The Simpsons Pinball Party

Partial

Stern2003WHITESTARstern.the-simpsons-pinball-party.2003

2 unresolved conflicts

Sources disagree here and nobody has settled it. Treat these addresses as unproven.

Whitestar invsw never populated

Affects
input 14
input 15
Disagreeing sources
PinMAME source
Operator manual

The controller profile pinmame.whitestar declares inversion_applied_by_emulator: true as a platform capability, matching the WPC profiles this project has already curated. For this specific driver, pinned PinMAME applies none: simpprtyGameData's positional aggregate initializer ({GEN_WS, dispSPP, {...}}) never sets the trailing wpc/simData/sxx struct members, so core_gameData->wpc.invSw is all-zero, and core.c:2455 (memcpy(coreGlobals.invSw, core_gameData->wpc.invSw, ...)) copies those zeros in unchanged.

Checked against every SE/Whitestar game table in segames.c: none of them ever assigns wpc.invSw, so this is a platform-wide fact rather than a defect specific to this game. Switches 14 and 15 (5-Ball Trough VUK Opto, 5-Ball Stacking Opto) are the manual's only two switches identified as opto construction (inline Sw.14/15 Part Note, Transmitter/Receiver OPTO PC Boards); their physical normally-closed-or-open polarity is not stated by the manual (no shaded-cell legend on this manual's switch-matrix page), and whether the public switch state a consumer reads for them needs software inversion cannot be settled from the manual, the retained script (which reads them only through the shared cvpmBallStack helper class, not a direct polarity-revealing Hit/Unhit pair), or pinned PinMAME (which asserts no inversion at all).

What would settle it

a LibPinMAME gameplay-harness trace of a legal simpprty ROM observing the idle public state of switches 14/15 with and without a ball present.

controller.inversion_applied_by_emulator; inputs[binding.device=14,15]

Upper flipper button not read

Affects
input 88
Disagreeing sources
Operator manual
PinMAME source
VPX script

The manual documents DS-5, "Upper Rt. Flipper Button", as real, populated cabinet hardware (part 180-5164-00 Doubled, the same doubled-button part as DS-3/Right Flipper Button, wired GRY-GRN to CN6-P7). Pinned se.c's own dedswitch_r comment names this exact bit "D4 - DED #5 - Not Used (Upper Flipper on some games!)", and core.c's locals.flipMask construction confirms it structurally: simpprtyGameData.hw.flippers = FLIP_SW(FLIP_L) | FLIP_SOL(FLIP_L) sets only the lower-flipper switch/solenoid/EOS bits, so neither FLIP_SW(FLIP_UL) nor FLIP_SW(FLIP_UR) is ever set and CORE_SWULFLIPBUTBIT is never included in flipMask -- public switch 88 is therefore structurally unreachable for this driver, not merely unobserved.

The retained (thin, non-VPW) table's own script is consistent with this: its SolRFlipper (the ordinary lower-right flipper's canonical callback) redundantly rotates solenoid 14's own table object alongside solenoid 14's independent callback, suggesting the ROM fires the third flipper coil off the ordinary right-flipper button rather than a separate input, but this table's ~41 KB script cannot prove what the real ROM does with the physical DS-5 button, if anything.

Recorded as a conflict between the manual's physical inventory and the emulator's public address enumeration rather than resolved either way.

What would settle it

a LibPinMAME gameplay-harness trace of a legal simpprty ROM pressing the physical Upper Rt. Flipper Button input and observing whether any public solenoid or display state changes.

inputs[binding.device=88]

Wire it up

what an authoring tool needs first
Bind this ROM
simpprty

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

Controller platform
pinmame.whitestar

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
  • 128x32 dot-matrix display128×32
  • Mini DMD (14x10 bicolor LED sign)10×14
Address space
Switches
-3–88 (73)
Solenoids
1–50 (50)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

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

Cabinet & flipper inputs
84flipper.lower.left.button82flipper.lower.right.button1cabinet.left-button-uk2cabinet.coin.43cabinet.coin.6th-reserved4cabinet.coin.right5cabinet.coin.center6cabinet.coin.left7cabinet.coin.5th-reserved8cabinet.right-button-uk53cabinet.tournament-button54cabinet.start56cabinet.tilt-3cabinet.memory-protect

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

204 placements · 38 stacked · normalised player view · outline is nominal

9 Comic Book Guy Standup710 5-Ball Trough #1 (Left) · 11 5-Ball Trough #2 · 12 5-Ball Trough #3 · 13 5-Ball Trough #4 · 14 5-Ball Trough VUK Opto · 15 5-Ball Stacking Opto · 1 Trough Up-Kicker16 Shooter Lane17 Drop Target #1 (Top)318 Drop Target #2 (Mid) · 4 Drops Reset Up · 30 Drop Bank Trips19 Drop Target #3 (Bot)220 Itchy & Scratchy Saucer · 5 Itchy & Scratchy Eject (VUK)21 Spinner22 Bart Skateboard Top23 Bart Skateboard224 Upper Right Saucer · 19 Upper Right Eject225 Upper Playfield Exit · 0 General Illumination26 Garage Ramp Enter29 Kwik-E-Mart Loop30 Kwik-E-Mart Standup31 Adv. Pops Standup32 Light Otto Standup333 UPF Light Standup · 31 Flash: UPF Orange · 31 Flash: UPF Orange34 UPF Lock Standup335 UPF Top Standup · 32 Flash: UPF Red · 32 Flash: UPF Red36 Couch Enter237 TV Lockup · 7 TV Release238 Couch Lock (Bot) · 3 Couch Release39 Couch Lock (Mid)40 Couch Lock (Top)41 Bully 3-Bank (Top)42 Bully 3-Bank (Mid)43 Bully 3-Bank (Bot)44 Up Right Saucer Backup45 Right Ramp Enter46 Right Ramp Made47 Left Ramp Enter248 Garage Door · 20 Garage Door (Eject)349 Left Bumper · 9 Left Bumper · 17 Left Pop Bumper350 Right Bumper · 10 Right Bumper · 18 Right Pop Bumper351 Bottom Bumper · 11 Bottom Bumper · 19 Bottom Pop Bumper52 Pop Side Standup255 Upper Left VUK · 6 Upper Left VUK57 Left Outlane58 Left Return Lane259 Left Slingshot · 17 Left Slingshot60 Right Outlane61 Right Return Lane262 Right Slingshot · 18 Right Slingshot63 Left Orbit64 Right Orbit2 Auto Launch28 Homer Head · 27 Flash: Homer Head212 UPF Left Flipper · 0 General Illumination213 UPF Right Flipper · 0 General Illumination14 Top Right Flipper221 Flash: Pops Clear · 21 Flash: Pops Clear422 Flash: R.Ramp Red · 22 Flash: R.Ramp Red · 0 General Illumination · 0 General Illumination323 Flash: R.Ramp Orange · 23 Flash: R.Ramp Orange · 48 Right Orbit Arrow225 Flash: Itchy · 25 Flash: Itchy26 Flash: Scratchy27 Flash: Homer Head228 Flash: Couch · 28 Flash: Couch229 Flash: Comic Book Guy · 29 Flash: Comic Book Guy245 Right Flipper Power · 46 Right Flipper Hold247 Left Flipper Power · 48 Left Flipper Hold1 Left Out Extra Ball9 Spay Anything25 CBG Skill Shot33 Left Ramp Arrow41 Mini Loop Arrow49 Right Loop Arrow57 Homer65 Living Room 2X Scoring2 Left Return Extra Ball10 Kitty Kitty Bang Bang26 CBG Start Hurry Up34 Treehouse Of Horror42 2X Scoring Kwik-E-Mart50 Otto's Bus Tours58 Marge66 (Light) Lock3 Shoot Again11 Field Of Screams27 Daredevil Ramps35 Treehouse 2X Scoring43 Kwik-E-Mart Hurry Up51 Elementary 2X Scoring59 Bart67 Light (Lock)4 Right Return Extra Ball12 Esophagus Now20 More Time28 Daredevil Bumpers36 Left Ramp Hurry Up44 Garage Arrow52 Bully 3-Bank (Top)60 Lisa68 Lock (Square)5 Special13 I&S Arrow21 Collect Nuclear Plant29 Daredevil Loops37 Right Ramp Arrow45 Clean The Garage53 Bully 3-Bank (Mid)61 Maggie69 Super Jackpot6 Shooter Lane Skill Shot14 Start I&S Multiball22 Left Orbit Arrow30 Daredevil Targets38 Get Duffed!46 Garage 2X Scoring54 Bully 3-Bank (Bot)62 Grandpa70 TV Arrow7 Light Otto15 I&S 2X Scoring23 Cletus 2X Scoring31 Start Button39 Moe's 2X Scoring47 Garage Hurry Up55 Krusty 2X Scoring63 Left Headlight8 Adv. Pops16 Pops 2X Scoring24 Left Orbit Hurry Up40 Right Ramp Hurry Up56 Right Orbit Hurry Up64 Right Headlight20 General Illumination · 0 General Illumination20 General Illumination · 0 General Illumination0 General Illumination20 General Illumination · 0 General Illumination20 General Illumination · 0 General Illumination20 General Illumination · 0 General Illumination20 General Illumination · 0 General Illumination20 General Illumination · 0 General Illumination0 General Illumination0 General Illumination20 General Illumination · 0 General Illumination0 General Illumination0 General Illumination20 General Illumination · 0 General Illumination0 General Illumination0 General Illumination0 General Illumination0 General Illumination0 General Illumination0 General Illumination0 General Illumination20 General Illumination · 0 General Illumination20 General Illumination · 0 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 playfield130
  • sensorsenses the ball51
  • effectmoves the ball23
  • nStackseveral devices in one spot38
154 devices shown

Not on the playfield21 cabinet or service, 20 unused, 8 dip switch, 1 virtual — declared rather than missing.

