Black Knight

Author ready
Completion100%

Williams1980SYSTEM-7williams.black-knight.1980 Updated 2026-10-09

Wire it up

what an authoring tool needs first
Bind this ROM
bk_l4

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

Controller platform
pinmame.system-7

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
  • Player 1 score, seven digits7 digits
  • Player 2 score, seven digits7 digits
  • Player 3 score, seven digits7 digits
  • Player 4 score, seven digits7 digits
  • Ball in play / match display, tens digit (master display strobe 1)1 digit
  • Ball in play / match display, units digit (master display strobe 9)1 digit
  • Credits display, tens digit (master display strobe 1)1 digit
  • Credits display, units digit (master display strobe 9)1 digit
Address space
Switches
-7–88 (77)
Solenoids
1–48 (29)
Lamps
1–64 (64)
DIP
1–24 (18)
Cabinet & flipper inputs
82flipper.lower.right.button84flipper.lower.left.button1cabinet.tilt2cabinet.tilt3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-tilt9cabinet.magna-save.right10cabinet.magna-save.left

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

101 placements · 10 stacked · normalised player view · outline is nominal

11 Left Outlane12 Right Outlane13 Spinner14 Right Ramp Rollunder15 Right Inside Rollover16 Left Inside Rollover17 Right Ball Ramp18 Center Ball Ramp19 Left Ball Ramp220 Outhole · 1 Ball Release221 Left Kicker · 17 Left Kicker222 Right Kicker · 18 Right Kicker23 Turnaround224 Lower Playfield Eject Hole · 8 Lower Eject Hole25 Lower Left 3-Bank, Lower Target326 Lower Left 3-Bank, Center Target · 28 Lower Left 3-Bank, Standup · 2 Lower Left 3-Bank Drop Target Reset27 Lower Left 3-Bank, Upper Target29 Lower Right 3-Bank, Right Target330 Lower Right 3-Bank, Center Target · 32 Lower Right 3-Bank, Standup · 3 Lower Right 3-Bank Drop Target Reset31 Lower Right 3-Bank, Left Target33 Top Left 3-Bank, Lower Target234 Top Left 3-Bank, Center Target · 4 Upper Left 3-Bank Drop Target Reset35 Top Left 3-Bank, Upper Target336 Jet Bumper · 19 Jet Bumper · 36 Jet Bumper37 Top Right 3-Bank, Lower Target338 Top Right 3-Bank, Center Target · 40 Top Right 3-Bank, Standup · 5 Upper Right 3-Bank Drop Target Reset39 Top Right 3-Bank, Upper Target241 Lockup Trough, Bottom · 7 Multi-Ball Release42 Lockup Trough, Center43 Lockup Trough, Top44 Left Ramp Rollover45 Ballshooter Trough46 Playfield Tilt6 Ball Ramp Thrower9 Right Magnet Relay10 Left Magnet Relay9 Right Magna-Save10 Left Magna-Save11 Left Outlane12 Right Outlane13 Right Spinner14 Ramp Rollunder15 Right Inside Rollover16 Left Inside Rollover17 Bottom Left 3-Bank Lamp18 Bottom Right 3-Bank Lamp19 Top Left 3-Bank Lamp20 Top Right 3-Bank Lamp21 Center Lock Lamp22 Turnaround Extra Ball When Lit23 Turnaround Special24 Lower Playfield Eject Hole25 Bottom Left 3-Bank, Lower Arrow26 Bottom Left 3-Bank, Center Arrow27 Bottom Left 3-Bank, Upper Arrow28 2X Scoring29 Bottom Right 3-Bank, Right Arrow30 Bottom Right 3-Bank, Center Arrow31 Bottom Right 3-Bank, Left Arrow32 3X Scoring33 Top Left 3-Bank, Lower Arrow34 Top Left 3-Bank, Center Arrow35 Top Left 3-Bank, Upper Arrow37 Top Right 3-Bank, Lower Arrow38 Top Right 3-Bank, Center Arrow39 Top Right 3-Bank, Upper Arrow40 Right Lock Lamp41 Left Ramp Rollover Extra Ball When Lit42 Left Lock Lamp47 Same Player Shoots Again (Playfield)48 "1" Bonus49 "2" Bonus50 "3" Bonus51 "4" Bonus52 "5" Bonus53 "6" Bonus54 "7" Bonus55 "8" Bonus56 "9" Bonus57 "10" Bonus58 "20" Bonus59 "30" Bonus60 "40" Bonus61 2X62 3X63 4X64 5X

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 playfield52
  • sensorsenses the ball36
  • effectmoves the ball13
  • nStackseveral devices in one spot10
101 devices shown

Not on the playfield34 cabinet or service, 31 unused, 18 dip switch, 12 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.

69 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
Hover or tap an address to identify it.

