The Walking Dead Pro

Author ready

Stern2014SAMstern.the-walking-dead-pro.2014 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
twd_105twd_111twd_119twd_124twd_125twd_128

12 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
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

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

Cabinet & flipper inputs
15cabinet.tournament16cabinet.start65cabinet.coin66cabinet.coin67cabinet.coin68cabinet.coin69cabinet.coin84cabinet.flipper82cabinet.flipper-7cabinet.tilt-6cabinet.tilt

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

177 placements · 21 stacked · normalised player view · outline is nominal

2 Well Walker23 Prison Walker hit · 4 Prison doors closed29 Left 3-bank target #1 (bottom) · 12 Left 3-bank drop-target reset210 Left 3-bank target #2 (middle) · 12 Left 3-bank drop-target reset211 Left 3-bank target #3 (top) · 12 Left 3-bank drop-target reset212 Star rollover (top) · 80 Star rollover (top)213 Star rollover (bottom) · 79 Star rollover (bottom)18 Trough #4 (left)19 Trough #320 Trough #2221 Trough #1 (right opto) · 1 Trough up-kicker22 Trough jam23 Shooter lane24 Left outlane25 Left return lane226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 62 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 61 Right pop bumper332 Top pop bumper · 11 Top pop bumper · 60 Top pop bumper233 Upper shooter lane · 0 General illumination234 Right ramp enter · 71 Fish tank35 Left ramp exit36 Left top lane37 Right top lane38 Tower standup39 Right loop41 Left loop42 Right ramp exit43 Left ramp enter44 Left prison standup45 Right prison standup46 Prison doors opto47 Center lane283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper2 Auto launch23 Prison doors (power) · 4 Prison doors (hold)23 Prison doors (power) · 4 Prison doors (hold)7 Prison magnet19 Well Walker flasher221 Horde flasher · 21 Horde25 Pop-bumper flasher26 Prison top flasher27 Prison bottom flashers (x2)27 Prison bottom flashers (x2)228 Left dome flasher · 0 General illumination29 Right dome flasher31 Left loop flasher232 Center loop flasher · 57 Center lane arrow3 2X playfield values4 Shoot again5 4 walkers killed6 3 walkers killed7 2 walkers killed8 1 walker killed9 40 walkers killed10 Killing spree11 5 walkers killed12 10 walkers killed13 20 walkers killed14 30 walkers killed15 Hammer multi-kill16 Katana multi-kill17 Crossbow multi-kill18 Pistol multi-kill19 Knife multi-kill20 Chair multi-kill22 Left outlane23 Left return lane24 Right loop arrow25 Blood Bath26 First Aid27 Weapons28 Food29 Left ramp Walker kill30 Left loop Walker kill31 Left loop multi-kill32 Barn mode33 Left loop arrow34 Left ramp multi-kill35 CDC mode36 Left ramp arrow37 Right outlane38 Right return lane39 Extra ball40 Welcome to Woodbury41 Right ramp arrow42 Right ramp Walker kill43 Right ramp multi-kill44 Arena mode45 Well Walker kill46 (W)ELL47 W(E)LL48 WE(L)L49 WEL(L)50 Well Walker51 Right loop Walker kill52 Right loop multi-kill53 Tunnel mode54 Siege55 Right prison standup56 Left prison standup58 Riot mode59 Center lane multi-kill63 Center lane Walker kill64 (P)RISON65 P(R)ISON66 PR(I)SON67 PRI(S)ON68 PRIS(O)N69 PRISO(N)70 Crossbow72 Tower73 Fish tank head #174 Fish tank head #275 Fish tank head #376 Left top lane77 Right top lane78 Bicycle Girl0 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 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 playfield121
  • sensorsenses the ball39
  • effectmoves the ball17
  • nStackseveral devices in one spot21
140 devices shown

