Avatar Pro

Partial

Stern2010SAMstern.avatar-pro.2010 1 of 2 editions

3 unresolved conflicts

  • The retained Pro table offers polygon-derived target and slingshot centers, but the reviewed Limited Edition record either disagrees materially or explicitly rejects the corresponding manually calibrated points. No polygon centroid is promoted as a physical switch or actuator placement until the cross-edition object mapping is reconciled. inputs[pinmame.input.switch:7|8|26|27],outputs[pinmame.output.solenoid:17|18]
  • The Pro candidate projected relay, motor, and Link lockup channels onto shared mechanism or target anchors that the Limited Edition review rejects or places differently. Internal relay/motor loads are nonvisual and Q6/Q7 remain unlocated until the mechanism crosswalk is reconciled. outputs[pinmame.output.solenoid:5|6|7|13|19]
  • Q25/Q30/Q31 physical quantities inferred from Pro render objects contradict the reviewed Limited Edition record derived from the same manual. Near-co-located helper objects do not prove separate physical emitters, so quantities and placements remain withheld. outputs[pinmame.output.solenoid:25|30|31]

Wire it up

what an authoring tool needs first
Bind this ROM
avr_106avr_110avr_200

3 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
1–66 (49)
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
14Link lockup18Trough 419Trough 320Trough 221Trough 122Trough jam23Shooter lane

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

Cabinet & flipper inputs
84flipper.lower.left.button83flipper.lower.left.eos82flipper.lower.right.button81flipper.lower.right.eos15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth69cabinet.coin.fifth-7cabinet.tilt-6cabinet.slam-tilt-5cabinet.ticket-notch

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

102 placements · 6 stacked · normalised player view · outline is nominal

1 Left return lane R2 NAVI N target3 NAVI A target4 NAVI V target5 NAVI I target9 Left orbit spinner10 Left orbit11 Left top lane12 Center top lane13 Right top lane14 Link lockup17 Center target222 Trough jam · 1 Trough up-kicker23 Shooter lane24 Left outlane25 Left return lane L28 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 60 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 61 Right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 62 Bottom pop bumper35 Right orbit36 Center AMP target37 Left AMP target38 Right AMP target39 Captive ball40 Right orbit spinner42 AMP three-bank left target43 AMP three-bank center target44 AMP three-bank right target52 Left ramp exit283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper2 Auto launch3 AMP suit magnet28 AMP suit flashers x228 AMP suit flashers x229 Left side flasher32 Right side flasher3 Shoot Again4 Grace5 Tsu'tey6 Mo'at7 Eytukan8 Neytiri9 Jake10 NAVI I11 NAVI V12 NAVI A13 NAVI N14 Right outlane15 Right return lane16 Right two-bank arrow17 Left return lane R18 Left return lane L19 Left outlane21 Right two-bank bottom target22 Right two-bank top target23 Extra Ball24 Navi26 Left four-bank arrow27 AMP suit X28 Captive ball X29 Link X30 AMP suit arrow31 Captive ball arrow32 Right orbit X33 Right loop arrow34 Eywa35 AMP P36 AMP M37 AMP A38 Link arrow39 Left orbit X40 Left ramp X41 Left ramp arrow42 Left loop arrow43 Link47 Left ramp Banshee48 Light Unobtanium49 Center target arrow50 Center target X51 AMP suit arrow top52 Special53 AMP Multiball54 Left top lane55 Center top lane56 Right top lane57 Banshee58 Link59 AMP63 Valkyrie64 Seeds

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 playfield61
  • sensorsenses the ball33
  • effectmoves the ball8
  • nStackseveral devices in one spot6
101 devices shown

Not on the playfield52 unused, 20 cabinet or service, 17 virtual, 8 dip switch, 3 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
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

