GoldenEye

Partial

Sega1996SEGAsega.goldeneye.1996

Wire it up

what an authoring tool needs first
Bind this ROM
gldneye

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

Controller platform
pinmame.sega

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
1–64 (52)
Solenoids
1–48 (23)
Lamps
0–69 (66)

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.

52 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.
52 shown
# Name Device ID Evidence
1
Plumb Bob Tilt
switch.plumb-bob-tilt candidate
3
Start Button
switch.start-button candidate
7
Slam Door Hit
switch.slam-door-hit candidate
9
Plunger Lane / Lock Bar
switch.plunger-lane-lock-bar candidate
10
Trough 5 (Left)
switch.trough-5-left candidate
11
Trough 4
switch.trough-4 candidate
12
Trough 3
switch.trough-3 candidate
13
Trough 2
switch.trough-2 candidate
14
Trough 1 (Right)
switch.trough-1-right candidate
15
Lock Out Eject
switch.lock-out-eject candidate
16
Shooter Lane
switch.shooter-lane candidate
17
Left Ramp Gate
switch.left-ramp-gate candidate
18
Right Ramp Gate
switch.right-ramp-gate candidate
19
Mode Start Gate
switch.mode-start-gate candidate
20
Satellite Home Position
switch.satellite-home-position candidate
23
Radar Lock / Satellite Lock
switch.radar-lock-satellite-lock candidate
24
Flipper Magnet Eject
switch.flipper-magnet-eject candidate
25
Standup Target 1 (Shootout)
switch.standup-target-1-shootout candidate
26
Standup Target 2 (Shootout)
switch.standup-target-2-shootout candidate
27
Standup Target 3 (Shootout)
switch.standup-target-3-shootout candidate
28
Standup Target 4 (Shootout)
switch.standup-target-4-shootout candidate
30
Ramp Standup Left
switch.ramp-standup-left candidate
31
Ramp Standup Right
switch.ramp-standup-right candidate
32
Wire Ramp Gate
switch.wire-ramp-gate candidate
33
Satellite Bank Target 1
switch.satellite-bank-target-1 candidate
34
Satellite Bank Target 2
switch.satellite-bank-target-2 candidate
39
Q Target / Center Standup
switch.q-target-center-standup candidate
40
Collect Bonus Lane Gate
switch.collect-bonus-lane-gate candidate
41
Left Bumper
switch.left-bumper candidate
42
Bottom Bumper
switch.bottom-bumper candidate
43
Right Bumper
switch.right-bumper candidate
44
Satellite Bank Target 3
switch.satellite-bank-target-3 candidate
45
Satellite Bank Target 4
switch.satellite-bank-target-4 candidate
46
Satellite Value Target
switch.satellite-value-target candidate
47
Q Target Left
switch.q-target-left candidate
48
Q Target Right
switch.q-target-right candidate
49
007 Top Lane 1
switch.007-top-lane-1 candidate
50
Scoop
switch.scoop candidate
51
007 Top Lane 2
switch.007-top-lane-2 candidate
52
007 Top Lane 3
switch.007-top-lane-3 candidate
53
Left Inlane
switch.left-inlane candidate
54
Right Inlane Gate
switch.right-inlane-gate candidate
55
Left Outlane
switch.left-outlane candidate
56
Tank Kicker
switch.tank-kicker candidate
57
Right Inlane
switch.right-inlane candidate
58
Right Outlane
switch.right-outlane candidate
59
Left Inlane 2
switch.left-inlane-2 candidate
60
Collect Bonus Rollover
switch.collect-bonus-rollover candidate
61
Left Slingshot
switch.left-slingshot candidate
62
Right Slingshot
switch.right-slingshot candidate
63
Left Flipper EOS
switch.left-flipper-eos candidate
64
Right Flipper EOS
switch.right-flipper-eos candidate

