Mustang Pro

Author ready

Stern2014SAMstern.mustang-pro.2014 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
mt_120mt_130mt_140mt_145mt_145c

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

Controller platform
pinmame.sam

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–33 (33)
Lamps
1–112 (112)
GI
0–0 (1)
DIP
1–8 (8)

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

Cabinet & flipper inputs
15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth69cabinet.coin.fifth84cabinet.flipper82cabinet.flipper-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

211 placements · 33 stacked · normalised player view · outline is nominal

1 Right 3-bank target bottom2 Right 3-bank target center3 Right 3-bank target top4 N2O target center5 N2O target right8 Captive ball back9 Captive ball front10 Skill shot11 Outer right top lane212 Inner right top lane · 0 General illumination13 Inner left top lane14 Outer left top lane17 Trough #6 (left)18 Trough #519 Trough #420 Trough #321 Trough #222 Trough #1 (right opto)23 Trough jam24 Left outlane225 Left return lane · 19 Left slingshot flasher226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 78 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 80 Right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 79 Bottom pop bumper333 Top pop bumper · 12 Top pop bumper · 77 Top pop bumper34 (G)EARS drop target235 G(E)ARS drop target · 41 Shift target left236 GE(A)RS drop target · 7 Center 5-bank drop reset437 GEA(R)S drop target · 42 Shift target right · 96 Shift right target · 0 General illumination238 GEAR(S) drop target · 0 General illumination39 Mid ramp exit240 Upper ramp exit · 73 Ford top lane #1 (L)343 Right scoop · 32 Right scoop · 103 Toolbox44 Right orbit245 Left orbit · 21 Back-panel left flasher46 Bowl switch47 Shooter lane248 Spinner · 51 Shot arrow #8 red54 Left lane target55 N2O target left283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper1 Trough up-kicker2 Auto launch23 Mid ramp power · 4 Mid ramp hold25 Upper ramp power · 6 Upper ramp hold17 Left orbit arrow flasher18 Right orbit arrow flasher20 Right slingshot flasher23 Back-panel right flasher25 Pop-bumpers right flasher26 Pop-bumpers left flasher27 Right scoop arrow flasher28 180 flasher29 Skill-shot flasher31 Orbit post4 Left outlane bottom5 Left outlane top6 Left return lane7 Right return lane8 Right outlane top9 Right outlane bottom10 2012 Mustang11 2015 Mustang12 1968 Mustang13 Shoot again14 1970 Mustang15 2011 Mustang16 1965 Mustang17 1969 Mustang18 2000 Mustang19 2nd gear220 4th gear · 26 4th gear green21 1st gear22 3rd gear23 5th gear24 Tech upgrade25 Handling upgrade27 Tire upgrade28 Engine upgrade29 Drive-train upgrade30 Body mods31 N2O upgrade32 Shot arrow #133 Shot arrow #2234 6th gear red · 42 6th gear green35 Jackpot left36 N2O left37 Extra ball38 Start N2O239 Left orbit green · 0 General illumination40 Left orbit yellow41 Left orbit red45 Shot arrow #546 Jackpot center47 Right 3-bank top48 Right 3-bank center49 Right 3-bank bottom50 Multiball52 Shot arrow #753 Jackpot right54 N2O right55 Right orbit green56 Right orbit yellow57 Right orbit red58 Shot arrow #359 Shot arrow #660 Shot arrow #461 N2O center62 Pony top lane #1 (L)63 Pony top lane #264 Pony top lane #365 Pony top lane #4266 (M)USTANG · 0 General illumination67 M(U)STANG68 MU(S)TANG269 MUS(T)ANG · 0 General illumination70 MUST(A)NG71 MUSTA(N)G72 MUSTAN(G)74 Ford top lane #275 Ford top lane #376 Ford top lane #4281 Grid red 1 · 82 Grid red 2283 Grid red 3 · 84 Grid red 485 Grid red 5286 Grid white 1 · 87 Grid white 2288 Grid white 3 · 89 Grid white 490 Grid white 5291 Grid blue 1 · 92 Grid blue 2293 Grid blue 3 · 94 Grid blue 495 Grid blue 597 Shift left target102 New car104 Upgrade2105 360 bottom · 106 360 top2107 Shoot combo jackpot · 108 Short cut109 18(0)110 1(8)0111 (1)80112 Mystery Ford0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination

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 playfield146
  • sensorsenses the ball48
  • effectmoves the ball17
  • nStackseveral devices in one spot33
180 devices shown

Not on the playfield33 unused, 20 cabinet or service, 8 dip switch, 1 virtual — declared rather than missing.