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
switch.d17-pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNC
Tilt
switch.d18-slam-tilt
cabinet.slam-tilt
validated
-5
Ticket notchopt
Microswitch
switch.d19-ticket-notch
cabinet.ticket-notch
validated
-4
Unused dedicated switch D20
switch.d20-unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
switch.d21-coin-door-back-button
service.back
validated
-2
Coin-door Minus button
Button
switch.d22-coin-door-minus-button
service.down
validated
-1
Coin-door Plus button
Button
switch.d23-coin-door-plus-button
service.up
validated
0
Coin-door Select button
Button
switch.d24-coin-door-select-button
service.enter
validated
1
Left return lane R
Leaf
switch.1-left-return-lane-r
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
NAVI N target
Microswitch
switch.2-navi-n-target
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
NAVI A target
Microswitch
switch.3-navi-a-target
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
NAVI V target
Microswitch
switch.4-navi-v-target
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
NAVI I target
Microswitch
switch.5-navi-i-target
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch 6
switch.6-unused-matrix-switch-6
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Right two-bank bottom target
Microswitch
switch.7-right-two-bank-bottom-target
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Right two-bank top target
Microswitch
switch.8-right-two-bank-top-target
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Left orbit spinner
Other
switch.9-left-orbit-spinner
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Left orbit
Leaf
switch.10-left-orbit
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Left top lane
Leaf
switch.11-left-top-lane
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Center top lane
Leaf
switch.12-center-top-lane
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Right top lane
Leaf
switch.13-right-top-lane
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
15
Tournament start
Button
switch.15-tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
switch.16-start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Center target
Microswitch
switch.17-center-target
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough 4
Microswitch
switch.18-trough-4
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough 3
Microswitch
switch.19-trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough 2
Microswitch
switch.20-trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough 1
Microswitch
switch.21-trough-1
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam
Opto
switch.22-trough-jam
ball.position
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.23-shooter-lane
ball.position
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
switch.24-left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane L
Leaf
switch.25-left-return-lane-l
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
switch.26-left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
switch.27-right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
switch.28-right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
switch.29-right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
switch.30-left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
switch.31-right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
switch.32-bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Unused matrix switch 33
switch.33-unused-matrix-switch-33
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Unused matrix switch 34
switch.34-unused-matrix-switch-34
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Right orbit
Leaf
switch.35-right-orbit
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Center AMP target
Microswitch
switch.36-center-amp-target
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Left AMP target
Microswitch
switch.37-left-amp-target
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Right AMP target
Microswitch
switch.38-right-amp-target
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Captive ballNC
Leaf
switch.39-captive-ball
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Right orbit spinner
Other
switch.40-right-orbit-spinner
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Unused matrix switch 41
switch.41-unused-matrix-switch-41
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
AMP three-bank left target
Microswitch
switch.42-amp-three-bank-left-target
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
AMP three-bank center target
Microswitch
switch.43-amp-three-bank-center-target
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
AMP three-bank right target
Microswitch
switch.44-amp-three-bank-right-target
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
AMP three-bank down
Microswitch
switch.45-amp-three-bank-down
position.down
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
AMP three-bank up
Microswitch
switch.46-amp-three-bank-up
position.up
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Unused matrix switch 47
switch.47-unused-matrix-switch-47
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Unused matrix switch 48
switch.48-unused-matrix-switch-48
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Unused matrix switch 49
switch.49-unused-matrix-switch-49
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Unused matrix switch 50
switch.50-unused-matrix-switch-50
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Unused matrix switch 51
switch.51-unused-matrix-switch-51
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Left ramp exit
Microswitch
switch.52-left-ramp-exit
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Unused matrix switch 53
switch.53-unused-matrix-switch-53
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Unused matrix switch 54
switch.54-unused-matrix-switch-54
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch 55
switch.55-unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch 56
switch.56-unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
AMP suit motor down
Microswitch
switch.57-amp-suit-motor-down
position.down
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
AMP suit motor up
Microswitch
switch.58-amp-suit-motor-up
position.up
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch 59
switch.59-unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch 60
switch.60-unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Unused matrix switch 61
switch.61-unused-matrix-switch-61
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Unused matrix switch 62
switch.62-unused-matrix-switch-62
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch 63
switch.63-unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch 64
switch.64-unused-matrix-switch-64
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
switch.d1-left-coin-chute
cabinet.coin.left
validated
66
Center coin chute
Button
switch.d2-center-coin-chute
cabinet.coin.center
validated
67
Right coin chute
Button
switch.d3-right-coin-chute
cabinet.coin.right
validated
68
Fourth coin chuteopt
Button
switch.d4-fourth-coin-chute
cabinet.coin.fourth
validated
69
Fifth coin chuteopt
Button
switch.d5-fifth-coin-chute
cabinet.coin.fifth
validated
70
Unused dedicated switch D6
switch.d6-unused-dedicated-switch-d6
validated
71
Unused dedicated switch D7
switch.d7-unused-dedicated-switch-d7
validated
72
Unused dedicated switch D8
switch.d8-unused-dedicated-switch-d8
validated
81
Right flipper end-of-strokeNC
Leaf
switch.d12-right-flipper-end-of-stroke
flipper.lower.right.eos
validated
82
Right flipper button
Button
switch.d11-right-flipper-button
flipper.lower.right.button
validated
83
Left flipper end-of-strokeNC
Leaf
switch.d10-left-flipper-end-of-stroke
flipper.lower.left.eos
validated
84
Left flipper button
Button
switch.d9-left-flipper-button
flipper.lower.left.button
validated
85
Unused dedicated switch D16
switch.d16-unused-dedicated-switch-d16
validated
86
Unused dedicated switch D15
switch.d15-unused-dedicated-switch-d15
validated
87
Unused dedicated switch D14
switch.d14-unused-dedicated-switch-d14
validated
88
Unused dedicated switch D13
switch.d13-unused-dedicated-switch-d13
validated