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 Evidence
1
Trough Eject
device.trough-eject Coil candidate
2
Plunger Eject
device.plunger-eject Coil candidate
4
Scoop Eject
device.scoop-eject Coil candidate
8
Knocker
device.knocker Coil candidate
14
Tank Eject
device.tank-eject Coil candidate
17
Lock Out Eject
device.lock-out-eject Coil candidate
18
Up/Down Ramp
device.up-down-ramp Coil candidate
20
Satellite Launch Ramp
device.satellite-launch-ramp Coil candidate
21
Satellite Motor Relay
device.satellite-motor-relay Coil candidate
22
Drop Ramp Enable
device.drop-ramp-enable Coil candidate
33
Radar Magnet
device.radar-magnet Magnet candidate
34
Flipper Magnet
device.flipper-magnet Magnet candidate
45
Tilt Relay
device.tilt-relay Coil candidate
46
Right Flipper
device.right-flipper Coil candidate
48
Left Flipper
device.left-flipper Coil candidate

Flashers

8
8 shown
# Name Device ID Evidence
25
Flasher 25 (Left Upper)
device.flasher-25-left-upper candidate
26
Flasher 26 (Left Lower)
device.flasher-26-left-lower candidate
27
Flasher 27 (Center)
device.flasher-27-center candidate
28
Flasher 28 (Right)
device.flasher-28-right candidate
29
Flasher 29 (Dome 1)
device.flasher-29-dome-1 candidate
30
Flasher 30 (Center Ramp)
device.flasher-30-center-ramp candidate
31
Flasher 31 (Dome 2-3)
device.flasher-31-dome-2-3 candidate
32
Flasher 32 (Dome 4)
device.flasher-32-dome-4 candidate

Lamps

66

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
Hover or tap an address to identify it.

Outside the matrix0 — dedicated, diagnostic or flipper-column addresses. See the table below.