Coverage

Author ready

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

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

Switches

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

88 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
Hover or tap an address to identify it.

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

88 shown
# Name Device ID Role Wiring Evidence
-7
Pendulum tilt
Tilt
switch.pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNCopt
Tilt
switch.slam-tilt
cabinet.slam-tilt
validated
-5
Ticket notchopt
Microswitch
switch.ticket-notch
cabinet.ticket-notch
validated
-4
Unused dedicated switch D20
switch.unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
switch.coin-door-back-button
service.back
validated
-2
Coin-door Minus button
Button
switch.coin-door-minus-button
service.down
validated
-1
Coin-door Plus button
Button
switch.coin-door-plus-button
service.up
validated
0
Coin-door Select button
Button
switch.coin-door-select-button
service.enter
validated
1
Right 3-bank target bottom
Microswitch
switch.right-3-bank-target-bottom
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
Right 3-bank target center
Microswitch
switch.right-3-bank-target-center
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Right 3-bank target top
Microswitch
switch.right-3-bank-target-top
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
N2O target center
Microswitch
switch.n2o-target-center
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
N2O target right
Microswitch
switch.n2o-target-right
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch #6
switch.unused-matrix-switch-6
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Unused matrix switch #7
switch.unused-matrix-switch-7
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Captive ball back
Leaf
switch.captive-ball-back
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Captive ball front
Leaf
switch.captive-ball-front
position.rest
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Skill shot
Leaf
switch.skill-shot
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Outer right top lane
Leaf
switch.outer-right-top-lane
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Inner right top lane
Leaf
switch.inner-right-top-lane
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Inner left top lane
Leaf
switch.inner-left-top-lane
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Outer left top lane
Leaf
switch.outer-left-top-lane
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
switch.tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
switch.start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Trough #6 (left)
Microswitch
switch.trough-6-left
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #5
Microswitch
switch.trough-5
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #4
Microswitch
switch.trough-4
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #3
Microswitch
switch.trough-3
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #2
Microswitch
switch.trough-2
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough #1 (right opto)
Opto
switch.trough-1-right-opto
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Trough jam
Opto
switch.trough-jam
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
switch.left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane
Leaf
switch.left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
switch.left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
switch.right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
switch.right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
switch.right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
switch.left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
switch.right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
switch.bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Top pop bumper
Leaf
switch.top-pop-bumper
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
(G)EARS drop target
Microswitch
switch.g-ears-drop-target
position.down
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
G(E)ARS drop target
Microswitch
switch.g-e-ars-drop-target
position.down
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
GE(A)RS drop target
Microswitch
switch.ge-a-rs-drop-target
position.down
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
GEA(R)S drop target
Microswitch
switch.gea-r-s-drop-target
position.down
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
GEAR(S) drop target
Microswitch
switch.gear-s-drop-target
position.down
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Mid ramp exit
Opto
switch.mid-ramp-exit
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Upper ramp exit
Opto
switch.upper-ramp-exit
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Shift target left
Microswitch
switch.shift-target-left
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Shift target right
Microswitch
switch.shift-target-right
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Right scoop
Microswitch
switch.right-scoop
ball.loaded
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Right orbit
Leaf
switch.right-orbit
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Left orbit
Leaf
switch.left-orbit
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Bowl switch
Leaf
switch.bowl-switch
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Shooter lane
Microswitch
switch.shooter-lane
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Spinner
Other
switch.spinner
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Unused matrix switch #49
switch.unused-matrix-switch-49
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Unused matrix switch #50
switch.unused-matrix-switch-50
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Unused matrix switch #51
switch.unused-matrix-switch-51
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Unused matrix switch #52
switch.unused-matrix-switch-52
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Unused matrix switch #53
switch.unused-matrix-switch-53
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Left lane target
Microswitch
switch.left-lane-target
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
N2O target left
Microswitch
switch.n2o-target-left
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch #56
switch.unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Unused matrix switch #57
switch.unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Unused matrix switch #58
switch.unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch #59
switch.unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch #60
switch.unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Unused matrix switch #61
switch.unused-matrix-switch-61
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Unused matrix switch #62
switch.unused-matrix-switch-62
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch #63
switch.unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch #64
switch.unused-matrix-switch-64
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
switch.left-coin-chute
cabinet.coin.left
validated
66
Center coin chute
Button
switch.center-coin-chute
cabinet.coin.center
validated
67
Right coin chute
Button
switch.right-coin-chute
cabinet.coin.right
validated
68
Fourth coin chuteopt
Button
switch.fourth-coin-chute
cabinet.coin.fourth
validated
69
Fifth coin chuteopt
Button
switch.fifth-coin-chute
cabinet.coin.fifth
validated
70
Unused dedicated switch D6
switch.unused-dedicated-switch-d6
validated
71
Unused dedicated switch D7
switch.unused-dedicated-switch-d7
validated
72
Unused dedicated switch D8
switch.unused-dedicated-switch-d8
validated
81
Right flipper end-of-strokeNC
Leaf
switch.right-flipper-end-of-stroke
validated
82
Right flipper button
Button
switch.right-flipper-button
cabinet.flipper
validated
83
Left flipper end-of-strokeNC
Leaf
switch.left-flipper-end-of-stroke
validated
84
Left flipper button
Button
switch.left-flipper-button
cabinet.flipper
validated
85
Unused dedicated switch D16
switch.unused-dedicated-switch-d16
validated
86
Unused dedicated switch D15
switch.unused-dedicated-switch-d15
validated
87
Unused dedicated switch D14
switch.unused-dedicated-switch-d14
validated
88
Unused dedicated switch D13
switch.unused-dedicated-switch-d13
validated

