Time Machine

Partial

Data East1988DATAEASTdata-east.time-machine.1988

5 unresolved conflicts

  • The manual prints a physical Left EOS contact at matrix 15 and does not mark it as a cabinet switch. FLIP1516 and the retained key handler put left cabinet-button state at public 15. /inputs/switch.matrix-15
  • The manual prints a physical Right EOS contact at matrix 16 and does not mark it as a cabinet switch. FLIP1516 and the retained key handler put right cabinet-button state at public 16. /inputs/switch.matrix-16
  • Shared Data East DE_COMPORTS names matrix position 2 Ball Tilt, while both Time Machine manual switch tables explicitly print position 2 Not Used. The machine record follows the game-specific fitment without erasing the shared-port label. /inputs/switch.matrix-2
  • The manual Coil Test table prints SP1 Right Pop Bumper and SP2 Center Pop Bumper. Its location drawing places SP1 at the center pop and SP2 at the right pop. Pinned Data East setSSSol publishes SP1 at public 17 and SP2 at public 22; the two physical assignments remain unresolved and neither output is assigned to a mechanism or coordinate. /outputs/coil.driver-17
  • The manual description list explicitly prints lamp 25 as 2X All Scores Cntr Plyfld. The sole AllLamps member with TimerInterval 25 is Light l25, flagged is_backglass=true on hSpacewarpLights. No physical placement is selected. /outputs/lamp.matrix-25

Wire it up

what an authoring tool needs first
Bind this ROM
tmac_a24

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

Controller platform
pinmame.dataeast
Displays
  • Player 1 alphanumeric display7 digits
  • Player 2 alphanumeric display7 digits
  • Player 3 numeric display7 digits
  • Player 4 numeric display7 digits
Address space
Switches
-7–64 (66)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Ball positions at start
10Outhole11Trough #112Trough #213Trough #314Shooter Lane36Wireform137Wireform238Wireform345Super VUK

Create balls on these switches so the ROM finds a full trough at boot.

Cabinet & flipper inputs
15flipper.lower.left.button16flipper.lower.right.button1cabinet.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

93 placements · 9 stacked · normalised player view · outline is nominal

210 Outhole · 25 Outhole11 Trough #112 Trough #2213 Trough #3 · 26 Trough Eject14 Shooter Lane17 Left Outlane18 Left Return19 Right Outlane20 Right Return221 Left Slingshot · 18 Left Slingshot222 Right Slingshot · 21 Right Slingshot25 1 Lane26 2 Lane27 3 Lane28 Left Ramp29 Center Ramp30 Right Ramp31 Left Rollover32 Right Rollover33 Left Bank134 Left Bank235 Left Bank3236 Wireform1 · 28 Ball Lock Release37 Wireform238 Wireform341 Center Bank142 Center Bank243 Center Bank344 Wireform4245 Super VUK · 27 Super Vertical Up Kicker346 Left Pop Bumper · 19 Left Pop Bumper · 52 Left Pop Bumper247 Center Pop Bumper · 53 Center Pop Bumper248 Right Pop Bumper · 54 Right Pop Bumper49 Right Bank150 Right Bank251 Right Bank316 Laser Kick9 Center Square10 Center Circle11 Center Triangle12 Left Ramp 197013 Left Ramp 196014 Left Ramp 195015 5X16 4X17 Special18 3 Ball Jackpot19 Left Ramp E=MC²20 Left Mini Jackpot21 Center Mini Jackpot22 Right Mini Jackpot23 3X24 2X31 Targets Light Special32 2X All Scores33 Left Triangle34 Left Circle35 Left Square36 Left Extra Ball37 Laser Kick38 Left Return39 Extra Ball Center Playfield40 Bonus Hold Center Plyfld41 Right Square42 Right Circle43 Right Triangle44 Right Hotdog45 Right Return46 Right Extra Ball47 Left Hotdog48 Starwarp Center Playfield49 Lane150 Lane251 Lane355 198056 197057 Top Right Arrow58 Right Ramp E=MC²59 Right Ramp 195060 Right Ramp 196061 Right Ramp 197063 196064 1950

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 playfield49
  • sensorsenses the ball36
  • effectmoves the ball8
  • nStackseveral devices in one spot9
93 devices shown

Not on the playfield30 cabinet or service, 21 unused, 19 virtual, 1 dip switch, 1 internal nonvisual — declared rather than missing.

