AC/DC LED Pro

Author ready

Stern2014SAMstern.ac-dc-led-pro.2014 1 of 4 editions

Wire it up

what an authoring tool needs first
Bind this ROM
acd_168acd_168c

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

Controller platform
pinmame.sam

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
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–33 (33)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

A single aggregate GI channel — the whole string switches together.

Ball positions at start
18Trough #4 (left / drain end)19Trough #320Trough #221Trough #1 (right / eject end)

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

Cabinet & flipper inputs
15cabinet.tournament16cabinet.start64cabinet.fire65cabinet.coin66cabinet.coin67cabinet.coin68cabinet.coin69cabinet.coin84cabinet.flipper82cabinet.flipper-7cabinet.tilt-6cabinet.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

168 placements · 17 stacked · normalised player view · outline is nominal

1 AC/DC standup target A (left)2 AC/DC standup target C (second)3 AC/DC standup target slash (center)4 AC/DC standup target D (fourth)5 AC/DC standup target C (right)6 ROCK standup target R7 ROCK standup target O8 ROCK standup target C9 ROCK standup target K10 TNT standup target T (left)11 TNT standup target N (center)12 TNT standup target T (right)13 Left ramp exit14 Left ramp entrance18 Trough #4 (left / drain end)19 Trough #320 Trough #221 Trough #1 (right / eject end)22 Trough stack opto / jam223 Auto-launch shooter lane · 2 Auto launch24 Left outlane25 Left return lane226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 Right outlane430 Left pop bumper · 9 Left pop bumper · 25 Pop-bumper flashers · 60 Left pop-bumper insert431 Right pop bumper · 10 Right pop bumper · 25 Pop-bumper flashers · 61 Right pop-bumper insert432 Bottom pop bumper · 11 Bottom pop bumper · 25 Pop-bumper flashers · 62 Bottom pop-bumper insert33 Loop spinner34 Thunder standup target (left)35 Thunder standup target (center)36 Swinging Hell's Bell score switch237 Jukebox / top eject saucer · 12 Jukebox / top eject38 Top lane rollover (left)39 Top lane rollover (center)40 Top lane rollover (right)41 Right ramp entrance42 Thunder standup target (right)43 Right ramp exit44 Left orbit45 Cannon entry / loaded48 Manual plunger lane59 Right orbit461 Cannon home · 62 Cannon mark / mid-rotation · 3 Cannon eject / fire · 32 Cannon motor283 Left main flipper end-of-stroke · 15 Left main flipper281 Right main flipper end-of-stroke · 16 Right main flipper1 Trough up-kicker4 Right-ramp cannon diverter5 Right control gate17 Train flasher20 Left ramp flasher21 Left-side flasher223 Top-eject flasher · 57 Jukebox horn (left)226 Bell-arrow flasher · 35 Bell arrow (red / horns)27 Left-ramp left-side flasher28 Left-ramp right-side flasher29 Right-ramp right-side flasher30 Right-ramp flasher31 Right-side flasher3 Left outlane4 Left return lane5 2X6 3X7 Right return lane8 Right outlane9 AC/DC last C10 AC/DC D11 AC/DC slash12 AC/DC first C13 AC/DC A14 VPX playfield insert l1415 VPX playfield insert l1517 VPX playfield insert l1718 Left-loop arrow (white)19 Left-ramp standup (left)20 Left-ramp arrow (white)21 Left-ramp standup (right)22 TNT T (left)23 TNT N24 TNT T (right)25 TNT arrow (white)26 Right-ramp arrow (white)27 Extra Ball28 Right-loop arrow (red / horns)29 Right-loop arrow (white)30 ROCK R31 ROCK O32 ROCK C33 ROCK K34 Special36 Bell arrow (white)37 Left top lane38 Center top lane239 Right top lane · 58 Jukebox horn (right)40 Tunes N Stuff41 Jam Multiball42 Super Targets43 Super Lanes44 Album Multiball45 Cannon Fodder46 Cannon Volley47 Cannon Chaos48 Rock Again49 Tour Multiball50 Super Combos51 Super Loops52 Left-loop arrow (red / horns)64 Right-ramp standup0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel20 Conventional GI / game-on illumination channel · 0 Conventional GI / game-on illumination channel20 Conventional GI / game-on illumination channel · 0 Conventional GI / game-on illumination channel20 Conventional GI / game-on illumination channel · 0 Conventional GI / game-on illumination channel20 Conventional GI / game-on illumination channel · 0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel0 Conventional GI / game-on illumination channel

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 playfield106
  • sensorsenses the ball48
  • effectmoves the ball14
  • nStackseveral devices in one spot17
129 devices shown

Not on the playfield38 cabinet or service, 37 unused, 8 dip switch, 1 virtual — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

Switches

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

88 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
65–72
73–80
81–88
Hover or tap an address to identify it.