66 shown
# Name Device ID Evidence
0
General Illumination
lamp.general-illumination candidate
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
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
Bumper Lamp (Left)
lamp.bumper-lamp-left 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
Bumper Lamp (Right)
lamp.bumper-lamp-right 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
Green Light (Satellite Area)
lamp.green-light-satellite-area 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
41
Bumper Lamp (Bottom)
lamp.bumper-lamp-bottom 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
Copter Lamp
lamp.copter-lamp candidate
50
Red Light A
lamp.red-light-a candidate
51
Red Light B
lamp.red-light-b 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
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
63
Lamp 63
lamp.lamp-63 candidate
65
Lamp 65
lamp.lamp-65 candidate
66
Lamp 66
lamp.lamp-66 candidate
67
Lamp 67
lamp.lamp-67 candidate
68
Lamp 68
lamp.lamp-68 candidate
69
Copter Spotlight
lamp.copter-spotlight 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 Sega (1996). 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/goldeneye.json#/switches/0._note: vpmNudge.TiltSwitch=1
  • games/goldeneye.json#/switches/1._note: Controller.Switch(3) toggled in KeyDown/KeyUp via StartGameKey
  • games/goldeneye.json#/switches/2._note: Controller.Switch(7) toggled in KeyDown/KeyUp via KeySlamDoorHit
  • games/goldeneye.json#/switches/3._note: Controller.Switch(9) toggled in KeyDown/KeyUp via PlungerKey
  • games/goldeneye.json#/switches/4._note: bsTrough.InitSw 0,14,13,12,11,10 — position 5 (leftmost in trough)
  • games/goldeneye.json#/switches/5._note: bsTrough.InitSw position 4
  • games/goldeneye.json#/switches/6._note: bsTrough.InitSw position 3
  • games/goldeneye.json#/switches/7._note: bsTrough.InitSw position 2
  • games/goldeneye.json#/switches/8._note: bsTrough.InitSw position 1 (rightmost, first filled)
  • games/goldeneye.json#/switches/9._note: Pulsed by SolLockOut (sol 17): vpmTimer.PulseSw 15
  • games/goldeneye.json#/switches/10._note: bsPlunger.InitSaucer Plunger,16 — ball in shooter lane
  • games/goldeneye.json#/switches/11._note: GateSw17_Hit: vpmTimer.PulseSw 17
  • games/goldeneye.json#/switches/12._note: GateSw18_Hit: vpmTimer.PulseSw 18
  • games/goldeneye.json#/switches/13._note: GateSw19_Hit: vpmTimer.PulseSw 19
  • games/goldeneye.json#/switches/14._note: Controller.Switch(20) cleared by SolSatMotorRelay(false)
  • games/goldeneye.json#/switches/15._note: Controller.Switch(23) set in RadarKicker_hit, cleared by SolRadarMagnet(false) and SolSatMotorRelay(false)
  • games/goldeneye.json#/switches/16._note: vpmTimer.PulseSw 24 in HideFlipper_Timer (ball released from flipper magnet)
  • games/goldeneye.json#/switches/17._note: SS25_hit: vpmTimer.PulseSw 25
  • games/goldeneye.json#/switches/18._note: SS26_hit: vpmTimer.PulseSw 26
  • games/goldeneye.json#/switches/19._note: SS27_hit: vpmTimer.PulseSw 27
  • games/goldeneye.json#/switches/20._note: SS28_hit: vpmTimer.PulseSw 28
  • games/goldeneye.json#/switches/21._note: SS30_hit: vpmTimer.PulseSw 30
  • games/goldeneye.json#/switches/22._note: SS31_hit: vpmTimer.PulseSw 31
  • games/goldeneye.json#/switches/23._note: GateSw32_Hit: vpmTimer.PulseSw 32
  • games/goldeneye.json#/switches/24._note: SS33_hit: vpmTimer.PulseSw 33
  • games/goldeneye.json#/switches/25._note: SS34_hit: vpmTimer.PulseSw 34
  • games/goldeneye.json#/switches/26._note: SS39_hit: vpmTimer.PulseSw 39
  • games/goldeneye.json#/switches/27._note: GateSw40_Hit: vpmTimer.PulseSw 40
  • games/goldeneye.json#/switches/28._note: LeftTurboBumper_Hit: vpmTimer.PulseSw 41
  • games/goldeneye.json#/switches/29._note: BottomTurboBumper_Hit: vpmTimer.PulseSw 42
  • games/goldeneye.json#/switches/30._note: RightTurboBumper_Hit: vpmTimer.PulseSw 43
  • games/goldeneye.json#/switches/31._note: SS44_hit: vpmTimer.PulseSw 44
  • games/goldeneye.json#/switches/32._note: SS45_hit: vpmTimer.PulseSw 45
  • games/goldeneye.json#/switches/33._note: SS46_hit: vpmTimer.PulseSw 46