Coverage

Partial

Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.

Completion75%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
conflicted
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 4
PolarityOutput EnumerationSpatial PlacementUnresolved Conflicts

Switches

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

73 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-2, -1, 0, -3 — dedicated, diagnostic or flipper-column addresses. See the table below.

73 shown
# Name Device ID Role Wiring Evidence
-3
Coin Door Memory Protect Interlock
Other
switch.memory-protect
cabinet.memory-protect
validated
-2
Volume (Red Button)
Button
switch.dedicated-ds-6
service.down
CN6-P8Gray-Blue
Whitestar CPU board
validated
-1
Serv. Cred. (Green Button)
Button
switch.dedicated-ds-7
service.up
CN6-P9Gray-Violet
Whitestar CPU board
validated
0
Begin Test (Black Button)
Button
switch.dedicated-ds-8
service.enter
CN6-P10Gray-Black
Whitestar CPU board
validated
1
Left Button (UK Only)opt
Button
switch.matrix-1
cabinet.left-button-uk
CN5-P1Green-Brown
CN7-P9White-Brown
Whitestar CPU board
validated
2
4th Coin Slot
Other
switch.matrix-2
cabinet.coin.4
CN5-P1Green-Brown
CN7-P8White-Red
Whitestar CPU board
validated
3
6th Coin Slot
Other
switch.matrix-3
cabinet.coin.6th-reserved
CN5-P1Green-Brown
CN7-P7White-Orange
Whitestar CPU board
validated
4
Right Coin Slot
Other
switch.matrix-4
cabinet.coin.right
CN5-P1Green-Brown
CN7-P6White-Yellow
Whitestar CPU board
validated
5
Center Coin Slot / DBA
Other
switch.matrix-5
cabinet.coin.center
CN5-P1Green-Brown
CN7-P5White-Green
Whitestar CPU board
validated
6
Left Coin Slot
Other
switch.matrix-6
cabinet.coin.left
CN5-P1Green-Brown
CN7-P3White-Blue
Whitestar CPU board
validated
7
5th Coin Slot
Other
switch.matrix-7
cabinet.coin.5th-reserved
CN5-P1Green-Brown
CN7-P2White-Violet
Whitestar CPU board
validated
8
Right Button (UK Only)opt
Button
switch.matrix-8
cabinet.right-button-uk
CN5-P1Green-Brown
CN7-P1White-Gray
Whitestar CPU board
validated
9
Comic Book Guy Standup
Microswitch
switch.matrix-9
CN5-P3Green-Red
CN7-P9White-Brown
Whitestar CPU board
validated
10
5-Ball Trough #1 (Left)
Microswitch
switch.matrix-10
CN5-P3Green-Red
CN7-P8White-Red
Whitestar CPU board
validated
11
5-Ball Trough #2
Microswitch
switch.matrix-11
CN5-P3Green-Red
CN7-P7White-Orange
Whitestar CPU board
validated
12
5-Ball Trough #3
Microswitch
switch.matrix-12
CN5-P3Green-Red
CN7-P6White-Yellow
Whitestar CPU board
validated
13
5-Ball Trough #4
Microswitch
switch.matrix-13
CN5-P3Green-Red
CN7-P5White-Green
Whitestar CPU board
validated
14
5-Ball Trough VUK OptoNC
Opto
switch.matrix-14
CN5-P3Green-Red
CN7-P3White-Blue
Whitestar CPU board
validated
15
5-Ball Stacking OptoNC
Opto
switch.matrix-15
CN5-P3Green-Red
CN7-P2White-Violet
Whitestar CPU board
validated
16
Shooter Lane
Microswitch
switch.matrix-16
CN5-P3Green-Red
CN7-P1White-Gray
Whitestar CPU board
validated
17
Drop Target #1 (Top)
Microswitch
switch.matrix-17
CN5-P4Green-Orange
CN7-P9White-Brown
Whitestar CPU board
validated
18
Drop Target #2 (Mid)
Microswitch
switch.matrix-18
CN5-P4Green-Orange
CN7-P8White-Red
Whitestar CPU board
validated
19
Drop Target #3 (Bot)
Microswitch
switch.matrix-19
CN5-P4Green-Orange
CN7-P7White-Orange
Whitestar CPU board
validated
20
Itchy & Scratchy Saucer
Microswitch
switch.matrix-20
CN5-P4Green-Orange
CN7-P6White-Yellow
Whitestar CPU board
validated
21
Spinner
Other
switch.matrix-21
CN5-P4Green-Orange
CN7-P5White-Green
Whitestar CPU board
validated
22
Bart Skateboard Top
Microswitch
switch.matrix-22
CN5-P4Green-Orange
CN7-P3White-Blue
Whitestar CPU board
validated
23
Bart Skateboard
Microswitch
switch.matrix-23
CN5-P4Green-Orange
CN7-P2White-Violet
Whitestar CPU board
validated
24
Upper Right Saucer
Microswitch
switch.matrix-24
CN5-P4Green-Orange
CN7-P1White-Gray
Whitestar CPU board
validated
25
Upper Playfield Exit
Microswitch
switch.matrix-25
CN5-P5Green-Yellow
CN7-P9White-Brown
Whitestar CPU board
validated
26
Garage Ramp Enter
Microswitch
switch.matrix-26
CN5-P5Green-Yellow
CN7-P8White-Red
Whitestar CPU board
validated
27
Not Used Matrix Position 27
switch.matrix-27
CN5-P5Green-Yellow
CN7-P7White-Orange
Whitestar CPU board
validated
28
Not Used Matrix Position 28
switch.matrix-28
CN5-P5Green-Yellow
CN7-P6White-Yellow
Whitestar CPU board
validated
29
Kwik-E-Mart Loop
Microswitch
switch.matrix-29
CN5-P5Green-Yellow
CN7-P5White-Green
Whitestar CPU board
validated
30
Kwik-E-Mart Standup
Microswitch
switch.matrix-30
CN5-P5Green-Yellow
CN7-P3White-Blue
Whitestar CPU board
validated
31
Adv. Pops Standup
Microswitch
switch.matrix-31
CN5-P5Green-Yellow
CN7-P2White-Violet
Whitestar CPU board
validated
32
Light Otto Standup
Microswitch
switch.matrix-32
CN5-P5Green-Yellow
CN7-P1White-Gray
Whitestar CPU board
validated
33
UPF Light Standup
Microswitch
switch.matrix-33
CN5-P6Green-Black
CN7-P9White-Brown
Whitestar CPU board
validated
34
UPF Lock Standup
Microswitch
switch.matrix-34
CN5-P6Green-Black
CN7-P8White-Red
Whitestar CPU board
validated
35
UPF Top Standup
Microswitch
switch.matrix-35
CN5-P6Green-Black
CN7-P7White-Orange
Whitestar CPU board
validated
36
Couch Enter
Microswitch
switch.matrix-36
CN5-P6Green-Black
CN7-P6White-Yellow
Whitestar CPU board
validated
37
TV Lockup
Microswitch
switch.matrix-37
CN5-P6Green-Black
CN7-P5White-Green
Whitestar CPU board
validated
38
Couch Lock (Bot)
Microswitch
switch.matrix-38
CN5-P6Green-Black
CN7-P3White-Blue
Whitestar CPU board
validated
39
Couch Lock (Mid)
Microswitch
switch.matrix-39
CN5-P6Green-Black
CN7-P2White-Violet
Whitestar CPU board
validated
40
Couch Lock (Top)
Microswitch
switch.matrix-40
CN5-P6Green-Black
CN7-P1White-Gray
Whitestar CPU board
validated
41
Bully 3-Bank (Top)
Microswitch
switch.matrix-41
CN5-P7Green-Blue
CN7-P9White-Brown
Whitestar CPU board
validated
42
Bully 3-Bank (Mid)
Microswitch
switch.matrix-42
CN5-P7Green-Blue
CN7-P8White-Red
Whitestar CPU board
validated
43
Bully 3-Bank (Bot)
Microswitch
switch.matrix-43
CN5-P7Green-Blue
CN7-P7White-Orange
Whitestar CPU board
validated
44
Up Right Saucer Backup
Microswitch
switch.matrix-44
CN5-P7Green-Blue
CN7-P6White-Yellow
Whitestar CPU board
validated
45
Right Ramp Enter
Microswitch
switch.matrix-45
CN5-P7Green-Blue
CN7-P5White-Green
Whitestar CPU board
validated
46
Right Ramp Made
Microswitch
switch.matrix-46
CN5-P7Green-Blue
CN7-P3White-Blue
Whitestar CPU board
validated
47
Left Ramp Enter
Microswitch
switch.matrix-47
CN5-P7Green-Blue
CN7-P2White-Violet
Whitestar CPU board
validated
48
Garage Door
Microswitch
switch.matrix-48
CN5-P7Green-Blue
CN7-P1White-Gray
Whitestar CPU board
validated
49
Left Bumper
Microswitch
switch.matrix-49
CN5-P8Green-Violet
CN7-P9White-Brown
Whitestar CPU board
validated
50
Right Bumper
Microswitch
switch.matrix-50
CN5-P8Green-Violet
CN7-P8White-Red
Whitestar CPU board
validated
51
Bottom Bumper
Microswitch
switch.matrix-51
CN5-P8Green-Violet
CN7-P7White-Orange
Whitestar CPU board
validated
52
Pop Side Standup
Microswitch
switch.matrix-52
CN5-P8Green-Violet
CN7-P6White-Yellow
Whitestar CPU board
validated
53
Tournament Buttonopt
Button
switch.matrix-53
cabinet.tournament-button
CN5-P8Green-Violet
CN7-P5White-Green
Whitestar CPU board
validated
54
Start Button
Button
switch.matrix-54
cabinet.start
CN5-P8Green-Violet
CN7-P3White-Blue
Whitestar CPU board
validated
55
Upper Left VUK
Microswitch
switch.matrix-55
CN5-P8Green-Violet
CN7-P2White-Violet
Whitestar CPU board
validated
56
Plumb Bob Tilt
Tilt
switch.matrix-56
cabinet.tilt
CN5-P8Green-Violet
CN7-P1White-Gray
Whitestar CPU board
validated
57
Left Outlane
Microswitch
switch.matrix-57
CN5-P9Green-Gray
CN7-P9White-Brown
Whitestar CPU board
validated
58
Left Return Lane
Microswitch
switch.matrix-58
CN5-P9Green-Gray
CN7-P8White-Red
Whitestar CPU board
validated
59
Left Slingshot
Leaf
switch.matrix-59
CN5-P9Green-Gray
CN7-P7White-Orange
Whitestar CPU board
validated
60
Right Outlane
Microswitch
switch.matrix-60
CN5-P9Green-Gray
CN7-P6White-Yellow
Whitestar CPU board
validated
61
Right Return Lane
Microswitch
switch.matrix-61
CN5-P9Green-Gray
CN7-P5White-Green
Whitestar CPU board
validated
62
Right Slingshot
Leaf
switch.matrix-62
CN5-P9Green-Gray
CN7-P3White-Blue
Whitestar CPU board
validated
63
Left Orbit
Microswitch
switch.matrix-63
CN5-P9Green-Gray
CN7-P2White-Violet
Whitestar CPU board
validated
64
Right Orbit
Microswitch
switch.matrix-64
CN5-P9Green-Gray
CN7-P1White-Gray
Whitestar CPU board
validated
81
Right Flipper E.O.S.
Leaf
switch.dedicated-ds-4
internal.flipper.lower.right.eos
CN6-P6Gray-Yellow
Whitestar CPU board
validated
82
Right Flipper Button
Button
switch.dedicated-ds-3
flipper.lower.right.button
CN6-P4Gray-Orange
Whitestar CPU board
validated
83
Left Flipper E.O.S.
Leaf
switch.dedicated-ds-2
internal.flipper.lower.left.eos
CN6-P3Gray-Red
Whitestar CPU board
validated
84
Left Flipper Button
Button
switch.dedicated-ds-1
flipper.lower.left.button
CN6-P2Gray-Brown
Whitestar CPU board
validated
88
Upper Rt. Flipper Button
Button
switch.dedicated-ds-5
internal.unused.upper-flipper-button
CN6-P7Gray-Green
Whitestar CPU board
validated