Coverage

Partial

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
conflicted
Physical Wiring
conflicted
Mechanisms
conflicted
Variant Coverage
validated
Recreation Knowledge
candidate
Still missing · 6
Controller PlatformOutput SemanticsMechanism BehaviorPolaritySpatial 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
Black Button / Advance
switch.diagnostic-7
service.advance
validated
-6
Green Button / Up-Down
switch.diagnostic-6
service.adjust
validated
1
Plumb Tilt
switch.matrix-1
cabinet.tilt
GRN-BRN
WHT-BRN
CPU Board
validated
2
Unused Switch 2
switch.matrix-2
GRN-BRN
WHT-RED
CPU Board
conflicted
3
Credit Button
switch.matrix-3
cabinet.start
GRN-BRN
WHT-ORN
CPU Board
validated
4
Right Coin
switch.matrix-4
cabinet.coin
GRN-BRN
WHT-YEL
CPU Board
validated
5
Center Coin
switch.matrix-5
cabinet.coin
GRN-BRN
WHT-GRN
CPU Board
validated
6
Left Coin
switch.matrix-6
cabinet.coin
GRN-BRN
WHT-BLU
CPU Board
validated
7
Slam Tilt
switch.matrix-7
cabinet.slam-tilt
GRN-BRN
WHT-VIO
CPU Board
validated
8
Unused Switch 8
switch.matrix-8
GRN-BRN
WHT-GRY
CPU Board
validated
9
Unused Switch 9
switch.matrix-9
GRN-RED
WHT-BRN
CPU Board
validated
10
Outhole
switch.matrix-10
ball.position
GRN-RED
WHT-RED
CPU Board
validated
11
Trough #1
switch.matrix-11
ball.position
GRN-RED
WHT-ORN
CPU Board
validated
12
Trough #2
switch.matrix-12
ball.position
GRN-RED
WHT-YEL
CPU Board
validated
13
Trough #3
switch.matrix-13
ball.position
GRN-RED
WHT-GRN
CPU Board
validated
14
Shooter Lane
switch.matrix-14
ball.position
GRN-RED
WHT-BLU
CPU Board
validated
15
Left EOS
switch.matrix-15
flipper.lower.left.button
GRN-RED
WHT-VIO
CPU Board
conflicted
16
Right EOS
switch.matrix-16
flipper.lower.right.button
GRN-RED
WHT-GRY
CPU Board
conflicted
17
Left Outlane
switch.matrix-17
GRN-ORN
WHT-BRN
CPU Board
validated
18
Left Return
switch.matrix-18
GRN-ORN
WHT-RED
CPU Board
validated
19
Right Outlane
switch.matrix-19
GRN-ORN
WHT-ORN
CPU Board
validated
20
Right Return
switch.matrix-20
GRN-ORN
WHT-YEL
CPU Board
validated
21
Left Slingshot
switch.matrix-21
GRN-ORN
WHT-GRN
CPU Board
validated
22
Right Slingshot
switch.matrix-22
GRN-ORN
WHT-BLU
CPU Board
validated
23
Unused Switch 23
switch.matrix-23
GRN-ORN
WHT-VIO
CPU Board
validated
24
Unused Switch 24
switch.matrix-24
GRN-ORN
WHT-GRY
CPU Board
validated
25
1 Lane
switch.matrix-25
GRN-YEL
WHT-BRN
CPU Board
validated
26
2 Lane
switch.matrix-26
GRN-YEL
WHT-RED
CPU Board
validated
27
3 Lane
switch.matrix-27
GRN-YEL
WHT-ORN
CPU Board
validated
28
Left Ramp
switch.matrix-28
GRN-YEL
WHT-YEL
CPU Board
validated
29
Center Ramp
