Identity and evidence precedence
This definition covers all non-h Star Trek drivers: st_120, st_130, st_140, st_150, st_160, st_161, st_161c, st_162, and st_162c. PinMAME declares them as clones of an h firmware root for software lineage, while this separate definition describes the physically different Pro playfield they run. The extracted working Pro table runs st_161 and is ground truth for playfield controller causality, ball state, device behavior, and lamp-object bindings. The official Pro manual governs the physical inventory, service wiring, and diagnostic numbering. Pinned PinMAME and sam.vbs govern public address serialization and the native 128x32 four-bit DMD.
Controller topology and edition boundary
The Pro uses main solenoid outputs 1-32, the ordinary lamp matrix at public addresses 1-80, aggregate GI 0, matrix switches 1-64, dedicated switches D1-D24, and eight board DIP switches. It does not have the Premium/LE 12-transistor auxiliary board, four RGB node boards, motorized Vengeance dive/latch, switch 53 crash opto, output 51/52 orbit gates, output 53 ship actuator, output 54 drain kickback, output 55 rotating VUK, or output 56 ship latch. Manual PDF pages 68-70 describe Premium/LE RGB lamps and page 117 explicitly identifies the auxiliary board as LE-only; neither is part of this Pro definition.
Switch inventory and ball state
The four-ball trough occupies switches 18-21 from left to right and jam opto 22 is downstream on the ejection path. The exact Pro table creates four balls on 18-21 and output 1 ejects the ball at switch 21, but it does not model manual-required switch 22. Shooter lane is 23 and output 2 is the auto launcher. Switches 33/34 are bottom/top center-lock optos. Ramp optos are warp entrance/exit 13/36, left entrance/exit 14/35, and right entrance/exit 37/38. Orbits are right 51 and left 52. Pops are left/right/bottom 30/31/32, center bank top/center/bottom 39/40/41, left bank top/bottom 42/43, and the six red targets are 45-50. Switch 53 is unused on Pro.
The dedicated controls use public PinMAME addresses rather than the manual's D labels: fire is 71/D7; lower-left button/EOS are 84/D9 and 83/D10; lower-right are 82/D11 and 81/D12; upper-right button is 86/D15. EOS contacts 83 and 81 are normally closed. Cabinet tilt/service inputs use PinMAME's negative and zero public values as recorded in the JSON.
Lamp matrix
All 80 public lamp callbacks are explicit. Physical unused channels are 1, 2, 6, 31, 39, 47, 58, and 77-79. Lamps 25-30, 33-38, and 41-46 are the red, green, and blue channels for six physical emblems: left orbit, left ramp, right orbit, right ramp, left eject, and center lane. Every used playfield lamp has a normalized placement from the exact Pro table; the six RGB emblems intentionally co-locate their three controller channels at one physical module. The remaining inserts are named from the working table and playfield artwork, including the four TREK letters at 4/5/7/8, status ladder 17-24, six red-target inserts at 50/57/59/60/68/69, six Enterprise arrows, the banks, missions, locks, and awards. Address 80 is the right-side blue playfield spotlight represented by table objects l80/f80. Script-only visual aliases 119, 120, 129, and 131 are driven from solenoids and are not physical/public lamp addresses, so they are intentionally excluded.
Spatial coordinate model
Every playfield input, actuator, flasher, lamp, and table-authored GI reference emitter uses player-view normalized coordinates: x=0 left, x=1 right, y=0 rear/backglass end, and y=1 apron. The exact 952 by 2300 working Pro table is the sole coordinate frame. Its script remains controller-causality ground truth, while the official manual establishes physical inventory. Manual pages 67 and 71 are explicitly LE/Premium switch/lamp drawings, pages 68-70 are Premium/LE RGB material, and page 150 is explicitly LE GI; none is used as Pro physical-location evidence. Page 74 is the shared main Q-output map and supplies drawing projections for outputs without defensible physical VPX objects; the below-apron Q22 laser coordinate is explicitly regional rather than calibrated.
The hidden trough switches 18-21 are the only geometry imported from another table. That table's switch 18 is its drain; its four ball positions 19-22 are translated into the Pro frame and mapped in order to Pro 18-21 by aligning its switch-22 trough-out with Pro BallRelease. The manual-required Pro jam opto 22 is absent from the exact Pro table and therefore receives a disclosed approximate marker between BallRelease and shooter-lane switch 23. Slingshot sensors/coils and lower-flipper EOS contacts use disclosed assembly projections. Cabinet, service, DIP, unused, optional cabinet hardware, and virtual devices never receive fake playfield points.
Pro GI is deliberately not the Premium/LE 41-emitter inventory. The known-working Pro table drives exactly 18 objects in its GILighting collection, and those centers preserve the table's authoring-light design. They are not a manual-verified count of physical sockets: three gilight objects illuminate flipper-pivot regions and may be render abstractions. Aggregate GI_Light/GI_LightOff, bloom objects, flashers, and the LE-only manual page-150 drawing are excluded. Manual page 74 likewise proves Q25 is one physical pop-bumper flasher point rather than three.
