Austin Powers

Partial

Stern2001SEGAstern.austin-powers.2001

Wire it up

what an authoring tool needs first
Bind this ROM
austin

7 ROM sets 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
11–62 (44)
Solenoids
1–32 (25)
Lamps
1–76 (70)

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.

44 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.
44 shown
# Name Device ID Evidence
11
Trough 1 (Nearest Shooter)
switch.trough-1-nearest-shooter candidate
12
Trough 2
switch.trough-2 candidate
13
Trough 3
switch.trough-3 candidate
14
Trough 4 (Nearest Drain)
switch.trough-4-nearest-drain candidate
15
Shooter Lane
switch.shooter-lane candidate
16
Impulse Plunger Lane
switch.impulse-plunger-lane candidate
18
Ramp Gate Trigger
switch.ramp-gate-trigger candidate
21
Toilet Post Saucer (Inodoro)
switch.toilet-post-saucer-inodoro candidate
22
Dr Evil End Position (Mechanism)
switch.dr-evil-end-position-mechanism candidate
23
Dr Evil Home Position (Mechanism)
switch.dr-evil-home-position-mechanism candidate
24
Standup Target (Dr Evil Area)
switch.standup-target-dr-evil-area candidate
25
Standup Target (Left Bank 1)
switch.standup-target-left-bank-1 candidate
26
Standup Target (Left Bank 2)
switch.standup-target-left-bank-2 candidate
27
Standup Target (Left Bank 3)
switch.standup-target-left-bank-3 candidate
28
Standup Target (Right Bank 1)
switch.standup-target-right-bank-1 candidate
29
Standup Target (Right Bank 2)
switch.standup-target-right-bank-2 candidate
30
Standup Target (Right Bank 3)
switch.standup-target-right-bank-3 candidate
31
Standup Target
switch.standup-target candidate
32
Standup Target
switch.standup-target.32 candidate
33
Rollover
switch.rollover candidate
34
Spinner (Mini-Me)
switch.spinner-mini-me candidate
35
Ramp Trigger
switch.ramp-trigger candidate
37
Ramp Gate
switch.ramp-gate candidate
38
Ramp Gate
switch.ramp-gate.38 candidate
39
Rollover
switch.rollover.39 candidate
41
Ramp Gate
switch.ramp-gate.41 candidate
42
Ramp Gate
switch.ramp-gate.42 candidate
43
Laser Gun Home Position (Mechanism)
switch.laser-gun-home-position-mechanism candidate
44
Laser Gun End Position (Mechanism)
switch.laser-gun-end-position-mechanism candidate
45
Laser Beam Kicker
switch.laser-beam-kicker candidate
46
Scoop
switch.scoop candidate
47
Rollover
switch.rollover.47 candidate
48
Rollover
switch.rollover.48 candidate
49
Middle Bumper
switch.middle-bumper candidate
50
Bottom Bumper
switch.bottom-bumper candidate
51
Top Bumper
switch.top-bumper candidate
53
Action Button
switch.action-button candidate
56
Tilt
switch.tilt candidate
57
Rollover
switch.rollover.57 candidate
58
Rollover
switch.rollover.58 candidate
59
Left Slingshot
switch.left-slingshot candidate
60
Rollover
switch.rollover.60 candidate
61
Rollover
switch.rollover.61 candidate
62
Right Slingshot
switch.right-slingshot candidate

Controlled devices

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

Coils, magnets & motors

13
13 shown
# Name Device ID Evidence
1
Trough Eject
device.trough-eject candidate
2
Auto Plunger
device.auto-plunger candidate
3
Scoop Eject
device.scoop-eject candidate
4
Laser Beam Eject (Cannon Shot)
device.laser-beam-eject-cannon-shot candidate
7
Dancing Austin
device.dancing-austin candidate
8
Toilet Post Eject (Inodoro)
device.toilet-post-eject-inodoro candidate
14
Magnet
device.magnet candidate
19
Dr Evil Motor
device.dr-evil-motor candidate
20
Time Machine Motor
device.time-machine-motor candidate
21
Cannon Motor (Laser Gun)
device.cannon-motor-laser-gun candidate
22
Laser Beam Diverter
device.laser-beam-diverter candidate
23
Gate
device.gate candidate
24
Knocker
device.knocker candidate

