************************************************************************************** PinMAME (Pinball Multiple Arcade Machine Emulator) Version 2.2 (January 11, 2010) http://www.pinmame.com ************************************************************************************** Latest Info ----------- See the whatsnew.txt for latest additions to PinMAME! What is it? ----------- PinMAME emulates the hardware found in almost every solid state pinball machine created from the mid 1970's through 2005. Currently, the following pinball hardware is emulated: Williams/Bally WPC, Williams/Bally System 11, Williams System 9, Williams System 7, Williams System 6, Williams System 4, Williams System 3, Data East AlphaNumeric System, Data East 128x16 DMD, Data East 128x32 DMD, Data East/Sega 192x64 DMD, Sega/Stern Whitestar System, Stern MPU-100, Stern MPU-200, Bally MPU-17 & MPU-35, Bally Video/Pinball, Bally 6803, Gottlieb System 1, 80, 80a, 80b, System 3, Hankin, Gameplan MPU-1 & MPU-2, Atari, Zaccaria, Taito of Brazil, Midway, Capcom, Alvin G. and Co., Technoplay, Mr.Game, Spinball, