Batman: The Dark Knight Pro

Partial

Stern2008SAMstern.batman-the-dark-knight-pro.2008 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
bdk_294

9 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
1–88 (88)
GI
0–0 (1)
DIP
1–8 (8)

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

Ball positions at start
12Scarecrow VUK18Trough 4 left19Trough 320Trough 221Trough 1 right22Trough jam23Shooter lane44Top right eject46Joker lockup64Batmobile ramp eject

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.right69cabinet.coin.fifth-7cabinet.tilt-6cabinet.slam-tilt-5cabinet.ticket-notch

Portable roles — the consuming engine maps them to its own input actions.

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
J13-P1LGN-BRN
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-6
Slam tiltNC
Tilt
switch.d18-slam-tilt
cabinet.slam-tilt
J13-P3LGN-RED
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-5
Optional ticket notchopt
Microswitch
switch.d19-optional-ticket-notch
cabinet.ticket-notch
J13-P4LGN-ORG
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-4
Unused dedicated switch D20
switch.d20-unused-dedicated-switch-d20
J13-P5LGN-YEL
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-3
Coin-door Back button
Button
switch.d21-coin-door-back-button
service.back
J13-P6LGN-BLK
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-2
Coin-door Minus button
Button
switch.d22-coin-door-minus-button
service.down
J13-P7LGN-BLU
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-1
Coin-door Plus button
Button
switch.d23-coin-door-plus-button
service.up
J13-P8LGN-VIO
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
0
Coin-door Select button
Button
switch.d24-coin-door-select-button
service.enter
J13-P9LGN-GRY
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
1
BATMAN B target
Leaf
switch.1-batman-b-target
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
2
BATMAN A target
Leaf
switch.2-batman-a-target
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
3
BATMAN T target
Leaf
switch.3-batman-t-target
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
4
BATMAN M target
Leaf
switch.4-batman-m-target
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
5
BATMAN A2 target
Leaf
switch.5-batman-a2-target
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
6
BATMAN N target
Leaf
switch.6-batman-n-target
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
7
Left top lane
Leaf
switch.7-left-top-lane
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
8
Middle top lane
Leaf
switch.8-middle-top-lane
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
9
Right top lane
Leaf
switch.9-right-top-lane
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
10
Unused matrix switch 10
switch.10-unused-matrix-switch-10
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
11
Alfred target
Leaf
switch.11-alfred-target
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
12
Scarecrow VUK
Opto
switch.12-scarecrow-vuk
ball.position
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
13
Center ramp entrance
Leaf
switch.13-center-ramp-entrance
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
14
Right standup target
Leaf
switch.14-right-standup-target
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
15
Tournament Start
Button
switch.15-tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
16
Start button
Button
switch.16-start-button
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
17
Unused matrix switch 17
switch.17-unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
18
Trough 4 left
Opto
switch.18-trough-4-left
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
19
Trough 3
Opto
switch.19-trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
20
Trough 2
Opto
switch.20-trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
21
Trough 1 right
Opto
switch.21-trough-1-right
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
22
Trough jam
Opto
switch.22-trough-jam
ball.position
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
23
Shooter lane
Opto
switch.23-shooter-lane
ball.position
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
24
Left outlane
Leaf
switch.24-left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
25
Left return lane
Leaf
switch.25-left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
26
Left slingshot
Leaf
switch.26-left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
27
Right slingshot
Leaf
switch.27-right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
28
Right return lane
Leaf
switch.28-right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
29
Right outlane
Leaf
switch.29-right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
30
Left pop bumper
Leaf
switch.30-left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
31
Right pop bumper
Leaf
switch.31-right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
32
Bottom pop bumper
Leaf
switch.32-bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
33
Skill shot
Leaf
switch.33-skill-shot
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
34
Left loop spinner
Leaf
switch.34-left-loop-spinner
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
35
Left loop
Leaf
switch.35-left-loop
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
36
Left Joker target
Leaf
switch.36-left-joker-target
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
37
Center Joker target
Leaf
switch.37-center-joker-target
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
