diff --git a/config/AFM.yaml b/config/AFM.yaml new file mode 100644 index 0000000..caf9b71 --- /dev/null +++ b/config/AFM.yaml @@ -0,0 +1,506 @@ +# P-ROC Game Description file for Attack from Mars +PRGame: + machineType: wpc95 + numBalls: 4 + +PRFlippers: + - flipperLwR + - flipperLwL + +PRBumpers: + - leftSlingshot + - rightSlingshot + - leftJet + - rightJet + - bottomJet + +PRSwitches: + # **** Format **** + # name: + # number: + # type: + # + # can be: SFx (Flipper switch, labeled Fx in WPC manual + # SDx (Dedicated switch, labeled SDx in WPC manual + # Sx (Matrix switch, labeled x in WPC manual + # can be: 'NO' (normally open. This is the default; so no need to use this) + # 'NC' (normally closed. Common for optos) + + # Flipper Grounded Switches + flipperLwRightEOS: + number: SF1 + flipperLwR: + number: SF2 + type: NC + flipperLwLeftEOS: + number: SF3 + flipperLwL: + number: SF4 + type: NC + flipperUpRightEOS: # not used + number: SF5 + flipperUpR: + number: SF6 + type: NC + flipperUpLeftEOS: # not used + number: SF7 + flipperUpL: + number: SF8 + type: NC + + # Dedicated Grounded Switches + coinSlot1: + number: SD1 + coinSlot2: + number: SD2 + coinSlot3: + number: SD3 + coinSlot4: + number: SD4 + exit: + number: SD5 + down: + number: SD6 + up: + number: SD7 + enter: + number: SD8 + + # Regular Switches + launchButton: + number: S11 + unused_S12: + number: S12 + startButton: + number: S13 + plumbBobTilt: + number: S14 + unused_S15: + number: S15 + leftOutlane: + number: S16 + rightReturn: + number: S17 + shooterLane: + number: S18 + + slamTilt: + number: S21 + coinDoorClosed: + number: S22 + unused_S23: + number: S23 + alwaysClosed: + number: S24 + unused_S25: + number: S25 + leftReturn: + number: S26 + rightOutlane: + number: S27 + unused_S28: + number: S28 + + troughEject: + number: S31 + type: NC + trough1: + number: S32 + type: NC + trough2: + number: S33 + type: NC + trough3: + number: S34 + type: NC + trough4: + number: S35 + type: NC + leftPopper: + number: S36 + type: NC + rightPopper: + number: S37 + type: NC + leftTopLane: + number: S38 + + martian6: + number: S41 + martian7: + number: S42 + martian4: + number: S43 + martian5: + number: S44 + leftMotorBank: + number: S45 + centerMotorBank: + number: S46 + rightMotorBank: + number: S47 + rightTopLane: + number: S48 + + leftSlingshot: + number: S51 + rightSlingshot: + number: S52 + leftJet: + number: S53 + bottomJet: + number: S54 + rightJet: + number: S55 + martian1: + number: S56 + martian2: + number: S57 + martian3: + number: S58 + + leftRampEnter: + number: S61 + centerRampEnter: + number: S62 + rightRampEnter: + number: S63 + leftRampExit: + number: S64 + rightRampExit: + number: S65 + motorBankDown: + number: S66 + motorBankUp: + number: S67 + unused_S68: + number: S68 + + rightLoopHigh: + number: S71 + rightLoopLow: + number: S72 + leftLoopHigh: + number: S73 + leftLoopLow: + number: S74 + leftSaucerTarget: + number: S75 + rightSaucerTarget: + number: S76 + dropTarget: + number: S77 + centerTrough: + number: S78 + + unused_S81: + number: S81 + unused_S82: + number: S82 + unused_S83: + number: S83 + unused_S84: + number: S84 + unused_S85: + number: S85 + unused_S86: + number: S86 + unused_S87: + number: S87 + unused_S88: + number: S88 + +PRCoils: + flipperLwRMain: + number: FLRM + pulseTime: 34 + flipperLwRHold: + number: FLRH + flipperLwLMain: + number: FLLM + pulseTime: 34 + flipperLwLHold: + number: FLLH + + autoPlunger: + number: C01 + troughEject: + number: C02 + leftPopper: + number: C03 + rightPopper: + number: C04 + leftAlienLow: + number: C05 + pulseTime: 13 + leftAlienHigh: + number: C06 + pulseTime: 13 + knocker: + number: C07 + rightAlienHigh: + number: C08 + pulseTime: 13 + leftSlingshot: + number: C09 + rightSlingshot: + number: C10 + leftJet: + number: C11 + bottomJet: + number: C12 + rightJet: + number: C13 + rightAlienLow: + number: C14 + pulseTime: 13 + saucerShake: + number: C15 + dropTarget: + number: C16 + motorBank: + number: C24 + rightGate: + number: C33 + leftGate: + number: C34 + diverterPower: + number: C35 + diverterHold: + number: C36 + + # Flashers + rightRampHighFlasher: + number: C17 + rightRampLowFlasher: + number: C18 + rightSideHighFlasher: + number: C19 + rightSideLowFlasher: + number: C20 + centerArrowFlasher: + number: C21 + jetsFlasher: + number: C22 + saucerDomeFlasher: + number: C23 + leftRampLeftFlashers: + number: C25 + leftRampRightFlashers: + number: C26 + leftSideHighFlashers: + number: C27 + leftSideLowFlasher: + number: C28 + strobeLight: + number: C39 + + # Special Drivers + ledClock: + number: C37 + pulseTime: 2 + ledData: + number: C38 + +PRLamps: + superJets: + number: L11 + superJackpot: + number: L12 + martianAttackMultiball: + number: L13 + annihilation: + number: L14 + returnToBattle: + number: L15 + conquerMars: + number: L16 + fiveWayCombo: + number: L17 + dropTarget: + number: L18 + + bigObeam1: + number: L21 + bigObeam2: + number: L22 + bigObeam3: + number: L23 + leftRampJackpot: + number: L24 + leftRampArrow: + number: L25 + lock2: + number: L26 + lock3: + number: L27 + centerRampJackpot: + number: L28 + + tractorBeam1: + number: L31 + tractorBeam2: + number: L32 + tractorBeam3: + number: L33 + rightRampJackpot: + number: L34 + rightRampArrow: + number: L35 + martianAttack: + number: L36 + ruleTheUniverse: + number: L37 + strokeOfLuck: + number: L38 + + rightLoopArrow: + number: L41 + centerRampArrow: + number: L42 + leftTopLane: + number: L43 + rightTopLane: + number: L44 + leftMotorBank: + number: L45 + centerMotorBank: + number: L46 + rightMotorBank: + number: L47 + martian4: + number: L48 + + attackMars: + number: L51 + dcUSA: + number: L52 + londonEngland: + number: L53 + lightLock: + number: L54 + lock1: + number: L55 + pisaItaly: + number: L56 + berlinGermany: + number: L57 + parisFrance: + number: L58 + + martian7: + number: L61 + martian6: + number: L62 + atomicBlaster1: + number: L63 + atomicBlaster2: + number: L64 + atomicBlaster3: + number: L65 + rightLoopJackpot: + number: L66 + extraBall: + number: L67 + martian5: + number: L68 + + capture1: + number: L71 + capture2: + number: L72 + capture3: + number: L73 + leftLoopJackpot: + number: L74 + leftLoopArrow: + number: L75 + martian1: + number: L76 + martian2: + number: L77 + martian3: + number: L78 + + shootAgain: + number: L81 + leftOutlane: + number: L82 + leftReturn: + number: L83 + rightReturn: + number: L84 + rightOutlane: + number: L85 + launchButton: + number: L86 + unused_L87: + number: L87 + startButton: + number: L88 + + # General Illumination + gi01: # bottom playfield + number: G01 + gi02: # middle playfield + number: G02 + gi03: # top playfield + number: G03 + gi04: # top insert + number: G04 + gi05: # bottom insert + number: G05 + +PRBallSave: + pulseCoils: [leftSlingshot, rightSlingshot, leftJet, rightJet, bottomJet, eject, topPopper, bottomPopper] + resetSwitches: + leftSlingshot: open + rightSlingshot: open + leftJet: open + rightJet: open + bottomJet: open + leftOutlane: open + leftInlane: open + rightInlane: open + rightOutlane: open + stopSwitches: + shooterLane: closed + flipperLwL: closed + flipperLwR: closed + +PRPinmame: + # This section is specific to running the P-ROC via Pinmame. + + # keyboard: + # on or off - determines whether keyboard will be enabled or not + # useful in a Sys11 in early debugging + # Note that this caused problems reading the ball trough on Demolition Man (WPC) + + # s11CreditDisplay and s11BallDisplay : + # If using a Sys11 game prior which has a separate Ball/Credit display, you can put them on the + # DMD. If the value for a display is set to zero (or removed from YAML) it won't display. + # Otherwise it's the vertical position of the display from the top. Try 1 and 15 for a start. + + # autoPatterDetection: + # on or off - by default, Pinmame will