Outside the matrix-7, -6, -5, -4, -3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

88 shown
# Name Device ID Role Wiring Evidence
-7
Pendulum tilt
Tilt
input.dedicated.neg7.pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNCopt
Tilt
input.dedicated.neg6.slam-tilt
cabinet.tilt
validated
-5
Ticket notchopt
Microswitch
input.dedicated.neg5.ticket-notch
service.ticket
validated
-4
Unused dedicated switch D20
input.dedicated.neg4.unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
input.dedicated.neg3.coin-door-back-button
service.button
validated
-2
Coin-door Minus button
Button
input.dedicated.neg2.coin-door-minus-button
service.button
validated
-1
Coin-door Plus button
Button
input.dedicated.neg1.coin-door-plus-button
service.button
validated
0
Coin-door Select button
Button
input.dedicated.0.coin-door-select-button
service.button
validated
1
AC/DC standup target A (left)
Microswitch
input.switch.1.ac-dc-standup-target-a-left
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
AC/DC standup target C (second)
Microswitch
input.switch.2.ac-dc-standup-target-c-second
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
AC/DC standup target slash (center)
Microswitch
input.switch.3.ac-dc-standup-target-slash-center
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
AC/DC standup target D (fourth)
Microswitch
input.switch.4.ac-dc-standup-target-d-fourth
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
AC/DC standup target C (right)
Microswitch
input.switch.5.ac-dc-standup-target-c-right
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
ROCK standup target R
Microswitch
input.switch.6.rock-standup-target-r
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
ROCK standup target O
Microswitch
input.switch.7.rock-standup-target-o
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
ROCK standup target C
Microswitch
input.switch.8.rock-standup-target-c
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
ROCK standup target K
Microswitch
input.switch.9.rock-standup-target-k
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
TNT standup target T (left)
Microswitch
input.switch.10.tnt-standup-target-t-left
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
TNT standup target N (center)
Microswitch
input.switch.11.tnt-standup-target-n-center
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
TNT standup target T (right)
Microswitch
input.switch.12.tnt-standup-target-t-right
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Left ramp exit
Leaf
input.switch.13.left-ramp-exit
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Left ramp entrance
Leaf
input.switch.14.left-ramp-entrance
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
input.switch.15.tournament-start
cabinet.tournament
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
input.switch.16.start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Unused matrix switch #17
input.switch.17.unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #4 (left / drain end)
Microswitch
input.switch.18.trough-4-left-drain-end
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #3
Microswitch
input.switch.19.trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #2
Microswitch
input.switch.20.trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #1 (right / eject end)
Microswitch
input.switch.21.trough-1-right-eject-end
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough stack opto / jam
Opto
input.switch.22.trough-stack-opto-jam
ball.jam
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Auto-launch shooter lane
Microswitch
input.switch.23.auto-launch-shooter-lane
ball.loaded
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
input.switch.24.left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane
Leaf
input.switch.25.left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
input.switch.26.left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
input.switch.27.right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
input.switch.28.right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
input.switch.29.right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
input.switch.30.left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
input.switch.31.right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
input.switch.32.bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Loop spinner
Other
input.switch.33.loop-spinner
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Thunder standup target (left)
Microswitch
input.switch.34.thunder-standup-target-left
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Thunder standup target (center)
Microswitch
input.switch.35.thunder-standup-target-center
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Swinging Hell's Bell score switch
