Johnny Mnemonic

Partial

Williams1995WPCwilliams.johnny-mnemonic.1995

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Left Slingshot Flasher'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
jm_12r

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

Controller platform
pinmame.wpc

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

No display inventory recorded yet.

Address space
Switches
1–118 (69)
Solenoids
1–36 (28)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.411cabinet.launch

Portable roles — the consuming engine maps them to its own input actions.

Coverage

Partial

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

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

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

69 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

69 shown
# Name Device ID Role Evidence
1
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
2
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
3
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
4
Coin Button 4
switch.coin-4
cabinet.coin.4
candidate
5
Cancel
switch.cancel
service.cancel
candidate
6
Down
switch.down
service.down
candidate
7
Up
switch.up
service.up
candidate
8
Enter
switch.enter
service.enter
candidate
11
Ball Launch
switch.ball-launch
cabinet.launch
candidate
12
X Hand Home
switch.x-hand-home
candidate
13
Start Button
switch.start-button
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Inlane Rollover Left Outlane
switch.inlane-rollover-left-outlane
candidate
16
Inlane Rollover Left Return
switch.inlane-rollover-left-return
candidate
17
Inlane Rollover Right Return
switch.inlane-rollover-right-return
candidate
18
Inlane Rollover Right Outlane
switch.inlane-rollover-right-outlane
candidate
21
Slam Tilt
switch.slam-tilt
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
candidate
23
Buy In Button
switch.buy-in-button
candidate
24
Always ClosedNC
switch.always-closed
candidate
25
Left Slingshot
switch.left-slingshot
candidate
26
Right Slingshot
switch.right-slingshot
candidate
27
Left Standup Target
switch.left-standup-target
candidate
28
Right Standup Target
switch.right-standup-target
candidate
31
Trough Jam
switch.trough-jam
candidate
32
Trough Ball 1 (Nearest Shooter)
switch.trough-ball-1-nearest-shooter
candidate
33
Trough Ball 2
switch.trough-ball-2
candidate
34
Trough Ball 3
switch.trough-ball-3
candidate
35
Trough Ball 4 (Nearest Drain)
switch.trough-ball-4-nearest-drain
candidate
36
Ball Popper 1 (Kick to Glove)
switch.ball-popper-1-kick-to-glove
candidate
37
Y Hand Home
switch.y-hand-home
candidate
38
Right Rubber Band Leaf Switch
switch.right-rubber-band-leaf-switch
candidate
41
Left Ramp Enter
switch.left-ramp-enter
candidate
42
Left Ramp Made
switch.left-ramp-made
candidate
43
Drop Target
switch.drop-target
candidate
44
Pop Bumper Left
switch.pop-bumper-left
candidate
45
Pop Bumper Bottom
switch.pop-bumper-bottom
candidate
46
Pop Bumper Right
switch.pop-bumper-right
candidate
47
Crazy Bob's VUK
switch.crazy-bob-s-vuk
candidate
48
Spinner
switch.spinner
candidate
51
Hand Matrix Position 1,1 (Left Back)
switch.hand-matrix-position-1-1-left-back
candidate
52
Hand Matrix Position 2,1 (Centre Back)
switch.hand-matrix-position-2-1-centre-back
candidate
53
Hand Matrix Position 3,1 (Right Back)
switch.hand-matrix-position-3-1-right-back
candidate
54
Right Ramp Enter
switch.right-ramp-enter
candidate
55
Right Ramp Made
switch.right-ramp-made
candidate
56
Left Outer Orbit Loop
switch.left-outer-orbit-loop
candidate
57
Right Outer Orbit Loop
switch.right-outer-orbit-loop
candidate
58
Right Inner Loop Entry
switch.right-inner-loop-entry
candidate
61
Hand Matrix Position 1,2 (Left Middle)
switch.hand-matrix-position-1-2-left-middle
candidate
62
Hand Matrix Position 2,2 (Centre Middle)
switch.hand-matrix-position-2-2-centre-middle
candidate
63
Hand Matrix Position 3,2 (Right Middle)
switch.hand-matrix-position-3-2-right-middle
candidate
64
Left Jet Lane Rollover
switch.left-jet-lane-rollover
candidate
65
Middle Jet Lane Rollover
switch.middle-jet-lane-rollover
candidate
66
Right Jet Lane Rollover
switch.right-jet-lane-rollover
candidate
67
Right Hand Control
switch.right-hand-control
candidate
68
Left Hand Control
switch.left-hand-control
candidate
71
Hand Matrix Position 1,3 (Left Front)
switch.hand-matrix-position-1-3-left-front
candidate
72
Hand Matrix Position 2,3 (Centre Front)
switch.hand-matrix-position-2-3-centre-front
candidate
73
Hand Matrix Position 3,3 (Right Front)
switch.hand-matrix-position-3-3-right-front
candidate
74
X Hand Encoder A
switch.x-hand-encoder-a
candidate
75
X Hand Encoder B
switch.x-hand-encoder-b
candidate
76
Y Hand Encoder A
switch.y-hand-encoder-a
candidate
77
Y Hand Encoder B
switch.y-hand-encoder-b
candidate
78
Shooter Lane Rollover
switch.shooter-lane-rollover
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
115
Glove Magnet Ball Sensor
switch.glove-magnet-ball-sensor
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate

Controlled devices

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

Coils, magnets & motors

20
20 shown
# Name Device ID Evidence
1
Trough Eject
device.trough-eject candidate
2
Auto Plunger
device.auto-plunger candidate
3
Popper (Kick Up to Glove)
device.popper-kick-up-to-glove candidate
5
Clear Matrix (Tip Up)
device.clear-matrix-tip-up candidate
6
Hand Magnet
device.hand-magnet candidate
7
Knocker
device.knocker candidate
9
Left Slingshot
device.left-slingshot candidate
10
Right Slingshot
device.right-slingshot candidate
11
Left Jet Bumper
device.left-jet-bumper candidate
12
Bottom Jet Bumper
device.bottom-jet-bumper candidate
13
Right Jet Bumper
device.right-jet-bumper candidate
14
Crazy Bob's Eject
device.crazy-bob-s-eject candidate
15
Drop Target Reset
device.drop-target-reset candidate
16
Drop Target Down
device.drop-target-down candidate
21
X Motor Direction
device.x-motor-direction candidate
22
X Motor Enable
device.x-motor-enable candidate
23
Y Motor Direction
device.y-motor-direction candidate
24
Y Motor Enable
device.y-motor-enable candidate
34
Left Diverter
device.left-diverter candidate
36
Right Diverter
device.right-diverter candidate