try to automatically detect patter requirements. + # there is a thread on the forum about this. For Sys11 this should certainly be disabled, + # as it does nasty things. Likely enable for other platforms but could be useful to disable. + + # doubleAlpha: + # 0 or 1 - set to 1 if your machine has 2 lines of 16 character alphanumeric displays. + # This will adapt the code to properly handle the various display types in Sys11 machines (and a couple of WPC) + + # fullTroughDisablesFlippers: + # 0 or 1 - Set to 1 to disable flippers when switches "trough1" through "troughX" + # are all active. + + # lightsOutDisablesFlippers: + # 0 or 1 - Set to 1 to disable flippers when all lamps and GI are off (tilt detection). + + keyboard: off + autoPatterDetection: off + s11CreditDisplay: 0 + s11BallDisplay: 0 + doubleAlpha: 0 + fullTroughDisablesFlippers: 0 + lightsOutDisablesFlippers: 0 diff --git a/config/DM.yaml b/config/DM.yaml new file mode 100644 index 0000000..fa5851d --- /dev/null +++ b/config/DM.yaml @@ -0,0 +1,528 @@ +# P-ROC Game Description file for Demolition Man + +PRGame: + machineType: wpc + numBalls: 5 + +PRFlippers: + - flipperLwR + - flipperLwL + - flipperUpL + +PRBumpers: + - leftSlingshot + - rightSlingshot + - leftJet + - rightJet + - topSlingshot + +PRSwitches: + # **** Format **** + # name: + # number: + # type: + # + # can be: SFx (Flipper switch, labeled Fx in WPC manual + # SDx (Dedicated switch, labeled SDx in WPC manual + # Sx (Matrix switch, labeled x in WPC manual + # can be: 'NO' (normally open. This is the default; so no need to use this) + # 'NC' (normally closed. Common for optos) + + # Demolition Man has an atypical configuration. On most games, the upper + # left and right switches are connected to the flipper buttons for staged + # upper flippers. On DM, those switches are in the big handles mounted + # to the cabinet. Either upper or lower right switch trigger the lower + # right flipper, and the upper and lower left switches trigger both the + # upper and lower left flippers. + + # Note that leftHandle and rightHandle will not drive the flippers unless + # you write custom switch rules. PinMAME does work on DM as of Feb 2015. + # See https://github.com/tomlogic/pinmame for source. + + #Flipper Grounded Switches + flipperLwRightEOS: + number: SF1 + flipperLwR: + number: SF2 + type: NC + # Actually flipperLwLeftEOS, but PRFlippers uses it to trigger the upper + # flipper if not otherwise programmed by custom switch rules. + flipperUpL: + number: SF3 + flipperLwL: + number: SF4 + type: NC + # SF5 would be flipperUpRightEOS but there isn't an upper right flipper + flipperSwNotUsed: + number: SF5 + rightHandle: + number: SF6 + type: NC + flipperUpLeftEOS: + number: SF7 + leftHandle: + number: SF8 + type: NC + + #Dedicated Grounded Switches + coinSlot1: + number: SD1 + coinSlot2: + number: SD2 + coinSlot3: + number: SD3 + coinSlot4: + number: SD4 + exit: + number: SD5 + down: + number: SD6 + up: + number: SD7 + enter: + number: SD8 + + #Regular Switches + ballLaunch: + number: S11 + leftHandle: + number: S12 + startButton: + number: S13 + plumbBobTilt: + number: S14 + leftOutlane: + number: S15 + leftInlane: + number: S16 + rightInlane: + number: S17 + rightOutlane: + number: S18 + slamTilt: + number: S21 + coinDoor: + number: S22 + buyIn: + number: S23 + alwaysClosed: + number: S24 + clawPos1: + number: S25 + type: NC + clawPos2: + number: S26 + type: NC + shooterLane: + number: S27 + unused_S28: + number: S28 + trough1: + number: S31 + type: NC + trough2: + number: S32 + type: NC + trough3: + number: S33 + type: NC + trough4: + number: S34 + type: NC + trough5: + number: S35 + type: NC + troughJam: + number: S36 + type: NC + unused_S37: + number: S37 + standUp5: + number: S38 + leftSlingshot: + number: S41 + rightSlingshot: + number: S42 + leftJet: + number: S43 + topSlingshot: + number: S44 + rightJet: + number: S45 + rightRampEnter: + number: S46 + rightRampExit: + number: S47 + rightLoop: + number: S48 + leftRampEnter: + number: S51 + leftRampExit: + number: S52 + centerRamp: + number: S53 + upperRebound: + number: S54 + leftLoop: + number: S55 + standUp2: + number: S56 + standUp3: + number: S57 + standUp4: + number: S58 + sideRampEnter: + number: S61 + sideRampExit: + number: S62 + leftRollover: + number: S63 + centerRollover: + number: S64 + rightRollover: + number: S65 + eject: + number: S66 + elevatorIndex: + number: S67 + type: 'NC' + unused_S68: + number: S68 + carChase1: + number: S71 + type: 'NC' + carChase2: + number: S72 + type: 'NC' + topPopper: + number: S73 + type: 'NC' + elevatorHold: + number: S74 + type: 'NC' + unused_S75: + number: S75 + bottomPopper: + number: S76 + type: 'NC' + eyeballStandup: + number: S77 + standUp1: + number: S78 + clawCaptureSimon: + number: S81 + clawSuperJets: + number: S82 + clawPrisonBreak: + number: S83 + clawFreeze: + number: S84 + clawAcmag: + number: S85 + upperLeftFlipperGate: + number: S86 + carChaseStandup: + number: S87 + lowerRebound: + number: S88 + +PRCoils: + flipperLwRMain: + number: FLRM + pulseTime: 34 + flipperLwRHold: + number: FLRH + flipperLwLMain: + number: FLLM + pulseTime: 34 + flipperLwLHold: + number: C32 + flipperUpLMain: + number: FULM + pulseTime: 34 + flipperUpLHold: + number: FULH + + trough: + number: C01 + # pulseTime 30 was too short for Cardona's "Demolition Time" SW + pulseTime: 75 + bottomPopper: + number: C02 + ballLaunch: + number: C03 + # pulseTime 30 was too short for Cardona's "Demolition Time" SW + pulseTime: 100 + topPopper: + number: C04 + pulseTime: 30 + diverterMain: + number: C05 + unused_C06: + number: C06 + knocker: + number: C07 + unused_C08: + number: C08 + leftSlingshot: + number: C09 + rightSlingshot: + number: C10 + leftJet: + number: C11 + topSlingshot: + number: C12 + rightJet: + number: C13 + eject: + # rewire C14 from 50V to 20V (from neighboring flasher) to get + # smooth inlane feeds + number: C14 + pulseTime: 150 + divertorHold: + number: C15 + unused_C16: + number: C16 + elevatorMotor: + number: C18 + clawLeft: + number: C19 + clawRight: + number: C20 + clawMagnet: + number: C33 + patterOnTime: 6 + patterOffTime: 4 + unused_C34: + number: C34 + + # FLASHERS + clawFlasher: + number: C17 + jetsFlasher: + number: C21 + sideRampFlasher: + number: C22 + leftRampUpperFlasher: + number: C23 + leftRampLowerFlasher: + number: C24 + carChaseCenterFlasher: + number: C25 + carChaseLowerFlasher: + number: C26 + rightRampLowerFlasher: + number: C27 + ejectFlasher: + number: C28 + # flashers on auxiliary 8 driver board + carChaseUpperFlasher: + number: C37 + lowerReboundFlasher: + number: C38 + eyeBallFlasher: + number: C39 + centerRampFlasher: + number: C40 + elevator2Flasher: + number: C41 + elevator1Flasher: + number: C42 + diverterFlasher: + number: C43 + rightRampUpFlasher: + number: C44 + +PRLamps: + ballSave: + number: L11 + fortressMultiball: + number: L12 + museumMultiball: + number: L13 + cryoPrisonMultiball: + number: L14 + wastelandMultiball: + number: L15 + shootAgain: + number: L16 + accessClaw: + number: L17 + leftRampExplode: + number: L18 + rightRampJackpot: + number: L21 + rightLoopExplode: + number: L22 + lightQuickFreeze: + number: L23 + freeze4: + number: L24 + clawReady: + number: L25 + freeze3: + number: L26 + freeze2: + number: L27 + freeze1: + number: L28 + rightLoopJackpot: + number: L31 + standup5: + number: L32 + rightRampArrow: + number: L33 + leftRampJackpot: + number: L34 + leftLoopJackpot: + number: L35 + carCrashTop: + number: L36 + standup1: + number: L37 + carCrashCenter: + number: L38 + rightRampExplode: + number: L41 + rightRampCarChase: + number: L42 + quickFreeze: + number: L43 + leftRampCarChase: + number: L44 + extraBall: + number: L45 + startMultiball: + number: L46 + carCrashBottom: + number: L47 + leftLoopExplode: + number: L48 + undergroundArrow: + number: L51 + undergroundJackpot: + number: L52 + standup2: + number: L53 + leftRampArrow: + number: L54 + sideRampJackpot: + number: L55 + sideRampArrow: + number: L56 + leftLoopArrow: + number: L57 + centerRampJackpot: + number: L58 + clawCaptureSimon: + number: L61 + clawSuperJets: + number: L62 + clawPrisonBreak: + number: L63 + clawFreeze: + number: L64 + clawAcmag: + number: L65 + rolloverM: + number: L66 + rolloverT: + number: L67 + rolloverL: + number: L68 + superJackpot: + number: L71 + computer: + number: L72 + demolitionTime: + number: L73 + notUsedL74: + number: L74 + notUsedL75: + number: L75 + standup4: + number: L76 + standup3: + number: L77 + retinaScan: + number: L78 + centerRampMiddle: + number: L81 + centerRampOuter: + number: L82 + centerRampInner: + number: L83 + centerRampArrow: + number: L84 + rightLoopArrow: + number: L85 + buyInButton: + number: L86 + ballLaunch: + number: L87 + startButton: + number: L88 + gi01: + number: G01 + gi02: + number: G02 + gi03: + number: G03 + gi04: + number: G04 + gi05: + number: G05 + +PRBallSave: + pulseCoils: [leftSlingshot, rightSlingshot, leftJet, rightJet, bottomJet, eject, topPopper, bottomPopper] + resetSwitches: + leftSlingshot: open + rightSlingshot: open + leftJet: open + rightJet: open + bottomJet: open + leftOutlane: open + leftInlane: open + rightInlane: open + rightOutlane: open + stopSwitches: + shooterLane: closed + flipperLwL: closed + flipperLwR: closed + +PRPinmame: + # This section is specific to running the P-ROC via Pinmame. + + # keyboard: + # on or off - determines whether keyboard will be enabled or not + # useful in a Sys11 in early debugging + # Note that this caused problems reading the ball trough on Demolition Man (WPC) + + # s11CreditDisplay and s11BallDisplay : + # If using a Sys11 game prior which has a separate Ball/Credit display, you can put them on the + # DMD. If the value for a display is set to zero (or removed from YAML) it won't display. + # Otherwise it's the vertical position of the display from the top. Try 1 and 15 for a start. + + # autoPatterDetection: + # on or off - by default, Pinmame will try to automatically detect patter requirements. + # there is a thread on the forum about this. For Sys11 this should certainly be disabled, + # as it does nasty things. Likely enable for other platforms but could be useful to disable. + + # doubleAlpha: + # 0 or 1 - set to 1 if your machine has 2 lines of 16 character alphanumeric displays. + # This will adapt the code to properly handle the various display types in Sys11 machines (and a couple of WPC) + + # fullTroughDisablesFlippers: + # 0 or 1 - Set to 1 to disable flippers when switches "trough1" through "troughX" + # are all active. + + # lightsOutDisablesFlippers: + # 0 or 1 - Set to 1 to disable flippers when all lamps and GI are off (tilt detection). + + keyboard: off + autoPatterDetection: off + s11CreditDisplay: 0 + s11BallDisplay: 0 + doubleAlpha: 0 + fullTroughDisablesFlippers: 0 + lightsOutDisablesFlippers: 0 diff --git a/config/FH.yaml b/config/FH.yaml new file mode 100644 index 0000000..82f4b8d --- /dev/null +++ b/config/FH.yaml @@ -0,0 +1,607 @@ +# P-ROC Game Description file for FunHouse + +PRGame: + machineType: wpcAlphanumeric + numBalls: 3 + +PRFlippers: + # FunHouse is pre-Fliptronic, and flippers are controlled via hardware + # instead of software. Therefore, there isn't a need to list flippers + # in this section of the YAML. + +PRBumpers: + - slingL + - slingR + - lowerJetBumper + - upperRightJetBumper + - upperLeftJetBumper + +PRSwitches: + # **** Format **** + # name: + # number: + # type: + # + # can be: SFx (Flipper switch, labeled Fx in WPC manual + # SDx (Dedicated switch, labeled SDx in WPC manual + # Sx (Matrix switch, labeled x in WPC manual + # can be: 'NO' (normally open. This is the default; so no need to use this) + # 'NC' (normally closed. Common