38
Pop bumper target
Leaf
switch.38-pop-bumper-target
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
39
Pop bumper spinner
Leaf
switch.39-pop-bumper-spinner
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
40
Unused matrix switch 40
switch.40-unused-matrix-switch-40
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
41
Right loop
Leaf
switch.41-right-loop
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
42
Scarecrow VUK exit
Opto
switch.42-scarecrow-vuk-exit
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
43
Unused matrix switch 43
switch.43-unused-matrix-switch-43
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
44
Top right eject
Opto
switch.44-top-right-eject
ball.position
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
45
Joker drop target
Leaf
switch.45-joker-drop-target
position.down
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
46
Joker lockup
Opto
switch.46-joker-lockup
ball.position
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
47
Batmobile crash target
Leaf
switch.47-batmobile-crash-target
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
48
Right Joker target
Leaf
switch.48-right-joker-target
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
49
Left standup target
Leaf
switch.49-left-standup-target
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
50
Joker position 1 home
Opto
switch.50-joker-position-1-home
position.home
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
51
Joker position 2 middle
Opto
switch.51-joker-position-2-middle
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
52
Joker position 3 away
Opto
switch.52-joker-position-3-away
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
53
Mini-playfield top left
Leaf
switch.53-mini-playfield-top-left
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
54
Mini-playfield top right
Leaf
switch.54-mini-playfield-top-right
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
55
Mini-playfield bottom left
Leaf
switch.55-mini-playfield-bottom-left
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
56
Crane position 6 away
Opto
switch.56-crane-position-6-away
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
57
Crane position 5
Opto
switch.57-crane-position-5
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
58
Crane position 4
Opto
switch.58-crane-position-4
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
59
Crane position 3
Opto
switch.59-crane-position-3
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
60
Crane position 2
Opto
switch.60-crane-position-2
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
61
Crane position 1 home
Opto
switch.61-crane-position-1-home
position.home
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
62
Unused matrix switch 62
switch.62-unused-matrix-switch-62
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
63
Mini-playfield bottom right
Leaf
switch.63-mini-playfield-bottom-right
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
64
Batmobile ramp eject
Opto
switch.64-batmobile-ramp-eject
ball.position
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
65
Left coin chute
Button
switch.d1-left-coin-chute
cabinet.coin.left
J2-P2PNK-BRN
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
66
Center coin chute
Button
switch.d2-center-coin-chute
cabinet.coin.center
J2-P3PNK-RED
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
67
Right coin chute
Button
switch.d3-right-coin-chute
cabinet.coin.right
J2-P4PNK-ORG
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
68
Unused fourth coin chute
switch.d4-unused-fourth-coin-chute
J2-P6PNK-YEL
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
69
Optional fifth coin chuteopt
Button
switch.d5-optional-fifth-coin-chute
cabinet.coin.fifth
J2-P7PNK-GRN
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
70
Unused dedicated switch D6
switch.d6-unused-dedicated-switch-d6
J2-P8PNK-BLU
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
71
Unused dedicated switch D7
switch.d7-unused-dedicated-switch-d7
J2-P9PNK-VIO
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
72
Unused dedicated switch D8
switch.d8-unused-dedicated-switch-d8
J2-P10PNK-GRY
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
81
Right flipper end-of-strokeNC
Leaf
switch.d12-right-flipper-end-of-stroke
flipper.lower.right.eos
J3-P5GRY-YEL
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
82
Right flipper button
Button
switch.d11-right-flipper-button
flipper.lower.right.button
J3-P4GRY-ORG
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
83
Left flipper end-of-strokeNC
Leaf
switch.d10-left-flipper-end-of-stroke
flipper.lower.left.eos
J3-P2GRY-RED
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
84
Left flipper button
Button
switch.d9-left-flipper-button
flipper.lower.left.button
J3-P1GRY-BRN
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
85
Scarecrow crane hit
Leaf
switch.d16-scarecrow-crane-hit
mechanism.crane.hit
J3-P9GRY-BLK
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
86
Unused upper-right flipper button
switch.d15-unused-upper-right-flipper-button
J3-P8GRY-VIO
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
87
Unused upper-left flipper end-of-stroke
switch.d14-unused-upper-left-flipper-end-of-stroke
J3-P7GRY-BLU
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
88
Unused upper-left flipper button
switch.d13-unused-upper-left-flipper-button
J3-P6GRY-GRN
J3-P10BLK
CPU/Sound board dedicated-switch input
validated

Controlled devices

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

Coils, magnets & motors

24
24 shown
# Name Device ID Kind 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
Top right eject
device.3-top-right-eject Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Joker lockup
device.4-joker-lockup Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Joker drop target up
device.5-joker-drop-target-up Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Scarecrow VUK
device.6-scarecrow-vuk Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Joker drop target down
device.7-joker-drop-target-down Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Optional shaker motoropt
device.8-optional-shaker-motor Motor
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
Left control gate
device.12-left-control-gate Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
Batmobile ramp down
device.13-batmobile-ramp-down Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Batmobile ramp control gate
device.14-batmobile-ramp-control-gate Coil
Q14BLU-BLK
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
20
Unused output Q20
device.20-unused-output-q20 Coil
Q20VIO-WHT
I/O Power Driver board
validated
24
Optional 5 V controlled deviceopt
device.24-optional-5-v-controlled-device Coil
Q24VIO-GRY
I/O Power Driver board
validated
26
Joker motor
device.26-joker-motor Motor
Q26BLK-RED
I/O Power Driver board
validated
28
Scarecrow motor relay
device.28-scarecrow-motor-relay Relay
Q28BLK-YEL
I/O Power Driver board
validated
30
Joker motor relay
device.30-joker-motor-relay Relay
Q30BLK-BLU
I/O Power Driver board
validated
31
Scarecrow motor
device.31-scarecrow-motor Motor
Q31BLK-VIO
I/O Power Driver board
validated

Flashers

8
8 shown
# Name Device ID Wiring Evidence
19
Scarecrow home flasher
device.19-scarecrow-home-flasher
Q19VIO-ORG
I/O Power Driver board
validated
21
Back panel flasher
device.21-back-panel-flasher
Q21VIO-GRN
I/O Power Driver board
validated
22
Joker flasher x3
device.22-joker-flasher-x3
Q22VIO-BLU
I/O Power Driver board
validated
23
Scarecrow flasher
device.23-scarecrow-flasher
Q23VIO-BLK
I/O Power Driver board
validated
25
Pop bumpers flasher x3
device.25-pop-bumpers-flasher-x3
Q25BLK-BRN
I/O Power Driver board
validated
27
Left slingshot flasher
device.27-left-slingshot-flasher
Q27BLK-ORG
I/O Power Driver board
validated
29
Right slingshot flasher
device.29-right-slingshot-flasher
Q29BLK-GRN
I/O Power Driver board
validated
32
Batmobile crash flasher x2
device.32-batmobile-crash-flasher-x2
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

88

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
81–88
Hover or tap an address to identify it.
88 shown
# Name Device ID Wiring Evidence
1
Start Button
lamp.1-start-button
I/O Power Driver board lamp matrix
validated
2
Tournament Start Button
lamp.2-tournament-start-button
I/O Power Driver board lamp matrix
validated
3
Shoot Again
lamp.3-shoot-again
I/O Power Driver board lamp matrix
validated
4
Left Outlane
lamp.4-left-outlane
I/O Power Driver board lamp matrix
validated
5
Left Return Lane
lamp.5-left-return-lane
I/O Power Driver board lamp matrix
validated
6
Joker Played
lamp.6-joker-played
I/O Power Driver board lamp matrix
validated
7
Batmobile Played
lamp.7-batmobile-played
I/O Power Driver board lamp matrix
validated
8
Scarecrow Played
lamp.8-scarecrow-played
I/O Power Driver board lamp matrix
validated
9
Joker Multiplier
lamp.9-joker-multiplier
I/O Power Driver board lamp matrix
validated
10
Right Return Lane
lamp.10-right-return-lane
I/O Power Driver board lamp matrix
validated
11
Right Outlane
lamp.11-right-outlane
I/O Power Driver board lamp matrix
validated
12
Bruce Wayne
lamp.12-bruce-wayne
I/O Power Driver board lamp matrix
validated
13
Commissioner Gordon
lamp.13-commissioner-gordon
I/O Power Driver board lamp matrix
validated
14
Rachel Dawes
lamp.14-rachel-dawes
I/O Power Driver board lamp matrix
validated
15
The Scarecrow
lamp.15-the-scarecrow
I/O Power Driver board lamp matrix
validated
16
The Joker
lamp.16-the-joker
I/O Power Driver board lamp matrix
validated
17
Harvey Dent
lamp.17-harvey-dent
I/O Power Driver board lamp matrix
validated
18
Lucius Fox
lamp.18-lucius-fox
I/O Power Driver board lamp matrix
validated
19
Alfred Pennyworth
lamp.19-alfred-pennyworth
I/O Power Driver board lamp matrix
validated
20
BATMAN B
lamp.20-batman-b
I/O Power Driver board lamp matrix
validated
21
BATMAN A
lamp.21-batman-a
I/O Power Driver board lamp matrix
validated
22
BATMAN T
lamp.22-batman-t
I/O Power Driver board lamp matrix
validated
23
BATMAN M
lamp.23-batman-m
I/O Power Driver board lamp matrix
validated
24
BATMAN A2
lamp.24-batman-a2
I/O Power Driver board lamp matrix
validated
25
BATMAN N
lamp.25-batman-n
I/O Power Driver board lamp matrix
validated
26
Impostors!
lamp.26-impostors
I/O Power Driver board lamp matrix
validated
27
Extricate Lau
lamp.27-extricate-lau
I/O Power Driver board lamp matrix
validated
28
Rescue Rachel
lamp.28-rescue-rachel
I/O Power Driver board lamp matrix
validated
29
Locate The Joker
lamp.29-locate-the-joker
I/O Power Driver board lamp matrix
validated
30
Not Used
lamp.30-not-used
I/O Power Driver board lamp matrix
validated
31
Left Loop Multiplier
lamp.31-left-loop-multiplier
I/O Power Driver board lamp matrix
validated
32
Crane Position 6 Away
lamp.32-crane-position-6-away
I/O Power Driver board lamp matrix
validated
33
Bat Missions
lamp.33-bat-missions
I/O Power Driver board lamp matrix
validated
34
Mystery
lamp.34-mystery
I/O Power Driver board lamp matrix
validated
35
Left Loop Arrow
lamp.35-left-loop-arrow
I/O Power Driver board lamp matrix
validated
36
Joker Arrow
lamp.36-joker-arrow
I/O Power Driver board lamp matrix
validated
37
Joker Lock 3
lamp.37-joker-lock-3
I/O Power Driver board lamp matrix
validated
38
Joker Lock 2
lamp.38-joker-lock-2
I/O Power Driver board lamp matrix
validated
39
Left Gordon Target
lamp.39-left-gordon-target
I/O Power Driver board lamp matrix
validated
40
Left Multiplier Target
lamp.40-left-multiplier-target
I/O Power Driver board lamp matrix
validated
41
Joker Lock 1
lamp.41-joker-lock-1
I/O Power Driver board lamp matrix
validated
42
Crane Position 5
lamp.42-crane-position-5
I/O Power Driver board lamp matrix
validated
43
Crane Position 4
lamp.43-crane-position-4
I/O Power Driver board lamp matrix
validated
44
Crane Position 3
lamp.44-crane-position-3
I/O Power Driver board lamp matrix
validated
45
Crane Position 2
lamp.45-crane-position-2
I/O Power Driver board lamp matrix
validated
46
Not Used
lamp.46-not-used
I/O Power Driver board lamp matrix
validated
47
Batmobile 3
lamp.47-batmobile-3
I/O Power Driver board lamp matrix
validated
48
Batmobile 2
lamp.48-batmobile-2
I/O Power Driver board lamp matrix
validated
49
Batmobile 1
lamp.49-batmobile-1
I/O Power Driver board lamp matrix
validated
50
Center Ramp Multiplier
lamp.50-center-ramp-multiplier
I/O Power Driver board lamp matrix
validated
51
Scarecrow VUK Multiplier
lamp.51-scarecrow-vuk-multiplier
I/O Power Driver board lamp matrix
validated
52
Right Loop Multiplier
lamp.52-right-loop-multiplier
I/O Power Driver board lamp matrix
validated
53
Right Multiplier Target
lamp.53-right-multiplier-target
I/O Power Driver board lamp matrix
validated
54
Scarecrow VUK Arrow
lamp.54-scarecrow-vuk-arrow
I/O Power Driver board lamp matrix
validated
55
Super Jackpot
lamp.55-super-jackpot
I/O Power Driver board lamp matrix
validated
56
Scarecrow
lamp.56-scarecrow
I/O Power Driver board lamp matrix
validated
57
Extra Ball
lamp.57-extra-ball
I/O Power Driver board lamp matrix
validated
58
Alfred Target
lamp.58-alfred-target
I/O Power Driver board lamp matrix
validated
59
Mini-playfield Bottom Left
lamp.59-mini-playfield-bottom-left
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
Mini-playfield Top Left
lamp.62-mini-playfield-top-left
I/O Power Driver board lamp matrix
validated
63
Right Loop Arrow
lamp.63-right-loop-arrow
I/O Power Driver board lamp matrix
validated
64
Bat Pod
lamp.64-bat-pod
I/O Power Driver board lamp matrix
validated
65
Grappling Hook
lamp.65-grappling-hook
I/O Power Driver board lamp matrix
validated
66
Machine Gun
lamp.66-machine-gun
I/O Power Driver board lamp matrix
validated
67
Cannon
lamp.67-cannon
I/O Power Driver board lamp matrix
validated
68
Mini-playfield Bottom Right
lamp.68-mini-playfield-bottom-right
I/O Power Driver board lamp matrix
validated
69
Scarecrow Skill Shot
lamp.69-scarecrow-skill-shot
I/O Power Driver board lamp matrix
validated
70
Batmobile Skill Shot
lamp.70-batmobile-skill-shot
I/O Power Driver board lamp matrix
validated
71
Joker Skill Shot
lamp.71-joker-skill-shot
I/O Power Driver board lamp matrix
validated
72
Left Top Lane
lamp.72-left-top-lane
I/O Power Driver board lamp matrix
validated
73
Middle Top Lane
lamp.73-middle-top-lane
I/O Power Driver board lamp matrix
validated
74
Right Top Lane
lamp.74-right-top-lane
I/O Power Driver board lamp matrix
validated
75
Mini-playfield Top Right
lamp.75-mini-playfield-top-right
I/O Power Driver board lamp matrix
validated
76
Bat Symbol
lamp.76-bat-symbol
I/O Power Driver board lamp matrix
validated
77
Pop Bumpers Illumination
lamp.77-pop-bumpers-illumination
I/O Power Driver board lamp matrix
validated
78
Batmobile Illumination
lamp.78-batmobile-illumination
I/O Power Driver board lamp matrix
validated
79
Joker Illumination
lamp.79-joker-illumination
I/O Power Driver board lamp matrix
validated
80
Scarecrow Illumination
lamp.80-scarecrow-illumination
I/O Power Driver board lamp matrix
validated
81
Unused crane-board compatibility lamp 81
lamp.81-unused-crane-board-compatibility
validated
82
Unused crane-board compatibility lamp 82
lamp.82-unused-crane-board-compatibility
validated
83
Unused crane-board compatibility lamp 83
lamp.83-unused-crane-board-compatibility
validated
84
Unused crane-board compatibility lamp 84
lamp.84-unused-crane-board-compatibility
validated
85
Unused crane-board compatibility lamp 85
lamp.85-unused-crane-board-compatibility
validated
86
Scarecrow crane board red LED
lamp.86-scarecrow-crane-board-red-led
Scarecrow crane opto/LED board 520-5290-00
validated
87
Scarecrow crane board white LED 1
lamp.87-scarecrow-crane-board-white-led-1
Scarecrow crane opto/LED board 520-5290-00
validated
88
Scarecrow crane board white LED 2
lamp.88-scarecrow-crane-board-white-led-2
Scarecrow crane opto/LED board 520-5290-00
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 launch

