Three-ball trough
mechanism.trough
Three balls occupy trough switches 53-55. Q1 ejects the rightmost ball through jam switch 56 toward shooter switch 58. Do not reuse the Pro trough addresses 18-22.
Stern2010SAMstern.batman-the-dark-knight-standard-home-edition.2010 1 of 2 editions
1 ROM set resolve to this machine. Clones share the definition unless a hardware difference is listed.
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.
A single aggregate GI channel — the whole string switches together.
Create balls on these switches so the ROM finds a full trough at boot.
Portable roles — the consuming engine maps them to its own input actions.
Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.
The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.
Sequential addresses, grouped in columns of eight.
Outside the matrix-7, -6, -5, -4, -3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.
| # | 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 | Left top lane | switch.1-left-top-lane | J1-P1GRN-BRN J6-P9WHT-BRN CPU/Sound board switch matrix | validated | |
| 2 | Center top lane | switch.2-center-top-lane | J1-P1GRN-BRN J6-P8WHT-RED CPU/Sound board switch matrix | validated | |
| 3 | Right top lane | switch.3-right-top-lane | J1-P1GRN-BRN J6-P7WHT-ORG CPU/Sound board switch matrix | validated | |
| 4 | Pop bumper target | switch.4-pop-bumper-target | J1-P1GRN-BRN J6-P6WHT-YEL CPU/Sound board switch matrix | validated | |
| 5 | Pop bumper spinner | switch.5-pop-bumper-spinner | J1-P1GRN-BRN J6-P5WHT-GRN CPU/Sound board switch matrix | validated | |
| 6 | Scarecrow VUK Opto | switch.6-scarecrow-vuk | ball.position | J1-P1GRN-BRN J6-P3WHT-BLU CPU/Sound board switch matrix | validated |
| 7 | Right standup target | switch.7-right-standup-target | J1-P1GRN-BRN J6-P2WHT-VIO CPU/Sound board switch matrix | validated | |
| 8 | Center ramp entrance | switch.8-center-ramp-entrance | J1-P1GRN-BRN J6-P1WHT-GRY CPU/Sound board switch matrix | validated | |
| 9 | Alfred target | switch.9-alfred-target | J1-P1GRN-BRN J12-P9TAN-BLK CPU/Sound board switch matrix | validated | |
| 10 | Crane position 6 away Opto | switch.10-crane-position-6-away | J1-P1GRN-BRN J12-P8TAN-RED CPU/Sound board switch matrix | validated | |
| 11 | Crane position 5 Opto | switch.11-crane-position-5 | J1-P1GRN-BRN J12-P7TAN-ORG CPU/Sound board switch matrix | validated | |
| 12 | Crane position 4 Opto | switch.12-crane-position-4 | J1-P1GRN-BRN J12-P6TAN-YEL CPU/Sound board switch matrix | validated | |
| 13 | Crane position 3 Opto | switch.13-crane-position-3 | J1-P1GRN-BRN J12-P4TAN-GRN CPU/Sound board switch matrix | validated | |
| 14 | Crane position 2 Opto | switch.14-crane-position-2 | J1-P1GRN-BRN J12-P3TAN-BLU CPU/Sound board switch matrix | validated | |
| 15 | Crane position 1 home Opto | switch.15-crane-position-1-home | position.home | J1-P1GRN-BRN J12-P2TAN-VIO CPU/Sound board switch matrix | validated |
| 16 | Left Joker target | switch.16-left-joker-target | J1-P1GRN-BRN J12-P1TAN-WHT CPU/Sound board switch matrix | validated | |
| 17 | Center Joker target | switch.17-center-joker-target | J1-P3GRN-RED J6-P9WHT-BRN CPU/Sound board switch matrix | validated | |
| 18 | Right Joker target | switch.18-right-joker-target | J1-P3GRN-RED J6-P8WHT-RED CPU/Sound board switch matrix | validated | |
| 19 | Left pop bumper | switch.19-left-pop-bumper | J1-P3GRN-RED J6-P7WHT-ORG CPU/Sound board switch matrix | validated | |
| 20 | Right pop bumper | switch.20-right-pop-bumper | J1-P3GRN-RED J6-P6WHT-YEL CPU/Sound board switch matrix | validated | |
| 21 | Bottom pop bumper | switch.21-bottom-pop-bumper | J1-P3GRN-RED J6-P5WHT-GRN CPU/Sound board switch matrix | validated | |
| 22 | Left loop | switch.22-left-loop | J1-P3GRN-RED J6-P3WHT-BLU CPU/Sound board switch matrix | validated | |
| 23 | Left loop spinner | switch.23-left-loop-spinner | J1-P3GRN-RED J6-P2WHT-VIO CPU/Sound board switch matrix | validated | |
| 24 | Batmobile ramp exit | switch.24-batmobile-ramp-exit | J1-P3GRN-RED J6-P1WHT-GRY CPU/Sound board switch matrix | validated | |
| 25 | Scarecrow VUK exit Opto | switch.25-scarecrow-vuk-exit | J1-P3GRN-RED J12-P9TAN-BLK CPU/Sound board switch matrix | validated | |
| 26 | Skill shot | switch.26-skill-shot | J1-P3GRN-RED J12-P8TAN-RED CPU/Sound board switch matrix | validated | |
| 27 | Joker lockup 1 Opto | switch.27-joker-lockup-1 | ball.position | J1-P3GRN-RED J12-P7TAN-ORG CPU/Sound board switch matrix | validated |
| 28 | Unused matrix switch 28 | switch.28-unused-matrix-switch-28 | J1-P3GRN-RED J12-P6TAN-YEL CPU/Sound board switch matrix | validated | |
| 29 | Right loop | switch.29-right-loop | J1-P3GRN-RED J12-P4TAN-GRN CPU/Sound board switch matrix | validated | |
| 30 | Unused matrix switch 30 | switch.30-unused-matrix-switch-30 | J1-P3GRN-RED J12-P3TAN-BLU CPU/Sound board switch matrix | validated | |
| 31 | Unused matrix switch 31 | switch.31-unused-matrix-switch-31 | J1-P3GRN-RED J12-P2TAN-VIO CPU/Sound board switch matrix | validated | |
| 32 | Unused matrix switch 32 | switch.32-unused-matrix-switch-32 | J1-P3GRN-RED J12-P1TAN-WHT CPU/Sound board switch matrix | validated | |
| 33 | Top right eject | switch.33-top-right-eject | ball.position | J1-P4GRN-ORG J6-P9WHT-BRN CPU/Sound board switch matrix | validated |
| 34 | Tournament Start Button | switch.34-tournament-start | cabinet.tournament-start | J1-P4GRN-ORG J6-P8WHT-RED CPU/Sound board switch matrix | validated |
| 35 | Start button Button | switch.35-start-button | cabinet.start | J1-P4GRN-ORG J6-P7WHT-ORG CPU/Sound board switch matrix | validated |
| 36 | Unused matrix switch 36 | switch.36-unused-matrix-switch-36 | J1-P4GRN-ORG J6-P6WHT-YEL CPU/Sound board switch matrix | validated | |
| 37 | Unused matrix switch 37 | switch.37-unused-matrix-switch-37 | J1-P4GRN-ORG J6-P5WHT-GRN CPU/Sound board switch matrix | validated | |
| 38 | Unused matrix switch 38 | switch.38-unused-matrix-switch-38 | J1-P4GRN-ORG J6-P3WHT-BLU CPU/Sound board switch matrix | validated | |
| 39 | Unused matrix switch 39 | switch.39-unused-matrix-switch-39 | 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 | Unused matrix switch 41 | switch.41-unused-matrix-switch-41 | J1-P4GRN-ORG J12-P9TAN-BLK CPU/Sound board switch matrix | validated | |
| 42 | Unused matrix switch 42 | switch.42-unused-matrix-switch-42 | 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 | Unused matrix switch 44 | switch.44-unused-matrix-switch-44 | J1-P4GRN-ORG J12-P6TAN-YEL CPU/Sound board switch matrix | validated | |
| 45 | Left standup target | switch.45-left-standup-target | J1-P4GRN-ORG J12-P4TAN-GRN CPU/Sound board switch matrix | validated | |
| 46 | Left outlane | switch.46-left-outlane | J1-P4GRN-ORG J12-P3TAN-BLU CPU/Sound board switch matrix | validated | |
| 47 | Left return lane | switch.47-left-return-lane | J1-P4GRN-ORG J12-P2TAN-VIO CPU/Sound board switch matrix | validated | |
| 48 | Left slingshot | switch.48-left-slingshot | J1-P4GRN-ORG J12-P1TAN-WHT CPU/Sound board switch matrix | validated | |
| 49 | Right slingshot | switch.49-right-slingshot | J1-P5GRN-YEL J6-P9WHT-BRN CPU/Sound board switch matrix | validated | |
| 50 | Right return lane | switch.50-right-return-lane | J1-P5GRN-YEL J6-P8WHT-RED CPU/Sound board switch matrix | validated | |
| 51 | Right outlane | switch.51-right-outlane | J1-P5GRN-YEL J6-P7WHT-ORG CPU/Sound board switch matrix | validated | |
| 52 | Unused matrix switch 52 | switch.52-unused-matrix-switch-52 | J1-P5GRN-YEL J6-P6WHT-YEL CPU/Sound board switch matrix | validated | |
| 53 | Trough 3 left Opto | switch.53-trough-3-left | ball.position | J1-P5GRN-YEL J6-P5WHT-GRN CPU/Sound board switch matrix | validated |
| 54 | Trough 2 Opto | switch.54-trough-2 | ball.position | J1-P5GRN-YEL J6-P3WHT-BLU CPU/Sound board switch matrix | validated |
| 55 | Trough 1 right Opto | switch.55-trough-1-right | ball.position | J1-P5GRN-YEL J6-P2WHT-VIO CPU/Sound board switch matrix | validated |
| 56 | Trough jam Opto | switch.56-trough-jam | ball.position | J1-P5GRN-YEL J6-P1WHT-GRY CPU/Sound board switch matrix | validated |
| 57 | Unused matrix switch 57 | switch.57-unused-matrix-switch-57 | J1-P5GRN-YEL J12-P9TAN-BLK CPU/Sound board switch matrix | validated | |
| 58 | Shooter lane Opto | switch.58-shooter-lane | ball.position | J1-P5GRN-YEL J12-P8TAN-RED CPU/Sound board switch matrix | validated |
| 59 | BATMAN B target | switch.59-batman-b-target | J1-P5GRN-YEL J12-P7TAN-ORG CPU/Sound board switch matrix | validated | |
| 60 | BATMAN A target | switch.60-batman-a-target | J1-P5GRN-YEL J12-P6TAN-YEL CPU/Sound board switch matrix | validated | |
| 61 | BATMAN T target | switch.61-batman-t-target | J1-P5GRN-YEL J12-P4TAN-GRN CPU/Sound board switch matrix | validated | |
| 62 | BATMAN M target | switch.62-batman-m-target | J1-P5GRN-YEL J12-P3TAN-BLU CPU/Sound board switch matrix | validated | |
| 63 | BATMAN A2 target | switch.63-batman-a2-target | J1-P5GRN-YEL J12-P2TAN-VIO CPU/Sound board switch matrix | validated | |
| 64 | BATMAN N target | switch.64-batman-n-target | 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 |
Everything the ROM can energise, grouped the way a table author builds it.
| # | 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 | Unused output Q5 | device.5-unused-output-q5 | 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 | Unused output Q7 | device.7-unused-output-q7 | 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 | Unused output Q12 | device.12-unused-output-q12 | Coil | Q12BLU-YEL I/O Power Driver board | validated |
| 13 | Unused output Q13 | device.13-unused-output-q13 | Coil | Q13BLU-GRN I/O Power Driver board | validated |
| 14 | Unused output Q14 | device.14-unused-output-q14 | 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 |
| 28 | Scarecrow motor relay | device.28-scarecrow-motor-relay | Relay | Q28BLK-YEL I/O Power Driver board | validated |
| 30 | Unused output Q30 | device.30-unused-output-q30 | Coil | Q30BLK-BLU I/O Power Driver board | validated |
| 31 | Scarecrow motor | device.31-scarecrow-motor | Motor | Q31BLK-VIO I/O Power Driver board | validated |
| # | 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 | device.22-joker-flasher | 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 | device.25-pop-bumpers-flasher | Q25BLK-BRN I/O Power Driver board | validated |
| 26 | Batmobile flasher | device.26-batmobile-flasher | Q26BLK-RED 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 | device.32-batmobile-crash-flasher | Q32BLK-GRY I/O Power Driver board | validated |
Sequential addresses, grouped in columns of eight.