Not on the playfield41 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.tilt
validated
-5
Ticket notchopt
Microswitch
switch.ticket-notch
service.ticket
validated
-4
Unused dedicated switch D20
switch.unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
switch.coin-door-back-button
service.button
validated
-2
Coin-door Minus button
Button
switch.coin-door-minus-button
service.button
validated
-1
Coin-door Plus button
Button
switch.coin-door-plus-button
service.button
validated
0
Coin-door Select button
Button
switch.coin-door-select-button
service.button
validated
1
Unused matrix switch #1
switch.unused-matrix-switch-1
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
Well Walker
Microswitch
switch.well-walker
position.rest
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Prison Walker hit
Other
switch.prison-walker-hit
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
Prison doors closed
Microswitch
switch.prison-doors-closed
position.closed-runtime
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
Unused matrix switch #5
switch.unused-matrix-switch-5
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
Unused matrix switch #8
switch.unused-matrix-switch-8
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Left 3-bank target #1 (bottom)
Microswitch
switch.left-3-bank-target-1-bottom
position.down
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Left 3-bank target #2 (middle)
Microswitch
switch.left-3-bank-target-2-middle
position.down
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Left 3-bank target #3 (top)
Microswitch
switch.left-3-bank-target-3-top
position.down
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Star rollover (top)
Leaf
switch.star-rollover-top
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Star rollover (bottom)
Leaf
switch.star-rollover-bottom
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Unused matrix switch #14
switch.unused-matrix-switch-14
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
switch.tournament-start
cabinet.tournament
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
Unused matrix switch #17
switch.unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #4 (left)
Microswitch
switch.trough-4-left
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #3
Microswitch
switch.trough-3
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #2
Microswitch
switch.trough-2
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #1 (right opto)
Opto
switch.trough-1-right-opto
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam
Opto
switch.trough-jam
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.shooter-lane
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
Top pop bumper
Leaf
switch.top-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Upper shooter lane
Leaf
switch.upper-shooter-lane
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Right ramp enter
Microswitch
switch.right-ramp-enter
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Left ramp exit
Microswitch
switch.left-ramp-exit
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Left top lane
Leaf
switch.left-top-lane
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Right top lane
Leaf
switch.right-top-lane
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Tower standup
Other
switch.tower-standup
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Right loop
Leaf
switch.right-loop
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Unused matrix switch #40
switch.unused-matrix-switch-40
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Left loop
Leaf
switch.left-loop
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Right ramp exit
Microswitch
switch.right-ramp-exit
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Left ramp enter
Microswitch
switch.left-ramp-enter
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Left prison standup
Other
switch.left-prison-standup
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Right prison standup
Other
switch.right-prison-standup
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Prison doors opto
Opto
switch.prison-doors-opto
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Center lane
Leaf
switch.center-lane
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Unused matrix switch #48
switch.unused-matrix-switch-48
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
Unused matrix switch #54
switch.unused-matrix-switch-54
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch #55
switch.unused-matrix-switch-55
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
validated
66
Center coin chute
Button
switch.center-coin-chute
cabinet.coin
validated
67
Right coin chute
Button
switch.right-coin-chute
cabinet.coin
validated
68
Fourth coin chuteopt
Button
switch.fourth-coin-chute
cabinet.coin
validated
69
Fifth coin chuteopt
Button
switch.fifth-coin-chute
cabinet.coin
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