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

69 shown
# Name Device ID Role Wiring Evidence
-7
Advance
Button
switch.advance
service.advance
validated
-6
Auto-Up / Manual-Down
Other
switch.auto-up-manual-down
service.auto-manual
validated
-5
CPU Diagnostic
Button
switch.cpu-diagnostic
service.cpu-diagnostic
validated
-4
Sound Diagnostic
Button
switch.sound-diagnostic
service.sound-diagnostic
validated
-3
Master Command Enter
Button
switch.master-command-enter
service.master-command-enter
validated
1
Plumb Bob Tilt
Tilt
switch.plumb-bob-tilt
cabinet.tilt
2J2-9, 7P1-19GRN-BRN
2J3-9, 7P1-21WHT-BRN
Williams System 7 driver board
validated
2
Ball Roll Tilt
Tilt
switch.ball-roll-tilt
cabinet.tilt
2J2-9, 7P1-19GRN-BRN
2J3-8, 7P1-22WHT-RED
Williams System 7 driver board
validated
3
Credit Button
Button
switch.credit-button
cabinet.start
2J2-9, 7P1-19GRN-BRN
2J3-7, 7P1-23WHT-ORN
Williams System 7 driver board
validated
4
Right Coin Switch
switch.right-coin-switch
cabinet.coin
2J2-9, 7P1-19, 7P2-6 (coin door)GRN-BRN
2J3-6, 7P1-24, 7P2-8 (coin door)WHT-YEL
Williams System 7 driver board
validated
5
Center Coin Switch
switch.center-coin-switch
cabinet.coin
2J2-9, 7P1-19, 7P2-6 (coin door)GRN-BRN
2J3-5, 7P1-25, 7P2-9 (coin door)WHT-GRN
Williams System 7 driver board
validated
6
Left Coin Switch
switch.left-coin-switch
cabinet.coin
2J2-9, 7P1-19, 7P2-6 (coin door)GRN-BRN
2J3-4, 7P1-26, 7P2-10 (coin door)WHT-BLU
Williams System 7 driver board
validated
7
Slam Tilt
Tilt
switch.slam-tilt
cabinet.slam-tilt
2J2-9, 7P1-19, 7P2-6 (coin door)GRN-BRN
2J3-3, 7P1-27, 7P2-11 (coin door)WHT-VIO
Williams System 7 driver board
validated
8
High Score Reset
Button
switch.high-score-reset
service.high-score-reset
2J2-9, 7P1-19, 7P2-6 (coin door)GRN-BRN
2J3-1, 7P1-28, 7P2-12 (coin door)WHT-GRY
Williams System 7 driver board
validated
9
Right Magnet Button
Button
switch.right-magnet-button
cabinet.magna-save.right
2J2-8, 7P1-20GRN-RED
2J3-9, 7P1-21WHT-BRN
Williams System 7 driver board
validated
10
Left Magnet Button
Button
switch.left-magnet-button
cabinet.magna-save.left
2J2-8, 7P1-20GRN-RED
2J3-8, 7P1-22WHT-RED
Williams System 7 driver board
validated
11
Left Outlane
switch.left-outlane
2J2-8, 8P1-1GRN-RED
2J3-7, 8P1-10WHT-ORN
Williams System 7 driver board
validated
12
Right Outlane
switch.right-outlane
2J2-8, 8P1-1GRN-RED
2J3-6, 8P1-11WHT-YEL
Williams System 7 driver board
validated
13
Spinner
switch.spinner
2J2-8, 8P1-1GRN-RED
2J3-5, 8P1-12WHT-GRN
Williams System 7 driver board
validated
14
Right Ramp Rollunder
switch.right-ramp-rollunder
2J2-8, 8P1-1GRN-RED
2J3-4, 8P1-13WHT-BLU
Williams System 7 driver board
validated
15
Right Inside Rollover
switch.right-inside-rollover
2J2-8, 8P1-1GRN-RED
2J3-3, 8P1-14WHT-VIO
Williams System 7 driver board
validated
16
Left Inside Rollover
switch.left-inside-rollover
2J2-8, 8P1-1GRN-RED
2J3-1, 8P1-15WHT-GRY
Williams System 7 driver board
validated
17
Right Ball Ramp
switch.right-ball-ramp
2J2-7, 8P1-2GRN-ORN
2J3-9, 8P1-8WHT-BRN
Williams System 7 driver board
validated
18
Center Ball Ramp
switch.center-ball-ramp
2J2-7, 8P1-2GRN-ORN
2J3-8, 8P1-9WHT-RED
Williams System 7 driver board
validated
19
Left Ball Ramp
switch.left-ball-ramp
2J2-7, 8P1-2GRN-ORN
2J3-7, 8P1-10WHT-ORN
Williams System 7 driver board
validated
20
Outhole
switch.outhole
2J2-7, 8P1-2GRN-ORN
2J3-6, 8P1-11WHT-YEL
Williams System 7 driver board
validated
21
Left Kicker
switch.left-kicker
2J2-7, 8P1-2GRN-ORN
2J3-5, 8P1-12WHT-GRN
Williams System 7 driver board
validated
22
Right Kicker
switch.right-kicker
2J2-7, 8P1-2GRN-ORN
2J3-4, 8P1-13WHT-BLU
Williams System 7 driver board
validated
23
Turnaround
switch.turnaround
2J2-7, 8P1-2GRN-ORN
2J3-3, 8P1-14WHT-VIO
Williams System 7 driver board
validated
24
Lower Playfield Eject Hole
switch.lower-playfield-eject-hole
2J2-7, 8P1-2GRN-ORN
2J3-1, 8P1-15WHT-GRY
Williams System 7 driver board
validated
25
Lower Left 3-Bank, Lower Target
switch.lower-left-3-bank-lower-target
2J2-6, 8P1-3GRN-YEL
2J3-9, 8P1-8WHT-BRN
Williams System 7 driver board
validated
26
Lower Left 3-Bank, Center Target
switch.lower-left-3-bank-center-target
2J2-6, 8P1-3GRN-YEL
2J3-8, 8P1-9WHT-RED
Williams System 7 driver board
validated
27
Lower Left 3-Bank, Upper Target
switch.lower-left-3-bank-upper-target
2J2-6, 8P1-3GRN-YEL
2J3-7, 8P1-10WHT-ORN
Williams System 7 driver board
validated
28
Lower Left 3-Bank, Standupopt
switch.lower-left-3-bank-standup
2J2-6, 8P1-3GRN-YEL
2J3-6, 8P1-11WHT-YEL
Williams System 7 driver board
validated
29
Lower Right 3-Bank, Right Target
switch.lower-right-3-bank-right-target
2J2-6, 8P1-3GRN-YEL
2J3-5, 8P1-12WHT-GRN
Williams System 7 driver board
validated
30
Lower Right 3-Bank, Center Target
switch.lower-right-3-bank-center-target
2J2-6, 8P1-3GRN-YEL
2J3-4, 8P1-13WHT-BLU
Williams System 7 driver board
validated
31
Lower Right 3-Bank, Left Target
switch.lower-right-3-bank-left-target
2J2-6, 8P1-3GRN-YEL
2J3-3, 8P1-14WHT-VIO
Williams System 7 driver board
validated
32
Lower Right 3-Bank, Standupopt
switch.lower-right-3-bank-standup
2J2-6, 8P1-3GRN-YEL
2J3-1, 8P1-15WHT-GRY
Williams System 7 driver board
validated
33
Top Left 3-Bank, Lower Target
switch.top-left-3-bank-lower-target
2J2-5, 8P1-4GRN-BLK
2J3-9, 8P1-8WHT-BRN
Williams System 7 driver board
validated
34
Top Left 3-Bank, Center Target
switch.top-left-3-bank-center-target
2J2-5, 8P1-4GRN-BLK
2J3-8, 8P1-9WHT-RED
Williams System 7 driver board
validated
35
Top Left 3-Bank, Upper Target
switch.top-left-3-bank-upper-target
2J2-5, 8P1-4GRN-BLK
2J3-7, 8P1-10WHT-ORN
Williams System 7 driver board
validated
36
Jet Bumper
switch.jet-bumper
2J2-5, 8P1-4GRN-BLK
2J3-6, 8P1-11WHT-YEL
Williams System 7 driver board
validated
37
Top Right 3-Bank, Lower Target
switch.top-right-3-bank-lower-target
2J2-5, 8P1-4GRN-BLK
2J3-5, 8P1-12WHT-GRN
Williams System 7 driver board
validated
38
Top Right 3-Bank, Center Target
switch.top-right-3-bank-center-target
2J2-5, 8P1-4GRN-BLK
2J3-4, 8P1-13WHT-BLU
Williams System 7 driver board
validated
39
Top Right 3-Bank, Upper Target
switch.top-right-3-bank-upper-target
2J2-5, 8P1-4GRN-BLK
2J3-3, 8P1-14WHT-VIO
Williams System 7 driver board
validated
40
Top Right 3-Bank, Standupopt
switch.top-right-3-bank-standup
2J2-5, 8P1-4GRN-BLK
2J3-1, 8P1-15WHT-GRY
Williams System 7 driver board
validated
41
Lockup Trough, Bottom
switch.lockup-trough-bottom
2J2-3, 8P1-5GRN-BLU
2J3-9, 8P1-8WHT-BRN
Williams System 7 driver board
validated
42
Lockup Trough, Center
switch.lockup-trough-center
2J2-3, 8P1-5GRN-BLU
2J3-8, 8P1-9WHT-RED
Williams System 7 driver board
validated
43
Lockup Trough, Top
switch.lockup-trough-top
2J2-3, 8P1-5GRN-BLU
2J3-7, 8P1-10WHT-ORN
Williams System 7 driver board
validated
44
Left Ramp Rollover
switch.left-ramp-rollover
2J2-3, 8P1-5GRN-BLU
2J3-6, 8P1-11WHT-YEL
Williams System 7 driver board
validated
45
Ballshooter Trough
switch.ballshooter-trough
2J2-3, 8P1-5GRN-BLU
2J3-5, 8P1-12WHT-GRN
Williams System 7 driver board
validated
46
Playfield Tilt
Tilt
switch.playfield-tilt
2J2-3, 8P1-5GRN-BLU
2J3-4, 8P1-13WHT-BLU
Williams System 7 driver board
validated
47
Not Used (matrix column 6 row 7)
switch.not-used-47
validated
48
Not Used (matrix column 6 row 8)
switch.not-used-48
validated
49
Not Used (matrix column 7 row 1)
switch.not-used-49
validated
50
Not Used (matrix column 7 row 2)
switch.not-used-50
validated
51
Not Used (matrix column 7 row 3)
switch.not-used-51
validated
52
Not Used (matrix column 7 row 4)
switch.not-used-52
validated
53
Not Used (matrix column 7 row 5)
switch.not-used-53
validated
54
Not Used (matrix column 7 row 6)
switch.not-used-54
validated
55
Not Used (matrix column 7 row 7)
switch.not-used-55
validated
56
Not Used (matrix column 7 row 8)
switch.not-used-56
validated
57
Not Used (matrix column 8 row 1)
switch.not-used-57
validated
58
Not Used (matrix column 8 row 2)
switch.not-used-58
validated
59
Not Used (matrix column 8 row 3)
switch.not-used-59
validated
60
Not Used (matrix column 8 row 4)
switch.not-used-60
validated
61
Not Used (matrix column 8 row 5)
switch.not-used-61
validated
62
Not Used (matrix column 8 row 6)
switch.not-used-62
validated
63
Not Used (matrix column 8 row 7)
switch.not-used-63
validated
64
Not Used (matrix column 8 row 8)
switch.not-used-64
validated

Controlled devices

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

Coils, magnets & motors

25
25 shown
# Name Device ID Kind Role Wiring Evidence
1
Ball Release
coil.ball-release Coil
Q15 (D-7997 board) / Q7 (D-8341 board)
Williams System 7 driver board
validated
2
Lower Left 3-Bank Drop Target Reset
coil.lower-left-3-bank-drop-target-reset Coil
Q17 (D-7997 board) / Q8 (D-8341 board)
Williams System 7 driver board
validated
3
Lower Right 3-Bank Drop Target Reset
coil.lower-right-3-bank-drop-target-reset Coil
Q19 (D-7997 board) / Q9 (D-8341 board)
Williams System 7 driver board
validated
4
Upper Left 3-Bank Drop Target Reset
coil.upper-left-3-bank-drop-target-reset Coil
Q21 (D-7997 board) / Q10 (D-8341 board)
Williams System 7 driver board
validated
5
Upper Right 3-Bank Drop Target Reset
coil.upper-right-3-bank-drop-target-reset Coil
Q23 (D-7997 board) / Q11 (D-8341 board)
Williams System 7 driver board
validated
6
Ball Ramp Thrower
coil.ball-ramp-thrower Coil
Q25 (D-7997 board) / Q14 (D-8341 board)
Williams System 7 driver board
validated
7
Multi-Ball Release
coil.multi-ball-release Coil
Q27 (D-7997 board) / Q15 (D-8341 board)
Williams System 7 driver board
validated
8
Lower Eject Hole
coil.lower-eject-hole Coil
Q29 (D-7997 board) / Q16 (D-8341 board)
Williams System 7 driver board
validated
9
Right Magnet Relay
relay.right-magnet-relay Relay
Q31 (D-7997 board) / Q13 (D-8341 board)
Williams System 7 driver board
validated
10
Left Magnet Relay
relay.left-magnet-relay Relay
Q33 (D-7997 board) / Q12 (D-8341 board)
Williams System 7 driver board
validated
11
Special Relay (General Illumination)
relay.special-relay-general-illumination Relay
cabinet.general-illumination-relay
Q35 (D-7997 board) / Q17 (D-8341 board)
Williams System 7 driver board
validated
12
Not Used
solenoid.not-used-12 Coil
Q37 (D-7997 board) / Q18 (D-8341 board)
Williams System 7 driver board
validated
13
Not Used
solenoid.not-used-13 Coil
Q39 (D-7997 board) / Q19 (D-8341 board)
Williams System 7 driver board
validated
14
Not Used
solenoid.not-used-14 Coil
Q41 (D-7997 board) / Q20 (D-8341 board)
Williams System 7 driver board
validated
15
Bell
coil.bell Coil
cabinet.bell
Q43 (D-7997 board) / Q21 (D-8341 board)
Williams System 7 driver board
validated
16
Coin Lockout
coil.coin-lockout Coil
cabinet.coin-lockout
Q45 (D-7997 board) / Q22 (D-8341 board)
Williams System 7 driver board
validated
17
Left Kicker
coil.left-kicker Coil
Q2 (D-7997 board) / Q1 (D-8341 board)ORN-BRN
Williams System 7 driver board
validated
18
Right Kicker
coil.right-kicker Coil
Q4 (D-7997 board) / Q5 (D-8341 board)ORN-RED
Williams System 7 driver board
validated
19
Jet Bumper
coil.jet-bumper Coil
Q6 (D-7997 board) / Q4 (D-8341 board)ORN-BLK
Williams System 7 driver board
validated
20
Not Used
solenoid.not-used-20 Coil
Q8 (D-7997 board) / Q6 (D-8341 board)
Williams System 7 driver board
validated
21
Not Used
solenoid.not-used-21 Coil
Q10 (D-7997 board) / Q2 (D-8341 board)
Williams System 7 driver board
validated
22
Not Used
solenoid.not-used-22 Coil
Q12 (D-7997 board) / Q3 (D-8341 board)
Williams System 7 driver board
validated
23
Not Used
solenoid.not-used-23 Coil
validated
24
Not Used
solenoid.not-used-24 Coil
validated
25
Game On (Flipper Relay and Special Solenoid Enable)
relay.game-on-flipper-enable Relay
cabinet.flipper-enable-relay
Williams System 7 driver board
validated