Controlled devices

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

Coils, magnets & motors

27
27 shown
# Name Device ID Kind 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
Couch Release
device.couch-release Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Drops Reset Up
device.drops-reset-up Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Itchy & Scratchy Eject (VUK)
device.itchy-scratchy-eject-vuk Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Upper Left VUK
device.upper-left-vuk Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
TV Release
device.tv-release Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Homer Head
device.homer-head Motor
Q8BRN-GRY
I/O Power Driver board
validated
9
Left Bumper
device.left-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right Bumper
device.right-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom Bumper
device.bottom-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
UPF Left Flipper
device.upf-left-flipper Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
UPF Right Flipper
device.upf-right-flipper Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Top Right Flipper
device.top-right-flipper Coil
Q14BLU-BLK
I/O Power Driver board
validated
17
Left Slingshot
device.left-slingshot Coil
Q17VIO-BRN
I/O Power Driver board
validated
18
Right Slingshot
device.right-slingshot Coil
Q18VIO-RED
I/O Power Driver board
validated
19
Upper Right Eject
device.upper-right-eject Coil
Q19VIO-ORG
I/O Power Driver board
validated
20
Garage Door (Eject)
device.garage-door-eject Motor
Q20VIO-YEL
I/O Power Driver board
validated
24
Optional Coilopt
device.optional-coil Coil
Q24VIO-GRY
I/O Power Driver board
validated
30
Drop Bank Trips
device.drop-bank-trips Coil
Q30BLK-BLU
I/O Power Driver board
validated
33
Left Up/Down Postopt
device.left-up-down-post Coil
Q1WHT
Solenoid Expander Auxiliary board
validated
34
Center Up/Down Postopt
device.center-up-down-post Coil
Q2RED
Solenoid Expander Auxiliary board
validated
35
Right Up/Down Postopt
device.right-up-down-post Coil
Q3ORG
Solenoid Expander Auxiliary board
validated
45
Right Flipper Power
device.right-flipper-power Coil
Q16ORG-VIO
I/O Power Driver board
validated
46
Right Flipper Hold
device.right-flipper-hold Coil
Q16ORG-VIO
I/O Power Driver board
validated
47
Left Flipper Power
device.left-flipper-power Coil
Q15ORG-GRY
I/O Power Driver board
validated
48
Left Flipper Hold
device.left-flipper-hold Coil
Q15ORG-GRY
I/O Power Driver board
validated

Flashers

10
10 shown
# Name Device ID Wiring Evidence
21
Flash: Pops Clear
device.flash-pops-clear
Q21VIO-GRN
I/O Power Driver board
validated
22
Flash: R.Ramp Red
device.flash-r-ramp-red
Q22VIO-BLU
I/O Power Driver board
validated
23
Flash: R.Ramp Orange
device.flash-r-ramp-orange
Q23VIO-BLK
I/O Power Driver board
validated
25
Flash: Itchy
device.flash-itchy
Q25BLK-BRN
I/O Power Driver board
validated
26
Flash: Scratchy
device.flash-scratchy
Q26BLK-RED
I/O Power Driver board
validated
27
Flash: Homer Head
device.flash-homer-head
Q27BLK-ORG
I/O Power Driver board
validated
28
Flash: Couch
device.flash-couch
Q28BLK-YEL
I/O Power Driver board
validated
29
Flash: Comic Book Guy
device.flash-comic-book-guy
Q29BLK-GRN
I/O Power Driver board
validated
31
Flash: UPF Orange
device.flash-upf-orange
Q31BLK-VIO
I/O Power Driver board
validated
32
Flash: UPF Red
device.flash-upf-red
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