| # | Name | Device ID | Wiring | Evidence |
|---|---|---|---|---|
| 1 | Joker Played | lamp.1-joker-played | I/O Power Driver board lamp matrix | validated |
| 2 | Batmobile Played | lamp.2-batmobile-played | I/O Power Driver board lamp matrix | validated |
| 3 | Scarecrow Played | lamp.3-scarecrow-played | I/O Power Driver board lamp matrix | validated |
| 4 | Crane Position 6 Away | lamp.4-crane-position-6-away | I/O Power Driver board lamp matrix | validated |
| 5 | Bat Missions | lamp.5-bat-missions | I/O Power Driver board lamp matrix | validated |
| 6 | Mystery | lamp.6-mystery | I/O Power Driver board lamp matrix | validated |
| 7 | Left Loop Arrow | lamp.7-left-loop-arrow | I/O Power Driver board lamp matrix | validated |
| 8 | Pop Bumpers | lamp.8-pop-bumpers | I/O Power Driver board lamp matrix | validated |
| 9 | BATMAN B | lamp.9-batman-b | I/O Power Driver board lamp matrix | validated |
| 10 | BATMAN A | lamp.10-batman-a | I/O Power Driver board lamp matrix | validated |
| 11 | BATMAN T | lamp.11-batman-t | I/O Power Driver board lamp matrix | validated |
| 12 | BATMAN M | lamp.12-batman-m | I/O Power Driver board lamp matrix | validated |
| 13 | BATMAN A2 | lamp.13-batman-a2 | I/O Power Driver board lamp matrix | validated |
| 14 | BATMAN N | lamp.14-batman-n | I/O Power Driver board lamp matrix | validated |
| 15 | Start Button | lamp.15-start-button | I/O Power Driver board lamp matrix | validated |
| 16 | Tournament Start | lamp.16-tournament-start | I/O Power Driver board lamp matrix | validated |
| 17 | Left Top Lane | lamp.17-left-top-lane | I/O Power Driver board lamp matrix | validated |
| 18 | Center Top Lane | lamp.18-center-top-lane | I/O Power Driver board lamp matrix | validated |
| 19 | Right Top Lane | lamp.19-right-top-lane | I/O Power Driver board lamp matrix | validated |
| 20 | Right Multiplier Target | lamp.20-right-multiplier-target | I/O Power Driver board lamp matrix | validated |
| 21 | Alfred Target | lamp.21-alfred-target | I/O Power Driver board lamp matrix | validated |
| 22 | Scarecrow Skill Shot | lamp.22-scarecrow-skill-shot | I/O Power Driver board lamp matrix | validated |
| 23 | Batmobile Skill Shot | lamp.23-batmobile-skill-shot | I/O Power Driver board lamp matrix | validated |
| 24 | Joker Skill Shot | lamp.24-joker-skill-shot | I/O Power Driver board lamp matrix | validated |
| 25 | Bruce Wayne | lamp.25-bruce-wayne | I/O Power Driver board lamp matrix | validated |
| 26 | Commissioner Gordon | lamp.26-commissioner-gordon | I/O Power Driver board lamp matrix | validated |
| 27 | Rachel Dawes | lamp.27-rachel-dawes | I/O Power Driver board lamp matrix | validated |
| 28 | The Scarecrow | lamp.28-the-scarecrow | I/O Power Driver board lamp matrix | validated |
| 29 | The Joker | lamp.29-the-joker | I/O Power Driver board lamp matrix | validated |
| 30 | Harvey Dent | lamp.30-harvey-dent | I/O Power Driver board lamp matrix | validated |
| 31 | Lucius Fox | lamp.31-lucius-fox | I/O Power Driver board lamp matrix | validated |
| 32 | Alfred Pennyworth | lamp.32-alfred-pennyworth | I/O Power Driver board lamp matrix | validated |
| 33 | Impostors! | lamp.33-impostors | I/O Power Driver board lamp matrix | validated |
| 34 | Extricate Lau | lamp.34-extricate-lau | I/O Power Driver board lamp matrix | validated |
| 35 | Rescue Rachel | lamp.35-rescue-rachel | I/O Power Driver board lamp matrix | validated |