Flashers

8
8 shown
# Name Device ID Evidence
17
Jet's Flasher
device.jet-s-flasher candidate
18
Crazy Bob's Flasher
device.crazy-bob-s-flasher candidate
19
ROM Started
device.game-on candidate
20
Right Slingshot Flasher
device.right-slingshot-flasher candidate
25
Left Ramp Flasher
device.left-ramp-flasher candidate
26
Right Ramp Flasher
device.right-ramp-flasher candidate
27
Hand Popper Flasher
device.hand-popper-flasher candidate
28
Right Backpanel Flasher
device.right-backpanel-flasher candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Williams (1995). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/jm.json#/switches/0._note: vpmTimer.PulseSw 11 via PlungerKey
  • games/jm.json#/switches/1._note: cvpmMech AddSw — X axis home position switch at step range 0-2
  • games/jm.json#/switches/2._note: Controller.Switch(13) toggled via StartGameKey
  • games/jm.json#/switches/3._note: vpmNudge.TiltSwitch = 14
  • games/jm.json#/switches/4._note: Controller.Switch(15) on/off
  • games/jm.json#/switches/5._note: Controller.Switch(16) on/off
  • games/jm.json#/switches/6._note: Controller.Switch(17) on/off
  • games/jm.json#/switches/7._note: Controller.Switch(18) on/off
  • games/jm.json#/switches/8._note: Referenced in comments only (sw21)
  • games/jm.json#/switches/9._note: Controller.Switch(22)=1 on init
  • games/jm.json#/switches/10._note: Controller.Switch(23) toggled via KeyFront
  • games/jm.json#/switches/11._note: Controller.Switch(24)=1 on init — always closed switch
  • games/jm.json#/switches/12._note: PulseSw 25 in RightSlingShot_Slingshot — note: VPX sub name says Right but comment says Left Sling Shot
  • games/jm.json#/switches/13._note: PulseSw 26 in LeftSlingShot_Slingshot — note: VPX sub name says Left but comment says Right Sling Shot
  • games/jm.json#/switches/14._note: STHit 27
  • games/jm.json#/switches/15._note: STHit 28
  • games/jm.json#/switches/16._note: PulseSw 31 fired during SolRelease (trough eject confirmation)
  • games/jm.json#/switches/17._note: Ball trough position 1. sw32.kick used by SolRelease.
  • games/jm.json#/switches/18._note: Ball trough position 2
  • games/jm.json#/switches/19._note: Ball trough position 3
  • games/jm.json#/switches/20._note: Ball trough position 4
  • games/jm.json#/switches/21._note: Controller.Switch(36) set in KickToGlove_hit/unhit. VUK that feeds ball up to glove mechanism.
  • games/jm.json#/switches/22._note: cvpmMech AddSw — Y axis home position switch at step range 0-1502
  • games/jm.json#/switches/23._note: PulseSw 38
  • games/jm.json#/switches/24._note: Controller.Switch(41) on/off
  • games/jm.json#/switches/25._note: Controller.Switch(42) on/off
  • games/jm.json#/switches/26._note: DTHit 43 — single drop target
  • games/jm.json#/switches/27._note: PulseSw 44
  • games/jm.json#/switches/28._note: PulseSw 45
  • games/jm.json#/switches/29._note: PulseSw 46
  • games/jm.json#/switches/30._note: Controller.Switch(47) on/off. Ball lock kicker — CrazyBobKick solenoid ejects.
  • games/jm.json#/switches/31._note: PulseSw 48 in sw48_spin
  • games/jm.json#/switches/32._note: Controller.Switch(51)=1 on Matrix11_Hit. 3x3 glove target matrix.
  • games/jm.json#/switches/33._note: Controller.Switch(52)=1 on Matrix21_Hit
  • games/jm.json#/switches/34._note: Controller.Switch(53)=1 on Matrix31_Hit
  • games/jm.json#/switches/35._note: Controller.Switch(54) on/off
  • games/jm.json#/switches/36._note: Controller.Switch(55) on/off
  • games/jm.json#/switches/37._note: Controller.Switch(56) on/off
  • games/jm.json#/switches/38._note: Controller.Switch(57) on/off
  • games/jm.json#/switches/39._note: Controller.Switch(58) on/off
  • games/jm.json#/switches/40._note: Controller.Switch(61)=1 on Matrix12_Hit
  • games/jm.json#/switches/41._note: Controller.Switch(62)=1 on Matrix22_Hit
  • games/jm.json#/switches/42._note: Controller.Switch(63)=1 on Matrix32_Hit
  • games/jm.json#/switches/43._note: Controller.Switch(64) on/off
  • games/jm.json#/switches/44._note: Controller.Switch(65) on/off
  • games/jm.json#/switches/45._note: Controller.Switch(66) on/off