Leaf
input.switch.36.swinging-hell-s-bell-score-switch
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Jukebox / top eject saucer
Microswitch
input.switch.37.jukebox-top-eject-saucer
ball.loaded
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Top lane rollover (left)
Leaf
input.switch.38.top-lane-rollover-left
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Top lane rollover (center)
Leaf
input.switch.39.top-lane-rollover-center
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Top lane rollover (right)
Leaf
input.switch.40.top-lane-rollover-right
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Right ramp entrance
Leaf
input.switch.41.right-ramp-entrance
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Thunder standup target (right)
Microswitch
input.switch.42.thunder-standup-target-right
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Right ramp exit
Leaf
input.switch.43.right-ramp-exit
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Left orbit
Leaf
input.switch.44.left-orbit
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Cannon entry / loaded
Microswitch
input.switch.45.cannon-entry-loaded
ball.loaded
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Unused matrix switch #46
input.switch.46.unused-matrix-switch-46
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Unused matrix switch #47
input.switch.47.unused-matrix-switch-47
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Manual plunger lane
Microswitch
input.switch.48.manual-plunger-lane
ball.loaded
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Unused matrix switch #49
input.switch.49.unused-matrix-switch-49
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Unused matrix switch #50
input.switch.50.unused-matrix-switch-50
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Unused matrix switch #51
input.switch.51.unused-matrix-switch-51
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Unused matrix switch #52
input.switch.52.unused-matrix-switch-52
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Unused matrix switch #53
input.switch.53.unused-matrix-switch-53
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Unused matrix switch #54
input.switch.54.unused-matrix-switch-54
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch #55
input.switch.55.unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch #56
input.switch.56.unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Unused matrix switch #57
input.switch.57.unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Unused matrix switch #58
input.switch.58.unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Right orbit
Leaf
input.switch.59.right-orbit
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch #60
input.switch.60.unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Cannon home
Microswitch
input.switch.61.cannon-home
position.home
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Cannon mark / mid-rotation
Microswitch
input.switch.62.cannon-mark-mid-rotation
position.mark
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch #63
input.switch.63.unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
FIRE button
Button
input.switch.64.fire-button
cabinet.fire
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
input.dedicated.65.left-coin-chute
cabinet.coin
validated
66
Center coin chute
Button
input.dedicated.66.center-coin-chute
cabinet.coin
validated
67
Right coin chute
Button
input.dedicated.67.right-coin-chute
cabinet.coin
validated
68
Fourth coin chuteopt
Button
input.dedicated.68.fourth-coin-chute
cabinet.coin
validated
69
Fifth coin chuteopt
Button
input.dedicated.69.fifth-coin-chute
cabinet.coin
validated
70
Unused dedicated switch D6
input.dedicated.70.unused-dedicated-switch-d6
validated
71
Unused dedicated switch D7
input.dedicated.71.unused-dedicated-switch-d7
validated
72
Unused dedicated switch D8
input.dedicated.72.unused-dedicated-switch-d8
validated
81
Right main flipper end-of-strokeNC
Leaf
input.dedicated.81.right-main-flipper-end-of-stroke
validated
82
Right main flipper button
Button
input.dedicated.82.right-main-flipper-button
cabinet.flipper
validated
83
Left main flipper end-of-strokeNC
Leaf
input.dedicated.83.left-main-flipper-end-of-stroke
validated
84
Left main flipper button
Button
input.dedicated.84.left-main-flipper-button
cabinet.flipper
validated
85
Unused dedicated switch D16
input.dedicated.85.unused-dedicated-switch-d16
validated
86
Unused dedicated switch D15
input.dedicated.86.unused-dedicated-switch-d15
validated
87
Unused dedicated switch D14
input.dedicated.87.unused-dedicated-switch-d14
validated
88
Unused dedicated switch D13
input.dedicated.88.unused-dedicated-switch-d13
validated

