollover-lane-switch.19 candidate
20
Wire Ramp Exit
switch.wire-ramp-exit candidate
21
Rollover/Lane Switch (Continuous)
switch.rollover-lane-switch-continuous candidate
22
Rollover/Lane Switch (Continuous)
switch.rollover-lane-switch-continuous.22 candidate
23
Rollover/Lane Switch (Continuous)
switch.rollover-lane-switch-continuous.23 candidate
24
Rollover/Lane Switch (Continuous)
switch.rollover-lane-switch-continuous.24 candidate
25
Standup Target 1
switch.standup-target-1 candidate
26
Standup Target 2
switch.standup-target-2 candidate
27
Standup Target 3
switch.standup-target-3 candidate
28
Standup Target 4
switch.standup-target-4 candidate
29
Standup Target 5
switch.standup-target-5 candidate
30
Drop Target 1
switch.drop-target-1 candidate
31
Drop Target 2
switch.drop-target-2 candidate
32
Drop Target 3
switch.drop-target-3 candidate
33
Right Saucer (Eject)
switch.right-saucer-eject candidate
34
Death Star Entrance
switch.death-star-entrance candidate
35
R2D2 Entrance
switch.r2d2-entrance candidate
36
Death Star VUK
switch.death-star-vuk candidate
37
Left Saucer (Eject)
switch.left-saucer-eject candidate
38
R2D2 Position Switch (Continuous)
switch.r2d2-position-switch-continuous candidate
39
Ramp Exit (Delayed)
switch.ramp-exit-delayed candidate
40
Death Star Door Switch
switch.death-star-door-switch candidate
41
Death Star Door Closed Position
switch.death-star-door-closed-position candidate
42
Death Star Door Open Position
switch.death-star-door-open-position candidate
43
Left Slingshot
switch.left-slingshot candidate
44
Right Slingshot
switch.right-slingshot candidate
45
Top Bumper
switch.top-bumper candidate
46
Middle Left Bumper
switch.middle-left-bumper candidate
47
Middle Right Bumper
switch.middle-right-bumper candidate
48
Bottom Bumper
switch.bottom-bumper candidate
50
Launch Button
switch.launch-button candidate
51
Right Magna Save / Coin Door
switch.right-magna-save-coin-door candidate

Controlled devices

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

Coils, magnets & motors

20
20 shown
# Name Device ID Kind Evidence
1
Trough Eject (In)
device.trough-eject-in Coil candidate
2
Trough Ball Release
device.trough-ball-release Coil candidate
3
Auto Plunger
device.auto-plunger Coil candidate
4
Left Saucer Eject
device.left-saucer-eject Coil candidate
5
Left Popper (Death Star VUK)
device.left-popper-death-star-vuk Coil candidate
6
Drop Target Bank Reset
device.drop-target-bank-reset Coil candidate
7
Right Saucer Eject
device.right-saucer-eject Coil candidate
9
R2D2 Up Motor
device.r2d2-up-motor Coil candidate
11
GI Relay
device.gi-relay Relay candidate
12
Death Star Entrance Bar Motor
device.death-star-entrance-bar-motor Coil candidate
15
R2D2-2 & Death Star Rotation Motor
device.r2d2-2-death-star-rotation-motor Coil candidate
16
Kickback
device.kickback Coil candidate
17
Top Turbo Bumper
device.top-turbo-bumper Coil candidate
18
Left Turbo Bumper
device.left-turbo-bumper Coil candidate
19
Right Turbo Bumper
device.right-turbo-bumper Coil candidate
20
Bottom Turbo Bumper
device.bottom-turbo-bumper Coil candidate
21
Left Slingshot
device.left-slingshot Coil candidate
22
Right Slingshot
device.right-slingshot Coil candidate
46
Right Flipper
device.flipper-lower-right Coil candidate
48
Left Flipper
device.flipper-lower-left Coil candidate