Lamps

64

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
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
1
Same Player Shoots Again (Backbox)
lamp.same-player-shoots-again-backbox-1
cabinet.backglass
Williams System 7 driver board
validated
2
Ball In Play
lamp.ball-in-play-2
cabinet.backglass
Williams System 7 driver board
validated
3
Tilt
lamp.tilt-3
cabinet.backglass
Williams System 7 driver board
validated
4
Game Over
lamp.game-over-4
cabinet.backglass
Williams System 7 driver board
validated
5
Match
lamp.match-5
cabinet.backglass
Williams System 7 driver board
validated
6
High Score To Date
lamp.high-score-to-date-6
cabinet.backglass
Williams System 7 driver board
validated
7
Credits (Playfield) (Not Fitted)
lamp.not-used-7
validated
8
Bonus Ball Time
lamp.bonus-ball-time-8
cabinet.backglass
Williams System 7 driver board
validated
9
Right Magna-Save
lamp.right-magna-save-9
Williams System 7 driver board
validated
10
Left Magna-Save
lamp.left-magna-save-10
Williams System 7 driver board
validated
11
Left Outlane
lamp.left-outlane-11
Williams System 7 driver board
validated
12
Right Outlane
lamp.right-outlane-12
Williams System 7 driver board
validated
13
Right Spinner
lamp.right-spinner-13
Williams System 7 driver board
validated
14
Ramp Rollunder
lamp.ramp-rollunder-14
Williams System 7 driver board
validated
15
Right Inside Rollover
lamp.right-inside-rollover-15
Williams System 7 driver board
validated
16
Left Inside Rollover
lamp.left-inside-rollover-16
Williams System 7 driver board
validated
17
Bottom Left 3-Bank Lamp
lamp.bottom-left-3-bank-lamp-17
Williams System 7 driver board
validated
18
Bottom Right 3-Bank Lamp
lamp.bottom-right-3-bank-lamp-18
Williams System 7 driver board
validated
19
Top Left 3-Bank Lamp
lamp.top-left-3-bank-lamp-19
Williams System 7 driver board
validated
20
Top Right 3-Bank Lamp
lamp.top-right-3-bank-lamp-20
Williams System 7 driver board
validated
21
Center Lock Lamp
lamp.center-lock-lamp-21
Williams System 7 driver board
validated
22
Turnaround Extra Ball When Lit
lamp.turnaround-extra-ball-when-lit-22
Williams System 7 driver board
validated
23
Turnaround Special
lamp.turnaround-special-23
Williams System 7 driver board
validated
24
Lower Playfield Eject Hole
lamp.lower-playfield-eject-hole-24
Williams System 7 driver board
validated
25
Bottom Left 3-Bank, Lower Arrow
lamp.bottom-left-3-bank-lower-arrow-25
Williams System 7 driver board
validated
26
Bottom Left 3-Bank, Center Arrow
lamp.bottom-left-3-bank-center-arrow-26
Williams System 7 driver board
validated
27
Bottom Left 3-Bank, Upper Arrow
lamp.bottom-left-3-bank-upper-arrow-27
Williams System 7 driver board
validated
28
2X Scoring
lamp.2x-scoring-28
Williams System 7 driver board
validated
29
Bottom Right 3-Bank, Right Arrow
lamp.bottom-right-3-bank-right-arrow-29
Williams System 7 driver board
validated
30
Bottom Right 3-Bank, Center Arrow
lamp.bottom-right-3-bank-center-arrow-30
Williams System 7 driver board
validated
31
Bottom Right 3-Bank, Left Arrow
lamp.bottom-right-3-bank-left-arrow-31
Williams System 7 driver board
validated
32
3X Scoring
lamp.3x-scoring-32
Williams System 7 driver board
validated
33
Top Left 3-Bank, Lower Arrow
lamp.top-left-3-bank-lower-arrow-33
Williams System 7 driver board
validated
34
Top Left 3-Bank, Center Arrow
lamp.top-left-3-bank-center-arrow-34
Williams System 7 driver board
validated
35
Top Left 3-Bank, Upper Arrow
lamp.top-left-3-bank-upper-arrow-35
Williams System 7 driver board
validated
36
Jet Bumper
lamp.jet-bumper-36
Williams System 7 driver board
validated
37
Top Right 3-Bank, Lower Arrow
lamp.top-right-3-bank-lower-arrow-37
Williams System 7 driver board
validated
38
Top Right 3-Bank, Center Arrow
lamp.top-right-3-bank-center-arrow-38
Williams System 7 driver board
validated
39
Top Right 3-Bank, Upper Arrow
lamp.top-right-3-bank-upper-arrow-39
Williams System 7 driver board
validated
40
Right Lock Lamp
lamp.right-lock-lamp-40
Williams System 7 driver board
validated
41
Left Ramp Rollover Extra Ball When Lit
lamp.left-ramp-rollover-extra-ball-when-lit-41
Williams System 7 driver board
validated
42
Left Lock Lamp
lamp.left-lock-lamp-42
Williams System 7 driver board
validated
43
Not Used (lamp matrix column 6 row 3)
lamp.not-used-43
validated
44
Not Used (lamp matrix column 6 row 4)
lamp.not-used-44
validated
45
Not Used (lamp matrix column 6 row 5)
lamp.not-used-45
validated
46
Not Used (lamp matrix column 6 row 6)
lamp.not-used-46
validated
47
Same Player Shoots Again (Playfield)
lamp.same-player-shoots-again-playfield-47
Williams System 7 driver board
validated
48
"1" Bonus
lamp.1-bonus-48
Williams System 7 driver board
validated
49
"2" Bonus
lamp.2-bonus-49
Williams System 7 driver board
validated
50
"3" Bonus
lamp.3-bonus-50
Williams System 7 driver board
validated
51
"4" Bonus
lamp.4-bonus-51
Williams System 7 driver board
validated
52
"5" Bonus
lamp.5-bonus-52
Williams System 7 driver board
validated
53
"6" Bonus
lamp.6-bonus-53
Williams System 7 driver board
validated
54
"7" Bonus
lamp.7-bonus-54
Williams System 7 driver board
validated
55
"8" Bonus
lamp.8-bonus-55
Williams System 7 driver board
validated
56
"9" Bonus
lamp.9-bonus-56
Williams System 7 driver board
validated
57
"10" Bonus
lamp.10-bonus-57
Williams System 7 driver board
validated
58
"20" Bonus
lamp.20-bonus-58
Williams System 7 driver board
validated
59
"30" Bonus
lamp.30-bonus-59
Williams System 7 driver board
validated
60
"40" Bonus
lamp.40-bonus-60
Williams System 7 driver board
validated
61
2X
lamp.2x-61
Williams System 7 driver board
validated
62
3X
lamp.3x-62
Williams System 7 driver board
validated
63
4X
lamp.4x-63
Williams System 7 driver board
validated
64
5X
lamp.5x-64
Williams System 7 driver board
validated

Virtual & other outputs

4
4 shown
# Name Device ID Evidence
45
Right Flipper Power (synthetic)
virtual.right-flipper-power-synthetic validated
46
Right Flipper Hold (synthetic)
virtual.right-flipper-hold-synthetic validated
47
Left Flipper Power (synthetic)
virtual.left-flipper-power-synthetic validated
48
Left Flipper Hold (synthetic)
virtual.left-flipper-hold-synthetic validated