switch.matrix-29
GRN-YEL
WHT-GRN
CPU Board
validated
30
Right Ramp
switch.matrix-30
GRN-YEL
WHT-BLU
CPU Board
validated
31
Left Rollover
switch.matrix-31
GRN-YEL
WHT-VIO
CPU Board
validated
32
Right Rollover
switch.matrix-32
GRN-YEL
WHT-GRY
CPU Board
validated
33
Left Bank1
switch.matrix-33
GRN-BLK
WHT-BRN
CPU Board
validated
34
Left Bank2
switch.matrix-34
GRN-BLK
WHT-RED
CPU Board
validated
35
Left Bank3
switch.matrix-35
GRN-BLK
WHT-ORN
CPU Board
validated
36
Wireform1
switch.matrix-36
ball.position
GRN-BLK
WHT-YEL
CPU Board
validated
37
Wireform2
switch.matrix-37
ball.position
GRN-BLK
WHT-GRN
CPU Board
validated
38
Wireform3
switch.matrix-38
ball.position
GRN-BLK
WHT-BLU
CPU Board
validated
39
Unused Switch 39
switch.matrix-39
GRN-BLK
WHT-VIO
CPU Board
validated
40
Unused Switch 40
switch.matrix-40
GRN-BLK
WHT-GRY
CPU Board
validated
41
Center Bank1
switch.matrix-41
GRN-BLU
WHT-BRN
CPU Board
validated
42
Center Bank2
switch.matrix-42
GRN-BLU
WHT-RED
CPU Board
validated
43
Center Bank3
switch.matrix-43
GRN-BLU
WHT-ORN
CPU Board
validated
44
Wireform4
switch.matrix-44
GRN-BLU
WHT-YEL
CPU Board
validated
45
Super VUK
switch.matrix-45
ball.position
GRN-BLU
WHT-GRN
CPU Board
validated
46
Left Pop Bumper
switch.matrix-46
GRN-BLU
WHT-BLU
CPU Board
validated
47
Center Pop Bumper
switch.matrix-47
GRN-BLU
WHT-VIO
CPU Board
validated
48
Right Pop Bumper
switch.matrix-48
GRN-BLU
WHT-GRY
CPU Board
validated
49
Right Bank1
switch.matrix-49
GRN-VIO
WHT-BRN
CPU Board
validated
50
Right Bank2
switch.matrix-50
GRN-VIO
WHT-RED
CPU Board
validated
51
Right Bank3
switch.matrix-51
GRN-VIO
WHT-ORN
CPU Board
validated
52
Unused Switch 52
switch.matrix-52
GRN-VIO
WHT-YEL
CPU Board
validated
53
Unused Switch 53
switch.matrix-53
GRN-VIO
WHT-GRN
CPU Board
validated
54
Unused Switch 54
switch.matrix-54
GRN-VIO
WHT-BLU
CPU Board
validated
55
Unused Switch 55
switch.matrix-55
GRN-VIO
WHT-VIO
CPU Board
validated
56
Unused Switch 56
switch.matrix-56
GRN-VIO
WHT-GRY
CPU Board
validated
57
Unused Switch 57
switch.matrix-57
GRN-GRY
WHT-BRN
CPU Board
validated
58
Unused Switch 58
switch.matrix-58
GRN-GRY
WHT-RED
CPU Board
validated
59
Unused Switch 59
switch.matrix-59
GRN-GRY
WHT-ORN
CPU Board
validated
60
Unused Switch 60
switch.matrix-60
GRN-GRY
WHT-YEL
CPU Board
validated
61
Unused Switch 61
switch.matrix-61
GRN-GRY
WHT-GRN
CPU Board
validated
62
Unused Switch 62
switch.matrix-62
GRN-GRY
WHT-BLU
CPU Board
validated
63
Unused Switch 63
switch.matrix-63
GRN-GRY
WHT-VIO
CPU Board
validated
64
Unused Switch 64
switch.matrix-64
GRN-GRY
WHT-GRY
CPU Board
validated