Flashers

8
8 shown
# Name Device ID Evidence
25
Flasher 1R (Scoops/Walls)
device.flasher-1r-scoops-walls candidate
26
Flasher 2R
device.flasher-2r candidate
27
Flasher 3R
device.flasher-3r candidate
28
Flasher 4R (Upper Playfield)
device.flasher-4r-upper-playfield candidate
29
Flasher 5R (Death Star)
device.flasher-5r-death-star candidate
30
Flasher 6R
device.flasher-6r candidate
31
Flasher 7R (R2D2)
device.flasher-7r-r2d2 candidate
32
Flasher 8R (Back/Left Wall)
device.flasher-8r-back-left-wall candidate

Lamps

61

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
Hover or tap an address to identify it.
61 shown
# Name Device ID Evidence
1
Insert 1
lamp.insert-1 candidate
2
Insert 2
lamp.insert-2 candidate
3
Insert 3
lamp.insert-3 candidate
4
Insert 4
lamp.insert-4 candidate
5
Insert 5
lamp.insert-5 candidate
6
Insert 6
lamp.insert-6 candidate
7
Insert 7
lamp.insert-7 candidate
8
Insert 8
lamp.insert-8 candidate
9
Insert 9
lamp.insert-9 candidate
10
Insert 10
lamp.insert-10 candidate
11
Insert 11
lamp.insert-11 candidate
12
Insert 12
lamp.insert-12 candidate
13
Insert 13
lamp.insert-13 candidate
14
Insert 14
lamp.insert-14 candidate
15
Insert 15
lamp.insert-15 candidate
16
Insert 16
lamp.insert-16 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
26
C3PO Left Eye
lamp.c3po-left-eye candidate
27
C3PO Mouth
lamp.c3po-mouth candidate
28
C3PO Right Eye
lamp.c3po-right-eye candidate
31
Launcher Lane
lamp.launcher-lane candidate
32
Insert 32
lamp.insert-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
Yellow x3 Bank 1
lamp.yellow-x3-bank-1 candidate
39
Yellow x3 Bank 2
lamp.yellow-x3-bank-2 candidate
40
Yellow x3 Bank 3
lamp.yellow-x3-bank-3 candidate
41
Insert 41
lamp.insert-41 candidate
42
Insert 42
lamp.insert-42 candidate
43
Insert 43
lamp.insert-43 candidate
44
Insert 44
lamp.insert-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
Scoop Bulb
lamp.scoop-bulb candidate
48
Scoop Right / Jabba
lamp.scoop-right-jabba candidate
49
Ramp Entrance Bank 1
lamp.ramp-entrance-bank-1 candidate
50
Ramp Entrance Bank 2
lamp.ramp-entrance-bank-2 candidate
51
Ramp Entrance Bank 3
lamp.ramp-entrance-bank-3 candidate
52
Insert 52
lamp.insert-52 candidate
53
Insert 53
lamp.insert-53 candidate
54
Insert 54
lamp.insert-54 candidate
55
Insert 55
lamp.insert-55 candidate
56
Insert 56
lamp.insert-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
59
Insert 59
lamp.insert-59 candidate
60
Insert 60
lamp.insert-60 candidate
61
Bumper 1 Lamp
lamp.bumper-1-lamp candidate
62
Bumper 2 Lamp
lamp.bumper-2-lamp candidate
63
Bumper 3 Lamp
lamp.bumper-3-lamp candidate
64
Bumper 4 Lamp
lamp.bumper-4-lamp candidate
111
GI (General Illumination)
lamp.gi-general-illumination 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 (1992). 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/stwr.json#/switches/0._inferred_type: tilt
  • games/stwr.json#/switches/0._note: vpmNudge.TiltSwitch = 1
  • games/stwr.json#/switches/1._inferred_type: trough
  • games/stwr.json#/switches/1._note: bsTrough.InitSwitches Array(11,13,12,10) — 4th position (jam switch)
  • games/stwr.json#/switches/2._inferred_type: trough
  • games/stwr.json#/switches/2._note: bsTrough.InitSwitches Array(11,13,12,10) — 1st position (nearest exit)