  • games/goldeneye.json#/switches/34._note: SS47_hit: vpmTimer.PulseSw 47
  • games/goldeneye.json#/switches/35._note: SS48_hit: vpmTimer.PulseSw 48
  • games/goldeneye.json#/switches/36._note: sw49_Hit/UnHit: Controller.Switch(49)
  • games/goldeneye.json#/switches/37._note: bsScoop.InitSw 0,50 — Mode Start scoop kicker
  • games/goldeneye.json#/switches/38._note: sw51_Hit/UnHit: Controller.Switch(51)
  • games/goldeneye.json#/switches/39._note: sw52_Hit/UnHit: Controller.Switch(52)
  • games/goldeneye.json#/switches/40._note: sw53_Hit/UnHit: Controller.Switch(53)
  • games/goldeneye.json#/switches/41._note: GateSw54_Hit: vpmTimer.PulseSw 54
  • games/goldeneye.json#/switches/42._note: sw55_Hit/UnHit: Controller.Switch(55)
  • games/goldeneye.json#/switches/43._note: bsTank.InitSw 0,56 — ball in tank
  • games/goldeneye.json#/switches/44._note: sw57_Hit/UnHit: Controller.Switch(57)
  • games/goldeneye.json#/switches/45._note: sw58_Hit/UnHit: Controller.Switch(58)
  • games/goldeneye.json#/switches/46._note: sw59_Hit/UnHit: Controller.Switch(59)
  • games/goldeneye.json#/switches/47._note: sw60_Hit/UnHit: Controller.Switch(60)
  • games/goldeneye.json#/switches/48._note: LeftSlingShot_Slingshot: vpmTimer.PulseSw 61
  • games/goldeneye.json#/switches/49._note: RightSlingShot_Slingshot: vpmTimer.PulseSw 62
  • games/goldeneye.json#/switches/50._note: Controller.Switch(63) toggled in SolLFlipper
  • games/goldeneye.json#/switches/51._note: Controller.Switch(64) toggled in SolRFlipper
  • games/goldeneye.json#/coils/0._vbscript_callback: bsTrough.SolOut
  • games/goldeneye.json#/coils/0._inferred_type: ball_management
  • games/goldeneye.json#/coils/1._vbscript_callback: bsPlunger.SolOut
  • games/goldeneye.json#/coils/1._inferred_type: ball_management
  • games/goldeneye.json#/coils/2._vbscript_callback: bsScoop.SolOut
  • games/goldeneye.json#/coils/2._inferred_type: kicker
  • games/goldeneye.json#/coils/3._vbscript_callback: vpmSolSound SoundFX("knocker_1",DOFKnocker),
  • games/goldeneye.json#/coils/3._inferred_type: knocker
  • games/goldeneye.json#/coils/4._vbscript_callback: bsTank.SolOut
  • games/goldeneye.json#/coils/4._inferred_type: ball_management
  • games/goldeneye.json#/coils/5._vbscript_callback: SolLockOut
  • games/goldeneye.json#/coils/5._inferred_type: kicker
  • games/goldeneye.json#/coils/5._note: Pulses switch 15 when enabled
  • games/goldeneye.json#/coils/6._vbscript_callback: SolUpDownRamp
  • games/goldeneye.json#/coils/6._inferred_type: mechanism
  • games/goldeneye.json#/coils/6._note: Raises/lowers the moving ramp (Ramp005, Mramp collidable toggles)
  • games/goldeneye.json#/coils/7._vbscript_callback: SolSatLaunchRamp
  • games/goldeneye.json#/coils/7._inferred_type: mechanism
  • games/goldeneye.json#/coils/7._note: Raises pop-up ramp in front of satellite dish
  • games/goldeneye.json#/coils/8._vbscript_callback: SolSatMotorRelay
  • games/goldeneye.json#/coils/8._inferred_type: mechanism
  • games/goldeneye.json#/coils/8._note: Rotates the satellite dish via RotRadar timer
  • games/goldeneye.json#/coils/9._vbscript_callback: DropRamp1.Enabled=
  • games/goldeneye.json#/coils/9._inferred_type: mechanism
  • games/goldeneye.json#/coils/9._note: Enables/disables DropRamp1 collidable state
  • games/goldeneye.json#/coils/10._vbscript_callback: Sol25
  • games/goldeneye.json#/coils/10._inferred_type: flasher
  • games/goldeneye.json#/coils/10._note: Fading flasher. Controls Flash001, Flash002, Flasha001/Flasha001B
  • games/goldeneye.json#/coils/11._vbscript_callback: Sol26
  • games/goldeneye.json#/coils/11._inferred_type: flasher
  • games/goldeneye.json#/coils/11._note: Fading flasher. Controls Flasha003, LL15/LL15F/LLb015
  • games/goldeneye.json#/coils/12._vbscript_callback: Sol27
  • games/goldeneye.json#/coils/12._inferred_type: flasher
  • games/goldeneye.json#/coils/12._note: Fading flasher. Controls Flash003A, Flash003B, Flasha002
  • games/goldeneye.json#/coils/13._vbscript_callback: Sol28
  • games/goldeneye.json#/coils/13._inferred_type: flasher