  • games/jm.json#/switches/46._note: Controller.Switch(67) toggled via rightmagnasave key
  • games/jm.json#/switches/47._note: Controller.Switch(68) toggled via leftmagnasave key
  • games/jm.json#/switches/48._note: Controller.Switch(71)=1 on Matrix13_Hit
  • games/jm.json#/switches/49._note: Controller.Switch(72)=1 on Matrix23_Hit
  • games/jm.json#/switches/50._note: Controller.Switch(73)=1 on Matrix33_Hit
  • games/jm.json#/switches/51._note: cvpmMech AddPulseSwNew — X axis encoder pulse switch (steps 4-9)
  • games/jm.json#/switches/52._note: cvpmMech AddPulseSwNew — X axis encoder pulse switch (steps 0-5)
  • games/jm.json#/switches/53._note: cvpmMech AddPulseSwNew — Y axis encoder pulse switch (steps 0-5)
  • games/jm.json#/switches/54._note: cvpmMech AddPulseSwNew — Y axis encoder pulse switch (steps 4-9)
  • games/jm.json#/switches/55._note: Controller.Switch(78) on/off
  • games/jm.json#/switches/56._note: Virtual/opto switch. Controller.Switch(115) set when ball caught by glove magnet (TriggerGloveMag_Hit), cleared on DoHandMagnet off. Extended switch number beyond standard WPC matrix.
  • games/jm.json#/coils/0._vbscript_callback: SolRelease
  • games/jm.json#/coils/0._inferred_type: ball_management
  • games/jm.json#/coils/0._note: Kicks ball from sw32. PulseSw 31 fired as trough jam confirmation.
  • games/jm.json#/coils/1._vbscript_callback: SolAutofire
  • games/jm.json#/coils/1._inferred_type: ball_management
  • games/jm.json#/coils/1._note: Impulse plunger auto-fire. PlungerIM.AutoFire.
  • games/jm.json#/coils/2._vbscript_callback: SolKickToGlove
  • games/jm.json#/coils/2._inferred_type: ball_management
  • games/jm.json#/coils/2._note: VUK that kicks ball up to glove mechanism from below playfield
  • games/jm.json#/coils/3._vbscript_callback: DoClearMatrix
  • games/jm.json#/coils/3._inferred_type: mechanism
  • games/jm.json#/coils/3._note: Clears all balls from 3x3 hand matrix targets. Kicks balls from Matrix kickers.
  • games/jm.json#/coils/4._vbscript_callback: DoHandMagnet
  • games/jm.json#/coils/4._inferred_type: mechanism
  • games/jm.json#/coils/4._note: Glove magnet — picks up ball from matrix targets or holds ball caught at TriggerGloveMag. Clears switch 115 on disable.
  • games/jm.json#/coils/5._vbscript_callback: vpmSolSound SoundFX("Knocker",DOFKnocker),
  • games/jm.json#/coils/5._inferred_type: knocker
  • games/jm.json#/coils/5._note: Sound-only knocker implementation
  • games/jm.json#/coils/6._inferred_type: mechanism
  • games/jm.json#/coils/6._note: Commented out in SolCallback — handled natively by VPX slingshot object
  • games/jm.json#/coils/7._inferred_type: mechanism
  • games/jm.json#/coils/7._note: Commented out in SolCallback — handled natively by VPX slingshot object
  • games/jm.json#/coils/8._inferred_type: mechanism
  • games/jm.json#/coils/8._note: Commented out in SolCallback — handled natively by VPX bumper object
  • games/jm.json#/coils/9._inferred_type: mechanism
  • games/jm.json#/coils/9._note: Commented out in SolCallback — handled natively by VPX bumper object
  • games/jm.json#/coils/10._inferred_type: mechanism
  • games/jm.json#/coils/10._note: Commented out in SolCallback — handled natively by VPX bumper object
  • games/jm.json#/coils/11._vbscript_callback: CrazyBobKick
  • games/jm.json#/coils/11._inferred_type: ball_management
  • games/jm.json#/coils/11._note: Ejects ball from Crazy Bob's VUK (switch 47)
  • games/jm.json#/coils/12._vbscript_callback: ResetDrop
  • games/jm.json#/coils/12._inferred_type: drop_target_reset
  • games/jm.json#/coils/12._note: Resets single drop target (sw43)
  • games/jm.json#/coils/13._vbscript_callback: DropTargetDown
  • games/jm.json#/coils/13._inferred_type: drop_target_reset
  • games/jm.json#/coils/13._note: Forces drop target down (sw43)
  • games/jm.json#/coils/14._vbscript_callback: Flash117
  • games/jm.json#/coils/14._inferred_type: flasher
  • games/jm.json#/coils/14._note: SolModCallback with PWM level. Controller.SolMask(1017) for PWM.
  • games/jm.json#/coils/15._vbscript_callback: Flash118
  • games/jm.json#/coils/15._inferred_type: flasher