23
23 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
Prison doors (power)
device.prison-doors-power Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Prison doors (hold)
device.prison-doors-hold Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Unused coil output #5
device.unused-coil-output-5 Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Unused coil output #6
device.unused-coil-output-6 Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Prison magnet
device.prison-magnet Magnet
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
Top pop bumper
device.top-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Left 3-bank drop-target reset
device.left-3-bank-drop-target-reset 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
17
Unused coil output #17
device.unused-coil-output-17 Coil
validated
18
Unused coil output #18
device.unused-coil-output-18 Coil
validated
20
Unused coil output #20
device.unused-coil-output-20 Coil
Q20VIO-YEL
I/O Power Driver board
validated
22
Unused coil output #22
device.unused-coil-output-22 Coil
validated
23
Unused coil output #23
device.unused-coil-output-23 Coil
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
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
19
Well Walker flasher
device.well-walker-flasher
Q19VIO-ORG
I/O Power Driver board
validated
21
Horde flasher
device.horde-flasher
Q21VIO-GRN
I/O Power Driver board
validated
25
Pop-bumper flasher
device.pop-bumper-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Prison top flasher
device.prison-top-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Prison bottom flashers (x2)
device.prison-bottom-flashers-x2
Q27BLK-ORG
I/O Power Driver board
validated
28
Left dome flasher
device.left-dome-flasher
Q28BLK-YEL
I/O Power Driver board
validated
29
Right dome flasher
device.right-dome-flasher
Q29BLK-GRN
I/O Power Driver board
validated
31
Left loop flasher
device.left-loop-flasher
Q31BLK-VIO
I/O Power Driver board
validated
32
Center loop flasher
device.center-loop-flasher
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 Role Evidence
1
Start button
lamp.start-button
cabinet.start
validated
2
Tournament start button
lamp.tournament-start-button
cabinet.tournament
validated
3
2X playfield values
lamp.2x-playfield-values
validated
4
Shoot again
lamp.shoot-again
validated
5
4 walkers killed
lamp.4-walkers-killed
validated
6
3 walkers killed
lamp.3-walkers-killed
validated
7
2 walkers killed
lamp.2-walkers-killed
validated
8
1 walker killed
lamp.1-walker-killed
validated
9
40 walkers killed
lamp.40-walkers-killed
validated
10
Killing spree
lamp.killing-spree
validated
11
5 walkers killed
lamp.5-walkers-killed
validated
12
10 walkers killed
lamp.10-walkers-killed
validated
13
20 walkers killed
lamp.20-walkers-killed
validated
14
30 walkers killed
lamp.30-walkers-killed
validated
15
Hammer multi-kill
lamp.hammer-multi-kill
validated
16
Katana multi-kill
lamp.katana-multi-kill
validated
17
Crossbow multi-kill
lamp.crossbow-multi-kill
validated
18
Pistol multi-kill
lamp.pistol-multi-kill
validated
19
Knife multi-kill
lamp.knife-multi-kill
validated
20
Chair multi-kill
lamp.chair-multi-kill
validated
21
Horde
lamp.horde
validated
22
Left outlane
lamp.left-outlane
validated
23
Left return lane
lamp.left-return-lane
validated
24
Right loop arrow
lamp.right-loop-arrow
validated
25
Blood Bath
lamp.blood-bath
validated
26
First Aid
lamp.first-aid
validated
27
Weapons
lamp.weapons
validated
28
Food
lamp.food
validated
29
Left ramp Walker kill
lamp.left-ramp-walker-kill
validated
30
Left loop Walker kill
lamp.left-loop-walker-kill
validated
31
Left loop multi-kill
lamp.left-loop-multi-kill
validated
32
Barn mode
lamp.barn-mode
validated
33
Left loop arrow
lamp.left-loop-arrow
validated
34
Left ramp multi-kill
lamp.left-ramp-multi-kill
validated
35
CDC mode
lamp.cdc-mode
validated
36
Left ramp arrow
lamp.left-ramp-arrow
validated
37
Right outlane
lamp.right-outlane
validated
38
Right return lane
lamp.right-return-lane
validated
39
Extra ball
lamp.extra-ball
validated
40
Welcome to Woodbury
lamp.welcome-to-woodbury
validated
41
Right ramp arrow
lamp.right-ramp-arrow
validated
42
Right ramp Walker kill
lamp.right-ramp-walker-kill
validated
43
Right ramp multi-kill
lamp.right-ramp-multi-kill
validated
44
Arena mode
lamp.arena-mode
validated
45
Well Walker kill
lamp.well-walker-kill
validated
46
(W)ELL
lamp.w-ell
validated
47
W(E)LL
lamp.w-e-ll
validated
48
WE(L)L
lamp.we-l-l
validated
49
WEL(L)
lamp.wel-l
validated
50
Well Walker
lamp.well-walker
validated
51
Right loop Walker kill
lamp.right-loop-walker-kill
validated
52
Right loop multi-kill
lamp.right-loop-multi-kill
validated
53
Tunnel mode
lamp.tunnel-mode
validated
54
Siege
lamp.siege
validated
55
Right prison standup
lamp.right-prison-standup
validated
56
Left prison standup
lamp.left-prison-standup
validated
57
Center lane arrow
lamp.center-lane-arrow
validated
58
Riot mode
lamp.riot-mode
validated
59
Center lane multi-kill
lamp.center-lane-multi-kill
validated
60
Top pop bumper
lamp.top-pop-bumper
validated
61
Right pop bumper
lamp.right-pop-bumper
validated
62
Left pop bumper
lamp.left-pop-bumper
validated
63
Center lane Walker kill
lamp.center-lane-walker-kill
validated
64
(P)RISON
lamp.p-rison
validated
65
P(R)ISON
lamp.p-r-ison
validated
66
PR(I)SON
lamp.pr-i-son
validated
67
PRI(S)ON
lamp.pri-s-on
validated
68
PRIS(O)N
lamp.pris-o-n
validated
69
PRISO(N)
lamp.priso-n
validated
70
Crossbow
lamp.crossbow
validated
71
Fish tank
lamp.fish-tank
validated
72
Tower
lamp.tower
validated
73
Fish tank head #1
lamp.fish-tank-head-1
validated
74
Fish tank head #2
lamp.fish-tank-head-2
validated
75
Fish tank head #3
lamp.fish-tank-head-3
validated
76
Left top lane
lamp.left-top-lane
validated
77
Right top lane
lamp.right-top-lane
validated
78
Bicycle Girl
lamp.bicycle-girl
validated
79
Star rollover (bottom)
lamp.star-rollover-bottom
validated
80
Star rollover (top)
lamp.star-rollover-top
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.