Controlled devices

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

Coils, magnets & motors

16
16 shown
# Name Device ID Kind Wiring Evidence
1
Klacker
coil.driver-1 Coil
Q46
CPU Board / PPB
validated
2
Chime 1
coil.driver-2 Coil
Q45
CPU Board / PPB
validated
3
Chime 2
coil.driver-3 Coil
Q44
CPU Board / PPB
validated
4
Chime 3
coil.driver-4 Coil
Q43
CPU Board / PPB
validated
10
Left/Right Coil Relay K1
coil.driver-10 Relay
Q29
CPU Board / PPB
validated
16
Laser Kick
coil.driver-16 Coil
Q23
CPU Board / PPB
validated
17
Right Pop Bumper (Coil Test table)
coil.driver-17 Coil
Q8
CPU Board / PPB
conflicted
18
Left Slingshot
coil.driver-18 Coil
Q10
CPU Board / PPB
validated
19
Left Pop Bumper
coil.driver-19 Coil
Q11
CPU Board / PPB
validated
20
Unused SP6 Driver
coil.driver-20 Coil
Q13
CPU Board / PPB
validated
21
Right Slingshot
coil.driver-21 Coil
Q12
CPU Board / PPB
validated
22
Center Pop Bumper (Coil Test table)
coil.driver-22 Coil
Q9
CPU Board / PPB
conflicted
25
Outhole
coil.driver-25 Coil
validated
26
Trough Eject
coil.driver-26 Coil
validated
27
Super Vertical Up Kicker
coil.driver-27 Coil
validated
28
Ball Lock Release
coil.driver-28 Coil
validated

Flashers

13
13 shown
# Name Device ID Wiring Evidence
5
Flash No.1
coil.driver-5
Q42
CPU Board / PPB
validated
6
Flash No.2
coil.driver-6
Q41
CPU Board / PPB
validated
7
Flash No.3
coil.driver-7
Q40
CPU Board / PPB
validated
8
Flash No.4
coil.driver-8
Q39
CPU Board / PPB
validated
9
Flash No.5
coil.driver-9
Q30
CPU Board / PPB
validated
12
Flash No.6
coil.driver-12
Q27
CPU Board / PPB
validated
13
Flash No.7
coil.driver-13
Q26
CPU Board / PPB
validated
14
Flash No.8
coil.driver-14
Q25
CPU Board / PPB
validated
15
Flash No.9
coil.driver-15
Q24
CPU Board / PPB
validated
29
Emulator-Published Mux State 29
coil.driver-29
candidate
30
Emulator-Published Mux State 30
coil.driver-30
candidate
31
Emulator-Published Mux State 31
coil.driver-31
candidate
32
Emulator-Published Mux State 32
coil.driver-32
candidate