Controlled devices

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

Coils, magnets & motors

20
20 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
device.1-trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.2-auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
AMP suit magnet
device.3-amp-suit-magnet Magnet
Q3BRN-ORG
I/O Power Driver board
validated
4
AMP suit right marching leg
device.4-amp-suit-right-marching-leg Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
AMP three-bank motor relay
device.5-amp-three-bank-motor-relay Relay
Q5BRN-GRN
I/O Power Driver board
validated
8
Shaker motoropt
device.8-shaker-motor Motor
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.9-left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.10-right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom pop bumper
device.11-bottom-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
AMP suit left marching leg
device.12-amp-suit-left-marching-leg Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
AMP suit motor direction relay
device.13-amp-suit-motor-direction-relay Relay
Q13BLU-GRN
I/O Power Driver board
validated
14
Transporter motor reversing relay
device.14-transporter-motor-reversing-relay Relay
Q14BLU-BLU
I/O Power Driver board
validated
15
Left flipper
device.15-left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.16-right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Left slingshot
device.17-left-slingshot Coil
Q17VIO-BRN
I/O Power Driver board
validated
18
Right slingshot
device.18-right-slingshot Coil
Q18VIO-RED
I/O Power Driver board
validated
19
AMP suit motor
device.19-amp-suit-motor Motor
Q19VIO-ORG
I/O Power Driver board
validated
24
Optional coil or coin meteropt
device.24-optional-coil-or-coin-meter Coil
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated

Flashers

12
12 shown
# Name Device ID Wiring Evidence
21
Backpanel flashers x2
device.21-backpanel-flashers-x2
Q21VIO-GRN
I/O Power Driver board
validated
25
Pop bumper flasher
device.25-pop-bumper-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
AMP multiball flasher
device.26-amp-multiball-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Bottom arch flashers x2
device.27-bottom-arch-flashers-x2
Q27BLK-ORG
I/O Power Driver board
validated
28
AMP suit flashers x2
device.28-amp-suit-flashers-x2
Q28BLK-YEL
I/O Power Driver board
validated
29
Left side flasher
device.29-left-side-flasher
Q29BLK-GRN
I/O Power Driver board
validated
30
Left blue flasher
device.30-left-blue-flasher
Q30BLK-BLU
I/O Power Driver board
validated
31
Right blue flasher
device.31-right-blue-flasher
Q31BLK-VIO
I/O Power Driver board
validated
32
Right side flasher
device.32-right-side-flasher
Q32BLK-GRY
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
lamp.1-start-button
cabinet.start
I/O Power Driver board lamp matrix
validated
2
Tournament start button
lamp.2-tournament-start-button
cabinet.tournament
I/O Power Driver board lamp matrix
validated
3
Shoot Again
lamp.3-shoot-again
I/O Power Driver board lamp matrix
validated
4
Grace
lamp.4-grace
I/O Power Driver board lamp matrix
validated
5
Tsu'tey
lamp.5-tsu-tey
I/O Power Driver board lamp matrix
validated
6
Mo'at
lamp.6-mo-at
I/O Power Driver board lamp matrix
validated
7
Eytukan
lamp.7-eytukan
I/O Power Driver board lamp matrix
validated
8
Neytiri
lamp.8-neytiri
I/O Power Driver board lamp matrix
validated
9
Jake
lamp.9-jake
I/O Power Driver board lamp matrix
validated
10
NAVI I
lamp.10-navi-i
I/O Power Driver board lamp matrix
validated
11
NAVI V
lamp.11-navi-v
I/O Power Driver board lamp matrix
validated
12
NAVI A
lamp.12-navi-a
I/O Power Driver board lamp matrix
validated
13
NAVI N
lamp.13-navi-n
I/O Power Driver board lamp matrix
validated
14
Right outlane
lamp.14-right-outlane
I/O Power Driver board lamp matrix
validated
15
Right return lane
lamp.15-right-return-lane
I/O Power Driver board lamp matrix
validated
16
Right two-bank arrow
lamp.16-right-two-bank-arrow
I/O Power Driver board lamp matrix
validated
17
Left return lane R
lamp.17-left-return-lane-r
I/O Power Driver board lamp matrix
validated
18
Left return lane L
lamp.18-left-return-lane-l
I/O Power Driver board lamp matrix
validated
19
Left outlane
lamp.19-left-outlane
I/O Power Driver board lamp matrix
validated
20
1X
lamp.20-1x
I/O Power Driver board lamp matrix
validated
21
Right two-bank bottom target
lamp.21-right-two-bank-bottom-target
I/O Power Driver board lamp matrix
validated
22
Right two-bank top target
lamp.22-right-two-bank-top-target
I/O Power Driver board lamp matrix
validated
23
Extra Ball
lamp.23-extra-ball
I/O Power Driver board lamp matrix
validated
24
Navi
lamp.24-navi
I/O Power Driver board lamp matrix
validated
25
Unused lamp 25
lamp.25-unused-lamp-25
I/O Power Driver board lamp matrix
validated
26
Left four-bank arrow
lamp.26-left-four-bank-arrow
I/O Power Driver board lamp matrix
validated
27
AMP suit X
lamp.27-amp-suit-x
I/O Power Driver board lamp matrix
validated
28
Captive ball X
lamp.28-captive-ball-x
I/O Power Driver board lamp matrix
validated
30
AMP suit arrow
lamp.30-amp-suit-arrow
I/O Power Driver board lamp matrix
validated
31
Captive ball arrow
lamp.31-captive-ball-arrow
I/O Power Driver board lamp matrix
validated
32
Right orbit X
lamp.32-right-orbit-x
I/O Power Driver board lamp matrix
validated
33
Right loop arrow
lamp.33-right-loop-arrow
I/O Power Driver board lamp matrix
validated
34
Eywa
lamp.34-eywa
I/O Power Driver board lamp matrix
validated
35
AMP P
lamp.35-amp-p
I/O Power Driver board lamp matrix
validated
36
AMP M
lamp.36-amp-m
I/O Power Driver board lamp matrix
validated
37
AMP A
lamp.37-amp-a
I/O Power Driver board lamp matrix
validated
39
Left orbit X
lamp.39-left-orbit-x
I/O Power Driver board lamp matrix
validated
40
Left ramp X
lamp.40-left-ramp-x
I/O Power Driver board lamp matrix
validated
41
Left ramp arrow
lamp.41-left-ramp-arrow
I/O Power Driver board lamp matrix
validated
42
Left loop arrow
lamp.42-left-loop-arrow
I/O Power Driver board lamp matrix
validated
44
2X
lamp.44-2x
I/O Power Driver board lamp matrix
validated
45
4X
lamp.45-4x
I/O Power Driver board lamp matrix
validated
46
8X
lamp.46-8x
I/O Power Driver board lamp matrix
validated
47
Left ramp Banshee
lamp.47-left-ramp-banshee
I/O Power Driver board lamp matrix
validated
48
Light Unobtanium
lamp.48-light-unobtanium
I/O Power Driver board lamp matrix
validated
49
Center target arrow
lamp.49-center-target-arrow
I/O Power Driver board lamp matrix
validated
50
Center target X
lamp.50-center-target-x
I/O Power Driver board lamp matrix
validated
51
AMP suit arrow top
lamp.51-amp-suit-arrow-top
I/O Power Driver board lamp matrix
validated
52
Special
lamp.52-special
I/O Power Driver board lamp matrix
validated
53
AMP Multiball
lamp.53-amp-multiball
I/O Power Driver board lamp matrix
validated
54
Left top lane
lamp.54-left-top-lane
I/O Power Driver board lamp matrix
validated
55
Center top lane
lamp.55-center-top-lane
I/O Power Driver board lamp matrix
validated
56
Right top lane
lamp.56-right-top-lane
I/O Power Driver board lamp matrix
validated
57
Banshee
lamp.57-banshee
I/O Power Driver board lamp matrix
validated
59
AMP
lamp.59-amp
I/O Power Driver board lamp matrix
validated
60
Left pop bumper
lamp.60-left-pop-bumper
I/O Power Driver board lamp matrix
validated
61
Right pop bumper
lamp.61-right-pop-bumper
I/O Power Driver board lamp matrix
validated
62
Bottom pop bumper
lamp.62-bottom-pop-bumper
I/O Power Driver board lamp matrix
validated
63
Valkyrie
lamp.63-valkyrie
I/O Power Driver board lamp matrix
validated
64
Seeds
lamp.64-seeds
I/O Power Driver board lamp matrix
validated
65
Unused lamp matrix address 65
lamp.65-unused-lamp-matrix-address-65
I/O Power Driver board lamp matrix
validated
66
Unused lamp matrix address 66
lamp.66-unused-lamp-matrix-address-66
I/O Power Driver board lamp matrix
validated
67
Unused lamp matrix address 67
lamp.67-unused-lamp-matrix-address-67
I/O Power Driver board lamp matrix
validated
68
Unused lamp matrix address 68
lamp.68-unused-lamp-matrix-address-68
I/O Power Driver board lamp matrix
validated
69
Unused lamp matrix address 69
lamp.69-unused-lamp-matrix-address-69
I/O Power Driver board lamp matrix
validated
70
Unused lamp matrix address 70
lamp.70-unused-lamp-matrix-address-70
I/O Power Driver board lamp matrix
validated
71
Unused lamp matrix address 71
lamp.71-unused-lamp-matrix-address-71
I/O Power Driver board lamp matrix
validated
72
Unused lamp matrix address 72
lamp.72-unused-lamp-matrix-address-72
I/O Power Driver board lamp matrix
validated
73
Unused lamp matrix address 73
lamp.73-unused-lamp-matrix-address-73
I/O Power Driver board lamp matrix
validated
74
Unused lamp matrix address 74
lamp.74-unused-lamp-matrix-address-74
I/O Power Driver board lamp matrix
validated
75
Unused lamp matrix address 75
lamp.75-unused-lamp-matrix-address-75
I/O Power Driver board lamp matrix
validated
76
Unused lamp matrix address 76
lamp.76-unused-lamp-matrix-address-76
I/O Power Driver board lamp matrix
validated
77
Unused lamp matrix address 77
lamp.77-unused-lamp-matrix-address-77
I/O Power Driver board lamp matrix
validated
78
Unused lamp matrix address 78
lamp.78-unused-lamp-matrix-address-78
I/O Power Driver board lamp matrix
validated
79
Unused lamp matrix address 79
lamp.79-unused-lamp-matrix-address-79
I/O Power Driver board lamp matrix
validated
80
Unused lamp matrix address 80
lamp.80-unused-lamp-matrix-address-80
I/O Power Driver board lamp matrix
validated