| 36 | Locate The Joker | lamp.36-locate-the-joker | I/O Power Driver board lamp matrix | validated |
| 37 | Batmobile 3 | lamp.37-batmobile-3 | I/O Power Driver board lamp matrix | validated |
| 38 | Batmobile 2 | lamp.38-batmobile-2 | I/O Power Driver board lamp matrix | validated |
| 39 | Batmobile 1 | lamp.39-batmobile-1 | I/O Power Driver board lamp matrix | validated |
| 40 | Crane Position 4 | lamp.40-crane-position-4 | I/O Power Driver board lamp matrix | validated |
| 41 | Shoot Again | lamp.41-shoot-again | I/O Power Driver board lamp matrix | validated |
| 42 | Scarecrow VUK Arrow | lamp.42-scarecrow-vuk-arrow | I/O Power Driver board lamp matrix | validated |
| 43 | Super Jackpot | lamp.43-super-jackpot | I/O Power Driver board lamp matrix | validated |
| 44 | The Scarecrow (Lamp 44) | lamp.44-the-scarecrow-lamp-44 | I/O Power Driver board lamp matrix | validated |
| 45 | Extra Ball | lamp.45-extra-ball | I/O Power Driver board lamp matrix | validated |
| 46 | Crane Position 3 | lamp.46-crane-position-3 | I/O Power Driver board lamp matrix | validated |
| 47 | Not Used | lamp.47-not-used | I/O Power Driver board lamp matrix | validated |
| 48 | Bat Symbol | lamp.48-bat-symbol | I/O Power Driver board lamp matrix | validated |
| 49 | Joker Arrow | lamp.49-joker-arrow | I/O Power Driver board lamp matrix | validated |
| 50 | Joker Lock 3 | lamp.50-joker-lock-3 | I/O Power Driver board lamp matrix | validated |
| 51 | Joker Lock 2 | lamp.51-joker-lock-2 | I/O Power Driver board lamp matrix | validated |
| 52 | Left Multiplier Target | lamp.52-left-multiplier-target | I/O Power Driver board lamp matrix | validated |
| 53 | Joker Lock 1 | lamp.53-joker-lock-1 | I/O Power Driver board lamp matrix | validated |
| 54 | Crane Position 5 | lamp.54-crane-position-5 | I/O Power Driver board lamp matrix | validated |
| 55 | Left Gordon Target | lamp.55-left-gordon-target | I/O Power Driver board lamp matrix | validated |
| 56 | Right Loop Arrow | lamp.56-right-loop-arrow | I/O Power Driver board lamp matrix | validated |
| 57 | Bat Pod | lamp.57-bat-pod | I/O Power Driver board lamp matrix | validated |
| 58 | Grappling Hook | lamp.58-grappling-hook | I/O Power Driver board lamp matrix | validated |
| 59 | Machine Gun | lamp.59-machine-gun | I/O Power Driver board lamp matrix | validated |
| 60 | Cannon | lamp.60-cannon | I/O Power Driver board lamp matrix | validated |
| 61 | Crane Position 2 | lamp.61-crane-position-2 | I/O Power Driver board lamp matrix | validated |
| 62 | Left Outlane | lamp.62-left-outlane | I/O Power Driver board lamp matrix | validated |
| 63 | Left Return Lane | lamp.63-left-return-lane | I/O Power Driver board lamp matrix | validated |
| 64 | Right Return Lane | lamp.64-right-return-lane | I/O Power Driver board lamp matrix | validated |
| 65 | Right Outlane | lamp.65-right-outlane | I/O Power Driver board lamp matrix | validated |
| 66 | Left Pop Bumper | lamp.66-left-pop-bumper | I/O Power Driver board lamp matrix | validated |
| 67 | Right Pop Bumper | lamp.67-right-pop-bumper | I/O Power Driver board lamp matrix | validated |
| 68 | Not Used | lamp.68-not-used | I/O Power Driver board lamp matrix | validated |
| 69 | Ramp Billboard 1 Top | lamp.69-ramp-billboard-1-top | I/O Power Driver board lamp matrix | validated |
| 70 | Ramp Billboard 2 | lamp.70-ramp-billboard-2 | I/O Power Driver board lamp matrix | validated |