  • games/stwr.json#/switches/3._inferred_type: trough
  • games/stwr.json#/switches/3._note: bsTrough.InitSwitches Array(11,13,12,10) — 3rd position
  • games/stwr.json#/switches/4._inferred_type: trough
  • games/stwr.json#/switches/4._note: bsTrough.InitSwitches Array(11,13,12,10) — 2nd position
  • games/stwr.json#/switches/5._inferred_type: plunger_lane
  • games/stwr.json#/switches/5._note: plungerIM.InitImpulseP sw14, 65, 0.5 — auto plunger switch
  • games/stwr.json#/switches/6._inferred_type: rollover
  • games/stwr.json#/switches/6._note: vpmTimer.PulseSw 17
  • games/stwr.json#/switches/7._inferred_type: rollover
  • games/stwr.json#/switches/7._note: vpmTimer.PulseSw 19
  • games/stwr.json#/switches/8._inferred_type: ramp_switch
  • games/stwr.json#/switches/8._note: vpmTimer.PulseSw 20; also calls WireRampOn False
  • games/stwr.json#/switches/9._inferred_type: rollover
  • games/stwr.json#/switches/9._note: Controller.Switch(21) on/off — held switch
  • games/stwr.json#/switches/10._inferred_type: rollover
  • games/stwr.json#/switches/10._note: Controller.Switch(22) on/off — held switch
  • games/stwr.json#/switches/11._inferred_type: rollover
  • games/stwr.json#/switches/11._note: Controller.Switch(23) on/off — held switch
  • games/stwr.json#/switches/12._inferred_type: rollover
  • games/stwr.json#/switches/12._note: Controller.Switch(24) on/off — held switch
  • games/stwr.json#/switches/13._inferred_type: standup_target
  • games/stwr.json#/switches/13._note: STHit 25 — also in vpmNudge.TiltObj array
  • games/stwr.json#/switches/14._inferred_type: standup_target
  • games/stwr.json#/switches/14._note: STHit 26 — also in vpmNudge.TiltObj array
  • games/stwr.json#/switches/15._inferred_type: standup_target
  • games/stwr.json#/switches/15._note: STHit 27 — also in vpmNudge.TiltObj array
  • games/stwr.json#/switches/16._inferred_type: standup_target
  • games/stwr.json#/switches/16._note: STHit 28
  • games/stwr.json#/switches/17._inferred_type: standup_target
  • games/stwr.json#/switches/17._note: STHit 29
  • games/stwr.json#/switches/18._inferred_type: drop_target
  • games/stwr.json#/switches/18._note: DTHit 30; reset by sol 6 (ResetDrops)
  • games/stwr.json#/switches/19._inferred_type: drop_target
  • games/stwr.json#/switches/19._note: DTHit 31; reset by sol 6 (ResetDrops)
  • games/stwr.json#/switches/20._inferred_type: drop_target
  • games/stwr.json#/switches/20._note: DTHit 32; reset by sol 6 (ResetDrops)
  • games/stwr.json#/switches/21._inferred_type: kicker
  • games/stwr.json#/switches/21._note: SolRightEject.AddBall 1 — cvpmBallStack InitSaucer sw33, kick angle 220, force 85
  • games/stwr.json#/switches/22._inferred_type: vuk
  • games/stwr.json#/switches/22._note: deathstarIn_Hit: DestroyBall, PulseSw 34, AddVUK — ball-destroy/create pattern for Death Star subway
  • games/stwr.json#/switches/23._inferred_type: vuk
  • games/stwr.json#/switches/23._note: r2In_Hit: DestroyBall, PulseSw 35, AddVUK — ball-destroy/create pattern for R2D2 subway
  • games/stwr.json#/switches/24._inferred_type: vuk
  • games/stwr.json#/switches/24._note: Custom VUK: sw36_Hit destroys ball and AddVUK increments DSBalls counter. Controller.Switch(36) set/cleared by SolLeftPopper (sol 5). Ball-destroy/create pattern.