General illumination

1
1 shown
# Name Device ID Evidence
0
General illumination master
gi.master validated

Virtual & other outputs

17
17 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
virtual.game-on validated
51
Unused SAM auxiliary compatibility address 51
virtual.aux-51 validated
52
Unused SAM auxiliary compatibility address 52
virtual.aux-52 validated
53
Unused SAM auxiliary compatibility address 53
virtual.aux-53 validated
54
Unused SAM auxiliary compatibility address 54
virtual.aux-54 validated
55
Unused SAM auxiliary compatibility address 55
virtual.aux-55 validated
56
Unused SAM auxiliary compatibility address 56
virtual.aux-56 validated
57
Unused SAM auxiliary compatibility address 57
virtual.aux-57 validated
58
Unused SAM auxiliary compatibility address 58
virtual.aux-58 validated
59
Unused SAM auxiliary compatibility address 59
virtual.aux-59 validated
60
Unused SAM auxiliary compatibility address 60
virtual.aux-60 validated
61
Unused SAM auxiliary compatibility address 61
virtual.aux-61 validated
62
Unused SAM auxiliary compatibility address 62
virtual.aux-62 validated
63
Unused SAM auxiliary compatibility address 63
virtual.aux-63 validated
64
Unused SAM auxiliary compatibility address 64
virtual.aux-64 validated
65
Unused SAM auxiliary compatibility address 65
virtual.aux-65 validated
66
Unused SAM auxiliary compatibility address 66
virtual.aux-66 validated

Configuration & other inputs

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

Mechanisms

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

Manual shooter with auto launcher

mechanism.auto-launch

Kicker

The machine retains a manual plunger. Output 2 also launches a ball resting on shooter-lane switch 23 when the ROM requests an automatic serve.