| 71 | Ramp Billboard 3 | lamp.71-ramp-billboard-3 | I/O Power Driver board lamp matrix | validated |
| 72 | Ramp Billboard 4 Bottom | lamp.72-ramp-billboard-4-bottom | I/O Power Driver board lamp matrix | validated |
| 73 | Not Used | lamp.73-not-used | I/O Power Driver board lamp matrix | validated |
| 74 | Not Used | lamp.74-not-used | I/O Power Driver board lamp matrix | validated |
| 75 | Not Used | lamp.75-not-used | I/O Power Driver board lamp matrix | validated |
| 76 | Left Loop Multiplier | lamp.76-left-loop-multiplier | I/O Power Driver board lamp matrix | validated |
| 77 | Joker Multiplier | lamp.77-joker-multiplier | I/O Power Driver board lamp matrix | validated |
| 78 | Center Ramp Multiplier | lamp.78-center-ramp-multiplier | I/O Power Driver board lamp matrix | validated |
| 79 | Scarecrow VUK Multiplier | lamp.79-scarecrow-vuk-multiplier | I/O Power Driver board lamp matrix | validated |
| 80 | Right Loop Multiplier | lamp.80-right-loop-multiplier | 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 |
| # | Name | Device ID | Evidence |
|---|---|---|---|
| 0 | General illumination master | gi.master | validated |
| # | 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 |
| # | 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 |
Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.
mechanism.trough
Three balls occupy trough switches 53-55. Q1 ejects the rightmost ball through jam switch 56 toward shooter switch 58. Do not reuse the Pro trough addresses 18-22.
mechanism.auto-launch
The player can plunge a ball at switch 58 manually or Q2 can fire the auto-launch assembly.
mechanism.top-right-eject
A ball rests at switch 33 until Q3 returns it to play.
mechanism.joker-lock
Switch 27 retains one ball and Q4 ejects it. The Home product has no motorized Joker reveal and no active Joker drop target.
mechanism.scarecrow-vuk
A ball held at VUK switch 6 is kicked by Q6 and crosses exit switch 25.
mechanism.scarecrow-crane
Q31 drives the retained one-direction crane through relay Q28. Home V3.00 position sensors are 10/away, 11, 12, 13, 14, and 15/home; D16/public 85 is the ball-hit leaf and lamp addresses 86-88 are its board LEDs. The Pro script is only a comparative implementation reference for the retained board and six-position pattern; use the Home ROM's crane test for direction and endpoint calibration and do not copy Pro switch numbers.
mechanism.fixed-batmobile-ramp
The Home product has a fixed Batmobile ramp with exit switch 24 and lighting on Q26/Q32. It has no Q13 pivoting bridge, Q14 gate, ball-capture switch 64, or linked moving Batmobile crash transaction from the Pro machine.
mechanism.flippers
Q15/Q16 drive left/right flippers. Public button/EOS pairs are 84/83 and 82/81; both EOS contacts are normally closed. Pinned PinMAME has no Home fast-flip/game-on address, so consume the physical flipper outputs directly.
mechanism.pop-bumpers
Left, right, and bottom pairs are Q9/SW19, Q10/SW20, and Q11/SW21.
mechanism.slingshots
Left and right pairs are Q17/SW48 and Q18/SW49.
mechanism.shaker
Q8 drives the optional 16 VAC shaker; absence is a valid configuration.
mechanism.routes-and-targets
Build every named lane, loop, ramp, spinner, standup, skill-shot, and lower-lane contact at the Home V3.00 address. The product has no upper mini-playfield, no Joker reveal motor/relay/position bank, and no Joker active drop target.
Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.