for optos) + + #dedicated + + coinL: + number: SD1 + label: 'CoinLeft' + coinC: + number: SD2 + label: 'CoinCenter' + coinR: + number: SD3 + label: 'CoinRight' + coin4: + number: SD4 + label: 'CoinDoor4' + exit: + number: SD5 + label: 'Diag Escape' + down: + number: SD6 + label: 'Diag Down' + up: + number: SD7 + label: 'Diag Up' + enter: + number: SD8 + label: 'Diag Enter' + + #matrix + #col1 + flipperLwR: + number: S11 + label: 'Left Flipper' + flipperLwL: + number: S12 + label: 'Right Flipper' + startButton: + number: S13 + label: 'Start Button' + tilt: + number: S14 + label: 'Plumb Bob Tilt' + stepsLightFrenzy: + number: S15 + label: 'Steps Light Frenzy' + upperRampSwitch: + number: S16 + label: 'Upper Ramp Switch' + stepS: + number: S17 + label: 'Step S' + upperLeftJetBumper: + number: S18 + label: 'Upper Left Jet Bumper' + #col2 + slamTilt: + number: S21 + label: 'Slam Tilt' + frontDoor: + number: S22 + tags: frontDoor + label: 'Front Door' + testPosition: + number: S24 + tags: testPosition + label: 'Test Position' + lockMechRight: + number: S25 + tags: lockMechRight + label: 'Lock Mech Right' + stepsLightExtraBall: + number: S26 + tags: StepsLightEB, ExtraBall + lockMechCenter: + number: S27 + tags: lockMechCenter + label: 'Lock Mech Center' + lockMechLeft: + number: S28 + tags: lockMechLeft + label: 'Lock Mech Left' + #col3 + stepP: + number: S31 + tags: stepP + label: 'Step P' + topSuperdogStandupTarget: + number: S32 + tags: superdog + label: 'Top Superdog Target' + upperLeftGangwayRollunder: + number: S33 + tags: leftGangway + label: 'Upper Left Gangway Rollunder' + bottomSuperdogStandupTarget: + number: S34 + tags: superdog + label: 'Bottom Superdog Target' + stepsTrackLower: + number: S35 + tags: stepsTrackLower + label: 'Steps Track Lower' + steps500000: + number: S36 + label: 'Steps 500,000' + centerSuperdogStandupTarget: + number: S37 + tags: superdog + label: 'Center Superdog Target' + stepsTrackUpper: + number: S38 + tags: steps + label: 'Steps Track Upper' + #col4 + slingL: + number: S41 + tags: slingshot, ballAlive + label: 'Left Slingshot' + leftFlipperReturnLane: + number: S42 + tags: return, ballAlive + label: 'Top Single Drop Target' + leftOutlane: + number: S43 + tags: outlane + label: 'Left Outlane' + windTunnelHole: + number: S44 + tags: drop, ballAlive + label: 'Wind Tunnel Hole' + trapDoor: + number: S45 + tags: drop, trapdoor + label: 'Trap Door' + rudysHideoutKickbig: + number: S46 + tags: hideout + label: 'Rudys Hideout Kickbig' + shooterL: + number: S47 + tags: leftBallShooter + label: 'Left Ball Shooter' + rampExitTrack: + number: S48 + tags: rampexit, ballAlive + label: 'Ramp Exit Track' +#col5 + dummyJaw: + number: S51 + type: 'NC' + label: 'Dummy Jaw' + rightOutlane: + number: S52 + tags: ballLive + slingR: + number: S53 + tags: ballLive + stepT: + number: S54 + tags: ballLive + stepsSuperdog: + number: S55 + type: 'NC' + tags: ballLive + rampEntrance: + number: S56 + tags: ballLive + jetBumperLane: + number: S57 + tags: ballLive + tunnelKickout: + number: S58 + tags: ballLive + + #col6 + rInsideFlprRtrn: + number: S61 + shooterR: + number: S62 + tags: ballLive + trough1: + number: S63 + stepE: + number: S64 + tags: ballLive + dummyEjectHole: + number: S65 + upperRightGangwayLane: + number: S66 + tags: ballLive + lowerRightDropHole: + number: S67 + tags: ballLive + lowerJetBumper: + number: S68 + tags: ballLive + + #col 7 + + rOutsideFlprRtrn: + number: S71 + trough3: + number: S72 + outhole: + number: S73 + trough2: + number: S74 + upperRightLoop: + number: S75 + tags: ballLive + trapDoorClosed: + number: S76 + upperRightJetBumper: + number: S77 + +PRCoils: + + # Flipper coils aren't under software control, and are therefore not + # listed in this section. + + outhole: + number: C01 + label: 'Outhole' + rampDiverter: + number: C02 + label: 'Ramp Diverter' + kickbig: + number: C03 + label: 'Kickbig' + tunnelKickbig: + number: C04 + pulseTime: 50 + label: 'Tunnel Kickbig' + trapDoorOpen: + number: C05 + label: 'Trap Door Open' + trapClosed: + number: C06 + label: 'Trap Closed' + knocker: + number: C07 + label: 'Knocker' + multiballRelease: + number: C08 + pulseTime: 50 + label: 'Multiball Release' + upperLeftJetBumper: + number: C09 + label: 'Upper Left Jet Bumper' + upperRightJetBumper: + number: C10 + label: 'Upper Right Jet Bumper' + lowerJetBumper: + number: C11 + label: 'Lower Jet Bumper' + slingL: + number: C12 + label: 'Left Slingshot' + slingR: + number: C13 + label: 'Right Slingshot' + stepsGate: + number: C14 + label: 'Steps Gate' + trough: + number: C15 + label: 'Trough' + dummyEjectHole: + number: C16 + label: 'Dummy Eject Hole' + blueFlashers: + number: C17 + label: 'Blue Flashers' + dummyFlasher: + number: C18 + label: 'Dummy Flasher' + clockFlashers: + number: C19 + label: 'Clock Flashers' + superdogs: + number: C20 + label: 'Superdogs' + mouthMotor: + number: C21 + label: 'Mouth Motor' + upDownDriver: + number: C22 + label: 'Up/Down Driver' + redFlashers: + number: C23 + label: 'Red Flashers' + clearFlashers: + number: C24 + label: 'Clear Flashers' + eyesRight: + number: C25 + label: 'Eyes Right' + eyelidsOpen: + number: C26 + label: 'Eyelids Open' + eyelidsClosed: + number: C27 + label: 'Eyelids Closed' + eyesLeft: + number: C28 + label: 'Eyes Left' + +PRLamps: + #col1 + gangway75000: + number: L11 + label: 'Gangway 75,000' + gangway100000: + number: L12 + label: 'Gangway 100,000' + gangway150000: + number: L13 + label: 'Gangway 150,000' + gangway200000: + number: L14 + label: 'Gangway 200,000' + gangway250000: + number: L15 + label: 'Gangway 250,000' + gangwayLightsEB: + number: L16 + label: 'Gangway Lights Extra Ball' + shootAgain: + number: L17 + label: 'Shoot Again' + stepsOpen: + number: L18 + label: 'Steps Open' + clock45Minutes: + number: L21 + label: 'Clock 45 Minutes' + clock8oClock: + number: L22 + label: 'Clock 8 oClock' + clock6oClock: + number: L23 + label: 'Clock 6 oClock' + clock25Minutes: + number: L24 + label: 'Clock 25 Minutes' + clock15Minutes: + number: L25 + label: 'Clock 15 Minutes' + clock10Minutes: + number: L26 + label: 'Clock 10 Minutes' + clock12Minutes: + number: L27 + label: 'Clock 12 Minutes' + clock0Minutes: + number: L28 + label: 'Clock 0 Minutes' + clock40Minutes: + number: L31 + label: 'Clock 40 Minutes' + clock35Minutes: + number: L32 + label: 'Clock 35 minutes' + clock30Minutes: + number: L33 + label: 'Clock 30 Minutes' + clock20Minutes: + number: L34 + label: 'Clock 20 Minutes' + clock3oClock: + number: L35 + label: 'Clock 3 oClock' + clock1oClock: + number: L36 + label: 'Clock 1 oClock' + clock11oClock: + number: L37 + label: 'Clock 11 oClock' + clock50Minutes: + number: L38 + label: 'Clock 50 Minutes' + clock9oClock: + number: L41 + label: 'Clock 9 oClock' + clock7oClock: + number: L42 + label: 'Clock 7 oClock' + clock5oClock: + number: L43 + label: 'Clock 5 oClock' + clock4oClock: + number: L44 + label: 'Clock 4 oClock' + clock2oClock: + number: L45 + label: 'Clock 2 oClock' + clock5Minutes: + number: L46 + label: 'Clock 5 Minutes' + clock55Minutes: + number: L47 + label: 'Clock 55 Minutes' + clock10oClock: + number: L48 + label: 'Clock 10 oClock' + lowerLeftJetBumper: + number: L51 + label: 'Lower Left Jet Bumper' + upperLeftJetBumper: + number: L52 + label: 'Upper Left Jet Bumper' + superdogLamp: + number: L53 + label: 'Superdog Lamp' + stepsLightsFrenzy: + number: L54 + label: 'Steps Light Frenzy' + stepsLightsEB: + number: L55 + label: 'Steps Light Extra Ball' + steps500000: + number: L56 + label: 'Steps 500,000' + rampOverheadLamp: + number: L57 + label: 'Ramp Overhead Lamp' + rightGangwayOverheadLamp: + number: L58 + label: 'Right Gangway Overhead Lamp' + leftAndInsideRightFlipperLanes: + number: L61 + label: 'Left and Inside Right Flipper Lanes' + stepS: + number: L62 + label: 'Step