Controlled devices

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

Coils, magnets & motors

21
21 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
device.trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
Mid ramp power
device.mid-ramp-power Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Mid ramp hold
device.mid-ramp-hold Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Upper ramp power
device.upper-ramp-power Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Upper ramp hold
device.upper-ramp-hold Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Center 5-bank drop reset
device.center-5-bank-drop-reset Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Shaker motoropt
device.shaker-motor Motor
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom pop bumper
device.bottom-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Top pop bumper
device.top-pop-bumper Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
Left slingshot
device.left-slingshot Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Right slingshot
device.right-slingshot Coil
Q14BLU-BLU
I/O Power Driver board
validated
15
Left flipper
device.left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
22
Unused coil output #22
device.unused-coil-output-22 Coil
Q22VIO-BLU
I/O Power Driver board
validated
24
Optional coin meteropt
device.optional-coin-meter Relay
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated
30
Unused coil output #30
device.unused-coil-output-30 Coil
Q30BLK-BLU
I/O Power Driver board
validated
31
Orbit post
device.orbit-post Coil
Q31BLK-VIO
I/O Power Driver board
validated
32
Right scoop
device.right-scoop Coil
Q32BLK-GRY
I/O Power Driver board
validated

Flashers

11
11 shown
# Name Device ID Wiring Evidence
17
Left orbit arrow flasher
device.left-orbit-arrow-flasher
Q17VIO-BRN
I/O Power Driver board
validated
18
Right orbit arrow flasher
device.right-orbit-arrow-flasher
Q18VIO-RED
I/O Power Driver board
validated
19
Left slingshot flasher
device.left-slingshot-flasher
Q19VIO-ORG
I/O Power Driver board
validated
20
Right slingshot flasher
device.right-slingshot-flasher
Q20VIO-YEL
I/O Power Driver board
validated
21
Back-panel left flasher
device.back-panel-left-flasher
Q21VIO-GRN
I/O Power Driver board
validated
23
Back-panel right flasher
device.back-panel-right-flasher
Q23VIO-BLK
I/O Power Driver board
validated
25
Pop-bumpers right flasher
device.pop-bumpers-right-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Pop-bumpers left flasher
device.pop-bumpers-left-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Right scoop arrow flasher
device.right-scoop-arrow-flasher
Q27BLK-ORG
I/O Power Driver board
validated
28
180 flasher
device.180-flasher
Q28BLK-YEL
I/O Power Driver board
validated
29
Skill-shot flasher
device.skill-shot-flasher
Q29BLK-GRN
I/O Power Driver board
validated