Flashers

12
12 shown
# Name Device ID Evidence
5
Flasher — Time Travel Ramp
device.flasher-time-travel-ramp candidate
6
Flasher — Right Green Dome
device.flasher-right-green-dome candidate
12
Flasher — Left Blue Dome
device.flasher-left-blue-dome candidate
13
Flasher — Right Red Dome
device.flasher-right-red-dome candidate
25
Flasher — PF Insert
device.flasher-pf-insert candidate
26
Flasher — PF Insert
device.flasher-pf-insert.26 candidate
27
Flasher — Spot Light
device.flasher-spot-light candidate
28
Flasher — PF Insert
device.flasher-pf-insert.28 candidate
29
Flasher — PF Insert
device.flasher-pf-insert.29 candidate
30
Flasher — PF Insert
device.flasher-pf-insert.30 candidate
31
Flasher — PF Insert
device.flasher-pf-insert.31 candidate
32
Flasher — Left Yellow Dome
device.flasher-left-yellow-dome candidate

Lamps

70

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.
70 shown
# Name Device ID Evidence
1
outputs 1
lamp.outputs-1 candidate
2
outputs 2
lamp.outputs-2 candidate
3
outputs 3
lamp.outputs-3 candidate
4
outputs 4
lamp.outputs-4 candidate
5
outputs 5
lamp.outputs-5 candidate
6
outputs 6
lamp.outputs-6 candidate
7
outputs 7
lamp.outputs-7 candidate
8
outputs 8
lamp.outputs-8 candidate
9
outputs 9
lamp.outputs-9 candidate
10
outputs 10
lamp.outputs-10 candidate
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
29
outputs 29
lamp.outputs-29 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
40
outputs 40
lamp.outputs-40 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
49
outputs 49
lamp.outputs-49 candidate
50
outputs 50
lamp.outputs-50 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
Fire Button
lamp.fire-button candidate
54
Dr Evil
lamp.dr-evil candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
59
outputs 59
lamp.outputs-59 candidate
60
outputs 60
lamp.outputs-60 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
65
outputs 65
lamp.outputs-65 candidate
66
outputs 66
lamp.outputs-66 candidate
67
outputs 67
lamp.outputs-67 candidate
68
outputs 68
lamp.outputs-68 candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 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 Stern (2001). 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/austin.json#/switches/0._note: cvpmTrough InitSwitches Array(14,13,12,11) — sw11 is nearest shooter
  • games/austin.json#/switches/4._note: PulseSw 15 fired in SolTrough after ball eject. Confirms ball reached shooter lane.
  • games/austin.json#/switches/5._note: Controller.Switch on/off (rollover). Also plungerIM.switch 16 — auto plunger lane switch.
  • games/austin.json#/switches/6._note: PulseSw 18
  • games/austin.json#/switches/7._note: bsInodoro cvpmSaucer. InitKicker Sw21, 21. Ball management.
  • games/austin.json#/switches/8._note: mEvil.AddSw 22, 498, 500. Mechanism switch — Dr Evil at top position.
  • games/austin.json#/switches/9._note: mEvil.AddSw 23, 0, 1. Mechanism switch — Dr Evil at bottom/home position.
  • games/austin.json#/switches/10._note: PulseSw 24. Animated standup target near Dr Evil.
  • games/austin.json#/switches/11._note: PulseSw 25
  • games/austin.json#/switches/12._note: PulseSw 26
  • games/austin.json#/switches/13._note: PulseSw 27
  • games/austin.json#/switches/14._note: PulseSw 28
  • games/austin.json#/switches/15._note: PulseSw 29
  • games/austin.json#/switches/16._note: PulseSw 30
  • games/austin.json#/switches/17._note: PulseSw 31. Animated standup target.
  • games/austin.json#/switches/18._note: PulseSw 32. Animated standup target.
  • games/austin.json#/switches/19._note: Controller.Switch on/off