80

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
Hover or tap an address to identify it.
80 shown
# Name Device ID Wiring Evidence
1
Left Out Extra Ball
lamp.matrix-1
column drive U17; row return Q33
Whitestar power driver board
validated
2
Left Return Extra Ball
lamp.matrix-2
column drive U16; row return Q33
Whitestar power driver board
validated
3
Shoot Again
lamp.matrix-3
column drive U15; row return Q33
Whitestar power driver board
validated
4
Right Return Extra Ball
lamp.matrix-4
column drive U14; row return Q33
Whitestar power driver board
validated
5
Special
lamp.matrix-5
column drive U13; row return Q33
Whitestar power driver board
validated
6
Shooter Lane Skill Shot
lamp.matrix-6
column drive U12; row return Q33
Whitestar power driver board
validated
7
Light Otto
lamp.matrix-7
column drive U11; row return Q33
Whitestar power driver board
validated
8
Adv. Pops
lamp.matrix-8
column drive U10; row return Q33
Whitestar power driver board
validated
9
Spay Anything
lamp.matrix-9
column drive U17; row return Q34
Whitestar power driver board
validated
10
Kitty Kitty Bang Bang
lamp.matrix-10
column drive U16; row return Q34
Whitestar power driver board
validated
11
Field Of Screams
lamp.matrix-11
column drive U15; row return Q34
Whitestar power driver board
validated
12
Esophagus Now
lamp.matrix-12
column drive U14; row return Q34
Whitestar power driver board
validated
13
I&S Arrow
lamp.matrix-13
column drive U13; row return Q34
Whitestar power driver board
validated
14
Start I&S Multiball
lamp.matrix-14
column drive U12; row return Q34
Whitestar power driver board
validated
15
I&S 2X Scoring
lamp.matrix-15
column drive U11; row return Q34
Whitestar power driver board
validated
16
Pops 2X Scoring
lamp.matrix-16
column drive U10; row return Q34
Whitestar power driver board
validated
17
Left Pop Bumper
lamp.matrix-17
column drive U17; row return Q35
Whitestar power driver board
validated
18
Right Pop Bumper
lamp.matrix-18
column drive U16; row return Q35
Whitestar power driver board
validated
19
Bottom Pop Bumper
lamp.matrix-19
column drive U15; row return Q35
Whitestar power driver board
validated
20
More Time
lamp.matrix-20
column drive U14; row return Q35
Whitestar power driver board
validated
21
Collect Nuclear Plant
lamp.matrix-21
column drive U13; row return Q35
Whitestar power driver board
validated
22
Left Orbit Arrow
lamp.matrix-22
column drive U12; row return Q35
Whitestar power driver board
validated
23
Cletus 2X Scoring
lamp.matrix-23
column drive U11; row return Q35
Whitestar power driver board
validated
24
Left Orbit Hurry Up
lamp.matrix-24
column drive U10; row return Q35
Whitestar power driver board
validated
25
CBG Skill Shot
lamp.matrix-25
column drive U17; row return Q36
Whitestar power driver board
validated
26
CBG Start Hurry Up
lamp.matrix-26
column drive U16; row return Q36
Whitestar power driver board
validated
27
Daredevil Ramps
lamp.matrix-27
column drive U15; row return Q36
Whitestar power driver board
validated
28
Daredevil Bumpers
lamp.matrix-28
column drive U14; row return Q36
Whitestar power driver board
validated
29
Daredevil Loops
lamp.matrix-29
column drive U13; row return Q36
Whitestar power driver board
validated
30
Daredevil Targets
lamp.matrix-30
column drive U12; row return Q36
Whitestar power driver board
validated
31
Start Button
lamp.matrix-31
column drive U11; row return Q36
Whitestar power driver board
validated
32
Tournament Buttonopt
lamp.matrix-32
column drive U10; row return Q36
Whitestar power driver board
validated
33
Left Ramp Arrow
lamp.matrix-33
column drive U17; row return Q37
Whitestar power driver board
validated
34
Treehouse Of Horror
lamp.matrix-34
column drive U16; row return Q37
Whitestar power driver board
validated
35
Treehouse 2X Scoring
lamp.matrix-35
column drive U15; row return Q37
Whitestar power driver board
validated
36
Left Ramp Hurry Up
lamp.matrix-36
column drive U14; row return Q37
Whitestar power driver board
validated
37
Right Ramp Arrow
lamp.matrix-37
column drive U13; row return Q37
Whitestar power driver board
validated
38
Get Duffed!
lamp.matrix-38
column drive U12; row return Q37
Whitestar power driver board
validated
39
Moe's 2X Scoring
lamp.matrix-39
column drive U11; row return Q37
Whitestar power driver board
validated
40
Right Ramp Hurry Up
lamp.matrix-40
column drive U10; row return Q37
Whitestar power driver board
validated
41
Mini Loop Arrow
lamp.matrix-41
column drive U17; row return Q38
Whitestar power driver board
validated
42
2X Scoring Kwik-E-Mart
lamp.matrix-42
column drive U16; row return Q38
Whitestar power driver board
validated
43
Kwik-E-Mart Hurry Up
lamp.matrix-43
column drive U15; row return Q38
Whitestar power driver board
validated
44
Garage Arrow
lamp.matrix-44
column drive U14; row return Q38
Whitestar power driver board
validated
45
Clean The Garage
lamp.matrix-45
column drive U13; row return Q38
Whitestar power driver board
validated
46
Garage 2X Scoring
lamp.matrix-46
column drive U12; row return Q38
Whitestar power driver board
validated
47
Garage Hurry Up
lamp.matrix-47
column drive U11; row return Q38
Whitestar power driver board
validated
48
Right Orbit Arrow
lamp.matrix-48
column drive U10; row return Q38
Whitestar power driver board
validated
49
Right Loop Arrow
lamp.matrix-49
column drive U17; row return Q39
Whitestar power driver board
validated
50
Otto's Bus Tours
lamp.matrix-50
column drive U16; row return Q39
Whitestar power driver board
validated
51
Elementary 2X Scoring
lamp.matrix-51
column drive U15; row return Q39
Whitestar power driver board
validated
52
Bully 3-Bank (Top)
lamp.matrix-52
column drive U14; row return Q39
Whitestar power driver board
validated
53
Bully 3-Bank (Mid)
lamp.matrix-53
column drive U13; row return Q39
Whitestar power driver board
validated
54
Bully 3-Bank (Bot)
lamp.matrix-54
column drive U12; row return Q39
Whitestar power driver board
validated
55
Krusty 2X Scoring
lamp.matrix-55
column drive U11; row return Q39
Whitestar power driver board
validated
56
Right Orbit Hurry Up
lamp.matrix-56
column drive U10; row return Q39
Whitestar power driver board
validated
57
Homer
lamp.matrix-57
column drive U17; row return Q40
Whitestar power driver board
validated
58
Marge
lamp.matrix-58
column drive U16; row return Q40
Whitestar power driver board
validated
59
Bart
lamp.matrix-59
column drive U15; row return Q40
Whitestar power driver board
validated
60
Lisa
lamp.matrix-60
column drive U14; row return Q40
Whitestar power driver board
validated
61
Maggie
lamp.matrix-61
column drive U13; row return Q40
Whitestar power driver board
validated
62
Grandpa
lamp.matrix-62
column drive U12; row return Q40
Whitestar power driver board
validated
63
Left Headlight
lamp.matrix-63
column drive U11; row return Q40
Whitestar power driver board
validated
64
Right Headlight
lamp.matrix-64
column drive U10; row return Q40
Whitestar power driver board
validated
65
Living Room 2X Scoring
lamp.matrix-65
column drive U17; row return Q41
Whitestar power driver board
validated
66
(Light) Lock
lamp.matrix-66
column drive U16; row return Q41
Whitestar power driver board
validated
67
Light (Lock)
lamp.matrix-67
column drive U15; row return Q41
Whitestar power driver board
validated
68
Lock (Square)
lamp.matrix-68
column drive U14; row return Q41
Whitestar power driver board
validated
69
Super Jackpot
lamp.matrix-69
column drive U13; row return Q41
Whitestar power driver board
validated
70
TV Arrow
lamp.matrix-70
column drive U12; row return Q41
Whitestar power driver board
validated
71
Not Used Lamp Position 71
lamp.matrix-71
column drive U11; row return Q41
Whitestar power driver board
validated
72
Not Used Lamp Position 72
lamp.matrix-72
column drive U10; row return Q41
Whitestar power driver board
validated
73
(LED) Duffman
lamp.matrix-73
column drive U17; row return Q42
Whitestar power driver board
validated
74
(LED) Homer's Day
lamp.matrix-74
column drive U16; row return Q42
Whitestar power driver board
validated
75
(LED) Willie's Woes
lamp.matrix-75
column drive U15; row return Q42
Whitestar power driver board
validated
76
(LED) Wiggum Vs Snake
lamp.matrix-76
column drive U14; row return Q42
Whitestar power driver board
validated
77
(LED) Bart's Day
lamp.matrix-77
column drive U13; row return Q42
Whitestar power driver board
validated
78
(LED) Krusty's Last Stand
lamp.matrix-78
column drive U12; row return Q42
Whitestar power driver board
validated
79
(LED) Stop The Monorail
lamp.matrix-79
column drive U11; row return Q42
Whitestar power driver board
validated
80
(LED) Alien Invasion
lamp.matrix-80
column drive U10; row return Q42
Whitestar power driver board
validated

General illumination

1
1 shown
# Name Device ID Evidence
0
General Illumination
gi.string-1 validated

Virtual & other outputs

13
13 shown
# Name Device ID Evidence
15
Not Used Raw Solenoid Position 15
device.not-used-raw-solenoid-position-15 validated
16
Not Used Raw Solenoid Position 16
device.not-used-raw-solenoid-position-16 validated
36
Unused Auxiliary Board Output 36
device.unused-auxiliary-board-output-36 validated
37
Reserved Compatibility Hole 37
device.reserved-compatibility-hole-37 validated
38
Reserved Compatibility Hole 38
device.reserved-compatibility-hole-38 validated
39
Reserved Compatibility Hole 39
device.reserved-compatibility-hole-39 validated
40
Reserved Compatibility Hole 40
device.reserved-compatibility-hole-40 validated
41
Reserved Compatibility Hole 41
device.reserved-compatibility-hole-41 validated
42
Reserved Compatibility Hole 42
device.reserved-compatibility-hole-42 validated
43
Reserved Compatibility Hole 43
device.reserved-compatibility-hole-43 validated
44
Reserved Compatibility Hole 44
device.reserved-compatibility-hole-44 validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel validated
50
Reserved WPC-Family Output 50
device.reserved-wpc-family-output-50 validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
CPU DIP 1 (SW300 country selector)
Dip
switch.dip-1 validated
2
CPU DIP 2 (SW300 country selector)
Dip
switch.dip-2 validated
3
CPU DIP 3 (SW300 country selector)
Dip
switch.dip-3 validated
4
CPU DIP 4 (SW300 country selector)
Dip
switch.dip-4 validated
5
CPU DIP 5 (SW300 country selector)
Dip
switch.dip-5 validated
6
CPU DIP 6 (unused bit)
Dip
switch.dip-6 validated
7
CPU DIP 7 (unused bit)
Dip
switch.dip-7 validated
8
CPU DIP 8 (unused bit)
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.