Center target, lock, and Vengeance
The single center memory target reports switch 11; output 4 raises it and output 5 lowers it. A direct hit drops it, shakes the passive Vengeance toy, and can release a held ball when it rises. Output 3 controls the center magnet; the proven table uses a radius-55 centered grab field and optos 33/34 track the lock path. The Pro Vengeance is a bash toy with output 7 as its super-speed ball return. When enabled, the table kicks at 175 degrees and force 40. Do not reproduce the Premium/LE motor, latch, crash sensor, or dive state machine on this edition.
Ball devices and standard mechanisms
Left eject switch 10 remains active while occupied; output 6 ejects at 184 degrees, force 22, Z 55, with variation 2 in the proven table. Auto-launch output 2 uses direction 40 degrees, power 40, random variation 0.3, and a 0.6-second full-plunge time. The spinner pulses switch 12. Outputs 9-11 drive the three pops, 13/14 the slings, 15/16 the lower flippers, and 12 the upper-right flipper. Output 22 drives the unsensed laser projector. Outputs 17-21, 23, and 25-32 are named flashers; output 8 is the optional shaker and output 24 the optional coin meter.
The complete target inventory is three BEAM ME UP standups at 1/2/4, four TREK standups at 24/25/28/29, the right three-bank at 7-9, center three-bank at 39-41, left two-bank at 42/43, and six red standups at 45-50. The ramp/orbit sensor pairings and all corresponding insert/arrow addresses are encoded in the JSON mechanisms and outputs.
Resolved upper-right flipper discrepancy
The legacy Pro table writes public switch 90 and visually couples the upper-right flipper to lower-right output 16. The service manual's dedicated-input table, coil chart, and PinMAME sam.vbs agree that the physical machine instead uses public switch 86/D15 and output 12. This definition therefore uses 86/12 and preserves the table discrepancy here as a portability warning. The rest of the table remains the proven behavioral source; this narrow exception is resolved by concordant physical and controller documentation rather than guessed.
Recreation checklist
- Create four trough balls on switches 18-21, add the physical jam opto 22 on the ejection path even though the exact Pro table omits it, and bind shooter lane 23.
- Implement all main outputs 1-32, standard lamps 1-80, GI 0, the native 128x32 DMD, every matrix/dedicated input, and optional shaker/coin-meter hardware.
- Build the center memory target, center magnet and two lock optos, passive Vengeance bash/kickback, left eject, auto launcher, laser, three physical flippers, pops, slings, spinner, every target bank, and all ramp/orbit paths.
- Do not add Premium/LE auxiliary outputs, node-board lamps, switch 53, rotating VUK, controlled orbit gates, bottom-drain kickback, or motorized Vengeance hardware.
- Use the proven table's angle, force, timing, capture, and state-transition values as authoring baselines while using the manual for physical placement and wiring.
- Bind the upper-right flipper to physical public switch 86 and output 12; treat the table's 90/16 coupling only as a documented legacy-table simplification.
Sources
manual.star-trek-pro: official Stern Star-Trek-Pro-Manual.pdf, SHA-256 23cb9e6683d7b357ada48678a8e157a8b64102ea012821c350a3f033fae66b28; shared Pro switch inventory on PDF page 66, main coil chart/location map on pages 73-74, GI/DMD/switch wiring context on page 116, LE-only auxiliary board exclusion on page 117, and opto boards on pages 151-154. Pages 67-71 and 150 are edition-specific Premium/LE location or lighting material and are not Pro physical-location evidence.
vpx.star-trek-pro-fss: extracted working Star Trek Pro (Stern 2013)-[D&N][FSS][DMD].vbs, SHA-256 abc5dbb6ead12f16886143a50cfd2534c9baf855b070924dd7d82e404b4d69bf; runs st_161 and supplies initialization, switch handlers, outputs, lamps, and mechanism behavior.
vpx-table.star-trek-pro-fss: archived VPX, SHA-256 2976e3313a6fa1ee6f26709d515661b81ade8f01894a847b907a5e608e5bb9e7; containing archive SHA-256 eaa577d4514b4945f6d98195a161c3de59d67c61f2b4d75e4c99169c9b6c1a34; lamp objects and artwork were inspected read-only.
vpx-table.star-trek-enterprise-le-geometry: exact Star Trek Enterprise Limited Edition (Stern 2012).vpx, SHA-256 46e4642ebcfcbedc59c3cf950b92ccc0dcc68818752110004c4164cb1d54cc8e; used only to recover the hidden trough chain by local registration to the shared Pro trough-out anchor.
runtime.star-trek-pro.boot-start: exact st_161c LibPinMAME run, SHA-256 a8404eca7535f40ade66f652a94b3923d3d46c7c23315a38d554e475170656e7; ROM archive SHA-256 f42dc29347fa2d8f9e2abff7b1ec958507d73e4c658a946c2fd5f3d290b557c0 remains external.
pinmame.core.4ec52ff0ac13: pinned SAM driver, switch serialization, dedicated-input constants, and display implementation.