Configuration & other inputs

26 shown
# Name Device ID Kind Role Evidence
1
Sound Board DS1 Position 1
Dip
dip.sound-board-ds1-position-1 DIP switch
validated
2
Sound Board DS1 Position 2
Dip
dip.sound-board-ds1-position-2 DIP switch
validated
9
CPU Board Function Bank F1
Dip
dip.cpu-board-function-bank-f1 DIP switch
validated
10
CPU Board Function Bank F2
Dip
dip.cpu-board-function-bank-f2 DIP switch
validated
11
CPU Board Function Bank F3
Dip
dip.cpu-board-function-bank-f3 DIP switch
validated
12
CPU Board Function Bank F4
Dip
dip.cpu-board-function-bank-f4 DIP switch
validated
13
CPU Board Function Bank F5
Dip
dip.cpu-board-function-bank-f5 DIP switch
validated
14
CPU Board Function Bank F6
Dip
dip.cpu-board-function-bank-f6 DIP switch
validated
15
CPU Board Function Bank F7
Dip
dip.cpu-board-function-bank-f7 DIP switch
validated
16
CPU Board Function Bank F8
Dip
dip.cpu-board-function-bank-f8 DIP switch
validated
17
CPU Board Data Bank D1
Dip
dip.cpu-board-data-bank-d1 DIP switch
validated
18
CPU Board Data Bank D2
Dip
dip.cpu-board-data-bank-d2 DIP switch
validated
19
CPU Board Data Bank D3
Dip
dip.cpu-board-data-bank-d3 DIP switch
validated
20
CPU Board Data Bank D4
Dip
dip.cpu-board-data-bank-d4 DIP switch
validated
21
CPU Board Data Bank D5
Dip
dip.cpu-board-data-bank-d5 DIP switch
validated
22
CPU Board Data Bank D6
Dip
dip.cpu-board-data-bank-d6 DIP switch
validated
23
CPU Board Data Bank D7
Dip
dip.cpu-board-data-bank-d7 DIP switch
validated
24
CPU Board Data Bank D8
Dip
dip.cpu-board-data-bank-d8 DIP switch
validated
81
Unused emulator flipper-column position 81
switch.flipper-column-81 Virtual
validated
82
Right Flipper Button
switch.right-flipper-button Virtual
flipper.lower.right.button
validated
83
Unused emulator flipper-column position 83
switch.flipper-column-83 Virtual
validated
84
Left Flipper Button
switch.left-flipper-button Virtual
flipper.lower.left.button
validated
85
Unused emulator flipper-column position 85
switch.flipper-column-85 Virtual
validated
86
Unused emulator flipper-column position 86
switch.flipper-column-86 Virtual
validated
87
Unused emulator flipper-column position 87
switch.flipper-column-87 Virtual
validated
88
Unused emulator flipper-column position 88
switch.flipper-column-88 Virtual
validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Outhole, ball ramp and ball ramp thrower

mech.outhole-and-ball-ramp

Other

Black Knight holds its three balls on a ball ramp below the apron instead of a trough. A drained ball falls into the outhole (switch 20) below the apron centre; Ball Release (solenoid 1) kicks it up onto the ramp, where it rolls to the lowest free rest position: right (17) at the exit end next to the shooter lane, then centre (18), then left (19). Ball Ramp Thrower (solenoid 6) at the exit end throws the ball in position 17 into the shooter lane, where it rests on the Ballshooter Trough switch (45) until plunged, and the remaining balls roll down. The retained gameplay harness run shows the ROM throwing with 6 at game start with three balls on 17-19, pulsing 1 while switch 20 is closed and throwing again each time a ball is locked; the four-player run shows the next player's ball served (bank resets and a throw with 6) each time the kicked ball arrives back on the ramp. The booklet: three balls must rest on the ball ramp, the lockup or the shooter switches (at most one in the shooter trough) before a game will start. The retained table models the ramp as a three-ball cvpmBallStack (InitSw 20, 17, 18, 19) with SolIn on 1 and SolOut on 6.

Lockup trough and Multi-Ball release

mech.lockup-trough

Kicker

A ball lock on the upper playfield that holds up to three balls, resting on the bottom (41), centre (42) and top (43) switches; only one of them scores for each locked ball. Each time a ball comes to rest in it the ROM holds it and throws a new ball from the ball ramp (solenoid 6). With three balls locked, or when the lit lower playfield eject hole is made, the ROM starts Multi-Ball and pulses the Multi-Ball Release (solenoid 7) to kick the balls out; the multiball harness run shows the first pulse while all three switches are still closed and a second one after they open. The booklet: making a ball in the lock while a lock arrow is flashing lights that arrow steadily and lights the lower playfield eject hole; the lock arrows (lamps 21, 40, 42) do not flash until the turnaround is made, a rule the booklet marks as adjustable. At the factory settings the gameplay harness run flashes all three lock arrows from game start, before the turnaround (23) is ever made. With locked balls on the last ball, the outside rollovers are lit for a Last Chance release. The retained table models it as a cvpmBallStack (InitSw 0, 41, 42, 43) kicking from its LockOut kicker.

Lower playfield eject hole

mech.lower-playfield-eject-hole

Kicker

A kick-out hole in the middle of the lower playfield. While switch 24 is closed the ROM kicks the ball out with solenoid 8 (gameplay harness run). When it is lit (lamp 24) after a ball has been locked, making it releases the locked balls for Multi-Ball (booklet).

Lower left 3-bank drop targets

mech.lower-left-3-bank-drop-targets

Drop Target Bank

A bank of three drop targets on the lower playfield (25, 26, 27), reset by solenoid 2. The ROM resets every bank at ball start and at the start of Multi-Ball, and resets a bank as soon as all three of its switches are closed (gameplay harness run); its bank lamp lights after the first target and flashes for a limited time, and if the lamp goes out before the bank is completed the bank is reset (booklet). Completing a bank lights one of its three target arrows and lights a Magna-Save (right first, then left: the gameplay harness run lights lamp 9 on the first completed bank and lamp 10 on the second); spotting arrows lights the extra-ball lamps. Early playfields also carried a vertical rebound switch (28) behind the bank; see that switch.

Lower right 3-bank drop targets

mech.lower-right-3-bank-drop-targets

Drop Target Bank

A bank of three drop targets on the lower playfield (29, 30, 31), reset by solenoid 3. The ROM resets every bank at ball start and at the start of Multi-Ball, and resets a bank as soon as all three of its switches are closed (gameplay harness run); its bank lamp lights after the first target and flashes for a limited time, and if the lamp goes out before the bank is completed the bank is reset (booklet). Completing a bank lights one of its three target arrows and lights a Magna-Save (right first, then left: the gameplay harness run lights lamp 9 on the first completed bank and lamp 10 on the second); spotting arrows lights the extra-ball lamps. Early playfields also carried a vertical rebound switch (32) behind the bank; see that switch.

Top left 3-bank drop targets

mech.top-left-3-bank-drop-targets

Drop Target Bank

A bank of three drop targets on the upper playfield (33, 34, 35), reset by solenoid 4. The ROM resets every bank at ball start and at the start of Multi-Ball, and resets a bank as soon as all three of its switches are closed (gameplay harness run); its bank lamp lights after the first target and flashes for a limited time, and if the lamp goes out before the bank is completed the bank is reset (booklet). Completing a bank lights one of its three target arrows and lights a Magna-Save (right first, then left: the gameplay harness run lights lamp 9 on the first completed bank and lamp 10 on the second); spotting arrows lights the extra-ball lamps. This bank never had a rebound switch: its matrix position 36 is the jet bumper.

Top right 3-bank drop targets

mech.top-right-3-bank-drop-targets

Drop Target Bank

A bank of three drop targets on the upper playfield (37, 38, 39), reset by solenoid 5. The ROM resets every bank at ball start and at the start of Multi-Ball, and resets a bank as soon as all three of its switches are closed (gameplay harness run); its bank lamp lights after the first target and flashes for a limited time, and if the lamp goes out before the bank is completed the bank is reset (booklet). Completing a bank lights one of its three target arrows and lights a Magna-Save (right first, then left: the gameplay harness run lights lamp 9 on the first completed bank and lamp 10 on the second); spotting arrows lights the extra-ball lamps. Early playfields also carried a vertical rebound switch (40) behind the bank; see that switch.

Left kicker (slingshot)

mech.left-kicker-slingshot

Kicker

Fired directly by its own special switch 8SW65 through the driver board's special-solenoid circuit while the game-on enable is set; matrix switch 21 is the separate scoring contact. PinMAME publishes solenoid 17 whenever switch 21 closes during play, which the switch-test and gameplay harness runs show.

Right kicker (slingshot)

mech.right-kicker-slingshot

Kicker

Fired directly by its own special switch 8SW66 through the driver board's special-solenoid circuit while the game-on enable is set; matrix switch 22 is the separate scoring contact. PinMAME publishes solenoid 18 whenever switch 22 closes during play, which the switch-test and gameplay harness runs show.

Jet bumper

mech.jet-bumper

Other

Fired directly by its own special switch 8SW67 through the driver board's special-solenoid circuit while the game-on enable is set; matrix switch 36 is the separate scoring contact. PinMAME publishes solenoid 19 whenever switch 36 closes during play, which the switch-test and gameplay harness runs show. The jet bumper sits on the upper playfield.

Drives
Senses

Right Magna-Save magnet

mech.right-magna-save

Other

Magna-Save: a magnet under the playfield on the right side, below the lower right drop-target bank, switched by relay 8L9 on driver 9. With the right Magna-Save lamp (9) lit, pressing the right Magna-Save button on the side of the cabinet (switch 9) makes the ROM energize the magnet for a few seconds, holding a ball that would otherwise drain down the right outlane; released, the ball tends to roll through the inside rollover, which then scores 10,000 and advances the bonus five times (booklet; gameplay harness run). During the bonus ball both magnet lamps are lit.

Left Magna-Save magnet

mech.left-magna-save

Other

Magna-Save: a magnet under the playfield on the left side, below the lower left drop-target bank, switched by relay 8L10 on driver 10. With the left Magna-Save lamp (10) lit, pressing the left Magna-Save button on the side of the cabinet (switch 10) makes the ROM energize the magnet for a few seconds, holding a ball that would otherwise drain down the left outlane; released, the ball tends to roll through the inside rollover, which then scores 10,000 and advances the bonus five times (booklet; gameplay harness run). During the bonus ball both magnet lamps are lit.