AMP suit magnet

mechanism.amp-magnet

Other

Output 3 energizes the magnet near the AMP suit. The proven table uses a non-centering magnet, so magnetic force influences a nearby steel ball without teleporting it to the magnet center.

Link lockup lift and latch

mechanism.link-lock

Other

Switch 14 reports a ball at the Link lock. Output 6 raises the lock pins and output 7 releases or drops the latch. Recreate the physical barriers and ball retention; the associated Jake/Link cover animation is cosmetic.

Captive ball

mechanism.captive-ball

Toy

One captive ball travels within its constrained lane and pulses normally-closed switch 39 on impact. The proven table creates one captive ball, not two.

Shaker motor

mechanism.shaker

Toy

Output 8 drives the 16 VAC shaker. It is optional on Pro and factory-included on Limited Edition.

Recreation notes

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

Coverage
partial — normalized spatial placements pending.
Previously validated non-spatial scope
complete physical I/O inventory, PinMAME bindings, wiring, mechanism causality, variant boundary, and recreation behavior validated

Identity and evidence precedence

This definition covers avr_106, avr_110, and avr_200, the Pro physical machine identified as IPDB 5618 and released on 2010-08-27. PinMAME roots these drivers under avr_120h for software lineage, but that does not add Limited Edition hardware. The exact known-working avr_200 VPX script is ground truth for public addresses, contact polarity, initial state, ball routing, and shared mechanism causality. The official scanned manual governs Pro/common physical inventory and wiring, the exact ROM service tables govern localized labels, and pinned PinMAME governs SAM transport and display topology.

Spatial evidence and blockers

The canonical coordinate space is normalized VPX/player view: x=0 is left, x=1 is right, y=0 is the rear/backglass end, and y=1 is the front/apron end. This record remains schema-v2 partial because the exact table supplies candidate geometry, not a complete physical crosswalk. Exact direct table objects are retained only where their physical object identity, Pro edition identity, and manual/script semantics are reconciled. Cabinet/service, virtual, unused, DIP, and display devices are controlled non-playfield records.

The known-working avr_200 script is the semantic/causality authority at SHA-256 8fc8cb6ce0c02af97feb69f3271dce02b5531c79ead4171f614a4bc02614db29. The selected archive and authenticated VPU table embed a different, byte-distinct script at SHA-256 0fa91c9232c2eca200c1598c759bd7b1dee742ccc63fb0de87105a062de4b4bd. They reconcile on the avr_200 identity, four-ball InitSw order/initial count, captive-ball switch 39, AMP/Link mechanism identities, and endpoint semantics used by this definition, but they are not byte-identical: the embedded table has additional Q9-Q11 and Q20-Q32 render callbacks and different switch/animation/audio implementation, while the known-working script carries explicit Q3/Q8/Q17-Q19 callbacks and different collision handling. The embedded script therefore remains geometry-only and never supplies a known-working implication.

Explicit spatial blockers retained as physical evidence but without coordinates include trough switches 18-21, AMP bank endpoints 45/46, AMP suit endpoints 57/58, polygon-derived target and sling candidates at switches 7/8/26/27 and Q17/Q18, Link lockup coils Q6/Q7, internal relay/motor loads Q5/Q13/Q19, Q20-Q23 and Q26 flasher helpers, and Q25/Q30/Q31. Q6/Q7 disagree with the Limited Edition record's captive-ball anchor; Q25/Q30/Q31 quantities conflict with that same-manual record, while Q30/Q31's near-co-located table objects look like render layers rather than separate bulbs. Those facts remain visible in structured unresolved-conflict records instead of being silently reconciled. GI-0 retains the manual-proven quantity of 27 playfield plus 10 backpanel sockets; the 23 generic render-pool GI objects, four hand-placed playfield points, and ten evenly spaced backpanel points are all excluded because they do not establish physical socket locations.

The retained direct lamp objects are one physical emitter per used matrix address, with Pro-unused lamp addresses and all cabinet/service controls kept as controlled non-playfield records. Q21 and Q28 retain only manual-reconciled multiplicity; Q29/Q32 collapse paired render passes to one emitter. No Limited Edition-only detector, transporter, marching leg, or bottom-arch mechanism is projected onto Pro.