Five-ball trough and ball release

mechanism.trough

Kicker

Five balls rest on trough switches 10-13 (5-Ball Trough #1 nearest the kicker through #4 nearest the drain) plus opto 14 (5-Ball Trough VUK Opto). The retained script's bsTrough.InitSw 0,14,13,12,11,10,0,0 reads all five through the shared cvpmBallStack helper class, which manages ball position internally rather than exposing five separate playfield trigger objects; SolRelease pulses the trough's exit solenoid and also asserts switch 15 (5-Ball Stacking Opto, vpmTimer.PulseSw 15) in the same event. Switches 14 and 15 share one Transmitter/Receiver opto-PC-board part pair per the manual's Sw.14/15 footnote.

Three-target drop bank

mechanism.drop-target-bank

Drop Target Bank

Three printed drop targets (#1 Top, #2 Mid, #3 Bot) share one reset solenoid (4, Drops Reset Up) and one trip solenoid (30, Drop Bank Trips, used for testing/rule resets). The retained script's dtDrop = New cvpmDropTarget, dtDrop.InitDrop Array(sw17, sw18, sw19), Array(17, 18, 19) wires the three HitTarget objects directly to matrix switches 17-19; SolDropBankTrips fires dtDrop.Hit 1/2/3 to knock all three down together.

Couch multiball lock

mechanism.couch-lock

Gate

A ball enters through the Couch Enter gate (switch 36) and stacks on up to three lock positions (38 Bot, 39 Mid, 40 Top). Solenoid 3 (Couch Release, script sub CouchExit) opens a drop gate (CouchDrop) to release the stack; CouchDrop_Hit clears switch 38 as the released ball passes, and a DropCheck timer resets the Drop1 table object afterward.

TV lock post

mechanism.tv-lock-post

Diverter

Solenoid 7 (TV Release) raises and lowers a post (TopPost) that holds a ball at the TV Lockup switch (37): SolTVRelease sets TopPost.IsDropped = 1 to release, 0 to block. There is no separate lock-position sensor beyond switch 37 itself.

Drives
Senses

Motorized garage door

mechanism.garage-door

Motorized

Solenoid 20 (Garage Door (Eject)) drives an incremental open/close motion: the retained script's GarageUp sets DoorStatus and enables a GDoorT timer that steps Gdoor.RotX by 4 degrees per tick (0-60 degrees) rather than firing a single pulse; switch 48 (Garage Door) is set/cleared only once the door reaches its open or closed limit (sw48.isdropped = 1/0), not continuously during the sweep.

Homer Head toy

mechanism.homer-head

Toy

Solenoid 8 (Homer Head) actuates a moving figure (HHead); the retained script's HomerOn_Timer/HomerOff_Timer animate its rotation while HomerActive is set. Ball position relative to the figure is tracked by four internal VPX trigger objects (Homer, Homer2, Homer3, homer4) that contain no Controller.Switch call anywhere in the retained script -- they drive only the figure's own animation state, not any public switch address.

Drives

Upper mini-playfield flippers and Top Right Flipper

mechanism.upper-and-top-right-flippers

Other

Three flipper coils (12 UPF Left Flipper, 13 UPF Right Flipper, 14 Top Right Flipper) are ordinary numbered solenoids, not part of PinMAME's synthesized flipper subsystem (simpprtyGameData.hw.flippers declares no FLIP_UL/FLIP_UR bits), so none has a dedicated public-switch button input. The manual documents a real, populated cabinet button for the third of these (DS-5 "Upper Rt. Flipper Button", public switch 88), but pinned se.c's own dedswitch_r comment marks that bit "Not Used" and core.c's locals.flipMask construction confirms it is never written for this driver. The retained script's SolRFlipper (the ordinary lower-right flipper's canonical callback, public 46) redundantly rotates solenoid 14's own table object (RightFlipper2) alongside solenoid 14's independent SolTopRightFlipper callback, consistent with the ROM firing solenoid 14 automatically off the lower-right flipper button rather than reading DS-5. How solenoids 12/13 (the upper mini-playfield pair) are triggered in the real ROM cannot be confirmed from this thin, non-VPW table's script alone; see conflict.upper-flipper-button-not-read.

Lower flipper pair

mechanism.lower-flippers

Other

Two 50V flipper coils (printed #15 Left, #16 Right) with separate power and hold windings; se_solenoid_w masks physical 15/16 out of the raw solenoid group and exposes each coil at a power-phase and canonical-callback public address pair (16->45/46, 15->47/48). Dedicated switches DS-1..DS-4 (public 84/83/82/81) supply the button and end-of-stroke inputs; se.c's dedswitch_r nibble-reverses the raw flipper-column byte to present them in DS-1..DS-4 order.

Three-bumper jet nest

mechanism.jet-bumpers

Other

Three jet bumpers. The retained script's object names do not match printed side directly: Bumper1_Hit pulses switch 50 (Right Bumper) and fires solenoid 10; Bumper2_Hit pulses switch 51 (Bottom Bumper) and fires solenoid 11; Bumper3_Hit pulses switch 49 (Left Bumper) and fires solenoid 9. Confirmed geometrically: Bumper3 (leftmost x) -> Left Bumper, Bumper1 (rightmost x) -> Right Bumper, Bumper2 (largest y / frontmost) -> Bottom Bumper.

Itchy & Scratchy VUK saucer

mechanism.itchy-and-scratchy-eject

Kicker

A ball resting in the Itchy & Scratchy saucer (switch 20, Kicker object sw20) is ejected by solenoid 5; the retained script's bsBR = New cvpmBallStack, bsBR.InitSaucer sw20, 20, 232, 18 confirms the switch/solenoid pairing.

Upper Right saucer

mechanism.upper-right-eject

Kicker

A ball resting in the Upper Right saucer (switch 24, Kicker object sw24) is ejected by solenoid 19; bsTR.InitSaucer sw24, 24, 100, 1 confirms the pairing.

Upper Left VUK

mechanism.upper-left-vuk

Kicker

A ball resting on the Upper Left VUK opto (switch 55, Kicker object sw55) is ejected by solenoid 6 through kicker object VukOut; bsVuk.InitSw 0,55,0,0,0,0,0,0 with bsVuk.InitKick VukOut, 180, 0 confirms the pairing.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

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

Coverage: partial - complete physical I/O inventory, Whitestar bindings, mechanism causality, driver-variant boundary, and recreation behavior validated; wiring conflicted pending resolution of two unresolved conflicts (opto polarity and the unreadable upper-flipper button) below, and lamps 73-80 plus the driver's auxiliary lamp-column capacity have no spatial placement

Identity and evidence precedence

This is the Stern Whitestar physical product released 2003, IPDB 4674. It covers the eighteen-driver simpprty clone tree (simpprty parent plus seventeen firmware/localization revisions: five each of 2.04/3.00/4.00, four of 5.00, all sharing one static simpprtyGameData struct through CORE_CLONEDEFNV). Identity is confirmed from the retained VPX table's own script (Const cGameName="simpprty") and from pinned src/wpc/segames.c's CORE_GAMEDEFNV(simpprty, "Simpsons Pinball Party, The (5.00)", 2003, "Stern", de_mSES2, 0). The unrelated Data East 1990 "The Simpsons" is a different physical machine; the Internet Archive item arcademanual_The_Simpsons_OPS covers that machine and was not used.

Evidence precedence for this definition: the retained embedded VPX script is runtime and mechanism-causality ground truth; the Stern operations manual controls physical construction, part numbers, wiring, quantities, and device presence; pinned PinMAME controls controller generation, public address topology, and mechanism-table position ranges; the retained VPX geometry supplies normalized coordinates. The retained manual's pdftotext layer is unreliable for two independent reasons -- most runs double every character, and the diagnostics chapter's own embedded font subset additionally shifts character codes by a constant +29 with no ToUnicode correction -- so every table used here was read from a rendered page and transcribed into external:pinmame-review-artifacts/the-simpsons-pinball-party-2003/manual-transcription.md; the OCR text is a search index only and never an authority.