Right flippers, lower and upper

mech.right-flippers

Other

Two right flippers, one on the lower playfield and one on the upper playfield, coils 8L25 (lower) and 8L27 (upper) (SFL-19-400/30-750-DC), both switched by the one right cabinet button through its two contacts and relay Z1, and enabled only while the game-on enable (solenoid 25) is set. The ROM cannot read the buttons. In PinMAME the consumer drives synthetic button 82 and PinMAME fabricates outputs 45 and 46, which drive both right flippers together, as the retained table's flipper callbacks do.

Left flippers, lower and upper

mech.left-flippers

Other

Two left flippers, one on the lower playfield and one on the upper playfield, coils 8L24 (lower) and 8L26 (upper) (SFL-19-400/30-750-DC), both switched by the one left cabinet button through its two contacts and relay Z1, and enabled only while the game-on enable (solenoid 25) is set. The ROM cannot read the buttons. In PinMAME the consumer drives synthetic button 84 and PinMAME fabricates outputs 47 and 48, which drive both left flippers together, as the retained table's flipper callbacks do.

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.

Williams game number 500, November 1980, Williams System 7, four players, two- or three-ball Multi-Ball, designed by Steve Ritchie with art by Tony Ramunni and software by Larry DeMar (IPDB 310). It is the first game with Magna-Save, the first solid-state game with a multi-level playfield (an upper playfield over the rear of the lower one, with four flippers), and it introduced the Bonus Ball. The physical release year comes from the instruction booklet (16P-500-103, December 1980) and IPDB; pinned PinMAME dates every driver 1980.

Reading the driver declaration

Black Knight's game data lives in PinMAME's simulator file src/wpc/sims/s7/full/bk.c, not in s7games.c: bkGameData = {GEN_S7, s7_dispS7, {0, ...}, &bkSimData, {{0}}, {0, {21, 22, 36, 0, 0, 0}}}.

  • hw.flippers is 0: no FLIP_SWNO matrix switch and no FLIP_SOL. The ROM cannot read the flipper buttons; PinMAME only fabricates flipper outputs from its synthetic buttons.
  • {{0}}: the inverted-switch mask is zero. Every public switch reads 1 closed and 0 open, which the ROM's own switch test confirms for every position it reports.
  • {21, 22, 36}: the switches that fire special solenoids 17, 18 and 19.
  • The file's #define names and simulator state table (for example sOuthole 1, sBallRel 6, sKnocker 11, swRTrough 17) are a keyboard simulator's working names and several are wrong for the machine: solenoid 1 is the outhole kicker called Ball Release, 6 is the Ball Ramp Thrower and 11 is the GI relay, not a knocker. This record takes its names from the manual and the ROM.
  • bkSimData enables PinMAME's built-in simulator only while PinMAME's own keyboard handling is on; under LibPinMAME, as in every retained harness run, it does nothing.

No System 7 controller profile existed before this curation; controllers/pinmame/system-7.json was written for it from s7.c, s7.h and s7games.c and applies to every GEN_S7 game.

The controller contract a recreation drives

  • Switches 1-64 are the sequential matrix, column-major: public = (column - 1) * 8 + row, exactly the number the switch matrix prints in each cell. Column 1 is the cabinet: plumb bob and ball roll tilts, credit button, three coin switches, slam tilt and high score reset. Column 2 rows 1 and 2 are the right and left Magna-Save buttons on the cabinet sides (9, 10). The service buttons are the direct inputs -7 (Advance), -6 (Auto-Up/Manual-Down, 1 = Auto-Up), -5 (CPU diagnostic), -4 (sound diagnostic) and -3 (Master Command Enter).
  • Flippers are not CPU-driven. Drive PinMAME's synthetic buttons 82 (right) and 84 (left). While the game is on (public solenoid 25) PinMAME fabricates flipper states 45/46 from 82 and 47/48 from 84. Each cabinet button has two contacts and works both flippers on its side, lower and upper (coils 8L25 and 8L27 right, 8L24 and 8L26 left, SFL-19-400/30-750-DC), through relay Z1 on the driver board, which the game-on line pulls in.
  • Solenoids: 1-8 coils (ball release, the four drop-bank resets, ball ramp thrower, Multi-Ball release, lower eject hole), 9 and 10 the Magna-Save magnet relays, 11 the GI relay, 15 the bell, 16 the coin lockout, 17-19 the special solenoids (left and right kicker, jet bumper), 25 the game-on enable. 12-14 and 20-24 have no load; the ROM's solenoid test still pulses 1 to 24.
  • Lamps: public = (column - 1) * 8 + row. Column 1 rows 1-6 and 8 are the backbox lamps on the master display (Shoot Again, Ball In Play, Tilt, Game Over, Match, High Score, Bonus Ball Time); everything else from 9 to 64 is on the playfield except 43-46 (not used). Lamp 7 is printed Credits (Playfield) but no bulb is fitted: the playfield harness leaves lamp column 1 N.C. and the master display has no row 7. The ROM lights it whenever credits are posted.
  • Displays: PinMAME's s7_dispS7 publishes eight entries. Index 2 is player 1 (memory start 1), index 3 player 2 (9), index 0 player 3 (21) and index 1 player 4 (29), all seven digits; indexes 4 and 5 are the tens and units of the ball-in-play / match display (starts 0 and 8) and indexes 6 and 7 those of the credit display (starts 20 and 28), the four digits of the master display. The four-player harness run shows each player's score on those indexes. PinMAME also publishes a 128x32 rendering frame, which is not a display on the machine.
  • General illumination is a 6.3 VAC supply routed through the K1 Special Relay on the power supply board (early games: a stand-alone GI relay on the backbox floor). Solenoid 11 energizes K1 and turns the GI off. The ROM keeps it off (GI on) in attract mode and play, energizes it when the ball is tilted, and flickers it on tilt warnings and during the Multi-Ball light show.
  • DIP switches: 1 and 2 are DS1 on the sound board. The CPU board's two banks (9-24) are never read by the Black Knight ROM: its only read of the DIP port is a discarded flag-clearing read. All settings are software adjustments (Functions 13-41, reached with Advance and the credit button); Functions 42-49 are the factory audit totals.

Special solenoids

The left kicker (17), right kicker (18) and jet bumper (19) are each fired directly by their own special switch (8SW65, 8SW66, 8SW67) through the driver board while the game-on enable is set; the CPU only sees the separate scoring contacts 21, 22 and 36. PinMAME publishes the special solenoid whenever that matrix switch closes, which the switch-test and gameplay harness runs show. The ROM can also fire special solenoid slots itself: its solenoid test pulses 17 to 24 as steps 17 to 24. Slots 6 and 7 (public 23 and 24) have no driver on the Black Knight driver board.

Mechanisms a table author has to build

  • Outhole and ball ramp. No trough: the three balls rest on a ball ramp below the apron, with rest switches 19 (left), 18 (centre) and 17 (right, the exit end by the shooter lane). A drained ball falls into the outhole (20); Ball Release (1) kicks it onto the ramp. Ball Ramp Thrower (6) throws the ball at 17 into the shooter lane onto the Ballshooter Trough switch (45). A game starts only with all three balls on the ramp, the lockup or the shooter switch (at most one in the shooter lane).
  • Four drop-target 3-banks: lower left (25-27, reset 2), lower right (29-31, reset 3), top left (33-35, reset 4) and top right (37-39, reset 5), the top two on the upper playfield. A drop target stays down, so the ROM sees its switch closed until the reset; it resets a bank the moment all three are down, at every ball start and at the start of Multi-Ball, and when the bank's timed lamp (17-20) runs out first (booklet). Completing a bank lights one of its three arrows and a Magna-Save, right (lamp 9) first, then left (lamp 10).
  • Magna-Save. A magnet under each side of the lower playfield, below the lower drop banks, switched by relay 9 (right) or 10 (left). With its lamp lit, the Magna-Save button on that side of the cabinet (switch 9 right, 10 left) makes the ROM energize the magnet for a few seconds to catch a ball heading for the outlane; the inside rollovers then score 10,000. The playfield solenoid sheet prints the relay coils' legends with the sides swapped (8L9 LEFT MAGNET RELAY on solenoid 9), but its own contact labels, Table 4, the retained script and the ROM put 9 on the right magnet.
  • Lockup trough and Multi-Ball on the upper playfield: three switches 41 (bottom), 42, 43 (top). Each locked ball is held and a new one thrown with 6. Three locked balls, or the lit lower playfield eject hole (24, solenoid 8), start Multi-Ball: the ROM pulses the Multi-Ball Release (7) with the balls still in the lock. The booklet marks as adjustable its rule that the lock arrows (21, 40,
    1. do not flash until the turnaround (23) is made; at the factory settings the gameplay harness run flashes them from game start, before 23 is made. Scoring is doubled with two balls in play and tripled with three.
  • Lower playfield eject hole (24), kicked by 8.
  • One jet bumper on the upper playfield and two kickers (slingshots), on special solenoids.
  • Spinner in the left orbit (13), lit by the right inside rollover; right ramp rollunder (14, upper playfield) with the Mystery value lit by the left inside rollover; left ramp rollover (44, upper playfield) and the turnaround (23) for the extra balls; outlanes 11 and 12, inlanes 15 and 16.
  • Rebound standups: early playfields carried a vertical switch behind three of the drop banks (28, 32, 40). The manual prints them NOT USED and draws none; IPDB and Steve Ritchie record that they were removed in production. The ROM still scans them. They are optional devices here.
  • Bonus Ball: with two or more players the highest scorer gets a timed bonus ball (lamp 8 in the backbox), with both magnets lit.