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 Wiring Evidence
1
"S"tarwarp
lamp.matrix-1
CPU Board
candidate
2
s"T"arwarp
lamp.matrix-2
CPU Board
candidate
3
st"A"rwarp
lamp.matrix-3
CPU Board
candidate
4
sta"R"warp
lamp.matrix-4
CPU Board
candidate
5
star"W"arp
lamp.matrix-5
CPU Board
candidate
6
starw"A"rp
lamp.matrix-6
CPU Board
candidate
7
starwa"R"p
lamp.matrix-7
CPU Board
candidate
8
starwar"P"
lamp.matrix-8
CPU Board
candidate
9
Center Square
lamp.matrix-9
CPU Board
candidate
10
Center Circle
lamp.matrix-10
CPU Board
candidate
11
Center Triangle
lamp.matrix-11
CPU Board
candidate
12
Left Ramp 1970
lamp.matrix-12
CPU Board
candidate
13
Left Ramp 1960
lamp.matrix-13
CPU Board
candidate
14
Left Ramp 1950
lamp.matrix-14
CPU Board
candidate
15
5X
lamp.matrix-15
CPU Board
candidate
16
4X
lamp.matrix-16
CPU Board
candidate
17
Special
lamp.matrix-17
CPU Board
candidate
18
3 Ball Jackpot
lamp.matrix-18
CPU Board
candidate
19
Left Ramp E=MC²
lamp.matrix-19
CPU Board
candidate
20
Left Mini Jackpot
lamp.matrix-20
CPU Board
candidate
21
Center Mini Jackpot
lamp.matrix-21
CPU Board
candidate
22
Right Mini Jackpot
lamp.matrix-22
CPU Board
candidate
23
3X
lamp.matrix-23
CPU Board
candidate
24
2X
lamp.matrix-24
CPU Board
candidate
25
2X All Scores Cntr Plyfld
lamp.matrix-25
CPU Board
conflicted
26
Extra Ball Back Panel
lamp.matrix-26
CPU Board
candidate
27
Bonus Hold Back Panel
lamp.matrix-27
CPU Board
candidate
28
100K Back Panel
lamp.matrix-28
CPU Board
candidate
29
50K Back Panel
lamp.matrix-29
CPU Board
candidate
30
25K Back Panel
lamp.matrix-30
CPU Board
candidate
31
Targets Light Special
lamp.matrix-31
CPU Board
candidate
32
2X All Scores
lamp.matrix-32
CPU Board
candidate
33
Left Triangle
lamp.matrix-33
CPU Board
candidate
34
Left Circle
lamp.matrix-34
CPU Board
candidate
35
Left Square
lamp.matrix-35
CPU Board
candidate
36
Left Extra Ball
lamp.matrix-36
CPU Board
candidate
37
Laser Kick
lamp.matrix-37
CPU Board
candidate
38
Left Return
lamp.matrix-38
CPU Board
candidate
39
Extra Ball Center Playfield
lamp.matrix-39
CPU Board
candidate
40
Bonus Hold Center Plyfld
lamp.matrix-40
CPU Board
candidate
41
Right Square
lamp.matrix-41
CPU Board
candidate
42
Right Circle
lamp.matrix-42
CPU Board
candidate
43
Right Triangle
lamp.matrix-43
CPU Board
candidate
44
Right Hotdog
lamp.matrix-44
CPU Board
candidate
45
Right Return
lamp.matrix-45
CPU Board
candidate
46
Right Extra Ball
lamp.matrix-46
CPU Board
candidate
47
Left Hotdog
lamp.matrix-47
CPU Board
candidate
48
Starwarp Center Playfield
lamp.matrix-48
CPU Board
candidate
49
Lane1
lamp.matrix-49
CPU Board
candidate
50
Lane2
lamp.matrix-50
CPU Board
candidate
51
Lane3
lamp.matrix-51
CPU Board
candidate
52
Left Pop Bumper
lamp.matrix-52
CPU Board
candidate
53
Center Pop Bumper
lamp.matrix-53
CPU Board
candidate
54
Right Pop Bumper
lamp.matrix-54
CPU Board
candidate
55
1980
lamp.matrix-55
CPU Board
candidate
56
1970
lamp.matrix-56
CPU Board
candidate
57
Top Right Arrow
lamp.matrix-57
CPU Board
candidate
58
Right Ramp E=MC²
lamp.matrix-58
CPU Board
candidate
59
Right Ramp 1950
lamp.matrix-59
CPU Board
candidate
60
Right Ramp 1960
lamp.matrix-60
CPU Board
candidate
61
Right Ramp 1970
lamp.matrix-61
CPU Board
candidate
62
Engine
lamp.matrix-62
CPU Board
candidate
63
1960
lamp.matrix-63
CPU Board
candidate
64
1950
lamp.matrix-64
CPU Board
candidate

General illumination

1
1 shown
# Name Device ID Wiring Evidence
11
General Illumination Relay K1
coil.driver-11
Q28
CPU Board / PPB
validated

Virtual & other outputs

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

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Jumper W7 (function undocumented)
dip.jumper-w7 candidate

Mechanisms

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

Outhole feeder

mechanism.outhole

Kicker

Drain_Hit sustains switch 10 while the ball rests in the outhole. Output 25 kicks Drain at 90 degrees into the three-ball trough; the printed playfield list independently identifies Outhole Assembly 500-5082-00.

Drives
Senses

Three-ball trough and eject

mechanism.ball-trough

Other

The retained table creates three balls at the front BallRelease position (switch 13), middle switch 12, and rear switch 11. Its update routine advances 11 to 12 to 13; output 26 kicks the front ball toward the manual shooter lane.

Super Vertical Up Kicker

mechanism.super-vuk

Kicker

A ball entering the under-playfield path pulses ramp switch 44, then is staged at VUK switch 45. Output 27 drives the constructed 23-800 vertical plunger/cup assembly and clears switch 45 as the ball is kicked upward.

Three-position visible ball lock

mechanism.visible-lock

Other

The retained cvpmVLock orders three serial positions at switches 36, 37, and 38 and releases through output 28. The manual shows one 24-900 coil, spring-return plunger, lock cam, and bracket assembly rather than three independent ejectors.