Lamps

112

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
89–96
97–104
105–112
Hover or tap an address to identify it.
112 shown
# Name Device ID Role Evidence
1
Start button
lamp.start-button
cabinet.start
validated
2
Tournament start button
lamp.tournament-start-button
cabinet.tournament
validated
3
Unused matrix lamp #3
lamp.unused-matrix-lamp-3
validated
4
Left outlane bottom
lamp.left-outlane-bottom
validated
5
Left outlane top
lamp.left-outlane-top
validated
6
Left return lane
lamp.left-return-lane
validated
7
Right return lane
lamp.right-return-lane
validated
8
Right outlane top
lamp.right-outlane-top
validated
9
Right outlane bottom
lamp.right-outlane-bottom
validated
10
2012 Mustang
lamp.2012-mustang
validated
11
2015 Mustang
lamp.2015-mustang
validated
12
1968 Mustang
lamp.1968-mustang
validated
13
Shoot again
lamp.shoot-again
validated
14
1970 Mustang
lamp.1970-mustang
validated
15
2011 Mustang
lamp.2011-mustang
validated
16
1965 Mustang
lamp.1965-mustang
validated
17
1969 Mustang
lamp.1969-mustang
validated
18
2000 Mustang
lamp.2000-mustang
validated
19
2nd gear
lamp.2nd-gear
validated
20
4th gear
lamp.4th-gear
validated
21
1st gear
lamp.1st-gear
validated
22
3rd gear
lamp.3rd-gear
validated
23
5th gear
lamp.5th-gear
validated
24
Tech upgrade
lamp.tech-upgrade
validated
25
Handling upgrade
lamp.handling-upgrade
validated
26
4th gear green
lamp.4th-gear-green
validated
27
Tire upgrade
lamp.tire-upgrade
validated
28
Engine upgrade
lamp.engine-upgrade
validated
29
Drive-train upgrade
lamp.drive-train-upgrade
validated
30
Body mods
lamp.body-mods
validated
31
N2O upgrade
lamp.n2o-upgrade
validated
32
Shot arrow #1
lamp.shot-arrow-1
validated
33
Shot arrow #2
lamp.shot-arrow-2
validated
34
6th gear red
lamp.6th-gear-red
validated
35
Jackpot left
lamp.jackpot-left
validated
36
N2O left
lamp.n2o-left
validated
37
Extra ball
lamp.extra-ball
validated
38
Start N2O
lamp.start-n2o
validated
39
Left orbit green
lamp.left-orbit-green
validated
40
Left orbit yellow
lamp.left-orbit-yellow
validated
41
Left orbit red
lamp.left-orbit-red
validated
42
6th gear green
lamp.6th-gear-green
validated
43
Unused matrix lamp #43
lamp.unused-matrix-lamp-43
validated
44
Unused matrix lamp #44
lamp.unused-matrix-lamp-44
validated
45
Shot arrow #5
lamp.shot-arrow-5
validated
46
Jackpot center
lamp.jackpot-center
validated
47
Right 3-bank top
lamp.right-3-bank-top
validated
48
Right 3-bank center
lamp.right-3-bank-center
validated
49
Right 3-bank bottom
lamp.right-3-bank-bottom
validated
50
Multiball
lamp.multiball
validated
51
Shot arrow #8 red
lamp.shot-arrow-8-red
validated
52
Shot arrow #7
lamp.shot-arrow-7
validated
53
Jackpot right
lamp.jackpot-right
validated
54
N2O right
lamp.n2o-right
validated
55
Right orbit green
lamp.right-orbit-green
validated
56
Right orbit yellow
lamp.right-orbit-yellow
validated
57
Right orbit red
lamp.right-orbit-red
validated
58
Shot arrow #3
lamp.shot-arrow-3
validated
59
Shot arrow #6
lamp.shot-arrow-6
validated
60
Shot arrow #4
lamp.shot-arrow-4
validated
61
N2O center
lamp.n2o-center
validated
62
Pony top lane #1 (L)
lamp.pony-top-lane-1-l
validated
63
Pony top lane #2
lamp.pony-top-lane-2
validated
64
Pony top lane #3
lamp.pony-top-lane-3
validated
65
Pony top lane #4
lamp.pony-top-lane-4
validated
66
(M)USTANG
lamp.m-ustang
validated
67
M(U)STANG
lamp.m-u-stang
validated
68
MU(S)TANG
lamp.mu-s-tang
validated
69
MUS(T)ANG
lamp.mus-t-ang
validated
70
MUST(A)NG
lamp.must-a-ng
validated
71
MUSTA(N)G
lamp.musta-n-g
validated
72
MUSTAN(G)
lamp.mustan-g
validated
73
Ford top lane #1 (L)
lamp.ford-top-lane-1-l
validated
74
Ford top lane #2
lamp.ford-top-lane-2
validated
75
Ford top lane #3
lamp.ford-top-lane-3
validated
76
Ford top lane #4
lamp.ford-top-lane-4
validated
77
Top pop bumper
lamp.top-pop-bumper
validated
78
Left pop bumper
lamp.left-pop-bumper
validated
79
Bottom pop bumper
lamp.bottom-pop-bumper
validated
80
Right pop bumper
lamp.right-pop-bumper
validated
81
Grid red 1
lamp.extended-81-grid-red-1
validated
82
Grid red 2
lamp.extended-82-grid-red-2
validated
83
Grid red 3
lamp.extended-83-grid-red-3
validated
84
Grid red 4
lamp.extended-84-grid-red-4
validated
85
Grid red 5
lamp.extended-85-grid-red-5
validated
86
Grid white 1
lamp.extended-86-grid-white-1
validated
87
Grid white 2
lamp.extended-87-grid-white-2
validated
88
Grid white 3
lamp.extended-88-grid-white-3
validated
89
Grid white 4
lamp.extended-89-grid-white-4
validated
90
Grid white 5
lamp.extended-90-grid-white-5
validated
91
Grid blue 1
lamp.extended-91-grid-blue-1
validated
92
Grid blue 2
lamp.extended-92-grid-blue-2
validated
93
Grid blue 3
lamp.extended-93-grid-blue-3
validated
94
Grid blue 4
lamp.extended-94-grid-blue-4
validated
95
Grid blue 5
lamp.extended-95-grid-blue-5
validated
96
Shift right target
lamp.extended-96-shift-right-target
validated
97
Shift left target
lamp.extended-97-shift-left-target
validated
98
Unpopulated public lamp channel 98
lamp.unpopulated-public-98
validated
99
Unpopulated public lamp channel 99
lamp.unpopulated-public-99
validated
100
Unpopulated public lamp channel 100
lamp.unpopulated-public-100
validated
101
Unpopulated public lamp channel 101
lamp.unpopulated-public-101
validated
102
New car
lamp.extended-99-new-car
validated
103
Toolbox
lamp.extended-98-toolbox
validated
104
Upgrade
lamp.extended-100-upgrade
validated
105
360 bottom
lamp.extended-101-360-bottom
validated
106
360 top
lamp.extended-102-360-top
validated
107
Shoot combo jackpot
lamp.extended-103-shoot-combo-jackpot
validated
108
Short cut
lamp.extended-104-short-cut
validated
109
18(0)
lamp.extended-105-18-0
validated
110
1(8)0
lamp.extended-106-1-8-0
validated
111
(1)80
lamp.extended-107-1-80
validated
112
Mystery Ford
lamp.extended-108-mystery-ford
validated