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 fires the automatic plunger for a ball at shooter-lane switch 23. The proven impulse settings are power 50, duration 0.6, and randomness 1.5.

Prison capture magnet

mechanism.prison-magnet

Other

Output 7 controls a radius-30 centered capture magnet. On release, balls within radius 15 receive a random full-circle direction and speed from 15 up to 20 before the magnet turns off.

Well Walker target

mechanism.well-walker

Toy

The Well Walker is a spring-return target without the Premium/LE well magnet. Switch 2 initializes active at rest, clears on impact, and returns active when the target timer restores it.

Senses

Prison Walker bash target

mechanism.prison-walker-target

Toy

A ball hit pulses switch 3 and briefly deflects the spring-return Prison Walker figure before the table timer restores it.

Recreation notes

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

Coverage
author-ready - complete Pro I/O, wiring, lighting, mechanisms, initial state, controller bindings, and normalized spatial placements validated

Identity and evidence precedence

This definition covers all non-h twd_* drivers from twd_105 through twd_160c. The colored c ROMs alter DMD presentation but do not alter physical I/O. IPDB record 6155 identifies the Pro model; record 6156 is the physically different Limited Edition and must not be used for this machine. The exact JP Salas Pro sidecar runs twd_160 and is ground truth for PinMAME addresses, callbacks, initial switch state, ball routing, and mechanism causality. The Stern Pro manual governs physical construction, service addresses, wiring, part numbers, and the distinction between installed and blank driver positions. The isolated twd_156 run uses a firmware revision that is physically compatible with the same Pro playfield and validates the native 128x32 four-bit DMD, public GI address 0, lamp activity, and runtime availability without redistributing ROM content.

Four-ball trough and launcher

Build a four-ball trough with positions 18, 19, 20, and exit position 21 plus entrance/jam opto 22. Initialize all four position switches active. The proven VPX stack orders the exit at 21, ejects with output 1 at angle 90 and force 4, and pulses 22 during release. A ball then rests at shooter-lane switch 23; output 2 fires the automatic plunger with power 50, duration 0.6, and randomness 1.5.

Prison doors and magnet

The two doors move together through dual-winding outputs 3 and 4. In the exact Pro script, asserting power output 3 opens the doors and clears switch 4; de-asserting hold output 4 closes them and sets switch 4. This Pro polarity is the opposite of the behavior represented by the known-working Premium/LE table, so keep it edition-specific. Switch 46 is the ball-passage opto. Output 7 drives a radius-30 centered capture magnet; when it releases a ball within radius 15, apply a random full-circle direction with speed from 15 up to 20.

Drop bank and bash toys

The left bank contains maintained drop switches 9, 10, and 11. Output 12 resets the complete bank. The Well Walker is a passive spring-return bash target in Pro: switch 2 is active at rest, clears on impact, and becomes active again when the target returns. Do not add the Premium/LE well magnet at output 6, because Pro output 6 is physically blank. The Prison Walker is a separate spring-return bash target whose hit pulses switch 3.