Tilts

Ball roll tilt (2) tilts on its first closure; plumb bob (1) and playfield tilt (46) on the third (adjustable). Each warning closure flickers the GI through relay 11. Slam tilt (7) returns the game to game over.

Driver variants

bk_l4 (production L-4), bk_l3 (L-3, different IC14 and IC26), bk_l2 (the Rev 2 game ROMs IPDB hosts) and bk_f4 (L-4 with French speech). All run the same hardware with the same init data and display layout; the L-3 and French-speech solenoid tests behave exactly like L-4. The bk_l2 ROM is not in the authorized ROM library, so it has no harness run.

Running the ROM in LibPinMAME

A first power-up from empty CMOS stops on the game-identification screen. Power up once more with the saved NVRAM and the game comes up in attract mode; every retained run initializes its state directory with one empty-NVRAM boot first. The diagnostics are entered with Manual-Down (-6 = 0) and Advance (-7); Auto-Up then steps Test 00 (sound), 01 (lamps), 02 (solenoids) and 03 (switches), each shown in the credit display, and Manual-Down holds one solenoid step. Drive everything with direct switch writes so the driver's simulator stays off. In gameplay, hold drop-target switches closed until the reset fires, as real drop targets stay down; a momentary pulse never completes a bank.

Retained table caveats

The retained known-working table (Bord, 3.0, November 2021) is faithful in layout and bindings. Its defects:

  1. SolCallback(23) = "vpmNudge.SolGameOn": on System 7 the game-on state is 25 (the table's own S7.VBS says so), so the nudge handler never sees game-on. Gate on 25.
  2. The apron light l7 has TimerInterval 36 and lights with the jet bumper; lamp 7 has no bulb on the machine.
  3. The ball ramp and the lock are modelled as ball stacks without per-switch objects, and the outhole as the trough's entry kicker; place those switches from Figure 3.

Evidence

  • The English manual with paginated schematics (IPDB) for every table, chart, location drawing and wiring sheet; the 400 dpi copy of the instruction booklet for the drawing registration; the colour schematic scan as a cross-check; the A-8762 retrofit kit sheet.
  • IPDB 310 for identity, production history, the GI relay and the rebound switches, and its photographs for the magnet positions.
  • Pinned PinMAME 97aa922b for the System 7 contract and the Black Knight game data.
  • The retained table and its byte-identical pinned corpus script for geometry and runtime bindings, and the S7.VBS library it loads.
  • LibPinMAME harness runs: solenoid test (L-4, L-3, French L-4), switch test, gameplay causality, Multi-Ball, and the four-player display roles; and a static reading of the ROM's DIP-port access.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
bk_l4Black Knight (L-4)
Williams production L-4 game ROMs (IC14, IC17, IC20, IC26) with sound ROM 12 and the English speech ROMs 4-7. This is the driver every harness run of this record uses except the two variant solenoid tests.
1980—identical
bk_l3Black Knight (L-3)
Williams L-3: the IC14 and IC26 game ROMs differ from L-4, IC17 and IC20 and the sound and speech ROMs are the same. Same init data, display layout and inputs; its own harness solenoid test pulses public 1 to 24 in the same order as L-4 under the same displayed numbers.
1980bk_l4identical
bk_l2Black Knight (L-2)
Williams Rev 2 game ROMs (IC14 and IC26) with the L-4 IC17, IC20, sound and speech ROMs, the set IPDB hosts as Game ROMset Rev 2. Same PinMAME init data and display layout as L-4. Its ROM is not in the operator's authorized ROM library, so no harness run of it is retained.
1980bk_l4identical
bk_f4Black Knight (L-4, French Speech)
The L-4 game and sound ROMs with French speech ROMs 4f-7f: only the speech content differs, on the same speech board. Its own harness solenoid test pulses public 1 to 24 in the same order as L-4.
1980bk_l4identical

Parent set: bk_l4 — 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.

generic-10KB.map.json

williams-system7-10Kv4format 0.8

maps/williams/system7/generic-10KB.map.json

Applies to ROMs
bk_l4
Also covers
barra_l1csmic_l1fpwr2_l2jngld_l2jst_l2pharo_l2solar_l2tmfnt_l5vrkon_l1wrlok_l3
Sections
adjustmentsauditsgame_statehigh_scores

williams-system7-10K 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.97aa922bf8e4

    Pinned catalog driver records for the bk_l4 clone tree: bk_l4, bk_l3, bk_l2 and bk_f4

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/sims/s7/full/bk.c: the four Black Knight drivers (CORE_GAMEDEF(bk,l4,...,s7_mS7S,0) and the CORE_CLONEDEF lines for bk_f4, bk_l3 and bk_l2), their S7_ROMSTART8088 ROM sets, and bkGameData = {GEN_S7, s7_dispS7, {0, ...}, &bkSimData, {{0}}, {0, {21, 22, 36, 0, 0, 0}}}: hw.flippers 0 (no FLIP_SWNO matrix switch, no FLIP_SOL), a zero inverted-switch mask, and special solenoids 17, 18 and 19 fired by switches 21, 22 and 36; its #define switch and solenoid names and the simulator tables are a keyboard simulator's guesses and are not used as evidence. src/wpc/s7games.c s7_dispS7 (DISP_SEG_7(1,0), DISP_SEG_7(1,1), DISP_SEG_7(0,0), DISP_SEG_7(0,1), DISP_SEG_BALLS(0,8), DISP_SEG_CREDIT(20,28)); src/wpc/core.h DISP_SEG_7/DISP_SEG_BALLS/DISP_SEG_CREDIT; src/wpc/s7.c and s7.h as in the System 7 controller profile; src/wpc/core.c core_updateSw and core_getSol; src/wpc/core.c layoutAlphanumericFrame (the extra 128x32 layout frame is a rendering aid, not a machine display)

    src/wpc/sims/s7/full/bk.csrc/wpc/s7games.csrc/wpc/core.hsrc/wpc/s7.csrc/wpc/core.clines for bk_f4, bk_l3 and bk_l2), their S7_ROMSTART8088 ROM sets, and bkGameData = {GEN_S7, s7_dispS7, {0, ...}, &bkSimData, {{0}}, {0, {21, 22, 36, 0, 0, 0
    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • Human review

    MIT

    controller-profile.pinmame-system-7

    Source locations

    Williams System 7 public address rules: sequential switch matrix 1-64, diagnostics -7 to -3, synthetic flipper buttons 81-88, DIP addressing bank * 8 + bit + 1, solenoids 1-24 with the game-on enable at 25, synthetic flipper outputs 45-48, lamps 1-64 and no GI channel

    internal:controllers/pinmame/system-7.json
    by
    pinmame-game-defs curation
    rev
    repository
  • Operator manual

    manual.williams.black-knight.1980

    Source locations

    The English Black Knight game manual with paginated schematics, 70 pages, every schematic sheet marked 500, hosted by IPDB and retrieved live through an interactive browser; retained at external:pinmame-manuals/by-machine/williams.black-knight.1980/. PDF pages 6-19 are Instruction Booklet 16P-500-103 (December 1980): page 7 game operation, pages 8-10 bookkeeping and adjustments, pages 12-13 diagnostics, page 14 the lamp matrix, page 15 Figure 2 solenoid locations and chart, page 16 Table 4 solenoid connections, page 17 Figure 3 switch locations and chart, page 18 the switch matrix, page 19 auto-cycle and board self-tests. Page 26-28 CPU board logic, 32-34 driver board logic, 42 power wiring, 44 sound board assembly, 53-55 master display, 65 cabinet wiring, 66 playfield lamp wiring, 67 playfield solenoid wiring, 68 playfield switch wiring, 69 the separate lamp and switch matrix sheet.

    by
    Williams Electronics, Inc.; scan hosted by the Internet Pinball Database
    sha256
    3ce4bf0cf3e6…
  • Operator manual

    manual.williams.black-knight.1980.schematic-diagrams

    Source locations

    21-page 300 dpi colour scan of the Black Knight schematic diagrams, with a previous owner's pen marks, hosted by IPDB. Used only as a cross-check of the wiring sheets in the manual (its pages 19-21 carry the cabinet, lamp, solenoid and switch wiring diagrams); where the two scans differ, the excerpts record it.

    by
    Williams Electronics, Inc.; scan hosted by the Internet Pinball Database
    sha256
    7538cc080e02…
  • Operator manual

    manual.williams.black-knight.1980.instruction-booklet

    Source locations

    A second, 400 dpi 1-bit scan of Instruction Booklet 16P-500-103 (15 pages), listed on IPDB as Instruction Booklet. Its tables agree with the copy in the manual; its page 12 (Figure 3) and page 10 (Figure 2) are the sharper renders used to register the location drawings onto the table frame.

    by
    Williams Electronics, Inc.; scan hosted by the Internet Pinball Database
    sha256
    4758a5fb5fe3…
  • Service bulletin

    service-bulletin.williams.a-8762

    Williams A-8762 Retrofit Kit, BLACK KNIGHT Playfield, three pages: the kit replaces the locking mechanism and ball ramp switches with microswitches, and its wire colours identify the switches it replaces.