General illumination

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

Virtual & other outputs

1
1 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
virtual.game-on 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.

Six-ball trough

mechanism.trough

Kicker

The physical trough has six ball-position sensors 17-22 plus jam opto 23. The working Pro script creates six balls in cvpmBallStack slots 23,22,21,20,19,18, omitting physical switch 17 and treating the jam location as occupied. Output 1 ejects at 90 degrees with force 8 and pulses switch 22. Construct all seven physical sensors but preserve this proven runtime ordering for script compatibility.

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 calls AutoFire for a ball in the shooter lane. The proven table uses cvpmImpulseP power 40, time 0.6, and random variation 0.3; physical shooter-lane switch 47 remains a separate sustained table input.

Right scoop

mechanism.right-scoop

Kicker

Switch 43 remains active while a ball is held. Output 32 ejects toward 185 degrees with nominal force 20, Z 0.4, and force variance 2. The proven table lowers the entering ball by 4 units every 2 ms until below -30, destroys that render ball, and transfers it into the controller-facing one-ball stack.

Right captive-ball assembly

mechanism.captive-ball

Toy

One nailed ball moves between back switch 8 and front/rest switch 9. The proven table initializes captive travel parameter 10, force transfer 1, minimum impact force 7, and returns the ball toward the front/rest position.

Mid raising ramp

mechanism.mid-ramp

Motorized

The physical assembly has separate power output 3 and hold output 4. The proven table keys route geometry from output 4: asserted opens its gate and makes the bottom/mid ramp surface visible and collidable; de-asserted closes the gate and removes that surface. Switch 39 pulses when a ball exits the route and is not a position sensor.

Upper raising ramp

mechanism.upper-ramp

Motorized

The physical assembly has separate power output 5 and hold output 6. The proven table keys route geometry from output 6: asserted opens its gate and makes the upper-ramp surface visible and collidable; de-asserted closes the gate and removes that surface. Switch 40 pulses when a ball exits the route and is not a position sensor.

Orbit post assembly

mechanism.orbit-post

Gate

The service manual identifies one physical UP POST assembly at output 31. The working VPT represents its blocking geometry with two tangent collision walls, UpPost and UpPost2, and toggles both together: assertion raises the assembly and de-assertion drops it. Right and left orbit passage switches 44 and 45 do not report post position.