Standard devices and ball routes

The three pops use switches 30-32 and outputs 9-11. The slings use switches 26/27 and outputs 13/14. Lower flippers use outputs 15/16, dedicated buttons 84/82, and normally-closed EOS contacts 83/81. Star rollovers are matrix switches 12 and 13; dedicated D6-D8 are unused. The remaining manual matrix entries identify both ramp entrances/exits, top lanes, returns, outlanes, center lane, prison standups, tower standup, right loop, and other ball routes directly in the machine JSON. The Pro has no right spinner, left-loop spinner, right drop target, crossbow, or Bicycle Girl mechanism present on Premium/LE.

Lighting, GI, and physical output boundaries

Instantiate conventional lamps 1-80 and one GI channel at public address 0. The exact twd_160 sidecar consumes the matrix directly; it omits the table render object for lamp 2 and comments out 73-75, but the Pro manual proves those physical lamps exist. This is a rendering omission in that VPX recreation, not permission to remove cabinet hardware.

The official Pro GI map on PDF page 38 / printed page 36 is the physical emitter ledger: one public circuit feeds 28 white playfield bayonet emitters and five white back-panel bayonet emitters. The definition therefore contains exactly 33 GI placements. The back-panel drawing exposes the service/rear socket face; its five socket centers are reflected into player view, normalized within that panel drawing, and projected across the full canonical rear edge at y=0. Treat that full-width projection as an explicit authoring assumption rather than a measured playfield-width relationship. Do not substitute the LE/Premium RGB and split-GI circuits.

The installed coil/flasher devices are outputs 1-4, 7-16, 19, 21, 24-29, 31, and 32, with output 8 and 24 optional. Keep 5, 6, 17, 18, 20, 22, 23, and 30 explicitly unused. The JP table attaches decorative fish-tank flasher callbacks to public 17, 18, 22, and 23 even though the model-specific Pro manual leaves those physical driver positions blank; those virtual table decorations must not become physical coils or flashers in the canonical definition. The isolated ROM run likewise observes output 23 activity, demonstrating that activity alone does not prove installed hardware.

Spatial-source boundary

The archived JP Salas 6.0.0 table is useful only as a coordinate calibration source for shared geometry that visibly agrees with the Pro service maps. Its embedded controller is twd_156h, its splash identifies the LE, and its callbacks include LE-only crossbow, Bicycle Girl, magnet, and auxiliary hardware. Those semantics are explicitly rejected. The proven twd_160 sidecar remains ground truth for Pro runtime behavior, while the Pro manual remains authoritative for physical inventory, quantities, and model differences. Lamp and shared-device centers were accepted only after matching their labeled locations to the manual maps; their placement provenance cites the table that supplies the actual coordinates rather than semantic corroboration that contains no coordinates. Flasher output 32 is the exception: the LE table object coincides with Pro lamp 58, so it was rejected and output 32 is positioned from the Pro coil map alone. No LE-only object was promoted into the Pro definition.

Recreation checklist

  • Build the four-ball trough, matrix shooter lane, paired prison doors, prison capture magnet, three-target drop bank, two spring-return bash figures, three pops, two slings, and two lower flippers with the proven initial states and causality above.
  • Recreate all manual-listed switches, 80 conventional lamps, all 33 GI emitters behind GI 0, and the ten physical emitters behind the nine installed flasher outputs; keep every manual blank explicit so unknown data cannot be confused with absent hardware.
  • Preserve sustained and modulated behavior for the door hold winding, magnet, flashers, GI, and flippers instead of converting every output to a fixed pulse.
  • Do not copy the Premium/LE crossbow, right drop target, Bicycle Girl ramp and target, ramp/well magnets, RGB GI channels, auxiliary output board, spinners, or edition-specific switch polarity.
  • Use the script's numeric forces and timing as known-working authoring baselines, then align geometry to the manual drawings and real playfield without changing controller causality.