  • games/austin.json#/switches/20._note: PulseSw 34 from spinner animation timer. Animated Mini-Me spinner.
  • games/austin.json#/switches/21._note: PulseSw 35
  • games/austin.json#/switches/22._note: PulseSw 37 on hit and unhit
  • games/austin.json#/switches/23._note: PulseSw 38 on hit and unhit
  • games/austin.json#/switches/24._note: Controller.Switch on/off
  • games/austin.json#/switches/25._note: PulseSw 41 on hit and unhit
  • games/austin.json#/switches/26._note: PulseSw 42 on hit and unhit
  • games/austin.json#/switches/27._note: mLaserGun.AddSw 43, 0, 10. Mechanism switch — cannon at home position.
  • games/austin.json#/switches/28._note: mLaserGun.AddSw 44, 400, 750. Mechanism switch — cannon at end of travel.
  • games/austin.json#/switches/29._note: Controller.switch(45) on/off. Ball enters cannon, kicked out by SolLaserBeam (coil 4).
  • games/austin.json#/switches/30._note: bsScoop cvpmSaucer. InitKicker Sw46b, 46.
  • games/austin.json#/switches/31._note: Controller.Switch on/off
  • games/austin.json#/switches/32._note: Controller.Switch on/off
  • games/austin.json#/switches/33._note: PulseSw 49
  • games/austin.json#/switches/34._note: PulseSw 50
  • games/austin.json#/switches/35._note: PulseSw 51
  • games/austin.json#/switches/36._note: Controller.Switch(53) set via LeftMagnaSave/RightMagnaSave/LockBarKey
  • games/austin.json#/switches/37._note: vpmNudge.TiltSwitch = 56
  • games/austin.json#/switches/38._note: Controller.Switch on/off
  • games/austin.json#/switches/39._note: Controller.Switch on/off
  • games/austin.json#/switches/40._note: PulseSw 59 in LeftSlingShot_Slingshot sub
  • games/austin.json#/switches/41._note: Controller.Switch on/off
  • games/austin.json#/switches/42._note: Controller.Switch on/off
  • games/austin.json#/switches/43._note: PulseSw 62 in RightSlingShot_Slingshot sub
  • games/austin.json#/coils/0._vbscript_callback: SolTrough
  • games/austin.json#/coils/0._inferred_type: ball_management
  • games/austin.json#/coils/0._note: Fires bsTrough.ExitSol_On, then PulseSw 15 (shooter lane confirm)
  • games/austin.json#/coils/1._vbscript_callback: SolAutoPlungerIM
  • games/austin.json#/coils/1._inferred_type: ball_management
  • games/austin.json#/coils/1._note: Impulse plunger. plungerIM.AutoFire
  • games/austin.json#/coils/2._vbscript_callback: bsScoop.SolOut
  • games/austin.json#/coils/2._inferred_type: ball_management
  • games/austin.json#/coils/3._vbscript_callback: SolLaserBeam
  • games/austin.json#/coils/3._inferred_type: ball_management
  • games/austin.json#/coils/3._note: Kicks ball from cannon. Clears Controller.switch(45).
  • games/austin.json#/coils/4._vbscript_callback: SetLamp 105,
  • games/austin.json#/coils/4._inferred_type: flasher
  • games/austin.json#/coils/5._vbscript_callback: FlashGreen
  • games/austin.json#/coils/5._inferred_type: flasher
  • games/austin.json#/coils/6._vbscript_callback: SolAustinDance
  • games/austin.json#/coils/6._inferred_type: mechanism
  • games/austin.json#/coils/6._note: Activates Austin Powers dancing figure animation
  • games/austin.json#/coils/7._vbscript_callback: bsInodoro.SolOut
  • games/austin.json#/coils/7._inferred_type: ball_management
  • games/austin.json#/coils/8._vbscript_callback: FlashBlue
  • games/austin.json#/coils/8._inferred_type: flasher
  • games/austin.json#/coils/9._vbscript_callback: FlashRed
  • games/austin.json#/coils/9._inferred_type: flasher
  • games/austin.json#/coils/10._inferred_type: mechanism
  • games/austin.json#/coils/10._note: cvpmMagnet. GrabCenter = 1.
  • games/austin.json#/coils/11._vbscript_callback: mrEvil