Whirlpool bowl

mechanism.bowl

Other

The passive whirlpool/bowl has no dedicated controller output. The proven table holds switch 46 active while a ball occupies its scoring trigger and clears it on exit; reproduce the physical bowl geometry so traversal and dwell drive that switch naturally.

Spinner

mechanism.spinner

Other

Each spinner rotation pulses switch 48. The manual identifies assembly 180-5010-04.

Senses

Recreation notes

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

Coverage
author-ready - physical inventory, PinMAME bindings, mechanisms, recreation behavior, and spatial placements validated

Identity and variants

This definition covers the physical Pro playfield used by non-h PinMAME drivers mt_120, mt_130, mt_140, mt_145, and colored-ROM variant mt_145c. IPDB 6098 identifies the Stern SAM Pro machine from April 2014; Premium, Limited Edition, and Boss use the physically different h family and a separate definition.

Evidence precedence

The recovered working Mustang Pro PhysMod5 table by 85vett with gtxjoe's 1.0 functional mod is authoritative for controller-facing addresses, callback polarity, initial state, ball routing, mechanism causality, and the Board-5 lamp shuffle. The official Stern Pro manual is authoritative for the physical inventory, labels, wiring, part numbers, and printed diagnostic numbers. Pinned PinMAME source is authoritative for SAM topology and driver identity. An isolated exact-ROM run independently confirms the native display, GI address, and public lamp range. When these sources differ, preserve both physical and runtime facts and follow the proven table script for controller behavior.

Physical differences from Premium/LE

The Pro lacks the Premium/LE turntable and its index/home switches, both single drop targets, auxiliary orbit gates, ramp diverter, lockbar action button, RGB arrow/action lighting, and 12-transistor auxiliary output board. Matrix positions 49-53 and 56-64 are therefore unused. The Pro instead has one orbit-post assembly at output 31 and right-scoop eject at output 32 through step-up drivers. N2O center/right are switches 4/5, spinner is 48, the standard lamp matrix uses Pro-specific labels, and its white/grid/sign Board-5 inventory ends at printed diagnostic 108.

Switch topology

Matrix switches 1-64, dedicated D1-D8 at public 65-72, flipper switches D9-D16 at public 81-88, D17-D24 at public -7 through 0, and DIP D25-D32 are explicitly enumerated, including unused addresses. Normally-closed EOS inputs are 83 left and 81 right; flipper buttons are 84 left and 82 right. Momentary playfield contacts are marked pulse; lanes, trough, scoop, captive-ball, and other occupancy contacts remain sustained while occupied. The passive bowl/whirlpool holds switch 46 active from trigger entry until exit.

Lamp addressing and GI

Standard matrix lamps 1-80 are direct. Board-5 printed diagnostics 81-97 are also direct, but printed 98 Toolbox is public ChangedLamps channel 103, printed 99 New Car is public 102, and printed 100-108 map to public 104-112. The JSON binds public controller channels and retains every printed value as manual.address; never wire the sign lamps by printed number alone. This exact shuffle is implemented by the recovered table and documented by the contemporaneous PinMAME integration discussion. The exact mt_145 run emits public lamps through 112 and GI channel 0. The native display is a 128x32, depth-4 DMD.

Trough and shooter lane

The physical trough has six ball sensors 17-22 plus jam opto 23. The recovered table creates six balls using InitSw 0,23,22,21,20,19,18,0, so its proven controller model occupies 18-23 and omits physical switch 17. Recreate all seven physical sensors, but use the script-compatible ordering unless a more exact physical simulation deliberately models the discrepancy. Output 1 ejects at 90 degrees with force 8 and pulses switch 22. Output 2 invokes an impulse auto-plunger using power 40, time 0.6, and random variation 0.3; physical shooter-lane occupancy is switch 47.

Raising ramps

The mid and upper ramp assemblies each have distinct power/hold windings: outputs 3/4 and 5/6. The recovered recreation keys geometry from the hold windings. When output 4 is asserted it opens the mid gate and makes the bottom/mid ramp surface visible and collidable; de-assertion closes it and removes the surface. Output 6 does the equivalent for the upper ramp. Switches 39 and 40 are exit optos that pulse on ball traversal, not ramp-position sensors. Preserve both windings in the authored machine even though the proven script only uses the hold callbacks to select its simplified two-state route geometry.