mechanism.auto-launch

Kicker

The player can plunge a ball at switch 23 manually or Q2 can fire the auto-launch assembly.

Top-right eject

mechanism.top-right-eject

Kicker

A ball rests on top-right eject switch 44 until Q3 returns it to play.

Joker lockup

mechanism.joker-lock

Kicker

Switch 46 retains a ball in the Joker lockup and Q4 ejects it. This ball device is separate from the moving Joker reveal and its drop target.

Pivoting Batmobile bridge and crash path

mechanism.batmobile-ramp

Motorized

Q13 pivots the bridge between its approximately 10-degree raised return path and lowered path, moving its collision geometry and any captured ball. Switch 64 captures the ball on the ramp; lowering releases it while the Batmobile travels a linked crash path that closes target 47. Q14 controls the route gate. Preserve the real ball, bridge collision, gate direction, and crash switch transaction; the script's invisible helper ball is implementation scaffolding, not another playfield ball.

Six-position Scarecrow crane

mechanism.scarecrow-crane

Rotary

Q31 drives the one-direction chain crane through relay Q28. Position optos run from 56/away through 61/home; the proven table uses 90 steps over 110 ms with windows 56=0-1, 57=30-33, 58=47-50, 59=59-62, 60=71-74, and 61=89. Dedicated D16/public 85 is the ball-hit leaf. The manual documents two factory crane/motor assembly variants; identify the installed hub and shaft type before selecting service parts, never rotate the crane by hand, and calibrate using the ROM test.

Left control gate

mechanism.left-control-gate

Gate

Q12 controls the left route gate; preserve one-way collision and commanded state.

Optional shaker motor

mechanism.shaker

Motorized

Q8 drives the optional 16 VAC shaker; absence is a valid configuration.

Routes, lanes, spinners, and fixed targets

mechanism.routes-and-targets

Other

Build the manual's lane, loop, ramp, spinner, standup, skill-shot, and lower-lane contacts at their named bindings. Use the pulse/sustained flags from the proven script and do not create devices for unused matrix holes.

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 public I/O inventory, factory wiring and lamp parts, custom mechanisms, firmware family, and recreation behavior validated

Identity and evidence precedence

This is the 2008 commercial machine, IPDB 5307, called the Pro model in current Stern/PinMAME terminology. It covers bdk_130, bdk_150, bdk_160, bdk_200, bdk_210, bdk_220, bdk_240, bdk_290, and bdk_294. The known-working exact bdk_294 VPX script is controller-semantic and causal ground truth; the official manual governs physical construction, wiring, bulb/board types, and service assemblies; pinned PinMAME governs transport, display, and driver identity. The firmware readme documents software-only changes to Scarecrow multiball, Batmobile-ramp handling, crane adjustment/calibration, and Joker motor behavior.

Balls, trough, shooter, and ejects

Four balls rest on trough switches 18-21. Q1 feeds the rightmost ball through jam opto 22 to shooter switch 23, where it can be plunged manually or fired by Q2. Top-right switch 44/Q3 and Scarecrow VUK switch 12/Q6/exit 42 are separate eject paths. Joker lock switch 46 retains a ball until Q4 fires. Preserve sustained occupancy and explicit physical release transactions rather than pulsing every ball-position switch.