First Whitestar machine in this project: platform notes that generalize

This is the first Stern Whitestar (Sega/Stern GEN_WS, src/wpc/se.c) machine curated in this project, so several address-space and normalization facts were re-derived from pinned source rather than carried over from the WPC games curated earlier, and should be reused by future Whitestar curations:

  1. Whitestar's switch matrix is sequential-by-column, not WPC's column-times-ten notation. se_m2sw(col, row) = col*8+(7-row)+1 in the driver's own 0-indexed terms; in 1-indexed printed- manual terms this is address = (column-1)*8 + row. Confirmed against every cell of this manual's own 8x8 SWITCH MATRIX GRID table (column 1 row 1 = public 1, column 8 row 8 = public 64). Lamps use the opposite axis order: the manual's own LAMP MATRIX GRID table is unambiguously row-major (address = (row-1)*8 + column), confirmed the same way across all 80 printed cells -- do not assume switches and lamps share one addressing convention on this platform.
  2. No Whitestar game in the pinned source ever populates wpc.invSw. simpprtyGameData's positional aggregate initializer ({GEN_WS, dispSPP, {flippers, swCol, lampCol, custSol, soundBoard, display}}) only sets the fields present in the literal; the trailing wpc/simData/ sxx struct members are left at their C zero-initialization default. core.c:2455 (memcpy(coreGlobals.invSw, core_gameData->wpc.invSw, ...)) then copies those zeros straight into the live switch-inversion mask. A grep -rn invSw src/wpc/segames.c across the whole ~3600-line Whitestar game-table file returns no assignment at all -- this is a platform-wide fact, not specific to this game, and should be checked (not assumed) on every future Whitestar curation. controllers/pinmame/whitestar.json still declares inversion_applied_by_emulator: true as a platform capability claim (matching the WPC profiles' shape); this record documents the per-driver reality as conflict.whitestar-invsw-never-populated rather than editing the shared profile, since the capability genuinely exists on the platform even though this driver never exercises it.
  3. The dedicated-switch byte packs Left/Right flipper button-and-EOS pairs plus one dead upper-flipper bit, confirmed bit-for-bit from se.c's own dedswitch_r comment. // D0 - DED #1 - Left Flipper through // D7 - DED #8 - Begin Test (Black Button), with fls = core_revnyb(fls & 0x0f) | ((fls & 0x80)>>3) read against core.h's CORE_SWLRFLIPEOSBIT=0x01/CORE_SWLRFLIPBUTBIT=0x02/CORE_SWLLFLIPEOSBIT=0x04/ CORE_SWLLFLIPBUTBIT=0x08/CORE_SWULFLIPBUTBIT=0x80 yields DS-1->public 84 (LL button), DS-2->83 (LL EOS), DS-3->82 (LR button), DS-4->81 (LR EOS), DS-5->88 (UL button bit -- see below). DS-6/7/8 are the ordinary Red/Green/Black service buttons at SE_SWRED=-2/SE_SWGREEN=-1/SE_SWBLACK=0.
  4. A driver can declare an upper-flipper cabinet button in hw.flippers bit space that is never actually wired up, and the emulator's own dedicated-switch byte can name the dead bit directly. core.c's locals.flipMask construction unconditionally includes only the two lower-flipper button bits; it includes the four EOS bits and the two upper-flipper button bits only if the matching FLIP_EOS(...)/FLIP_SW(FLIP_Ux) bit is set in core_gameData->hw.flippers. simpprtyGameData.hw.flippers = FLIP_SW(FLIP_L) | FLIP_SOL(FLIP_L) sets only the lower-flipper bits, so flipMask = 0x0F (both lower buttons, both lower EOS, no upper bits at all), and public switch 88 is never written by core_updateSw for this driver -- not merely unobserved, but structurally unreachable. See "Three flipper coils with no dedicated button" below.
  5. The flipper-coil address remap is confirmed directly from the driver's own comment. se.c's se_solenoid_w: /* move flipper power solenoids (L=15,R=16) to (R=45,L=47) */. Raw solenoid addresses 15/16 are masked out of the public 9-16 group (sols &= 0xffff3fff) and instead drive selocals.flipsol; physical Q16 (RIGHT FLIPPER) surfaces at public power-phase 45 and canonical callback 46, physical Q15 (LEFT FLIPPER) at public power-phase 47 and canonical callback 48 -- matching controllers/pinmame/whitestar.json's own note exactly, now verified against source rather than assumed from the profile text.
  6. coreGlobals.nGI = 1 is set directly in se.c (both the MACHINE_INIT/MACHINE_RESET paths), so Whitestar publishes exactly one aggregate GI channel regardless of how many separately fused physical illumination branches a machine's own wiring diagram shows. This manual's General Illumination Circuit Detailed Wiring Diagram (PDF 121, printed 103) shows one relay closing four fused branches simultaneously, which is the same single-relay design PinMAME models -- unlike the WPC-95 GI conflicts already documented for Tales of the Arabian Nights and Theatre of Magic in this project, there is no script-vs-manual disagreement here at all.

Address topology for this game specifically

  • Switches: matrix 1-64 (two "NOT USED" gray-shaded positions, 27 and 28), dedicated -3/-2/-1/0 and 81-84/88, CPU DIP 1-8 (5-bit country selector, bits 6-8 unused padding).
  • Solenoids: physical drivers 1-14 and 17-32 retain their printed numbers; 15/16 are always-masked raw addresses for the two lower flipper coils, which surface instead at 45-48; the Solenoid Expander Auxiliary board (SE_BOARDID_520_5068_01) publishes three UK-only up/down-post outputs at 33-35 and leaves 36 unused; 37-44 are reserved WPC-family compatibility holes; 49 is the simulator-only shooter channel and 50 is reserved. Ten of the thirty-two main-board positions are flashers (21-23, 25-29, 31, 32, confirmed by the manual's own "In Test Flash Lamps Menu... This Game: Q21-Q23, Q25-Q29, Q31-Q32" note); position 24 ("Optional Coil") is explicitly optional factory-fit hardware for a coin meter, token dispenser, or knocker.
  • Lamps: 8x10 matrix 1-80 (two "NOT USED" positions, 71-72); lamp 32 (Tournament Button) is optional, gated behind the Optional Tournament Kit, and has no l32 object anywhere in the retained script's own lamp-fade sequence at all.
  • GI: one aggregate channel, public address 0.
  • simpprtyGameData.hw.lampCol = 4 declares up to four auxiliary lamp columns (public 81-112 by the platform's own addressing convention if populated), but this capacity is not identified by any available primary source -- see "Unresolved: auxiliary lamp columns" below.

Ball path: trough, saucers, and VUKs

Five balls rest on trough switches 10-13 (5-Ball Trough #1 nearest the release kicker through #4 at the drain entrance) plus opto 14 (5-Ball Trough VUK Opto). The retained script's bsTrough.InitSw 0,14,13,12,11,10,0,0 reads all five through the shared cvpmBallStack helper class, which manages ball position internally rather than exposing five separate playfield trigger objects, so all five (plus the related stacking opto, switch 15) are documented projections onto the trough's own release kicker (BallRelease). SolRelease (solenoid 1) fires bsTrough.ExitSol_On and also pulses switch 15 in the same event. Switches 14 and 15 share one Transmitter/Receiver opto PC-board part pair per the manual's own "Sw. 14 & 15 Part Note" -- the only two switches this manual identifies as opto construction anywhere in the document; there is no shaded-cell opto legend on this manual's switch-matrix page at all, unlike the Williams WPC-95 manuals used earlier in this project.

Three simple saucer/VUK mechanisms round out the ball-management inventory: the Itchy & Scratchy Eject VUK (switch 20, solenoid 5), the Upper Right saucer (switch 24, solenoid 19), and the Upper Left VUK (switch 55, solenoid 6), each confirmed by the matching cvpmBallStack.InitSaucer/InitSw call in the retained script.

Drop-target bank, Couch lock, TV lock post, and Garage door

Three drop targets (#1 Top/switch 17, #2 Mid/switch 18, #3 Bot/switch 19) share one reset solenoid (4, Drops Reset Up) and one trip solenoid (30, Drop Bank Trips); dtDrop.InitDrop Array(sw17, sw18, sw19), Array(17, 18, 19) wires them directly. Neither reset-related solenoid has a separate reset-bar mesh in the retained table, so both are documented projections onto the bank's own middle target.