Orbit posts

The service manual prints one physical 31 UP POST assembly. It initializes dropped; assertion raises it and de-assertion drops it. The working VPT implements that one assembly's blocking geometry with two tangent walls named UpPost and UpPost2, toggled atomically from output 31. Those are collision elements, not proof of two physical posts. Switches 44 right orbit and 45 left orbit report ball passage and do not sense post position.

Scoop and captive ball

Switch 43 remains active while a ball is held in the right scoop. Output 32 ejects it at 185 degrees with nominal force 20, Z 0.4, and force variance 2. The working table visually sinks an entering ball by 4 units per 2 ms tick until below -30, then transfers it into the controller-facing one-ball stack; this is render/ownership handling rather than an extra PinMAME mechanism. The captive assembly has one nailed ball, back switch 8, front/rest switch 9, travel parameter 10, force transfer 1, and minimum impact force 7.

Drops, pops, slings, flippers, spinner, and bowl

GEARS switches 34-38 latch individually while down; output 7 raises the complete five-bank. Pop switches 30-33 pair with outputs 9-12 using the physical labels in the service manual. Slingshot switches 26/27 pair with outputs 13/14. Lower flippers use outputs 15/16, buttons 84/82, and normally-closed EOS inputs 83/81. Every spinner rotation pulses switch 48. The passive whirlpool/bowl has no dedicated output and keeps switch 46 active while a ball crosses its trigger.

Recreation checklist

  • Construct every listed physical input and output, including explicit unused controller positions, seven trough/jam sensors, the single orbit-post assembly, the two dual-winding ramps, standard lamp matrix, Board-5 grid/sign lighting, GI, and native DMD.
  • Initialize the orbit post dropped, the captive ball at front/rest switch 9, five-bank targets raised, six trough balls with the script-compatible 18-23 ordering, and ramp collision routes according to their hold-output state. If reproducing the proven VPT route geometry, animate both tangent collision elements from the one post output.
  • Bind extended lamps to JSON public addresses and use the printed diagnostics only as physical aliases.
  • Keep route-exit switches 39/40 distinct from ramp position; neither ramp has a dedicated position switch on the Pro.
  • Treat the recovered table's force, direction, Z, timing, and captive-ball constants as proven authoring starting points; refine geometry against measurements without changing controller causality.

Spatial coordinate model

Every physical playfield input, actuator, lamp, and GI socket has a normalized player-view placement: x=0 left, x=1 right, y=0 rear/backglass end, and y=1 apron. Exact object centers come from the known-working VPT only after script/manual reconciliation. Trough contacts, captive-ball switch 9, implicit EOS contacts, sign lamps, back-panel flashers, and GI sockets use explicitly disclosed assembly or drawing projections with practical uncertainty; cabinet, service, virtual, unpopulated, unused, and DIP devices are explicitly outside playfield space.

The Pro manual's lighting drawing proves 32 physical GI emitters behind one public transport channel: 15 wedge-base playfield lamps, eight bayonet-base playfield lamps, two separately called-out spot assemblies, and seven red rear bayonet lamps. Calibrated drawing projections preserve the four physical GI-0 through GI-3 regions; VPT light pools, broad fields, and reflections are excluded.

The switch-location drawing plots callouts 49 and 50 even though the electrical matrix table leaves 49-53 blank and the working Pro script binds neither 49 nor 50. The definition follows the proven controller behavior and electrical table, keeps both channels explicitly unused, and records the drawing conflict instead of inventing two live switches. The drawing is still valuable as evidence that the page was shared or revised inconsistently.

The standard lamp audit corrects a prior one-address shift: both 43 and 44 are blank, 45 is Shot Arrow #5, 49 is the bottom right 3-bank lamp, and 80 is the physical right-pop lamp. Addresses 20/26 and 34/42 are paired color channels at shared fourth-gear and sixth-gear insert centers.