    by
    Williams Electronics, Inc.; scan hosted by the Internet Pinball Database
    sha256
    6e7875c488be…
  • Human review

    ipdb.310

    Source locations

    IPDB machine 310: Black Knight, Williams Electronics, November 1980, model number 500, Williams System 7, 13,075 units, design Steve Ritchie, art Tony Ramunni, software Larry DeMar; notable features 'Flippers (4), Pop bumper (1), Slingshots (2), 3-bank drop targets (4), Kick-out holes (2), Spinning target (1). Magna-Save on both inlanes. Split-level playfield with 3 ramps.'; the early stand-alone General Illumination relay and the later D-8345 power board; the vertical rebound switches cut into three of the four drop-target slots and Steve Ritchie's note on their removal. Retrieved live through an interactive browser (retained page SHA-256 above). Photographs https://www.ipdb.org/images/310/image-40.jpg (Stripped Playfield, 1200x2129, Brian Lee, SHA-256 27230f5f3e35cd656a27924d89e1edb25012de25c43552003588fdcc557eba5d) and https://www.ipdb.org/images/310/image-15.jpg (Under Playfield, 480x640, John Yates, SHA-256 047b26bf6153e84458e7987e656aa76429e0165b7be8555a92174c5c285d0b14), both acquired 2026-10-09, show the Magna-Save emblems and the two round magnets near the playfield sides; retained at external:pinmame-review-artifacts/black-knight-1980/ipdb-images/.

    by
    The Internet Pinball Database
    sha256
    d39d9b75a869…
  • ROM analysis

    rom.black-knight.dip-port-reads

    Source locations

    Static reading of the bk_l4 program ROMs laid out as S7_ROMSTART8088 loads them: every extended-mode access to PIA 3 ($2800-$2803) and the one LDX #$2800. The only read of the DIP port's data is a discarded flag-clearing read; no code consumes the DIP banks. IC17, which holds that code, is the same chip in all four drivers.

    external:pinmame-roms/bk_l4.zip
    by
    pinmame-game-defs curation
    sha256
    86e9da7a6170…
  • VPX table

    vpx-table.black-knight-bord-3-0

    Source locations

    Community recreation by Bord, version 3.0, released November 2021 (built on new assets from Chris; VR by Uncle Paulie), from the operator's table archive. Exact playfield bounds left=0 top=0 right=952 bottom=1974; normalized coordinates are x/952 and y/1974. Geometry authority for named objects. The upper playfield's objects share the lower playfield's x/y frame.

    external:pinmame-vpx-sources/williams/black-knight-1980/source/Black Knight (Williams 1980).vpx
    by
    Bord
    rev
    3.0
    sha256
    bfaf38dfacd2…
  • VPX script

    vpx-script.black-knight-bord-3-0

    Source locations

    Embedded script of the retained table, 124,592 bytes, byte-identical to the pinned corpus copy. Const cGameName="bk_l4" with S7.VBS and UseSolenoids=2. Runtime authority for: the SolCallback table (1 bsTrough.SolIn, 2-5 the drop-bank resets, 6 bsTrough.SolOut, 7 bsLock.SolOut, 8 bsSaucer.SolOut, 11 SolGi, 15 the bell sound, sLRFlipper/sLLFlipper driving both flippers on each side); cvpmMagnet MagnetR and MagnetL on solenoids 9 and 10; the trough cvpmBallStack (InitSw 20, 17, 18, 19), the lock (InitSw 0, 41, 42, 43) and the saucer on 24; the switch handlers 11-16, 21-27, 29-31, 33-39, 44, 45; the Magna-Save keys on switches 10 and 9; and InitLights, which binds each insert light to the lamp in its TimerInterval. Known defects not followed: SolCallback(23) = vpmNudge.SolGameOn (System 7 publishes game-on at 25); the apron light l7 carries TimerInterval 36 and lights with the jet bumper.

    external:pinmame-vpx-sources/williams/black-knight-1980/extracted-vpxtool/black-knight-bord-3.0/script.vbs
    by
    Bord
    sha256
    8f3b80424f73…
  • VPX script

    vpx-script.vpinmame-s7-library

    Source locations

    The VPinMAME System 7 script library the retained table loads (script.vbs line 102: LoadVPM "01560000", "S7.VBS", 3.26), 144 lines, header 'Last Updated in VBS v3.61, copied from the operator's Visual Pinball Scripts folder. Byte-identical to scripts/s7.vbs in https://github.com/vpinball/vpinball at 6237ce52ef9cee9b9814881f6289d207bf9a3d2b. Its S7 Data constants name the game-on solenoid 25 and the flipper switches 82 (lower right) and 84 (lower left), which vpmKeyDown/vpmKeyUp set from the flipper keys.

    external:pinmame-vpx-sources/williams/black-knight-1980/vpinmame-scripts/s7.vbslines 102
    by
    VPinMAME / Visual Pinball script-library maintainers
    sha256
    88e6f2500f75…
  • VPX table

    vpx-extraction.black-knight-bord-3-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool/black-knight-bord-3.0: 1323 files, 164805613 bytes, manifest SHA-256 dc16b9dbfc8b1d9fe199f26f8cd7daec7f16ce1d7938c1b8ae4f22e9a571948f, produced with vpxtool git:v0.33.3 from the retained table. Bounds left=0 top=0 right=952 bottom=1974.

    external:pinmame-vpx-sources/williams/black-knight-1980/extracted-vpxtool/black-knight-bord-3.0.manifest.json
    by
    vpxtool extraction
  • VPX script

    vpx-script.black-knight-standalone-corpus

    Pinned corpus copy of the same table's original script (`Black Knight (Williams 1980).vbs.original`), byte-identical to the retained table's embedded script, which ties the retained table to the pinned known-working corpus.

    by
    Bord; pinned copy in jsm174/vpx-standalone-scripts
    rev
    15d112648a1b
    sha256
    8f3b80424f73…
  • Human review

    MIT

    human-review.black-knight-figure-3-registration

    Source locations

    Registration of the booklet's Figure 3 onto the retained table frame on the 400 dpi handbook render: eighteen control points whose convex hull contains every reading, a least-squares affine fit with 9.4 table-unit RMS residual and 17.3 maximum leave-one-out error, and the derived two-decimal coordinates for the outhole, the three ball-ramp positions, the three lockup-trough positions and the playfield tilt; the curator recomputes the fit from the recorded controls and readings. The registered outhole lies 7.6 table units from the outhole tab of the playfield cut-out that the retained table's playfield image shows under the apron. The fit script is retained at external:pinmame-review-artifacts/black-knight-1980/figure3-registration-fit.py.

    internal:evidence/excerpts/williams.black-knight.1980/switch-locations.md
    by
    pinmame-game-defs curation
    rev
    repository
  • Runtime run

    runtime.black-knight.solenoid-test

    Source locations

    LibPinMAME harness run of bk_l4 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive bk_l4.zip from the operator's authorized ROM corpus (SHA-256 86e9da7a6170c9d45fb0b37a3f571452d1e79b1e94cc62cdddedf7cd032f6e63, CRCs matching the pinned driver), in an isolated state directory, with direct public switch writes only (PinMAME keyboard handling and the driver's built-in simulator off). Scenario tools/harness-scenarios/system-7/black-knight-solenoid-test.json (SHA-256 f542658cf0c1aa105daba00c06c1e0f1f5d19de0f1ef1cb7d06ba6edb1ca7825). A first power-up from empty CMOS stops on the game-identification screen, so the state directory was initialized by exactly one prior empty-NVRAM boot (scenario black-knight-nvram-init-boot.json, SHA-256 0f76a557b40f4a90ea9c8b4bc397316db1e4b34a28576859d527eeaaa780b913; raw run SHA-256 2df7abdd46907054676a120571b768e863cae93ef5e6f986a3af9183980418ce). Diagnostics: Manual-Down plus Advance enters the display digits test; Auto-Up and Advance step Test 00 (sound), Test 01 (lamp test: all 64 lamp addresses flash) and Test 02, each shown in the credit displays (indexes 6 and 7). In Test 02 with Manual-Down each Advance moves one step: the ball-in-play displays (indexes 4 and 5) show 01 to 24 while the ROM pulses public solenoid 1 to 24 respectively, and step 25 toggles the game-on enable at 25. Public 25 asserts on entering diagnostics; 16 is energized from power-up. The whole run directory is pinned by external:pinmame-runtime-evidence/black-knight-1980.manifest.json (35 files, 6702842 bytes, manifest SHA-256 8dcfd956cb4f81c9b881aa60f7e92820d0cb35ef137dc8f63c3ca322114e4538). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/black-knight-1980/run-sol.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    bb2a1c7c49d3…
  • Runtime run

    runtime.black-knight.switch-test

    Source locations

    LibPinMAME harness run of bk_l4 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive bk_l4.zip from the operator's authorized ROM corpus (SHA-256 86e9da7a6170c9d45fb0b37a3f571452d1e79b1e94cc62cdddedf7cd032f6e63, CRCs matching the pinned driver), in an isolated state directory, with direct public switch writes only (PinMAME keyboard handling and the driver's built-in simulator off). Scenario tools/harness-scenarios/system-7/black-knight-switch-test.json (SHA-256 ea4b8cc2b752cfa68973fb9984e305d9becedf5163724060848d64dce4e6b2d8). A first power-up from empty CMOS stops on the game-identification screen, so the state directory was initialized by exactly one prior empty-NVRAM boot (scenario black-knight-nvram-init-boot.json, SHA-256 0f76a557b40f4a90ea9c8b4bc397316db1e4b34a28576859d527eeaaa780b913; raw run SHA-256 7952617a8ee2ad4f71e8641b3244486741e44f569b8358d30480649e958ca394). Test 03 (switch test): nothing is reported at rest; closing each public switch 1 to 46 alone makes the ball-in-play displays show that number, so every matrix switch reads 1 when closed and 0 open with no inversion, including 28, 32 and 40, which no production switch occupies; closing 47 to 64 is never reported. Closing 21, 22 and 36 also publishes 17, 18 and 19. The whole run directory is pinned by external:pinmame-runtime-evidence/black-knight-1980.manifest.json (35 files, 6702842 bytes, manifest SHA-256 8dcfd956cb4f81c9b881aa60f7e92820d0cb35ef137dc8f63c3ca322114e4538). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/black-knight-1980/run-sw.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    141ee097c5e0…
  • Runtime run