Controlled devices

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

Coils, magnets & motors

23
23 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
output.solenoid.1.trough-up-kicker Coil
Q1
I/O power-driver board
validated
2
Auto launch
output.solenoid.2.auto-launch Coil
Q2
I/O power-driver board
validated
3
Cannon eject / fire
output.solenoid.3.cannon-eject-fire Coil
Q3
I/O power-driver board
validated
4
Right-ramp cannon diverter
output.solenoid.4.right-ramp-cannon-diverter Coil
Q4
I/O power-driver board
validated
5
Right control gate
output.solenoid.5.right-control-gate Coil
Q5
I/O power-driver board
validated
6
Unused main output 6
output.solenoid.6.unused-main-output-6 Coil
Q6
I/O power-driver board
validated
7
Unused main output 7
output.solenoid.7.unused-main-output-7 Coil
Q7
I/O power-driver board
validated
8
Shaker motoropt
output.solenoid.8.shaker-motor Motor
cabinet.shaker
Q8
I/O power-driver board
validated
9
Left pop bumper
output.solenoid.9.left-pop-bumper Coil
Q9
I/O power-driver board
validated
10
Right pop bumper
output.solenoid.10.right-pop-bumper Coil
Q10
I/O power-driver board
validated
11
Bottom pop bumper
output.solenoid.11.bottom-pop-bumper Coil
Q11
I/O power-driver board
validated
12
Jukebox / top eject
output.solenoid.12.jukebox-top-eject Coil
Q12
I/O power-driver board
validated
13
Left slingshot
output.solenoid.13.left-slingshot Coil
Q13
I/O power-driver board
validated
14
Right slingshot
output.solenoid.14.right-slingshot Coil
Q14
I/O power-driver board
validated
15
Left main flipper
output.solenoid.15.left-main-flipper Coil
Q15
I/O power-driver board
validated
16
Right main flipper
output.solenoid.16.right-main-flipper Coil
Q16
I/O power-driver board
validated
18
Unused main output 18
output.solenoid.18.unused-main-output-18 Coil
Q18
I/O power-driver board
validated
19
Unused main output 19
output.solenoid.19.unused-main-output-19 Coil
Q19
I/O power-driver board
validated
24
Knocker / optional coin-meter channelopt
output.solenoid.24.knocker-optional-coin-meter-channel Coil
cabinet.knocker
Q24
I/O power-driver board
validated
32
Cannon motor
output.solenoid.32.cannon-motor Motor
Q32
I/O power-driver board
validated
33
Ticket advanceopt
output.ticket.33.ticket-advance Coil
service.ticket
validated
34
Ticket meteropt
output.ticket.34.ticket-meter Coil
service.ticket
validated
35
Ticket switched groundopt
output.ticket.35.ticket-switched-ground Relay
service.ticket
validated

Flashers

12
12 shown
# Name Device ID Role Wiring Evidence
17
Train flasher
output.solenoid.17.train-flasher
Q17
I/O power-driver board
validated
20
Left ramp flasher
output.solenoid.20.left-ramp-flasher
Q20
I/O power-driver board
validated
21
Left-side flasher
output.solenoid.21.left-side-flasher
Q21
I/O power-driver board
validated
22
Back-panel flasher
output.solenoid.22.back-panel-flasher
cabinet.rear-panel
Q22
I/O power-driver board
validated
23
Top-eject flasher
output.solenoid.23.top-eject-flasher
Q23
I/O power-driver board
validated
25
Pop-bumper flashers
output.solenoid.25.pop-bumper-flashers
Q25
I/O power-driver board
validated
26
Bell-arrow flasher
output.solenoid.26.bell-arrow-flasher
Q26
I/O power-driver board
validated
27
Left-ramp left-side flasher
output.solenoid.27.left-ramp-left-side-flasher
Q27
I/O power-driver board
validated
28
Left-ramp right-side flasher
output.solenoid.28.left-ramp-right-side-flasher
Q28
I/O power-driver board
validated
29
Right-ramp right-side flasher
output.solenoid.29.right-ramp-right-side-flasher
Q29
I/O power-driver board
validated
30
Right-ramp flasher
output.solenoid.30.right-ramp-flasher
Q30
I/O power-driver board
validated
31
Right-side flasher
output.solenoid.31.right-side-flasher
Q31
I/O power-driver board
validated