A ball enters the Couch lock through the Couch Enter gate (switch 36) and stacks on up to three lock positions (38 Bot, 39 Mid, 40 Top); solenoid 3 (Couch Release, script sub CouchExit) opens a drop gate (CouchDrop) to release the stack. Solenoid 7 (TV Release) raises and lowers a post (TopPost) that holds a ball at the TV Lockup switch (37); there is no separate lock-position sensor beyond switch 37 itself. Solenoid 20 (Garage Door (Eject)) drives an incremental open/close motion rather than a single pulse: the retained script's GdoorT_Timer steps Gdoor.RotX by 4 degrees per tick across a 0-60 degree range, and switch 48 (Garage Door) is set or cleared only once the door reaches its open or closed limit, not continuously during the sweep.

Homer Head toy

Solenoid 8 (Homer Head) actuates a moving figure (HHead); HomerOn_Timer/HomerOff_Timer animate its rotation while HomerActive is set. Ball position relative to the figure is tracked by four internal VPX trigger objects (Homer, Homer2, Homer3, homer4) that contain no Controller.Switch call anywhere in the retained script -- they drive only the figure's own animation state, never a public switch address.

Three flipper coils with no dedicated button, and a documented conflict

The lower flipper pair (printed coils #15 Left, #16 Right) is the only flipper hardware PinMAME's synthesized flipper subsystem knows about, remapped to public 45-48 as described above and read from dedicated switches DS-1..DS-4 (public 84/83/82/81). Three additional, ordinary numbered solenoids exist purely as ball-playfield coils with no PinMAME flipper-subsystem involvement at all:

  • 12, "UPF Left Flipper" -- the upper mini-playfield's left flipper.
  • 13, "UPF Right Flipper" -- the upper mini-playfield's right flipper.
  • 14, "Top Right Flipper" -- a third main-playfield flipper, distinct from both the lower-right flipper (15/16) and the upper mini-playfield pair.

None of the three has a dedicated public-switch button input, because simpprtyGameData.hw.flippers declares no FLIP_UL/FLIP_UR bits at all. The manual nonetheless documents a real, populated cabinet button for the third of these -- DS-5, "Upper Rt. Flipper Button", part 180-5164-00 Doubled, the identical doubled-button part used for DS-3 (Right Flipper Button) -- wired GRY-GRN to CN6-P7. Pinned se.c's own dedswitch_r comment marks that exact bit "D4 - DED #5 - Not Used (Upper Flipper on some games!)", and core.c's locals.flipMask construction confirms it structurally: the bit is never written by core_updateSw for this driver, so public switch 88 always reads inactive regardless of the physical button.

The retained (thin, non-VPW) table's own script is consistent with the button being unread: its SolRFlipper (the ordinary lower-right flipper's canonical callback, public 46) redundantly rotates solenoid 14's own table object (RightFlipper2) alongside solenoid 14's independent SolTopRightFlipper callback, suggesting the real ROM fires the third flipper coil automatically off the ordinary right-flipper button rather than reading a separate input. But a ~41 KB community script cannot prove what the real ROM does with the physical DS-5 button, if anything -- this is recorded as an unresolved conflict, conflict.upper-flipper-button-not-read, rather than assumed either way. How solenoids 12/13 (the upper mini-playfield pair) are triggered cannot be confirmed from this table's script at all; it contains no Controller.Switch/vpmTimer.PulseSw call anywhere near SolUPFLeftFlipper/SolUPFRightFlipper.

Jet bumpers: object names do not match printed sides

Three jet bumpers, and the retained script's own object names are a trap: Bumper1_Hit pulses switch 50 (Right Bumper) and fires solenoid 10; Bumper2_Hit pulses switch 51 (Bottom Bumper) and fires solenoid 11; Bumper3_Hit pulses switch 49 (Left Bumper) and fires solenoid 9 -- i.e. object number order (1, 2, 3) does not match printed side order (Left, Right, Bottom) or address order (49, 50, 51) at all. This was confirmed two ways: directly from the script's own Controller.Switch/vpmTimer.PulseSw calls, and geometrically -- Bumper3 sits at the lowest x (leftmost), Bumper1 at the highest x (rightmost), and Bumper2 at the highest y (frontmost, i.e. "bottom" of the nest) -- both independently agreeing with the printed Left/Right/Bottom identity.

Lamps: the Mini-DMD sign panel has no per-bulb placement

Lamps 73-80 (Duffman, Homer's Day, Willie's Woes, Wiggum vs Snake, Bart's Day, Krusty's Last Stand, Stop The Monorail, Alien Invasion) are Green/Red LEDs on "LED PC Bd., 520-5219-00" per the manual's own lamp-locations footnote -- exactly the board simpprtyGameData.hw.display declares (SE_BOARDID_520_5219_00, "The Simpson's Pinball Party Mini DMD"). The retained table's own LEDY/LEDG/LEDR light collections, which the script's UpdateLeds LampCallback normally drives for these eight addresses, are empty in this retained extraction. The l73-l80 objects that do exist are Primitive mesh stand-ins sharing one (x, y) location with only a stacked z offset (165-305 in fixed 20-unit steps) -- a single physical sign panel rendered as an image swap, not eight distinct playfield bulb positions. No spatial placement is claimed for these eight lamps; the spatial key is omitted entirely rather than fabricating a coordinate or inventing a shared-local- origin status the schema does not define (the same honest-omission pattern Star Trek: The Next Generation's three unresolved Primitive-mesh lamps already established in this project).

General illumination

One aggregate PinMAME GI channel (public address 0). The manual's wiring diagram shows one relay closing four separately-fused branches (F24 backpanel/10 bulbs, F25 left playfield plus right return lane/11 #44 + 1 #555, F26 upper mini-playfield plus spotlights plus coin door/7 #44 + 5 #555 plus coin-door bulbs, F27 right playfield/12 #44), all switched together -- matching PinMAME's single-channel model with no script-vs-manual disagreement, unlike the GI conflicts already documented for Tales of the Arabian Nights and Theatre of Magic elsewhere in this project. The manual's own bulb counts are printed "may change during production", so the retained table's own GI collection (37 GI_N Light objects plus 5 spotlightright* objects, 42 members total, toggled together by the script's UpdateGI) is used as the placement set rather than a hand count from the diagram.

Unresolved: auxiliary lamp columns

simpprtyGameData.hw.lampCol = 4 reserves up to four auxiliary lamp columns beyond the base 80-lamp matrix (internal array indices 10-13; public addresses 81-112 if populated, following the platform's own row-major-across-columns convention). Pinned se.c wires only two of the four to any handler at all (gilamp_w/gilamp_r, CPU addresses 0x3406-0x3407, internal indices 10-11) -- and the maintainer's own source comment on that handler, // GI lamps on Simpsons?, shows even upstream PinMAME is unsure what hardware this drives. Neither this manual's 80-position Lamp Matrix Grid table nor the retained script's own Controller.ChangedLamps consumption (the UpdateLamps/NFadeL sequence stops at address 70, and the LED sequence separately covers 73-80 through the UpdateLeds callback -- neither ever reads an address above 80) references anything in this range. No device is enumerated for addresses 81-112 in this definition; the gap is named in coverage.missing (output_enumeration) rather than guessed at.

Manual identity and physical vs. UK-market variant hardware

Three regional-variant devices are enumerated but marked optional because their own manual footnotes say so explicitly, not because of any absence in the retained table: cabinet-side switches 1/8 ("Left/Right Button (UK Only)"), the three AUX up/down-post solenoids 33-35 ("Auxiliary Coils AUX 1 - AUX 3 are typically for UK Only"), and switch 53 / lamp 32 ("Tournament Button", "Optional with Tournament Kit"). Coin-door matrix positions 3 and 7 print "Future Use" rather than "NOT USED" in their Switch Part Number column -- the harness position is wired but no coin-slot hardware is fitted by default -- and are recorded as optional, distinct from the two genuinely gray-shaded "NOT USED" positions (27, 28).

Author construction checklist

  • Build the five-ball trough with its release kicker, the three-target drop bank with its reset and trip solenoids, the Couch lock (three stacked positions plus entry gate), the TV lock post, the incrementally-animated Garage door, the Homer Head toy, three saucer/VUK kickers, two slingshots, three jet bumpers (mind the non-matching object-to-address numbering above), and five flipper coils: the synthesized lower pair plus three independently-numbered upper/top-right coils with no dedicated button input of their own.
  • Do not invert switches 14/15's public state without further evidence: pinned PinMAME applies none for this driver, and the manual states construction (opto) but not polarity for them (conflict.whitestar-invsw-never-populated, unresolved).
  • Do not wire the physical Upper Rt. Flipper Button (DS-5) to anything the ROM reads; it has no reachable public address on this driver (conflict.upper-flipper-button-not-read, unresolved).
  • Treat solenoids 15/16 as non-addresses; bind the two lower flipper coils at 45/46 (right) and 47/48 (left) only, one physical coil per side.
  • Do not invent lamp objects for 73-80 beyond a single sign-panel image swap, and do not invent devices for public lamp addresses above 80.