Pro versus Limited Edition

The exact avr_200 service table marks matrix switch 41 and transporter endpoints 47/48 unused. It leaves Q4, Q12, Q14, and Q27 as unnamed coil numbers; the physical Pro omits the marching AMP legs, transporter motor, and bottom-arch flashers installed on LE. Pro also omits physical inserts at lamp addresses 20 and 44-46 even though the localized ROM retains scoring labels. Shaker output 8 is optional on Pro. Do not project the ceramic Na'vi ball, metal detector D8/public 72, motorized transporter pod, marching legs, or LE bottom-arch window onto this machine.

Ball path and shooter

The trough carries four steel balls on switches 18-21, with jam opto 22 and up-kicker output 1. Shooter switch 23 supports both the manual plunger and auto-launch output 2. Preserve real occupancy and ball identity through drains and ejections. Main travel sensors are left/right orbit 10/35, spinners 9/40, left ramp exit 52, top lanes 11-13, outlanes/returns 24/25/28/29, and left return-lane R input 1.

Motorized AMP mechanisms

The AMP three-bank contains targets 42-44 and moves as one collision assembly. Switch 46 is fully raised and 45 fully lowered; output 5 changes the motor/relay state. The proven table travels from Z 25 to -24 in 25 steps and removes target collision below the playfield. The AMP suit uses motor output 19 and direction relay 13 with endpoints 57 down and 58 up. Output 3 is a non-centering magnet near the suit. Model moving collision geometry, endpoint transitions, and magnetic force rather than only animating artwork.

Switch 14 reports Link lock occupancy. Output 6 raises the lock pins and output 7 controls the retaining latch; preserve the physical barriers even if the Jake/Link cover is animated with them. One captive ball pulses inverted/normally-closed switch 39. Flippers are outputs 15/16 with button/EOS pairs 84/83 and 82/81; EOS contacts are normally closed. Pops use output/switch pairs 9/30, 10/31, and 11/32. Slings use 17/26 and 18/27. Fixed targets are NAVI 2-5, right bank 7/8, center 17, AMP standups 36-38, and moving-bank faces 42-44.

Lamps and controlled devices

Bind Q1-Q32, synthetic game-on 33, explicit unused SAM auxiliary compatibility addresses 51-66, lamp matrix 1-80, GI 0, and the 128x32 four-bit DMD. Manual PDF page 41 proves eight J13 lamp-column drives against ten J12 lamp returns; the JSON records both wires/pins for every address. Q20-23 and Q25-32 are flashers rather than insert lamps. Lamp 25 and 65-80 are unused on both editions; Pro additionally leaves 20 and 44-46 physically unused. Public solenoids 34-36 are a legacy PinmameGetSolenoid alias of game-on 33 and must not become physical outputs.

Author construction checklist

  • Build the four-ball trough, manual/auto shooter, AMP bank with moving collision targets and both endpoints, motorized suit with direction relay and endpoints, suit magnet, Link lock/latch, one captive ball, flippers, pops, slings, spinners, ramps/orbits, lanes, and fixed targets.
  • Initialize switches 18-21, 46, and 58 active. Keep normally-closed captive switch 39 and flipper EOS switches 83/81 electrically correct.
  • Bind all explicit JSON inputs and outputs, including unused channels, DIPs, service controls, GI, and DMD. Never turn synthetic or auxiliary compatibility addresses into playfield devices.
  • Use the exact working VPX behavior as the runtime tie-breaker and the official manual for construction/wiring when recreating geometry and mechanisms.

Sources

  • manual.avatar-pro-le.2010: official 55-page Stern manual, SHA-256 afaed95b1b3406193a234a4afa579f15bc5bb3c4cd92859def4ad7b202fab04b; relevant scanned pages are organized in the external manual cache.
  • vpx.avatar-pro-lw-vpumod-1.12: exact known-working avr_200 script at revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 8fc8cb6ce0c02af97feb69f3271dce02b5531c79ead4171f614a4bc02614db29.
  • rom.avatar-pro.avr-200: exact localized service tables from ROM archive SHA-256 576f70929705761a78a0272a6fb72cd17656e0feb75cccb904a4080e7e5b9bd7; ROM bytes remain external.
  • vpx-table.avatar-pro.archive-080116a-geometry: selected exact archive Avatar.vpx, SHA-256 aaff981437470f8c4edf6b2902e7a6d78db19d826a04d9662e3bcb812dd9740d; embedded avr_200 script SHA-256 0fa91c9232c2eca200c1598c759bd7b1dee742ccc63fb0de87105a062de4b4bd, byte-distinct from the known-working semantic script SHA-256 8fc8cb6ce0c02af97feb69f3271dce02b5531c79ead4171f614a4bc02614db29; geometry-only evidence with semantic differences reconciled above.
  • runtime.avatar-pro.boot-start: corrected callback-state harness evidence SHA-256 d4d289134836b9e352b32aa8d75fc192b702d9d44580c9389fd38319137ca8e7.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
avr_200Avatar (V2.0)
Firmware revision for the Pro physical playfield; the PinMAME LE clone-tree root records software lineage only.
2013avr_120hidentical
avr_110Avatar (V1.1)
Firmware revision for the Pro physical playfield; the PinMAME LE clone-tree root records software lineage only.
2011avr_120hidentical
avr_106Avatar (V1.06)
Firmware revision for the Pro physical playfield; the PinMAME LE clone-tree root records software lineage only.
2010avr_120hidentical