This is the distinct 2010 Standard/Home/Costco product, IPDB 5583, covered only by bdk_300. PinMAME makes it a clone of bdk_294 for software lineage, but its playfield and address map are materially different. Exact V3.00 ROM switch/lamp/coil diagnostics are machine-specific ground truth. The held matrix sweep validates switch addresses, semantics, and unused holes, not contact duration; pulse/sustained behavior is a functional inference from each named device class and the proven Pro analogue where one exists. IPDB photos govern visible product identity. The official Pro manual supplies only shared SAM connector topology and retained crane-board context; it must not add omitted Pro mechanisms. The known-working Pro script is used only as a clearly labeled comparative reference for the retained six-position crane pattern.
The ordered exact-edition table/manual search is recorded in external:pinmame-review-artifacts/stern/batman-the-dark-knight-standard-home-edition-2010/source-gap-report.md. L:\Visual Pinball\Tables and L:\Visual Pinball\Tables Archive contain Batman Dark Knight tables labeled Stern 2008/bdk_294, not the Standard/Home product. Authenticated searches as freezy found only VPUniverse file ID 5043, the exact bdk_300 ROM package, and no matching VPForums download, not an exact Home VPX table. Stern's manual index, IPDB 5583, and an exact-edition Internet Archive search yielded no Standard/Home manual. No additional download was necessary or acquired. The retained bdk_294 script therefore remains semantic/comparative evidence only; it cannot provide Home geometry. Do not promote this definition until an exact physical Home VPX or an equivalent exact-edition coordinate review is acquired.
The Home product has three balls on trough switches 53-55, jam switch 56, and shooter switch 58. Q1 releases the rightmost ball and Q2 auto-launches it. Top-right eject is switch 33/Q3. The Scarecrow VUK is switch 6/Q6 with exit 25. The single Joker lock is switch 27/Q4. These addresses replace the Pro ball path; never initialize or construct a Pro trough at 18-22.
The Home crane still uses Q31 motor through relay Q28, D16/public 85 for the ball hit, and board LEDs 86-88. Its position sensors are 10 away, 11, 12, 13, 14, and 15 home. This sequence is exact V3.00 ROM evidence and differs from Pro 56-61. D16 lies outside the 1-64 matrix sweep; its Home identity is supported by PinMAME's shared SAM_GAME_3LEDS_BSTB configuration, the retained physical crane/IPDB review, the official crane-board manual, and the proven Pro hit-input behavior. Use the Home ROM's crane test to establish direction and tune endpoint windows. The Pro script confirms the retained board's one-direction six-position design only; its 110 ms timing and Pro address ranges are not automatically Home calibration values.
The Batmobile path is fixed and reports ramp exit 24. Q26 is an orange-fed Batmobile flasher and Q32 the crash flasher; Q13/Q14 are unused, so there is no pivoting bridge or controlled gate. The product has no upper mini-playfield, no Joker reveal motor/relay/position bank, and no active Joker drop target. Q5, Q7, Q12-Q14, Q20, and Q30 are explicitly unused. Build the fixed ramp, three top lanes, both loops, two spinners, VUK, two eject/lock devices, targets, lower lanes, pops, slings, and flippers exactly at the Home addresses rather than removing Pro toys visually while retaining their I/O.
The exact ROM Single Lamp Test defines lamps 1-80; only 47, 68, and 73-75 are Not Used. Real lamp 30 is Harvey Dent and real lamp 46 is Crane Position 3. Pinned PinMAME revision 4ec52ff applies the Pro model's CORE_MODOUT_NONE settings to both, suppressing their physical/PWM ChangedLamps callbacks, while unused Home address 47 remains transport-active. A LibPinMAME consumer must restore a non-NONE lamp output type at the same addresses 30 and 46 after bdk_300 starts and must ignore 47; never remap 30/46 or treat 47 as Crane Position 3. This is a resolved emulator-metadata defect, not a physical ambiguity. The Home ROM also uses crane-board LEDs 86-88 and aggregate GI 0.