Lamps

80

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
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
1
Start button
output.lamp.1.start-button
cabinet.start
Q33
I/O power-driver board lamp matrix
validated
2
Tournament start button
output.lamp.2.tournament-start-button
cabinet.tournament
Q33
I/O power-driver board lamp matrix
validated
3
Left outlane
output.lamp.3.left-outlane
Q33
I/O power-driver board lamp matrix
validated
4
Left return lane
output.lamp.4.left-return-lane
Q33
I/O power-driver board lamp matrix
validated
5
2X
output.lamp.5.2x
Q33
I/O power-driver board lamp matrix
validated
6
3X
output.lamp.6.3x
Q33
I/O power-driver board lamp matrix
validated
7
Right return lane
output.lamp.7.right-return-lane
Q33
I/O power-driver board lamp matrix
validated
8
Right outlane
output.lamp.8.right-outlane
Q33
I/O power-driver board lamp matrix
validated
9
AC/DC last C
output.lamp.9.ac-dc-last-c
Q34
I/O power-driver board lamp matrix
validated
10
AC/DC D
output.lamp.10.ac-dc-d
Q34
I/O power-driver board lamp matrix
validated
11
AC/DC slash
output.lamp.11.ac-dc-slash
Q34
I/O power-driver board lamp matrix
validated
12
AC/DC first C
output.lamp.12.ac-dc-first-c
Q34
I/O power-driver board lamp matrix
validated
13
AC/DC A
output.lamp.13.ac-dc-a
Q34
I/O power-driver board lamp matrix
validated
14
VPX playfield insert l14
output.lamp.14.vpx-playfield-insert-l14
Q34
I/O power-driver board lamp matrix
validated
15
VPX playfield insert l15
output.lamp.15.vpx-playfield-insert-l15
Q34
I/O power-driver board lamp matrix
validated
16
Unused lamp-matrix output #16
output.lamp.16.unused-lamp-matrix-output-16
Q34
I/O power-driver board lamp matrix
validated
17
VPX playfield insert l17
output.lamp.17.vpx-playfield-insert-l17
Q35
I/O power-driver board lamp matrix
validated
18
Left-loop arrow (white)
output.lamp.18.left-loop-arrow-white
Q35
I/O power-driver board lamp matrix
validated
19
Left-ramp standup (left)
output.lamp.19.left-ramp-standup-left
Q35
I/O power-driver board lamp matrix
validated
20
Left-ramp arrow (white)
output.lamp.20.left-ramp-arrow-white
Q35
I/O power-driver board lamp matrix
validated
21
Left-ramp standup (right)
output.lamp.21.left-ramp-standup-right
Q35
I/O power-driver board lamp matrix
validated
22
TNT T (left)
output.lamp.22.tnt-t-left
Q35
I/O power-driver board lamp matrix
validated
23
TNT N
output.lamp.23.tnt-n
Q35
I/O power-driver board lamp matrix
validated
24
TNT T (right)
output.lamp.24.tnt-t-right
Q35
I/O power-driver board lamp matrix
validated
25
TNT arrow (white)
output.lamp.25.tnt-arrow-white
Q36
I/O power-driver board lamp matrix
validated
26
Right-ramp arrow (white)
output.lamp.26.right-ramp-arrow-white
Q36
I/O power-driver board lamp matrix
validated
27
Extra Ball
output.lamp.27.extra-ball
Q36
I/O power-driver board lamp matrix
validated
28
Right-loop arrow (red / horns)
output.lamp.28.right-loop-arrow-red-horns
Q36
I/O power-driver board lamp matrix
validated
29
Right-loop arrow (white)
output.lamp.29.right-loop-arrow-white
Q36
I/O power-driver board lamp matrix
validated
30
ROCK R
output.lamp.30.rock-r
Q36
I/O power-driver board lamp matrix
validated
31
ROCK O
output.lamp.31.rock-o
Q36
I/O power-driver board lamp matrix
validated
32
ROCK C
output.lamp.32.rock-c
Q36
I/O power-driver board lamp matrix
validated
33
ROCK K
output.lamp.33.rock-k
Q37
I/O power-driver board lamp matrix
validated
34
Special
output.lamp.34.special
Q37
I/O power-driver board lamp matrix
validated
35
Bell arrow (red / horns)
output.lamp.35.bell-arrow-red-horns
Q37
I/O power-driver board lamp matrix
validated
36
Bell arrow (white)
output.lamp.36.bell-arrow-white
Q37
I/O power-driver board lamp matrix
validated
37
Left top lane
output.lamp.37.left-top-lane
Q37
I/O power-driver board lamp matrix
validated
38
Center top lane
output.lamp.38.center-top-lane
Q37
I/O power-driver board lamp matrix
validated
39
Right top lane
output.lamp.39.right-top-lane
Q37
I/O power-driver board lamp matrix
validated
40
Tunes N Stuff
output.lamp.40.tunes-n-stuff
Q37
I/O power-driver board lamp matrix
validated
41
Jam Multiball
output.lamp.41.jam-multiball
Q38
I/O power-driver board lamp matrix
validated
42
Super Targets
output.lamp.42.super-targets
Q38
I/O power-driver board lamp matrix
validated
43
Super Lanes
output.lamp.43.super-lanes
Q38