    runtime.black-knight.gameplay-causality

    Source locations

    LibPinMAME harness run of bk_l4 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive bk_l4.zip from the operator's authorized ROM corpus (SHA-256 86e9da7a6170c9d45fb0b37a3f571452d1e79b1e94cc62cdddedf7cd032f6e63, CRCs matching the pinned driver), in an isolated state directory, with direct public switch writes only (PinMAME keyboard handling and the driver's built-in simulator off). Scenario tools/harness-scenarios/system-7/black-knight-gameplay-causality.json (SHA-256 4f1de42950c7fc0610a88b7eb90640d0fd7a94e9487379ce6e630bd0c35ccc82). A first power-up from empty CMOS stops on the game-identification screen, so the state directory was initialized by exactly one prior empty-NVRAM boot (scenario black-knight-nvram-init-boot.json, SHA-256 0f76a557b40f4a90ea9c8b4bc397316db1e4b34a28576859d527eeaaa780b913; raw run SHA-256 f607ff7b5e19b79743ceced5e4faa6bd197d746821b282e59bd2e51ab21b58f2). With balls on 17, 18 and 19: a coin on 4 posts credits; the credit button (3) asserts 25, pulses 2-5 and throws with 6; 21, 22 and 36 publish 17, 18 and 19; the synthetic buttons 82 and 84 publish 45/46 and 47/48; each bank completed with its three switches held closed fires its reset (25-27 -> 2, 29-31 -> 3, 33-35 -> 4, 37-39 -> 5) and lights an arrow (25, 29, 33, 37) and a Magna-Save lamp (9, then 10); the left and right Magna-Save buttons (10, 9) then energize 10 and 9; closing 24 pulses 8; a ball on 41 is held and 6 throws a new one; a ball on 20 draws repeated pulses of 1; three playfield-tilt closures (46) pulse 11 twice and then hold 11, drop 25 and light the tilt lamp 3. The whole run directory is pinned by external:pinmame-runtime-evidence/black-knight-1980.manifest.json (35 files, 6702842 bytes, manifest SHA-256 8dcfd956cb4f81c9b881aa60f7e92820d0cb35ef137dc8f63c3ca322114e4538). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/black-knight-1980/run-play.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    ce4901c73373…
  • Runtime run

    runtime.black-knight.multiball

    Source locations

    LibPinMAME harness run of bk_l4 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive bk_l4.zip from the operator's authorized ROM corpus (SHA-256 86e9da7a6170c9d45fb0b37a3f571452d1e79b1e94cc62cdddedf7cd032f6e63, CRCs matching the pinned driver), in an isolated state directory, with direct public switch writes only (PinMAME keyboard handling and the driver's built-in simulator off). Scenario tools/harness-scenarios/system-7/black-knight-multiball.json (SHA-256 9cc83f4b4fbf924d41bc46853d308b03918a1f90abf67c7a28492a408ae95349). A first power-up from empty CMOS stops on the game-identification screen, so the state directory was initialized by exactly one prior empty-NVRAM boot (scenario black-knight-nvram-init-boot.json, SHA-256 0f76a557b40f4a90ea9c8b4bc397316db1e4b34a28576859d527eeaaa780b913; raw run SHA-256 be1a27c2e41870b6df9bd9a39e505f1cf0f0eaf21679f08579371516d63573c4). After a game start, each ball locked on 41 and 42 is held and 6 throws a new ball; with the third ball on 43 the ROM pulses 2-5, energizes 11 and pulses the Multi-Ball release 7 while all three lockup switches are still closed, and pulses 7 and 11 again after the switches open. The whole run directory is pinned by external:pinmame-runtime-evidence/black-knight-1980.manifest.json (35 files, 6702842 bytes, manifest SHA-256 8dcfd956cb4f81c9b881aa60f7e92820d0cb35ef137dc8f63c3ca322114e4538). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/black-knight-1980/run-mb.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    4a67e405861d…
  • Runtime run

    runtime.black-knight.four-player-displays

    Source locations

    LibPinMAME harness run of bk_l4 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive bk_l4.zip from the operator's authorized ROM corpus (SHA-256 86e9da7a6170c9d45fb0b37a3f571452d1e79b1e94cc62cdddedf7cd032f6e63, CRCs matching the pinned driver), in an isolated state directory, with direct public switch writes only (PinMAME keyboard handling and the driver's built-in simulator off). Scenario tools/harness-scenarios/system-7/black-knight-four-player-displays.json (SHA-256 519da4dbc93e9a090e73ba33929d16ec76e244997db85c4b2c00a9f699d87458). A first power-up from empty CMOS stops on the game-identification screen, so the state directory was initialized by exactly one prior empty-NVRAM boot (scenario black-knight-nvram-init-boot.json, SHA-256 0f76a557b40f4a90ea9c8b4bc397316db1e4b34a28576859d527eeaaa780b913; raw run SHA-256 4de14bfaa319c323a231be1ffdae1340833cec69fa07e24750de5edb90cfadd6). Two coins and four presses of the credit button start a four-player game; each player's 10 points from switch 21 appears on PinMAME display index 2 (player 1), 3 (player 2), 0 (player 3) and 1 (player 4), the ball in play on indexes 4 and 5 and the credits on indexes 6 and 7. The whole run directory is pinned by external:pinmame-runtime-evidence/black-knight-1980.manifest.json (35 files, 6702842 bytes, manifest SHA-256 8dcfd956cb4f81c9b881aa60f7e92820d0cb35ef137dc8f63c3ca322114e4538). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/black-knight-1980/run-4p.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    72a305dd6a57…
  • Runtime run

    runtime.black-knight.l3-solenoid-test

    Source locations

    LibPinMAME harness run of bk_l3 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive bk_l3.zip from the operator's authorized ROM corpus (SHA-256 f030e18a7c37bf56fbc22b234593b55954fe56c05535a933b70819fd736aad2b, CRCs matching the pinned driver), in an isolated state directory, with direct public switch writes only (PinMAME keyboard handling and the driver's built-in simulator off). Scenario tools/harness-scenarios/system-7/black-knight-l3-solenoid-test.json (SHA-256 5c2145a423c67576e9242ef47766da34610145914d835f177b7f43e285018d0f). A first power-up from empty CMOS stops on the game-identification screen, so the state directory was initialized by exactly one prior empty-NVRAM boot (scenario black-knight-l3-nvram-init-boot.json, SHA-256 918963bec06cf99a01b0befc5d0875ebbee55039e3c9ad090b28ec196e7e9b9e; raw run SHA-256 6a5e6fad248efdc5c1f46584af78583bc855dfa0f4123f1a55d299b802585a49). The solenoid-test scenario on the L-3 ROM: the same displayed step numbers 01 to 24 pulse public 1 to 24 and step 25 toggles 25. The whole run directory is pinned by external:pinmame-runtime-evidence/black-knight-1980.manifest.json (35 files, 6702842 bytes, manifest SHA-256 8dcfd956cb4f81c9b881aa60f7e92820d0cb35ef137dc8f63c3ca322114e4538). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/black-knight-1980/run-sol-l3.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    dfe1b2f87c69…
  • Runtime run

    runtime.black-knight.f4-solenoid-test

    Source locations

    LibPinMAME harness run of bk_f4 with tools/run_pinmame_harness.py, library pinmame64.dll built from the pinned PinMAME revision (SHA-256 dfcd9f9407dcb4e107d6ea066ceaccdb07333b552cd30fc1bfc491a385a4dead), ROM archive bk_f4.zip from the operator's authorized ROM corpus (SHA-256 42e37f2e61ce97c0be0965636d59f6b0b918784ff150159c41261fa179b1c666, CRCs matching the pinned driver), in an isolated state directory, with direct public switch writes only (PinMAME keyboard handling and the driver's built-in simulator off). Scenario tools/harness-scenarios/system-7/black-knight-f4-solenoid-test.json (SHA-256 d62e0b2d0da7d4d866e20ca42e248be90ed7831ad5dfdfe94359c5531bec23fd). A first power-up from empty CMOS stops on the game-identification screen, so the state directory was initialized by exactly one prior empty-NVRAM boot (scenario black-knight-f4-nvram-init-boot.json, SHA-256 cadcef42b1ac35a7899ed93617914df17fa7ea458d60b52b457e40f255cf3bc2; raw run SHA-256 46cee6a306fdd1f7865c7d504220e7f697c677ae0c1e041611337ef05e448caf). The solenoid-test scenario on the French-speech L-4 ROM: the same displayed step numbers 01 to 24 pulse public 1 to 24 and step 25 toggles 25. The whole run directory is pinned by external:pinmame-runtime-evidence/black-knight-1980.manifest.json (35 files, 6702842 bytes, manifest SHA-256 8dcfd956cb4f81c9b881aa60f7e92820d0cb35ef137dc8f63c3ca322114e4538). No ROM bytes or NVRAM blobs are retained in this repository.

    external:pinmame-runtime-evidence/black-knight-1980/run-sol-f4.json
    by
    pinmame-game-defs curation
    rev
    97aa922bf8e4
    sha256
    683ca047cc9d…

Something wrong or missing?

Canonical machine 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.

Missing data

No missing data. This definition has satisfied all author-readiness requirements and is 100% complete.