  • games/austin.json#/coils/11._inferred_type: mechanism
  • games/austin.json#/coils/11._note: cvpmMyMech. Dr Evil pop-up figure motor. Mech switches: sw23 (home 0-1), sw22 (top 498-500).
  • games/austin.json#/coils/12._vbscript_callback: SolTimeMachine
  • games/austin.json#/coils/12._inferred_type: mechanism
  • games/austin.json#/coils/12._note: Time Machine Motor Relay Board
  • games/austin.json#/coils/13._vbscript_callback: Solcannon
  • games/austin.json#/coils/13._inferred_type: mechanism
  • games/austin.json#/coils/13._note: cvpmMyMech. Rotates cannon/laser gun. Mech switches: sw43 (home 0-10), sw44 (end 400-750).
  • games/austin.json#/coils/14._vbscript_callback: SolDiv
  • games/austin.json#/coils/14._inferred_type: diverter
  • games/austin.json#/coils/15._vbscript_callback: vpmSolGate Gate
  • games/austin.json#/coils/15._inferred_type: gate
  • games/austin.json#/coils/16._vbscript_callback: vpmSolSound SoundFX("fx_knocker",DOFKnocker),
  • games/austin.json#/coils/16._inferred_type: knocker
  • games/austin.json#/coils/17._vbscript_callback: SetLamp 125,
  • games/austin.json#/coils/17._inferred_type: flasher
  • games/austin.json#/coils/18._vbscript_callback: SetLamp 126,
  • games/austin.json#/coils/18._inferred_type: flasher
  • games/austin.json#/coils/19._vbscript_callback: SolFlasher27
  • games/austin.json#/coils/19._inferred_type: flasher
  • games/austin.json#/coils/20._vbscript_callback: SetLamp 128,
  • games/austin.json#/coils/20._inferred_type: flasher
  • games/austin.json#/coils/21._vbscript_callback: SetLamp 129,
  • games/austin.json#/coils/21._inferred_type: flasher
  • games/austin.json#/coils/22._vbscript_callback: SetLamp 130,
  • games/austin.json#/coils/22._inferred_type: flasher
  • games/austin.json#/coils/23._vbscript_callback: SetLamp 131,
  • games/austin.json#/coils/23._inferred_type: flasher
  • games/austin.json#/coils/23._note: Also has bloom effect object Flasherbloom31
  • games/austin.json#/coils/24._vbscript_callback: FlashYellow
  • games/austin.json#/coils/24._inferred_type: flasher
  • games/austin.json#/lamps/4._note: Also has Flash object Light5a
  • games/austin.json#/lamps/5._note: Also has Flash object Light6a
  • games/austin.json#/lamps/12._note: Flash macro — bumper flasher
  • games/austin.json#/lamps/13._note: Flash macro — bumper flasher
  • games/austin.json#/lamps/14._note: Flash macro — bumper flasher
  • games/austin.json#/lamps/44._note: Also has Flash object Light45a
  • games/austin.json#/lamps/47._note: Also has Flash object Light48a
  • games/austin.json#/_source/confidence_notes: High confidence on switches/coils. No Const sw* definitions — switches identified from _Hit/_UnHit subs, Controller.Switch() calls, PulseSw calls, and mechanism AddSw. Lamp IDs from NFadeL/Flash macros. Flashers (coils 5-6, 12-13, 25-32) use SetLamp with 100+ lamp IDs or custom Flash subs. Trough uses cvpmTrough with 4 switches (11-14). Sega/Whitestar platform via SEGA.VBS. Multiple mechanisms: LaserGun cannon (sol 21, mech), Dr Evil motor (sol 19, mech), Time Machine motor (sol 20), Dancing Austin (sol 7), Magnet (sol 14).

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
austiniAustin Powers (3.02 Italian) 2001austin
austingAustin Powers (3.02 German) 2001austin
austinfAustin Powers (3.02 French) 2001austin
austinAustin Powers (3.02) 2001
aust301Austin Powers (3.01) 2001austin
aust300Austin Powers (3.00) 2001austin
aust201Austin Powers (2.01) 2001austin

Parent set: austin — 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.austin

    games/austin.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