  • games/stwr.json#/switches/25._inferred_type: kicker
  • games/stwr.json#/switches/25._note: SolLeftEject.AddBall 1 — cvpmBallStack InitSaucer sw37, kick angle 163, force 70
  • games/stwr.json#/switches/26._inferred_type: opto
  • games/stwr.json#/switches/26._note: Controller.Switch(38) on/off — held switch, likely R2D2 mech position
  • games/stwr.json#/switches/27._inferred_type: ramp_switch
  • games/stwr.json#/switches/27._note: vpmTimer.AddTimer 1400 delayed PulseSw 39 — also in vpmNudge.TiltObj array; calls WireRampOff
  • games/stwr.json#/switches/28._inferred_type: gate
  • games/stwr.json#/switches/28._note: vpmTimer.PulseSw 40 — also in vpmNudge.TiltObj array; collidable toggled by UpdateDeathStarDoor based on DSDoor.Z position
  • games/stwr.json#/switches/29._inferred_type: opto
  • games/stwr.json#/switches/29._note: mechDeathStarDoor.AddSw 41, 0, 0 — mech position switch at step 0 (closed)
  • games/stwr.json#/switches/30._inferred_type: opto
  • games/stwr.json#/switches/30._note: mechDeathStarDoor.AddSw 42, 71, 71 — mech position switch at step 71 (fully open)
  • games/stwr.json#/switches/31._inferred_type: slingshot
  • games/stwr.json#/switches/31._note: LeftSlingShot_Slingshot: vpmTimer.PulseSw 43
  • games/stwr.json#/switches/32._inferred_type: slingshot
  • games/stwr.json#/switches/32._note: RightSlingShot_Slingshot: vpmTimer.PulseSw 44
  • games/stwr.json#/switches/33._inferred_type: bumper
  • games/stwr.json#/switches/33._note: vpmTimer.PulseSw(45)
  • games/stwr.json#/switches/34._inferred_type: bumper
  • games/stwr.json#/switches/34._note: vpmTimer.PulseSw(46)
  • games/stwr.json#/switches/35._inferred_type: bumper
  • games/stwr.json#/switches/35._note: vpmTimer.PulseSw(47)
  • games/stwr.json#/switches/36._inferred_type: bumper
  • games/stwr.json#/switches/36._note: vpmTimer.PulseSw(48)
  • games/stwr.json#/switches/37._inferred_type: cabinet_switch
  • games/stwr.json#/switches/37._note: Controller.Switch(50) set by PlungerKey/LockBarKey in Table1_KeyDown/KeyUp
  • games/stwr.json#/switches/38._inferred_type: cabinet_switch
  • games/stwr.json#/switches/38._note: Controller.Switch(51) set by PlungerKey/LockBarKey and toggled by LeftMagnaSave/RightMagnaSave keys — overloaded for LUT selector in VPW
  • games/stwr.json#/coils/0._vbscript_callback: bsTroughSolIn
  • games/stwr.json#/coils/0._inferred_type: trough
  • games/stwr.json#/coils/0._note: bsTrough.SolIn — feeds ball into trough
  • games/stwr.json#/coils/1._vbscript_callback: bsTroughSolOut
  • games/stwr.json#/coils/1._inferred_type: trough
  • games/stwr.json#/coils/1._note: bsTrough.SolOut — releases ball to shooter lane via BallRelease at angle 90, force 7
  • games/stwr.json#/coils/2._vbscript_callback: SolAutoPlungerIM
  • games/stwr.json#/coils/2._inferred_type: autoplunger
  • games/stwr.json#/coils/2._note: plungerIM.AutoFire — impulse plunger at sw14
  • games/stwr.json#/coils/3._vbscript_callback: SolLeftEject.SolOut
  • games/stwr.json#/coils/3._inferred_type: kicker
  • games/stwr.json#/coils/3._note: cvpmBallStack SolOut — ejects ball from left saucer (sw37)
  • games/stwr.json#/coils/4._vbscript_callback: SolLeftPopper