I/O power-driver board lamp matrix
validated
44
Album Multiball
output.lamp.44.album-multiball
Q38
I/O power-driver board lamp matrix
validated
45
Cannon Fodder
output.lamp.45.cannon-fodder
Q38
I/O power-driver board lamp matrix
validated
46
Cannon Volley
output.lamp.46.cannon-volley
Q38
I/O power-driver board lamp matrix
validated
47
Cannon Chaos
output.lamp.47.cannon-chaos
Q38
I/O power-driver board lamp matrix
validated
48
Rock Again
output.lamp.48.rock-again
Q38
I/O power-driver board lamp matrix
validated
49
Tour Multiball
output.lamp.49.tour-multiball
Q39
I/O power-driver board lamp matrix
validated
50
Super Combos
output.lamp.50.super-combos
Q39
I/O power-driver board lamp matrix
validated
51
Super Loops
output.lamp.51.super-loops
Q39
I/O power-driver board lamp matrix
validated
52
Left-loop arrow (red / horns)
output.lamp.52.left-loop-arrow-red-horns
Q39
I/O power-driver board lamp matrix
validated
53
Track: You Shook Me All Night Long
output.lamp.53.track-you-shook-me-all-night-long
cabinet.rear-panel
Q39
I/O power-driver board lamp matrix
validated
54
Track: Highway to Hell
output.lamp.54.track-highway-to-hell
cabinet.rear-panel
Q39
I/O power-driver board lamp matrix
validated
55
Track: Rock N Roll Train
output.lamp.55.track-rock-n-roll-train
cabinet.rear-panel
Q39
I/O power-driver board lamp matrix
validated
56
Track: Whole Lotta Rosie
output.lamp.56.track-whole-lotta-rosie
cabinet.rear-panel
Q39
I/O power-driver board lamp matrix
validated
57
Jukebox horn (left)
output.lamp.57.jukebox-horn-left
Q40
I/O power-driver board lamp matrix
validated
58
Jukebox horn (right)
output.lamp.58.jukebox-horn-right
Q40
I/O power-driver board lamp matrix
validated
59
Unused lamp-matrix output #59
output.lamp.59.unused-lamp-matrix-output-59
Q40
I/O power-driver board lamp matrix
validated
60
Left pop-bumper insert
output.lamp.60.left-pop-bumper-insert
Q40
I/O power-driver board lamp matrix
validated
61
Right pop-bumper insert
output.lamp.61.right-pop-bumper-insert
Q40
I/O power-driver board lamp matrix
validated
62
Bottom pop-bumper insert
output.lamp.62.bottom-pop-bumper-insert
Q40
I/O power-driver board lamp matrix
validated
63
FIRE button
output.lamp.63.fire-button
cabinet.fire
Q40
I/O power-driver board lamp matrix
validated
64
Right-ramp standup
output.lamp.64.right-ramp-standup
Q40
I/O power-driver board lamp matrix
validated
65
Track: Hells Bells
output.lamp.65.track-hells-bells
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
66
Track: Thunderstruck
output.lamp.66.track-thunderstruck
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
67
Track: Back in Black
output.lamp.67.track-back-in-black
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
68
Track: War Machine
output.lamp.68.track-war-machine
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
69
Track: For Those About to Rock
output.lamp.69.track-for-those-about-to-rock
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
70
Track: TNT
output.lamp.70.track-tnt
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
71
Track: Hell Ain't a Bad Place to Be
output.lamp.71.track-hell-ain-t-a-bad-place-to-be
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
72
Track: Let There Be Rock
output.lamp.72.track-let-there-be-rock
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
73
Unused lamp-matrix output #73
output.lamp.73.unused-lamp-matrix-output-73
Q42
I/O power-driver board lamp matrix
validated
74
Unused lamp-matrix output #74
output.lamp.74.unused-lamp-matrix-output-74
Q42
I/O power-driver board lamp matrix
validated
75
Unused lamp-matrix output #75
output.lamp.75.unused-lamp-matrix-output-75
Q42
I/O power-driver board lamp matrix
validated
76
Unused lamp-matrix output #76
output.lamp.76.unused-lamp-matrix-output-76
Q42
I/O power-driver board lamp matrix
validated
77
Unused lamp-matrix output #77
output.lamp.77.unused-lamp-matrix-output-77
Q42
I/O power-driver board lamp matrix
validated
78
Unused lamp-matrix output #78
output.lamp.78.unused-lamp-matrix-output-78
Q42
I/O power-driver board lamp matrix
validated
79
Unused lamp-matrix output #79
output.lamp.79.unused-lamp-matrix-output-79
Q42
I/O power-driver board lamp matrix
validated
80
Unused lamp-matrix output #80
output.lamp.80.unused-lamp-matrix-output-80
Q42
I/O power-driver board lamp matrix
validated