Laser Kick kickback

mechanism.laser-kick

Kicker

Switch 17 reports the left outlane ahead of the printed Laser Kick assembly. Output 16 fires and retracts the retained KickBack plunger; the manual identifies assembly 500-5080-00 and a 23-800 coil.

Left slingshot

mechanism.left-slingshot

Other

The manual fits a trigger and point switch plus a switch-triggered SP3 coil; pinned Data East setSSSol publishes SP3 as public 18, and the retained native slingshot event pulses switch 21. No public SolCallback exists because the special circuit is hardware-triggered.

Right slingshot

mechanism.right-slingshot

Other

The manual fits a trigger and point switch plus a switch-triggered SP5 coil; pinned Data East setSSSol publishes SP5 as public 21, and the retained native slingshot event pulses switch 22. No public SolCallback exists because the special circuit is hardware-triggered.

Left pop bumper

mechanism.left-pop

Other

The retained Bumper1 event pulses switch 46. Both manual special-coil representations agree that SP4 is the left pop, and pinned Data East setSSSol publishes SP4 as public 19, but public callback timing is not exposed.

Center pop bumper

mechanism.center-pop

Other

The retained Bumper3 event pulses switch 47. The manual Coil Test table calls SP2 center while its location drawing calls SP1 center, so no actuator is selected.

Right pop bumper

mechanism.right-pop

Other

The retained Bumper2 event pulses switch 48. The manual Coil Test table calls SP1 right while its location drawing calls SP2 right, so no actuator is selected.

Left three-bank fixed standups

mechanism.left-standups

Other

Three independent fixed standup targets report bottom, center, and top. The manual's 515-5144-00 drawing shows switch/bracket targets and no drop/reset construction.

Center three-bank fixed standups

mechanism.center-standups

Other

Three independent fixed standup targets report left, middle, and right. The manual's 515-5144-00 drawing shows switch/bracket targets and no drop/reset construction.

Right three-bank fixed standups

mechanism.right-standups

Other

Three independent fixed standup targets report top, center, and bottom. The manual's 515-5144-00 drawing shows switch/bracket targets and no drop/reset construction.

Manual plunger and shooter lane

mechanism.manual-shooter

Other

The playfield-parts illustration and shooter-switch assembly show a player-driven ball shooter. The retained plunger path crosses switch 14; no CPU shooter coil is claimed.

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.

Machine definition: machines/partial/data-east/time-machine-1988.json

Identity and controller contract

Pinned PinMAME defines tmac_a24 as the clone-tree parent, with tmac_a18 and tmac_g18 cloning it. All three catalog rows are dated 12/88. The physical declaration is INITGAMES11(tmac, GEN_DE, de_dispAlpha2, FLIP1516, SNDBRD_DE1S, 0, 0). The parent is the highest revision because that is what the macro says; no revision-order rule was inferred.

de_dispAlpha2 supplies two seven-character alphanumeric and two seven-character numeric displays. They are controlled backbox devices and have explicit not_applicable playfield-spatial records. The machine is correctly bound to pinmame.dataeast; no Data East controller profile is authored, so controller_platform remains a concrete coverage blocker rather than borrowing the System 11 profile. INITGAMES11 leaves Time Machine's wpc.invSw array zero-initialized, and core.c copies that zero mask into coreGlobals.invSw, so the emulator applies no per-game switch inversion for any of the three drivers.

Address coverage

  • Inputs: service switches -7/-6, DIP/jumper address 0, and every matrix address 1-64.
  • Outputs: every lamp address 1-64 and every Data East public solenoid address 1-50.
  • Solenoid 23 is the Game On/control signal; 24 is unused; 33-44 are inert; 45-48 are synthetic lower-flipper winding states; 49 is a simulation-only shooter state; 50 is reserved.
  • Solenoid 10 is the left/right mux relay. Its public right bank is 25-32. The manual says the complete left/right arrangement effectively provides 23 regular coils, while its device chart names only SIDE R 01-04. Manual and script resolve mechanisms only at 25-28; pinned source configures four distinct emulator-published mux states at 29-32, but no retained runtime trace proves their per-address activity and no retained source identifies fitted physical circuits for SIDE R 05-08.