Sources

  • manual.walking-dead-pro: Stern WD-PRO-MAN.pdf cached from Internet Archive, SHA-256 03bbf27093ad8b851ffe5b6284b1f14a4ccbce1ca0a68e79800db728bc92a5ae; switch map PDF page 13, coil map page 16, lamp map page 19, GI map page 38, and wiring/assembly pages 39-45.
  • vpx.walking-dead-pro.jp-salas-v5.5.0: exact JP Salas Pro script from LegendsUnchained/vpx-standalone-alp4k revision bfc4e21042b59e7c6495604166e9219d52c6b813, SHA-256 18d92b612f8d4f0fe1c0f20131fbeb3588d8393502330ca321deb36c9fcbcac4; initialization and mechanisms at lines 1-165 and 322-525, lamp handling at 661-770.
  • vpx-table.walking-dead-jp-salas-6.0.0-geometry: archived table SHA-256 859589b1d1ebea3be6e66844c7126d22d42da0877e551c9f7cf90b76e4c30383, 90,976,256 bytes, extracted with vpxtool git:v0.33.3; shared geometry only, with its embedded LE controller semantics explicitly rejected as described above.
  • runtime.walking-dead-pro.boot-start: isolated twd_156.zip run, raw SHA-256 ffb741cfa5f1238d756035c4c113b77ad94fdd2a9e015c21a92af0813595bccb; ROM archive SHA-256 9f0fa7803236c566829037612c9d7732c153e5fa35681b7513324d3ae380a716 remains external.
  • IPDB records 6155 and 6156: model identity cross-check performed against the live IPDB pages; 6155 is Pro and 6156 is Limited Edition.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
twd_160cWalking Dead, The (V1.60.0) (Colored MOD)
Colored-ROM modification only; physical playfield I/O, mechanisms, wiring, and native 128x32 DMD topology are unchanged.
2017twd_160hidentical
twd_160Walking Dead, The (V1.60.0)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2017twd_160hidentical
twd_156cWalking Dead, The (V1.56) (Colored MOD)
Colored-ROM modification only; physical playfield I/O, mechanisms, wiring, and native 128x32 DMD topology are unchanged.
2015twd_160hidentical
twd_156Walking Dead, The (V1.56)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_153Walking Dead, The (V1.53)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_141Walking Dead, The (V1.41)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_128Walking Dead, The (V1.28)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical
twd_125Walking Dead, The (V1.25)
Firmware revision only within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2015twd_160hidentical

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.walking-dead-pro

    WD-PRO-MAN.pdf: switch map page 13, coil map page 16, lamp map page 19, GI map page 38, and wiring/assembly pages 39-45

    by
    Stern Pinball
    sha256
    03bbf27093ad…
  • VPX script

    vpx.walking-dead-pro.jp-salas-v5.5.0

    external/vpx-thewalkingdead/table.vbs lines 1-165, 322-525, and 661-770

    github.comlines 1-165, 322-525, and 661-770
    by
    JPSalas and LegendsUnchained/vpx-standalone-alp4k contributors
    rev
    bfc4e21042b5
    sha256
    18d92b612f8d…
  • Runtime run

    runtime.walking-dead-pro.boot-start

    Isolated LibPinMAME boot/start scenario using physically compatible twd_156.zip SHA-256 9f0fa7803236c566829037612c9d7732c153e5fa35681b7513324d3ae380a716; captures initial trough/Well state, 128x32x4 DMD, GI 0, lamp activity, and public solenoid transitions

    local-evidence://pinmame-harness/twd_156/boot-start-pro-1.json
    by
    Generated locally from PinMAME and the user-authorized ROM corpus; ROM bytes are external
    sha256
    ffb741cfa5f1…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c lines 114-116, 455-461, 1388-1418, 1558-1563, and 1782-2190

    src/wpc/sam.c:114lines 114-116, 455-461, 1388-1418, 1558-1563, and 1782-2190
    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX table

    vpx-table.walking-dead-jp-salas-6.0.0-geometry

    JP's The Walking Dead (Original 2021) JPSalas 6.0.0.vpx (90,976,256 bytes), extracted with vpxtool git:v0.33.3. The embedded twd_156h controller binding, LE splash text, and LE-only callbacks are rejected for Pro semantics. This source contributes only shared physical geometry individually reconciled against the official Pro location maps and the exact twd_160 sidecar script.

    by
    JPSalas and the table contributors named by its distribution record
    sha256
    859589b1d1eb…

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

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

All 2 editions of The Walking Dead, side by side

Same platform