General illumination

1
1 shown
# Name Device ID Wiring Evidence
0
Conventional GI / game-on illumination channel
output.gi.0.conventional-gi-game-on-illumination-channel
I/O power-driver board
validated

Virtual & other outputs

1
1 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
output.solenoid.33.pinmame-sam-game-on-state validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
CPU/Sound board DIP switch 1
Dip
input.dip.1.cpu-dip-1 validated
2
CPU/Sound board DIP switch 2
Dip
input.dip.2.cpu-dip-2 validated
3
CPU/Sound board DIP switch 3
Dip
input.dip.3.cpu-dip-3 validated
4
CPU/Sound board DIP switch 4
Dip
input.dip.4.cpu-dip-4 validated
5
CPU/Sound board DIP switch 5
Dip
input.dip.5.cpu-dip-5 validated
6
CPU/Sound board DIP switch 6
Dip
input.dip.6.cpu-dip-6 validated
7
CPU/Sound board DIP switch 7
Dip
input.dip.7.cpu-dip-7 validated
8
CPU/Sound board DIP switch 8
Dip
input.dip.8.cpu-dip-8 validated

Mechanisms

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

Auto launcher

mechanism.auto-launch

Kicker

Switch 23 holds while a ball is in the auto-launch lane. Output 2 fires the impulse plunger; the working scripts use a 55-65 strength implementation-dependent impulse.

Jukebox / top eject

mechanism.top-eject

Kicker

A ball closes switch 37 until output 12 ejects it. Premium code can PWM output 12 and the working table preserves the stronger super-skill-shot kick.

Right control gate

mechanism.right-control-gate

Gate

The controlled gate changes the right-ramp/right-orbit return path. The VPX script treats energized and released states as distinct collidable gate states.

Loop spinner

mechanism.spinner

Other

Pulse switch 33 once for each spinner blade transition; do not hold it for a complete spin.

Passive swinging Hell's Bell

mechanism.bell

Toy

A freely swinging pendulum with a captive ball closes switch 36 when struck; it has no controller actuator.

Direct wiring

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

Recreation notes

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

Coverage
author-ready - complete Pro-derived I/O, wiring, mechanisms, LED lighting, spatial dispositions, and product boundary validated

Identity

This is Stern's upgraded 2014 LED Pro production and it owns the 1.68 and 1.68 colored PinMAME drivers. The physical differences from the original Pro are all-LED lighting, a newly designed passive swinging Hell's Bell, and the modern metal/wood backbox and cabinet. The game's features, playfield art, and music remain otherwise unchanged. Stern's official August 5, 2014 announcement is the product-identity boundary.

Recreation delta from original Pro

Use the complete original Pro switch, lamp, solenoid, cannon, ramp, trough, shooter, pop, sling, flipper, art, music, and game-feature contract. Replace the standup bell with a freely swinging captive-ball pendulum whose score contact is still public switch 36. There is no bell magnet or bell actuator; collision energy alone moves it. Retain the VPX-visible original Pro insert addresses 14, 15, and 17 even though the Pro service manual labels those matrix positions unused; the Vault script's explicit removal is the edition-delta evidence. Implement the factory all-LED lighting without changing the 1-80 PinMAME bindings.