Joker reveal, target, and lock

The Joker area contains three distinct mechanisms. The lockup is switch 46/Q4. The active drop target is switch 45 with Q5 up and Q7 down. The rotating reveal uses motor Q26 through relay Q30 with three positions: 52 away/revealed, 51 middle, and 50 home/hidden. The proven script models a 1500 ms, 360-step one-direction cycle with windows 52 at 0, 51 at 178-182, and 50 at 359. Use the ROM Joker Motor Test to calibrate the physical assembly, retain mutually exclusive position contacts, and never merge its motor, drop, and ball lock into one animation.

Scarecrow crane

The chain-driven crane uses Q31 motor through relay Q28. Position optos run 56 away, 57, 58, 59, 60, and 61 home; D16/public 85 is the ball-hit leaf. The proven table models 90 steps over 110 ms with windows 56=0-1, 57=30-33, 58=47-50, 59=59-62, 60=71-74, and 61=89. PinMAME exposes the board LEDs at lamps 86-88. The official manual documents two factory crane variants with different hub and motor-shaft shapes. Identify the actual variant before selecting parts, never rotate it by hand, and use the ROM test for direction, endpoint, and adjustment.

Batmobile bridge and upper mini-playfield

Q13 pivots the Batmobile bridge between an approximately 10-degree raised return path and its lowered release path, while Q14 controls the gate. Switch 64 captures a real ball on the moving ramp. Lowering the bridge releases that ball and drives the linked Batmobile crash path through switch 47; move collision geometry and the captured ball throughout travel. The proven script uses an invisible helper ball only to animate the Batmobile and pulse the crash transaction, so do not add it to the physical ball count. The upper mini-playfield is a separate elevated area with contacts 53 top-left, 54 top-right, 55 bottom-left, and 63 bottom-right.

Standard devices, routes, lamps, and display

Flippers are Q15/Q16 with public button/EOS pairs 84/83 and 82/81; both EOS contacts are normally closed. Pops are Q9/SW30, Q10/SW31, Q11/SW32 and slings are Q17/SW26, Q18/SW27. Q12 controls the left gate and Q8 is an optional shaker. Every lane, standup, spinner, loop, ramp, and target is enumerated in JSON with the manual's assembly part and the working script's pulse/sustained behavior. Lamps 1-80 follow the official grid exactly; only 30 and 46 are unused. Original #555, #44, green, and white-LED parts are preserved, ordinary GI is aggregate 0, crane-board LEDs are 86-88, and the display is native 128x32 four-bit DMD. Public solenoid 33 is synthetic fast-flip/game-on, while 51-66 are unused compatibility capacity.

Author construction checklist

  • Build the four-ball path, manual/auto shooter, both ejects, Joker lock/drop/reveal, six-position crane, moving Batmobile bridge/gate/crash transaction, upper mini-playfield, flippers, pops, slings, left gate, shaker option, routes, targets, complete lamps/GI, and DMD.
  • Initialize trough 18-21, Joker home 50, and crane home 61; preserve normally-closed EOS contacts, ball occupancy, position windows, moving collision, drop latching, gate direction, and physical release causality.
  • Bind matrix 1-64, dedicated/DIP inputs, Q1-Q32, synthetic 33, unused 51-66, lamps 1-88, GI 0, and the DMD. Never infer Home hardware from the bdk_300 clone edge.