  • games/goldeneye.json#/coils/13._note: Fading flasher. Controls Flash004, Flasha0004
  • games/goldeneye.json#/coils/14._vbscript_callback: Sol29
  • games/goldeneye.json#/coils/14._inferred_type: flasher
  • games/goldeneye.json#/coils/14._note: Calls Flash1 — controls Flasherbase1 via FlupperDome system
  • games/goldeneye.json#/coils/15._vbscript_callback: sol30
  • games/goldeneye.json#/coils/15._inferred_type: flasher
  • games/goldeneye.json#/coils/15._note: Fading flasher. Controls Rampflash4, Flash003
  • games/goldeneye.json#/coils/16._vbscript_callback: Sol31
  • games/goldeneye.json#/coils/16._inferred_type: flasher
  • games/goldeneye.json#/coils/16._note: Calls Flash3 + Flash2 — controls Flasherbase3, Flasherbase2 via FlupperDome system
  • games/goldeneye.json#/coils/17._vbscript_callback: Sol32
  • games/goldeneye.json#/coils/17._inferred_type: flasher
  • games/goldeneye.json#/coils/17._note: Calls Flash4 — controls Flasherbase4 via FlupperDome system
  • games/goldeneye.json#/coils/18._vbscript_callback: SolRadarMagnet
  • games/goldeneye.json#/coils/18._inferred_type: magnet
  • games/goldeneye.json#/coils/18._note: Satellite dish magnet. Holds ball in radar lock, clears sw23 on release
  • games/goldeneye.json#/coils/19._vbscript_callback: SolFlipperMagnet
  • games/goldeneye.json#/coils/19._inferred_type: magnet
  • games/goldeneye.json#/coils/19._note: Ball saver magnet near flippers (cvpmMagnet). Pulses sw24 on release
  • games/goldeneye.json#/coils/20._vbscript_callback: TiltMod
  • games/goldeneye.json#/coils/20._inferred_type: tilt
  • games/goldeneye.json#/coils/21._vbscript_name: sLRFlipper
  • games/goldeneye.json#/coils/21._vbscript_callback: SolRFlipper
  • games/goldeneye.json#/coils/21._inferred_type: flipper
  • games/goldeneye.json#/coils/21._note: Framework-defined constant (core.vbs: sLRFlipper=46). Toggles Controller.Switch(64)
  • games/goldeneye.json#/coils/22._vbscript_name: sLLFlipper
  • games/goldeneye.json#/coils/22._vbscript_callback: SolLFlipper
  • games/goldeneye.json#/coils/22._inferred_type: flipper
  • games/goldeneye.json#/coils/22._note: Framework-defined constant (core.vbs: sLLFlipper=48). Toggles Controller.Switch(63)
  • games/goldeneye.json#/lamps/0._note: Lampz.obj(0) = GI collection. Callback: GIUpdates. Controls playfield GI fading
  • games/goldeneye.json#/lamps/14._note: Also LL15F. Sol26 flasher directly modulates LL15/LL15F/LLb015 intensity
  • games/goldeneye.json#/lamps/18._note: Also LL19A, LL19B — bumper lamp with multiple VPX objects
  • games/goldeneye.json#/lamps/26._note: Also LL27A, LL27B — bumper lamp with multiple VPX objects
  • games/goldeneye.json#/lamps/33._note: Callback: DisableLighting GreenLight primitive
  • games/goldeneye.json#/lamps/39._note: Also LL41A, LL41B — bumper lamp with multiple VPX objects
  • games/goldeneye.json#/lamps/47._note: ll49.state controls helicopter rotor animation via Rotor_timer
  • games/goldeneye.json#/lamps/48._note: Callback: DisableLighting RedLightA primitive
  • games/goldeneye.json#/lamps/49._note: Callback: DisableLighting RedLightB primitive
  • games/goldeneye.json#/lamps/55._note: Also LL58bis — two VPX objects
  • games/goldeneye.json#/lamps/65._note: Callback: DisableLighting spotlightLight primitive
  • games/goldeneye.json#/_source/confidence_notes: High confidence. Extracted from VPW 1.0 release VBS. Uses SEGA2.VBS framework (Whitestar gen 1). No Const sw* declarations in table script; switches identified from Controller.Switch() calls, vpmTimer.PulseSw calls, and cvpmBallStack.InitSw parameters. Lampz (nFozzy) system with MassAssign for lamps 0-69 plus desktop backglass 72-80. Flasher solenoids 25-32 use fading timers. sLRFlipper=46 and sLLFlipper=48 are framework-defined constants from core.vbs.

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
gldneyeGoldenEye 1996

Parent set: gldneye — 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.goldeneye

    games/goldeneye.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