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.

  • Operator manual

    manual.avatar-pro-le.2010

    Official 55-page scanned Stern service manual; assemblies/gameplay pages 4-32, Pro coil chart PDF page 36, Q1-Q32 board wiring 37-38, GI 39, switch matrix 40, lamp matrix 41, cabinet wiring 42, and flippers 43. Page 41 explicitly labels J13 as eight lamp-column drives and J12 as ten lamp returns.

    by
    Stern Pinball, Inc.
    sha256
    afaed95b1b34…
  • VPX script

    vpx.avatar-pro-lw-vpumod-1.12

    Known-working exact avr_200 Pro script: switch callbacks, inverted captive-ball contact, lamps/GI, four-ball trough, magnet, AMP bank motion, suit motor, Link lock, and playfield collision causality

    by
    Table authors credited in the script; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    8fc8cb6ce0c0…
  • VPX table

    vpx-table.avatar-pro.vpuniverse-4755

    Authenticated VPU exact Pro geometry candidate; extracted Avatar (Stern 2010).vpx SHA-256 1838f6fc52c3599dd57382999a2ff7200e38cf741f658c479037b614c51d307a and embedded script SHA-256 0fa91c9232c2eca200c1598c759bd7b1dee742ccc63fb0de87105a062de4b4bd, byte-distinct from known-working semantic script SHA-256 8fc8cb6ce0c02af97feb69f3271dce02b5531c79ead4171f614a4bc02614db29; geometry confirmation only

    by
    VPU upload and table authors credited on the linked page
    sha256
    8ddff84ad8f5…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Avatar INITGAME/driver family, SAM_GAME_AUXSOL12 transport, SAM public switch translation, synthetic game-on output, and 128x32 DMD

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames avr_ driver records and clone graph

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • ROM analysis

    rom.avatar-pro.avr-200

    Exact avr_200 localized service strings: full 64-switch, D1-D24, 80-lamp, and Q1-Q32 tables; ROM bytes remain external

    external:vpinmame-roms/avr_200.zip
    by
    Analyzed locally from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    576f70929705…
  • Human review

    ipdb.avatar-pro.5618

    Physical identity, release record, and edition inventory for IPDB 5618

    by
    Internet Pinball Database
  • Runtime run

    runtime.avatar-pro.boot-start

    Exact avr_200 boot/start scenario with the four-ball trough and common mechanism endpoints initialized, four coin pulses, start, 128x32x4 DMD artifacts, GI/lamp transitions, and callback-tracked game-on 33; the independently captured Pro and LE traces happen to observe the same lamp-address set; ROM archive SHA-256 576f70929705761a78a0272a6fb72cd17656e0feb75cccb904a4080e7e5b9bd7

    external:pinmame-game-code/avatar-pro/harness/boot-start-v2/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    d4d289134836…
  • VPX table

    vpx-table.avatar-pro.archive-080116a-geometry

    Exact edition-matched archive table, VPX conversion 080116a, cGameName avr_200; embedded script SHA-256 0fa91c9232c2eca200c1598c759bd7b1dee742ccc63fb0de87105a062de4b4bd is byte-distinct from the known-working semantic script SHA-256 8fc8cb6ce0c02af97feb69f3271dce02b5531c79ead4171f614a4bc02614db29. Retained only for exact candidate geometry after limited semantic reconciliation; authenticated VPU geometry has the same embedded script hash and normalized candidate payload.

    external:pinmame-vpx-sources/stern/avatar-pro-2010/inventory/archive/Avatar.vpx
    by
    Table authors credited in the retained VPX table; archive copy retained for review
    sha256
    aaff98143747…

Something wrong or missing?

This definition still has 1 unmet requirement, 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.

Other editions

Avatar shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of Avatar, side by side

Same platform