Sources

  • manual.stern-batman-the-dark-knight.2008: official 207-page manual SHA-256 c09621893c439a966d2c48436b482fdf6326bc99ed5acd45a5634d5ae39c3219, organized under the external manual cache with native-text extraction and rendered grid review.
  • vpx.batman-the-dark-knight-pro-1.16: exact working script SHA-256 1c6bc48c74e7bb8e48293152ee226318a9a8dce230bd6b63554f9c92075dbff0.
  • rom.stern-batman-the-dark-knight.bdk-294: exact archive SHA-256 b82a4b996c6561b273a7eda6bcf2a540cb67b3b8947bf439b8e9a8928ace3f49; ROM bytes remain external.
  • runtime.batman-the-dark-knight-pro.boot-start: exact boot/start trace SHA-256 e54ff7c90c52a3305e10961f5e5833a20506e04f373b58d955f47a40b8780bb4.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
bdk_294Batman: The Dark Knight (V2.94)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2010identical
bdk_290Batman: The Dark Knight (V2.9)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2010bdk_294identical
bdk_240Batman: The Dark Knight (V2.4)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2009bdk_294identical
bdk_220Batman: The Dark Knight (V2.2)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2008bdk_294identical
bdk_210Batman: The Dark Knight (V2.1)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2008bdk_294identical
bdk_200Batman: The Dark Knight (V2.0)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2008bdk_294identical
bdk_160Batman: The Dark Knight (V1.6)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2008bdk_294identical
bdk_150Batman: The Dark Knight (V1.5)
Firmware revision for the 2008 Pro/commercial physical product. V2.40-V2.94 change Scarecrow multiball and mechanism calibration in software without changing the installed I/O inventory.
2008bdk_294identical

Parent set: bdk_294 — 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.

  • Operator manual

    manual.stern-batman-the-dark-knight.2008

    Official 207-page operation and parts manual. PDF pages 6, 8, and 10 are the complete Pro switch, lamp, and Q1-Q32 grids; pages 85-96 document the two Scarecrow crane assembly variants; the game-specific diagnostics describe Joker and crane motor tests. For the Home definition it is used only for the shared SAM connector topology and retained crane-board context, never for Home semantic addresses or omitted Pro mechanisms.

    by
    Stern Pinball, Inc.
    sha256
    c09621893c43…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Batman INITGAME/driver family, SAM_GAME_3LEDS_BSTB, public switch translation, 128x32 DMD, bdk_294 fast-flip mapping, missing bdk_300 fast-flip mapping, and prefix-wide output typing that incorrectly applies Pro unused lamps 30/46 to Home V3.00.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames bdk_ driver records and clone graph; source comments identify bdk_294 as Pro and bdk_300 as Standard/Home/Costco.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX script

    vpx.batman-the-dark-knight-pro-1.16

    Known-working exact bdk_294 script. Lines 166-206 establish four-ball initial state and Joker/crane cvpmMech configuration; lines 239-883 establish ball devices, Batmobile bridge/crash causality, targets, routes, and pulse/sustained switch behavior. It is semantic ground truth for Pro. Home uses it only as an explicitly comparative reference for the retained six-position crane pattern.

    github.comlines 166-206
    by
    Table authors credited in the script; vpx-standalone-scripts contributors
    rev
    15d112648a1b
    sha256
    1c6bc48c74e7…
  • ROM analysis

    rom.stern-batman-the-dark-knight.bdk-294

    Read-only user-authorized archive. BDK_V2-94_E.BIN SHA-256 2c003b71212e91b965f314509ff507ad5aa0459f8117228f511c03efd67e3b2b; BATreadme.txt SHA-256 b7965b5528d92bc3f76289e58d7d7f4b180119b309f5936bd98f4bbef6901215 documents Batmobile ramp, Scarecrow crane calibration, Joker motor, and two/three-ball Scarecrow multiball revision changes.

    external:vpinmame-roms/bdk_294.zip
    by
    Stern Pinball game code; ROM bytes remain external
    rev
    V2.94
    sha256
    b82a4b996c65…
  • Human review

    ipdb.batman-the-dark-knight.5307

    IPDB 5307 physical identity, 2008 release, playfield feature inventory, photos, and mechanism descriptions for the commercial machine.

    by
    Internet Pinball Database
  • Runtime run

    runtime.batman-the-dark-knight-pro.boot-start

    Exact bdk_294 boot/start run initialized with trough 18-21, Joker home 50, crane home 61, six coins, and start 16; observes 128x32x4 DMD, GI 0, synthetic game-on 33, and lamp activity.

    external:pinmame-game-code/bdk_294/harness/boot-start-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    e54ff7c90c52…

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

Batman: The Dark Knight shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of Batman: The Dark Knight, side by side

Same platform