Sources

  • manual.stern.the-simpsons-pinball-party.2003: Stern Pinball The Simpsons Pinball Party operations manual, SHA-256 412023c67f699d68c10c6a70120712d34d71417b7dd16f1662e252a66561c898.
  • manual-support.stern.the-simpsons-pinball-party.2003: retained human transcription, SHA-256 18a1d499a3525bd72340f0e5a98af98c3fb8b867f0f3b1b655242f5cc7ef37e8.
  • vpx-script.simpsons-party-0-8-2: retained known-working embedded script, SHA-256 5378f6baf3106ed013c6d1a787f4b6789bc1febe925903f05cb2eda9327b98ee, binding simpprty.
  • vpx-table.simpsons-party-0-8-2: retained table (v0.8.2), SHA-256 c7d14c512ae81eb0e26cddf9f74690818ae2259350cd334fc98be5e7ece79034, bounds left=0 top=0 right=952 bottom=2115.
  • pinmame.core.4ec52ff0ac13: src/wpc/segames.c, src/wpc/se.c, src/wpc/se.h, and the shared src/wpc/core.c/core.h flipper/switch/lamp handling at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
simpprtySimpsons Pinball Party, The (5.00)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003identical
simpprtlSimpsons Pinball Party, The (5.00 Spanish)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003simpprtyidentical
simpprtiSimpsons Pinball Party, The (5.00 Italian)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003simpprtyidentical
simpprtgSimpsons Pinball Party, The (5.00 German)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003simpprtyidentical
simpprtfSimpsons Pinball Party, The (5.00 French)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003simpprtyidentical
simp400lSimpsons Pinball Party, The (4.00 Spanish)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003simpprtyidentical
simp400iSimpsons Pinball Party, The (4.00 Italian)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003simpprtyidentical
simp400gSimpsons Pinball Party, The (4.00 German)
Stern Whitestar game-ROM revision/localization for the same physical machine; the switch matrix, lamp matrix, solenoid/flasher table, and playfield hardware are unchanged. simpprty is the shipped 5.00 production ROM this driver family's static core_tGameData (simpprtyGameData) is shared by every clone through CORE_CLONEDEFNV.
2003simpprtyidentical

Parent set: simpprty — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

simpprty.map.json

whitestarv3format 0.8

maps/stern/whitestar/simpprty.map.json

Applies to ROMs
simp204simp204fsimp204isimp204lsimp300simp300fsimp300isimp300lsimp400simp400fsimp400gsimp400i
Sections
game_statehigh_scores

whitestar defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

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.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the simpprty clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/segames.c simpprtyGameData = { GEN_WS, dispSPP, {FLIP_SW(FLIP_L) | FLIP_SOL(FLIP_L), 0, 4, 0, 0, SE_BOARDID_520_5068_01 | SE_BOARDID_520_5219_00 }} (positional aggregate init leaves wpc.invSw all-zero, confirmed by no invSw assignment anywhere in the file); src/wpc/se.c SWITCH_UPDATE(se), dedswitch_r (DED #1-#8 bit layout and the D4/public-88 dead upper-flipper bit), se_solenoid_w (the /* move flipper power solenoids (L=15,R=16) to (R=45,L=47) */ remap), gilamp_w/gilamp_r (auxiliary lamp columns 10-11, driver's own "GI lamps on Simpsons?" comment), coreGlobals.nGI = 1; src/wpc/se.h SE_SWBLACK/SE_SWGREEN/SE_SWRED/SE_SWMEMORYPROTECT, SE_BOARDID_520_5068_01/520_5219_00; src/wpc/core.c core_updateSw locals.flipMask construction (unconditional lower-flipper button bits, conditional EOS/upper bits gated on hw.flippers), core.c:2455 invSw memcpy; src/wpc/core.h CORE_SWLRFLIPEOSBIT..CORE_SWULFLIPBUTBIT, CORE_FLIPPERSWCOL=11, FLIP_L/FLIP_SW/FLIP_SOL/FLIP_EOS macros; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WS=0x0004000000000

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    ipdb.the-simpsons-pinball-party.4674

    Source locations

    Physical identity, manufacturer, and release year for IPDB 4674, The Simpsons Pinball Party (Stern, 2003). The legacy migration's games/simp.json record carries the correct ipdb_id 4674 itself, but an earlier pass in this repository's history mis-linked a different source entry to https://www.ipdb.org/machine.cgi?id=6154 -- IPDB 6154 link belongs to Iron Man Vault Edition (stern.iron-man-vault-edition.2014), a completely unrelated physical machine. This record cites 4674 directly and exclusively.

    by
    Internet Pinball Database
    rev
    repository
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-whitestar

    Whitestar public switch, DIP, solenoid, lamp, and single-channel GI address rules, confirmed unchanged against pinned source for this driver

    internal:controllers/pinmame/whitestar.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.stern.the-simpsons-pinball-party.2003

    Source locations

    216-page Stern Pinball operations manual (Internet Archive item Stern_Pinball_The_Simpsons_Pinball_Party_Manual). PDF page 30 (printed page 16) carries the SWITCH MATRIX GRID & DEDICATED SWITCHES data table; PDF page 31 (printed 17) carries the switch-locations diagram, mounting-location legend, and the Sw.14/15/56 footnotes; PDF pages 32/34 (printed 18/20) carry the Coils Detailed Chart Table; PDF page 33 (printed 19) carries the coil/flash-lamp mounting-location legend and the Optional-Coil/AUX-UK-Only footnotes; PDF page 36 (printed 22) carries the Lamp Matrix Grid; PDF page 37 (printed 23) carries the lamp-locations legend and the Lamp 31/32 footnotes; PDF page 121 (Section 5 Chapter 2, printed 103) carries the General Illumination Circuit Detailed Wiring Diagram. The text layer double-doubles most characters and, on the diagnostics chapter specifically, shifts character codes by a constant +29 with no ToUnicode correction on some pages; every table cited here was read from a rendered page, never from pdftotext output.

    external:pinmame-manuals/by-machine/stern.the-simpsons-pinball-party.2003/archive-Stern_Pinball_The_Simpsons_Pinball_Party_Manual/The_Simpsons_Manual.pdf
    by
    Stern Pinball, Inc.; scan hosted by the Internet Archive
    sha256
    412023c67f69…
  • Human review

    manual-support.stern.the-simpsons-pinball-party.2003

    Source locations

    Retained human transcription of every rendered manual table and diagram used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/stern.the-simpsons-pinball-party.2003/ and the pinned-source/retained-script cross-reference notes. The retained PDF's text layer is unreliable (see the manual source locator), so this transcription is the source of record and the OCR text is never an authority.

    external:pinmame-review-artifacts/the-simpsons-pinball-party-2003/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    18a1d499a352…
  • VPX table

    vpx-table.simpsons-party-0-8-2

    Source locations

    Retained known-working, non-VPW, pre-1.0 community recreation of the physical machine, VPX table version 10.x. Exact playfield bounds are left=0 top=0 right=952 bottom=2115; normalized coordinates are x/952 and y/2115. This is a thin table: its 40,788-byte script is a fifth the size of the VPW-authored scripts used earlier in this project, and its LEDY/LEDG/LEDR light collections (feeding lamps 73-80) are empty -- geometry authority for named table objects only, judged honestly rather than assumed complete.

    external:pinmame-vpx-sources/stern/the-simpsons-pinball-party-2003/source/The%20Simpsons%20Pinball%20Party%20v0.8.2.vpx
    by
    unattributed community table author
    sha256
    c7d14c512ae8…
  • VPX script

    vpx-script.simpsons-party-0-8-2

    Source locations

    Retained embedded script (40,788 bytes). Runtime and mechanism-causality authority: Const cGameName = "simpprty", UseSolenoids=1, UseLamps=0, UseGI=0, UseSync=1, HandleMech=1; the SolCallback table for solenoids 1-8, 12-14, 17-23, 25-32 plus core.vbs sLRFlipper/sLLFlipper for 45-48; the Controller.Switch and vpmTimer.PulseSw switch semantics for every matrix switch with a named sw-object; bsTrough/bsBR/bsTR/bsVuk cvpmBallStack initialization for the trough and three saucers/VUKs; dtDrop cvpmDropTarget for the three-target bank; the SolRFlipper triple-object rotate (RightFlipper, RightFlipper2, TopRightFlipper) alongside solenoid 14's own independent SolTopRightFlipper callback; and the empty LEDY/LEDG/LEDR collections feeding the UpdateLeds LampCallback for lamps 73-80.

    external:pinmame-vpx-sources/stern/the-simpsons-pinball-party-2003/extracted-vpxtool/script.vbs
    by
    unattributed community table author
    sha256
    5378f6baf310…
  • VPX table

    vpx-extraction.simpsons-party-0-8-2

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 9f21a0b4af3387d3b7b3dbd7480909d141c2cfeb00c6c9b59f417723918338bc; 1348 files, 167511025 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=952 bottom=2115.

    external:pinmame-vpx-sources/stern/the-simpsons-pinball-party-2003/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 4 unmet requirements, 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.

Same platform