Sources

  • manual.mustang-pro: official Stern Mustang-Manual.pdf, SHA-256 63d0b8d44dadb22e8e878586805f805b71aa65038a77e00f5b973ece3b118235; scanned I/O tables on PDF pages 12, 15, 18, and 20, physical location drawings on PDF pages 13, 16, 19, and 21, and GI map on PDF page 40.
  • vpx-table.mustang-pro-85vett-gtxjoe-1.0: working Mustang Pro_85vett_mod_gtxjoe_1.0.vpt, 32,862,208 bytes, SHA-256 3ff72f7f2c58064f96991f8284a16ac2da90c369c217e878cb8603660ffc1b3c, retained externally under pinmame-vpx-sources/stern/mustang-pro-2014; source archive SHA-256 d73e2e2edd7dcfef64f2396f4d09fe169f273dfb0ba86abee59b2af5a45c3615. Because one embedded image stream is one byte short, the vpxtool analysis derivative sets the GameData SIMG and SSND counts to zero; the OLE rewrite also zeroes 58 residual bytes after the GameData ENDB marker. All 5,311 GameItem streams and the embedded script remain byte-identical. The derivative SHA-256 is b859cc86dd69978411eeaabb135e270c950e01498b2f986b034c6b49f5b9e7ed and it is not distributed as the source table.
  • vpx.mustang-pro-85vett-gtxjoe-1.0: exact embedded script SHA-256 4ddf63df5b96e20da501ae336948e877473d21a4eeaf118a58bb7fcba9105a00, extracted mechanically from the retained VPT.
  • runtime.mustang-pro.boot-start: exact mt_145.zip isolated run; raw evidence SHA-256 c5002a38d3a392aec6e0160e1cd7988917e38e6118e375ef8e7f03e8d9b7bfe2, ROM archive SHA-256 4240f7e311dfc571d8d1149e703d5f251d45b4dbccd3dfe157f781e750de7409; ROM bytes remain external.
  • pinmame.core.4ec52ff0ac13: pinned SAM platform and driver configuration.
  • IPDB machine 6098: Mustang (Pro), Stern, April 2014; browser-verified because IPDB's Cloudflare gate prevents stable automated retrieval.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
mt_145cMustang (V1.45) (Colored MOD)
Colored-ROM modification only; physical playfield I/O, mechanisms, wiring, and native 128x32 DMD topology are unchanged.
2016mt_145hidentical
mt_145Mustang (V1.45)
Firmware revision within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2016mt_145hidentical
mt_140Mustang (V1.4)
Firmware revision within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2014mt_145hidentical
mt_130Mustang (V1.3)
Firmware revision within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2014mt_145hidentical
mt_120Mustang (V1.2)
Firmware revision within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2014mt_145hidentical

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.mustang-pro

    Mustang-Manual.pdf, PDF pages 12-20 and mechanism/parts drawings

    by
    Stern Pinball
    sha256
    63d0b8d44dad…
  • VPX table

    vpx-table.mustang-pro-85vett-gtxjoe-1.0

    Mustang Pro_85vett_mod_gtxjoe_1.0.vpt (32,862,208 bytes) from Mustang-Pro-85vett-gtxjoe-v1.0.zip SHA-256 d73e2e2edd7dcfef64f2396f4d09fe169f273dfb0ba86abee59b2af5a45c3615. Geometry extraction used an analysis-only derivative that set GameData SIMG/SSND counts to zero to bypass a one-byte-short embedded image stream; its OLE rewrite also zeroed 58 residual bytes after the GameData ENDB marker. All 5,311 GameItem streams and the embedded script are byte-identical to the source table.

    external:pinmame-vpx-sources/stern/mustang-pro-2014/source/Mustang-Pro-85vett-gtxjoe-v1.0.zip
    by
    85vett original table; gtxjoe mod; VPU and public archive contributors
    sha256
    3ff72f7f2c58…
  • VPX script

    vpx.mustang-pro-85vett-gtxjoe-1.0

    GameStg/GameData CODE extracted mechanically from Mustang Pro_85vett_mod_gtxjoe_1.0.vpt; lines 20, 39-88, 154-228, 262-331, 361-390, 423-551

    vpuniverse.comlines 20, 39-88, 154-228, 262-331, 361-390, 423-551
    by
    85vett original table; gtxjoe mod
    sha256
    4ddf63df5b96…
  • Runtime run

    runtime.mustang-pro.boot-start

    Isolated LibPinMAME boot/start scenario using physically compatible mt_145.zip SHA-256 4240f7e311dfc571d8d1149e703d5f251d45b4dbccd3dfe157f781e750de7409; captures the script-compatible six-ball trough/captive state, native 128x32x4 DMD, GI 0, standard lamps, and public Board-5 lamps through 112

    local-evidence://pinmame-harness/mt_145/boot-start-pro-1.json
    by
    Generated locally from PinMAME and the user-authorized ROM corpus; ROM bytes are external
    sha256
    c5002a38d3a3…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Mustang INITGAME/node-board declarations and src/wpc/core.c custom-solenoid mapping

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

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

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Other editions

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

All 2 editions of Mustang, side by side

Same platform