  • games/stwr.json#/coils/4._inferred_type: vuk
  • games/stwr.json#/coils/4._note: Custom VUK eject: creates ball at sw36, kicks at angle 0/force 45. Manages DSBalls counter and Controller.Switch(36).
  • games/stwr.json#/coils/5._vbscript_callback: ResetDrops
  • games/stwr.json#/coils/5._inferred_type: drop_target_reset
  • games/stwr.json#/coils/5._note: DTRaise 30, 31, 32 — resets all three drop targets
  • games/stwr.json#/coils/6._vbscript_callback: SolRightEject.SolOut
  • games/stwr.json#/coils/6._inferred_type: kicker
  • games/stwr.json#/coils/6._note: cvpmBallStack SolOut — ejects ball from right saucer (sw33)
  • games/stwr.json#/coils/7._vbscript_callback: SolR2
  • games/stwr.json#/coils/7._inferred_type: mechanism
  • games/stwr.json#/coils/7._note: Sets R2UpSol flag controlling R2D2 vertical movement in UpdateR2 timer
  • games/stwr.json#/coils/8._vbscript_callback: Sol11
  • games/stwr.json#/coils/8._inferred_type: gi_relay
  • games/stwr.json#/coils/8._note: SetGI True/False — controls general illumination on/off
  • games/stwr.json#/coils/9._inferred_type: mechanism
  • games/stwr.json#/coils/9._note: Commented out SolCallback — handled by mechDeathStarDoor cvpmMech (sol1=12, steps=72, switches 41/42)
  • games/stwr.json#/coils/10._inferred_type: mechanism
  • games/stwr.json#/coils/10._note: Commented out SolCallback — handled by mechDeathStar cvpmMech (sol1=15, steps=360, circular motion)
  • games/stwr.json#/coils/11._vbscript_callback: SolKickback
  • games/stwr.json#/coils/11._inferred_type: kickback
  • games/stwr.json#/coils/11._note: Kickback.Fire on enable, Kickback.PullBack on disable
  • games/stwr.json#/coils/12._inferred_type: bumper
  • games/stwr.json#/coils/12._note: SolCallback commented out — bumper coil handled natively by VPX Bumper1 object
  • games/stwr.json#/coils/13._inferred_type: bumper
  • games/stwr.json#/coils/13._note: SolCallback commented out — bumper coil handled natively by VPX Bumper2 object
  • games/stwr.json#/coils/14._inferred_type: bumper
  • games/stwr.json#/coils/14._note: SolCallback commented out — bumper coil handled natively by VPX Bumper3 object
  • games/stwr.json#/coils/15._inferred_type: bumper
  • games/stwr.json#/coils/15._note: SolCallback commented out — bumper coil handled natively by VPX Bumper4 object
  • games/stwr.json#/coils/16._inferred_type: slingshot
  • games/stwr.json#/coils/16._note: SolCallback commented out — slingshot coil handled natively by VPX LeftSlingShot object
  • games/stwr.json#/coils/17._inferred_type: slingshot
  • games/stwr.json#/coils/17._note: SolCallback commented out — slingshot coil handled natively by VPX RightSlingShot object
  • games/stwr.json#/coils/18._vbscript_callback: Sol25
  • games/stwr.json#/coils/18._inferred_type: flasher
  • games/stwr.json#/coils/18._note: SetLamp 125 — routes through Lampz fader. VPX objects: f125a_u, f125a_l, f125b_u, f125b_l, f125c_u, f125c_l, f125d, f125e
  • games/stwr.json#/coils/19._vbscript_callback: SetLamp 126,
  • games/stwr.json#/coils/19._inferred_type: flasher
  • games/stwr.json#/coils/19._note: Direct SetLamp 126. VPX objects: f126a, f126b, f2r
  • games/stwr.json#/coils/20._vbscript_callback: Sol27
  • games/stwr.json#/coils/20._inferred_type: flasher