Flippers are Q15/Q16 with public button/EOS pairs 84/83 and 82/81; both EOS contacts are normally closed. The pinned PinMAME fast-flip table contains bdk_294 but no bdk_300, and the exact Home boot/start trace produces no synthetic solenoid 33 event. Consume Q15/Q16 directly and do not invent a Q33 transistor. A future verified fast-flip address would be an emulator improvement, not a change to physical machine construction.
rom.stern-batman-the-dark-knight-home.bdk-300: exact V3.00 archive SHA-256 4d34254e60422503a203206e2a50970a2becdb20941f008da159927ed8292612, retained under vpinmame/roms; ROM bytes remain external.runtime.batman-the-dark-knight-home.switch-diagnostic: complete held matrix trace SHA-256 028db927129a01aeb2226081b21c63203b0f6fc547187e7b487113538f16a7d1.runtime.batman-the-dark-knight-home.lamp-diagnostic: exact lamp selector trace SHA-256 cb5eedfa59f79658cd91f68104c8062dd329cbe9cc582d504b822c16584f50f6.runtime.batman-the-dark-knight-home.coil-diagnostic: exact Q selector trace SHA-256 fb2850475661a0e3470e7dbeb2d5d1ff852db86e421a625204fa1b0640a4c52e.runtime.batman-the-dark-knight-home.boot-start: corrected three-ball boot/start trace SHA-256 1e53a038cdf49bfea8524d938a56560dc36eba03d6ef45c3d18e75629d675029.Every driver that resolves to this physical machine.
| ROM set | Description | Year | Parent | Hardware |
|---|---|---|---|---|
| bdk_300 | Batman: The Dark Knight Home Edition/Costco (V3.00) V3.00 is the distinct Standard/Home/Costco physical product. It must never inherit the Pro playfield despite PinMAME's clone edge to bdk_294. | 2010 | bdk_294 | identical |
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.
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.
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.
pinmame.catalog.4ec52ff0ac13
PinmameGetGames bdk_ driver records and clone graph; source comments identify bdk_294 as Pro and bdk_300 as Standard/Home/Costco.
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.
rom.stern-batman-the-dark-knight-home.bdk-300
User-authorized archive retained in vpinmame/roms. bdk_300.bin SHA-256 9c4ed3794650496b5d686fdf4e25aedb1b602162da464547d0e76cf0f7b0eab9; ROM-native service diagnostics are the machine-specific semantic source.
ipdb.batman-the-dark-knight-home.5583
IPDB 5583 identifies a real 2010 Stern Standard Model physical pinball machine with S.A.M. hardware, an approximately 48-unit production run, playfield/cabinet photographs, and fewer toys/different software than the 2008 Pro; photos corroborate the simplified fixed Batmobile ramp and retained Scarecrow crane without supplying controller addresses.
review.batman-the-dark-knight-standard-home.spatial-source-gap
Ordered exact-edition VPX/manual search ledger dated 2026-08-04. The two local table locations contain only 2008 Pro/other Batman tables; no exact Home VPX was retained. Authenticated searches as freezy found only VPUniverse file ID 5043, the exact bdk_300 ROM package, and no matching VPForums download, not an exact Home VPX. Stern's manual index, IPDB 5583, and an exact-edition Internet Archive search yielded no Standard/Home manual. No additional download was necessary or acquired. This is a source-gap record, not spatial evidence.
runtime.batman-the-dark-knight-home.boot-start
Exact bdk_300 boot/start run initialized with crane home 15 and trough 53-55, six coins, and start 35. It reaches Free Play/game score, observes 128x32x4 DMD and GI 0, and emits no synthetic game-on 33 callback.
runtime.batman-the-dark-knight-home.switch-diagnostic
Exact V3.00 ROM Switch Test sweep captured while each matrix address 1-64 was held. It had no synthetic initial playfield switches, so every displayed label and unused hole is independently attributable; it does not establish factory contact part numbers.
runtime.batman-the-dark-knight-home.lamp-diagnostic
Exact V3.00 ROM Single Lamp Test enumerates 1-80 and labels 47/68/73-75 Not Used. It proves real Home lamps 30 Harvey Dent and 46 Crane Position 3 while the physical/PWM callback omits both due to inherited Pro CORE_MODOUT_NONE metadata; callback 47 remains transport-active despite its ROM Not Used label.
runtime.batman-the-dark-knight-home.coil-diagnostic
Exact V3.00 ROM Single Coil Test validates populated Q labels, skips Q5/Q7/Q12-Q14/Q20/Q30, and displays high-side/control wire colors. It proves Home Q26 is an ORANGE-fed Batmobile flasher, not the Pro's BROWN-fed Joker motor.
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.
Batman: The Dark Knight shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.