  • games/jm.json#/coils/15._note: SolModCallback with PWM level. Controller.SolMask(1018) for PWM.
  • games/jm.json#/coils/16._vbscript_callback: Flash119
  • games/jm.json#/coils/16._inferred_type: flasher
  • games/jm.json#/coils/16._note: SolModCallback with PWM level. Controller.SolMask(1019) for PWM.
  • games/jm.json#/coils/17._vbscript_callback: Flash120
  • games/jm.json#/coils/17._inferred_type: flasher
  • games/jm.json#/coils/17._note: SolModCallback with PWM level. Controller.SolMask(1020) for PWM.
  • games/jm.json#/coils/18._inferred_type: mechanism
  • games/jm.json#/coils/18._note: Commented out in SolCallback — used internally by cvpmMech (.Sol2=-21 on MoveGloveX). Glove X-axis motor direction.
  • games/jm.json#/coils/19._inferred_type: mechanism
  • games/jm.json#/coils/19._note: Commented out in SolCallback — used internally by cvpmMech (.Sol1=22 on MoveGloveX). Glove X-axis motor enable.
  • games/jm.json#/coils/20._inferred_type: mechanism
  • games/jm.json#/coils/20._note: Commented out in SolCallback — used internally by cvpmMech (.Sol2=-23 on MoveGloveY). Glove Y-axis motor direction.
  • games/jm.json#/coils/21._inferred_type: mechanism
  • games/jm.json#/coils/21._note: Commented out in SolCallback — used internally by cvpmMech (.Sol1=24 on MoveGloveY). Glove Y-axis motor enable.
  • games/jm.json#/coils/22._vbscript_callback: Flash125
  • games/jm.json#/coils/22._inferred_type: flasher
  • games/jm.json#/coils/22._note: SolModCallback with PWM level. Controller.SolMask(1025) for PWM.
  • games/jm.json#/coils/23._vbscript_callback: Flash126
  • games/jm.json#/coils/23._inferred_type: flasher
  • games/jm.json#/coils/23._note: SolModCallback with PWM level. Controller.SolMask(1026) for PWM.
  • games/jm.json#/coils/24._vbscript_callback: Flash127
  • games/jm.json#/coils/24._inferred_type: flasher
  • games/jm.json#/coils/24._note: SolModCallback with PWM level. Controller.SolMask(1027) for PWM.
  • games/jm.json#/coils/25._vbscript_callback: Flash128
  • games/jm.json#/coils/25._inferred_type: flasher
  • games/jm.json#/coils/25._note: SolModCallback with PWM level. Controller.SolMask(1028) for PWM.
  • games/jm.json#/coils/26._vbscript_callback: SolLeftDiverterHold
  • games/jm.json#/coils/26._inferred_type: diverter
  • games/jm.json#/coils/26._note: Hold coil — toggles LeftDiverterOpen/LeftDiverterClosed IsDropped state
  • games/jm.json#/coils/27._vbscript_callback: SolRightDiverterHold
  • games/jm.json#/coils/27._inferred_type: diverter
  • games/jm.json#/coils/27._note: Hold coil — toggles RightDiverterOpen/RightDiverterClosed IsDropped state
  • games/jm.json#/_source/confidence_notes: High confidence on switches/coils. All switch data extracted from _Hit/_UnHit subs, Controller.Switch() calls, PulseSw calls, and inline comments. No Const sw* definitions found — IDs extracted directly from VPX object handlers. Lamp matrix uses vpmMapLights AllLamps (timer-interval-based, no explicit IDs in script — lamps not enumerable from VBS alone). Flashers (coils 17-20, 25-28) use SolModCallback with PWM level. Glove mechanism uses cvpmMech for X/Y motor axes (solenoids 21-24) with encoder switches 74-77 and home switches 12/37. Matrix switches 51-53, 61-63, 71-73 are the 3x3 hand matrix targets. Switch 115 is a virtual/opto switch for glove magnet ball detection. Slingshots (coils 9-10) and bumpers (coils 11-13) are commented out in SolCallback — handled natively by VPX. GI has 5 strings (0-4) via GiCallBack2.

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.jm: games/jm.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
jm_12rJohnny Mnemonic (1.2R) 1995
jm_12bJohnny Mnemonic (1.2B Belgian) 1995jm_12r
jm_05rJohnny Mnemonic (0.5R Prototype) 1995jm_12r

Parent set: jm_12r — clones share this definition unless a hardware difference is noted.

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.

  • Legacy definition

    legacy.game.jm

    games/jm.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.wpc

    platforms/wpc.json

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

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

Same platform