  • games/stwr.json#/coils/20._note: SetLamp 127. VPX objects: f3r_a, f3r_b
  • games/stwr.json#/coils/21._vbscript_callback: SetLamp 128,
  • games/stwr.json#/coils/21._inferred_type: flasher
  • games/stwr.json#/coils/21._note: Direct SetLamp 128. VPX objects: f128a-d, f4r_a/af/b/bf/c/cf with DisableLighting callbacks pf4_a/b/c
  • games/stwr.json#/coils/22._vbscript_callback: Sol29
  • games/stwr.json#/coils/22._inferred_type: flasher
  • games/stwr.json#/coils/22._note: SetLamp 129. Lampz.MassAssign(129) commented out — Death Star flasher
  • games/stwr.json#/coils/23._vbscript_callback: Sol30
  • games/stwr.json#/coils/23._inferred_type: flasher
  • games/stwr.json#/coils/23._note: SetLamp 130. VPX objects: f6r_a, f6r_b
  • games/stwr.json#/coils/24._vbscript_callback: Sol31
  • games/stwr.json#/coils/24._inferred_type: flasher
  • games/stwr.json#/coils/24._note: SetLamp 131. Lampz.MassAssign(131) commented out — R2D2 flasher
  • games/stwr.json#/coils/25._vbscript_callback: SetLamp 132,
  • games/stwr.json#/coils/25._inferred_type: flasher
  • games/stwr.json#/coils/25._note: Direct SetLamp 132. VPX objects: F132a-e, f8r_a/b/f with DisableLighting callbacks pf8_a/b
  • games/stwr.json#/coils/26._vbscript_callback: SolRFlipper
  • games/stwr.json#/coils/26._inferred_type: flipper
  • games/stwr.json#/coils/26._note: sLRFlipper framework constant from DE.VBS/core.vbs
  • games/stwr.json#/coils/27._vbscript_callback: SolLFlipper
  • games/stwr.json#/coils/27._inferred_type: flipper
  • games/stwr.json#/coils/27._note: sLLFlipper framework constant from DE.VBS/core.vbs
  • games/stwr.json#/lamps/43._note: Lampz.MassAssign(48) commented out; callback to JabbasInsert DisableLighting
  • games/stwr.json#/lamps/60._note: Lampz.obj(111) = ColtoArray(GI) — GI collection, controlled by sol 11 relay
  • games/stwr.json#/_source/confidence_notes: High confidence on switches/coils from VPW v1.2.2 script. Trough is standard cvpmTrough with 4-switch array (11,13,12,10). Death Star uses two cvpmMech objects: mechDeathStarDoor (sol 12, switches 41/42) and mechDeathStar rotation (sol 15). Death Star VUK (sw36) uses custom ball-destroy/create pattern with DSBalls counter. R2D2 entrance (sw35) also uses ball-destroy pattern. Flashers (sol 25-32) route through Lampz fader as IDs 125-132. Bumper coils 17-20 and slingshot coils 21-22 are commented out in SolCallback (handled natively by VPX physics objects). Switch 50 = launch button, switch 51 = magna save (overloaded for LUT selector in VPW). GI controlled via sol 11 relay. DE.VBS framework: sLRFlipper=46, sLLFlipper=48.

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
stwr_107sStar Wars (1.07 20th Anniversary, Spanish) 2016stwr_104
stwr_107Star Wars (1.07 20th Anniversary) 2016stwr_104
stwr_106Star Wars (1.06 20th Anniversary) 2016stwr_104
stwr_104Star Wars (1.04 20th Anniversary) 2012
stwr_g11Star Wars (1.01 German) 1992stwr_104
stwr_e12Star Wars (1.02 English) 1992stwr_104
stwr_a046Star Wars (1.03, Display A0.46) 1992stwr_104
stwr_a14Star Wars (1.03, Display 1.04) 1992stwr_104

Parent set: stwr_104 — 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.stwr

    games/stwr.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