S' + trapDoorBonus: + number: L63 + label: 'Trap Door Bonus' + rampScores250000: + number: L64 + label: 'Ramp Scores 250,000' + stepT: + number: L65 + label: 'Step T' + upperLeftGangwayLane: + number: L66 + label: 'Upper Left Gangway Lane' + extraBallLamp: + number: L67 + label: 'Extra Ball Lamp' + lock: + number: L68 + label: 'Lock' + magicMirrorLightsEB: + number: L71 + label: 'Magic Mirror Lights Extra Ball' + upperRightJetBumper: + number: L72 + label: 'Upper Right Jet Bumper' + stepP: + number: L73 + label: 'Step P' + magicMirrorLightsMillion: + number: L74 + label: 'Magic Mirror Lights Million' + magicMirrorLightsJetBumpers: + number: L75 + label: 'Magic Mirror Lights Jet Bumpers' + magicMirrorLightsSuperdog: + number: L76 + label: 'Magic Mirror Lights Superdog' + magicMirrorOpensGate: + number: L77 + label: 'Magic Mirror Opens Gate' + magicMirrorLightsQuickMB: + number: L78 + label: 'Magic Mirror Lights Quick Multiball' + millionPlus: + number: L81 + label: 'Million Plus' + specialOutlanes: + number: L82 + label: 'Special Outlanes' + trapDoorFrenzy: + number: L83 + label: 'Trap Door Frenzy' + rampStepsLamp: + number: L84 + label: 'Ramp Steps Lamp' + magicMirrorArrow: + number: L85 + label: 'Magic Mirror Arrow' + stepE: + number: L86 + label: 'Step E' + million: + number: L87 + label: 'Million' + startButton: + number: L88 + label: 'Start' + gi01: + number: G01 + gi02: + number: G02 + gi03: + number: G03 + gi04: + number: G04 + gi05: + number: G05 + flipperEnable: + number: G08 + +PRBallSave: + pulseCoils: [slingL, slingR, upperLeftJetBumper, upperRightJetBumper, lowerJetBumper, dummyEjectHole, kickbig, tunnelKickbig, knocker, multiballRelease] + resetSwitches: + slingL: open + slingR: open + lowerJetBumper: open + upperLeftJetBumper: open + upperRightJetBumper: open + #leftOutlane: open + #leftAndInsideRightFlipperLanes: open + #rightOutlane: open + #rInsideFlprRtrn: open + #rOutsideFlprRtrn: open + #rightCellar: open + #rightRampMadeTop: open + #spinner: open + stopSwitches: + #leftCellar: closed + outhole: closed + shooterR: closed + #flipperLwL: closed + #flipperLwR: closed + +PRDriverGlobals: + lamp_matrix_strobe_time: 200 + use_watchdog: True + watchdog_time: 1000 + +PRPinmame: + # This section is specific to running the P-ROC via Pinmame. + + # keyboard: + # on or off - determines whether keyboard will be enabled or not + # useful in a Sys11 in early debugging + # Note that this caused problems reading the ball trough on Demolition Man (WPC) + + # s11CreditDisplay and s11BallDisplay : + # If using a Sys11 game prior which has a separate Ball/Credit display, you can put them on the + # DMD. If the value for a display is set to zero (or removed from YAML) it won't display. + # Otherwise it's the vertical position of the display from the top. Try 1 and 15 for a start. + + # autoPatterDetection: + # on or off - by default, Pinmame will try to automatically detect patter requirements. + # there is a thread on the forum about this. For Sys11 this should certainly be disabled, + # as it does nasty things. Likely enable for other platforms but could be useful to disable. + + # doubleAlpha: + # 0 or 1 - set to 1 if your machine has 2 lines of 16 character alphanumeric displays. + # This will adapt the code to properly handle the various display types in Sys11 machines (and a couple of WPC) + + # fullTroughDisablesFlippers: + # 0 or 1 - Set to 1 to disable flippers when switches "trough1" through "troughX" + # are all active. + + # lightsOutDisablesFlippers: + # 0 or 1 - Set to 1 to disable flippers when all lamps and GI are off (tilt detection). + + keyboard: off + autoPatterDetection: off + s11CreditDisplay: 0 + s11BallDisplay: 0 + doubleAlpha: 1 + fullTroughDisablesFlippers: 0 + lightsOutDisablesFlippers: 0 diff --git a/dmd/Font07x5.dmd b/dmd/Font07x5.dmd index b269cb0..97e3f50 100644 Binary files a/dmd/Font07x5.dmd and b/dmd/Font07x5.dmd differ