Lamp mapping and the 65th object

The active script calls vpmMapLights AllLamps. Shared VPM uses each Light's TimerInterval as its ROM lamp index. The collection contains 134 Light members and covers TimerInterval 1-65. Addresses 1-64 are the complete hardware matrix. The sole TimerInterval-65 member is l65, an is_backglass=true presentation helper on hSpacewarpLights; the controller never publishes lamp 65, so it is deliberately excluded rather than counted as an output.

Lamp 25 remains conflicted: the manual explicitly prints 2X All Scores Cntr Plyfld, but the collection's sole TimerInterval-25 object is marked backglass. No coordinate is selected. Backbox/back-panel lamps are also kept off the playfield coordinate plane even when the retained table uses in-bounds presentation proxies.

Mechanism topology

The script supplies causality and the manual supplies construction. Together they establish a serial three-ball trough, an outhole feeder, a three-position visible lock released by one cam/coil assembly, a separate super VUK reached from an under-playfield path, the Laser Kick outlane kickback, two flippers, two slingshots, three pop bumpers, three independent fixed three-target standup banks, a manual shooter, and fixed ramp/wireform paths. The standup banks are not drop-target banks: the manual assembly shows switch/bracket targets and no reset coil.

The special-solenoid table and location drawing swap SP1/SP2 between the right and center pop bumpers. Pinned s11.c PIA comments identify handlers 0-5 as SP6, SP5, SP2, SP3, SP1 and SP4; applying setSSSol's Data East offsets (3, 4, 5, 1, 0, 2) derives SP1, SP3, SP4, SP6, SP5 and SP2 at public addresses 17-22. This is not inferred by treating printed SP numbers as handler indices. The right/center mechanisms keep empty actuator lists until an original-machine capture settles the disagreement; SP3, SP4, and SP5 agree as left sling, left pop, and right sling, while SP6 is unfitted.

Manual transcription policy

The retained Archive.org manual is a 78-page, 4,542,921-byte scan with SHA-256 f232f8114ea31776a9d49e274b5ebed32cb3805acb4e719785fe48d43ddd719c. Only visible rendered-page content is used: PDF 26-27 = printed 22-23 (switches), 28-29 = printed 24-25 (lamps), 30-31 = printed 26-27 (coils), 67 = printed 47 (parts list), 74 = printed 54 (three-bank standups), 76 = printed 56 (lock bracket), and 77 = printed 57 (super VUK). PDF 78 is blank.

Retained table and geometry

The retained table SHA-256 is b6c4b39bc7a672c1914b25e19192ec4cde8432aae00f9a5cd913c9b2f3c3c4f4 and binds the correct parent with Const cGameName = "tmac_a24". Its exact bounds are 1000 by 1910. Both values are asserted before normalization. Whole-line VBScript comments are removed before any callback or mapping claim; inline executable code remains.

Coverage and blockers

Status remains partial. coverage.missing is [controller_platform, output_semantics, mechanism_behavior, polarity, spatial_placement, unresolved_conflicts].

  • controller_platform: the Data East platform has no authored controller profile.
  • output_semantics: public 29-32 are distinct emulator-published mux states whose runtime activity, physical quantity, and circuit identity are untraced.
  • mechanism_behavior: hardware-triggered special-coil timing is not exposed, and SP1/SP2 assignment conflicts.
  • polarity: FLIP1516 publishes cabinet-button state where the manual prints physical EOS contacts; no bench capture reconciles rest/end-of-stroke state.
  • spatial_placement: lamp coordinates are table candidates, flash groups lack socket surveys, and the conflicted outputs have no selected position.
  • unresolved_conflicts: five source disagreements remain recorded in the definition and spatial report.

Recreation boundary

Recreate only the explicitly mapped addresses and topologies. Do not invent activity, physical quantities, or feature names for public mux states 29-32. Also do not treat presentation helpers as extra hardware, convert the fixed target banks into drop targets, or infer physical switch/coil polarity from controller-normalized public state.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
tmac_g18Time Machine (1.8 German)
German program ROM revision; same INITGAMES11 physical GameData, display array, flipper declaration, and sound board as the parent.
1988tmac_a24compatible
tmac_a24Time Machine (2.4)
Clone-tree parent and retained-table ROM. Highest firmware revision; shared tmacGameData and physical definition.
1988identical
tmac_a18Time Machine (1.8)
Earlier English-language program ROMs; same INITGAMES11 physical GameData, display array, flipper declaration, and sound board as the parent.
1988tmac_a24compatible