Spatial evidence and timing

The supplied AC-DC Pro VPX table is used only as shared original-Pro/LED-Pro geometry evidence: its cGameName=acd_170 and splash identify it as AC/DC Pro (Stern 2012), so it does not establish LED Pro product identity. Its 235 centered candidates provide the normalized VPX/player-view geometry for the shared playfield, including active LED-Pro lamps 14, 15, and 17 and GI 0. The Pro script and manual supply the shared controller, wiring, and physical placement conventions. The exact Vault VPX table and script, together with Stern's LED Pro announcement, establish the passive swinging-bell contact at switch 36 and its 2014 product boundary. Cannon and ball-device timing remains as documented for the original Pro. Rear-panel lamp addresses 53-56 and 65-72, the seven rear-panel GI bulbs, and flasher solenoid 22 are physical fixtures with recorded quantities but intentionally have no normalized playfield coordinates.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
acd_168cAC/DC (V1.68) (Colored MOD)
Colored-ROM modification only; native display colorization does not change physical I/O or mechanisms. Firmware release paired with the 2014 LED Pro hardware: Pro playfield topology, factory LED lighting, and a passive swinging Hell's Bell at switch 36.
2014acd_170hidentical
acd_168AC/DC (V1.68)
Firmware release paired with the 2014 LED Pro hardware: Pro playfield topology, factory LED lighting, and a passive swinging Hell's Bell at switch 36.
2014acd_170hidentical

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

    pinmame.catalog.4ec52ff0ac13

    src/wpc/driver.c and generated exact driver catalog

    rev
    4ec52ff0ac13
  • PinMAME source

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c AC/DC ROM declarations, clone lineage, SAM generation, auxiliary-output flags, public output mapping, and DMD topology

    rev
    4ec52ff0ac13
  • Operator manual

    manual.acdc-pro

    ACDC_Pro_web.pdf pages 16-21 and major-assembly/wiring sections; local cache manufacturer.stern.987d42c68b58

    by
    Stern Pinball, Inc.
    sha256
    987d42c68b58…
  • VPX table

    vpx-table.acdc-pro-1.0

    AC-DC Pro-1.0.vpx (78,274,560 bytes); cGameName=acd_170 and splash says AC/DC Pro (Stern 2012); 235 centered candidates; normalized bounds 0,0-952,2115; geometry-only shared original-Pro/LED-Pro evidence, not LED-Pro product identity

    local-evidence://vpx-table/acdc-pro-1.0
    by
    AC/DC Pro table contributors; geometry reviewed locally
    sha256
    44bf3d67f969…
  • VPX script

    vpx.acdc-pro-1.0-lighting-fix

    AC-DC Pro-1.0 Lighting Bug Fix.vbs; exact Pro controller callbacks, ball devices, cannon positions, switch semantics, GI, lamps, and flashers

    by
    ninuzzu and credited AC/DC Pro table contributors
    rev
    0c036bb61b4b
    sha256
    e0fdef84892e…
  • VPX script

    vpx.acdc-pro-vault-1.0-lighting-fix

    AC-DC Pro Vault-1.0 Lighting Bug Fix.vbs; exact passive swinging-bell behavior at switch 36 and removed inserts 14, 15, and 17

    by
    ninuzzu and credited AC/DC Pro Vault table contributors
    rev
    0c036bb61b4b
    sha256
    88101e218472…
  • VPX table

    vpx-table.acdc-pro-vault-1.0

    AC-DC Pro Vault-1.0.vpx (79,429,632 bytes); verified and extracted with vpxtool git:v0.33.3; normalized gameitem geometry and collection membership reviewed against manual pages 17, 19, 21, 42, and 48

    by
    ninuzzu and credited AC/DC Pro Vault table contributors
    sha256
    10a460c6b84f…
  • Runtime run

    runtime.acdc-pro.boot-start

    Exact acd_170.zip SHA-256 e55c7386950272568dd639f3c8d70beff6fbd584ed49601d4196b46cb1e66ca5; four-ball trough plus cannon-home initial state; boot, four credits, start, and observation

    local-evidence://pinmame-harness/acd_170/boot-start-pro-1.json
    by
    Generated locally from PinMAME and the user-authorized ROM corpus; ROM bytes are external
    sha256
    f3c237db82c4…
  • Human review

    stern.acdc-product-page

    Official edition feature inventory for Pro, Premium, and LUCI; reviewed 2026-08-02

    by
    Stern Pinball, Inc.
  • Service bulletin

    stern.acdc-led-pro-announcement

    Official August 5, 2014 announcement proving LED Pro and newly designed swinging bell

    by
    Stern Pinball, Inc.

Something wrong or missing?

This site renders the catalog and adds nothing to it, so fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

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.

Other editions

AC/DC shipped in 4 editions with different playfields. Compare what each one actually has before building against this definition.

All 4 editions of AC/DC, side by side

Same platform