Parent set: tmac_a24 — 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.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    catalog/pinmame.json entries tmac_a24, tmac_a18, tmac_g18; src/wpc/driver.c lines 471-473 date all three 12/88

    catalog/pinmame.jsonsrc/wpc/driver.c:471lines 471-473 date all three 12/88
    by
    vpinball/PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/degames.c lines 208 and 216-232: INITGAMES11(tmac, GEN_DE, de_dispAlpha2, FLIP1516, SNDBRD_DE1S, 0, 0), parent a24 and two clones; the initializer leaves wpc.invSw zero-initialized and src/wpc/core.c lines 2455-2456 copy that zero mask into coreGlobals.invSw; src/wpc/s11.c lines 537-554 apply Data East permutation {3,4,5,1,0,2}, lines 618-623 bind handler indices 0-5, and PIA board comments at lines 714-715, 737-738, and 746-747 identify those handlers as printed SP6, SP5, SP2, SP3, SP1, and SP4; lines 1169-1173 provide Time Machine-specific output types and mux relay, plus core flipper/public-output code

    by
    vpinball/PinMAME contributors
    rev
    4ec52ff0ac13
  • Operator manual

    manual.data-east.time-machine.1988

    Source locations

    Internet Archive item Data_East_Time_Machine_Manual, original file Data_East_1988_Time_Machine_Manual.pdf: 78 pages, 4,542,921 bytes. Item metadata says the file was originally downloaded from IPDB. Rendered pages 26-27 (printed 22-23), 28-29 (printed 24-25), 30-31 (printed 26-27), 67 (printed 47), 74 (printed 54), 76 (printed 56), and 77 (printed 57) decide the transcribed claims; PDF page 78 is blank.

    by
    Data East Pinball, Inc.; Internet Archive item uploaded by wouterdevlieger@gmail.com and described as originally downloaded from IPDB
    sha256
    f232f8114ea3…
  • VPX table

    Community table; redistribution terms not supplied

    vpx-table.time-machine-2.4.1

    vpxtool git:0561bb4; 2389 extracted gameitem files; exact asserted bounds (0,0)-(1000,1910)

    external:pinmame-vpx-sources/data-east/time-machine-1988/Time Machine (Data East 1988) v.2.4.1.vpx
    by
    Credited Time Machine table contributors
    rev
    2.4.1
    sha256
    b6c4b39bc7a6…
  • VPX script

    Community script; redistribution terms not supplied

    vpx-script.time-machine-2.4.1

    Const cGameName=tmac_a24; UseSolenoids=2, UseLamps=1; HandleMechanics=0; vpmMapLights AllLamps; whole-line comments stripped before callback attribution; trough, VUK, three-position lock, kickback, flipper and sensor causality

    external:pinmame-vpx-sources/data-east/time-machine-1988/vpxtool-extract/script.vbs
    by
    Credited Time Machine table-script contributors
    rev
    script from
    sha256
    1ab7a5cfd7c6…
  • VPX table

    Repository-generated metadata under MIT; underlying community-table rights are unchanged

    vpx-extraction.time-machine-2.4.1

    Source locations

    3049 files; 313925219 bytes; algorithm: SHA-256 of the UTF-8 JSON object after removing manifest_sha256 and serializing with sorted keys, compact separators, and ensure_ascii=False.; canonical manifest SHA-256 91bb4c4b3be5b24ea9b77493e46d83810dd549ca10186ae47da4a1f8f9eaa185; 2389 files under gameitems/

    tools/seeds/data-east/time-machine-1988-extraction-manifest.json
    by
    Generated from the retained Time Machine 2.4.1 table with vpxtool git:0561bb4
    rev
    vpxtool git:
    sha256
    96ae681549e9…
  • Human review

    human-review.time-machine-manual-renders

    Reviewed retained Archive.org renders at PDF pages 26-31, 67, 74, 76, and 77; every manual claim in the excerpts is limited to visible rendered-page content. PDF page 78 is blank.

    by
    Primary curator review of the retained Data East manual
    rev
    visual revie
    sha256
    f232f8114ea3…

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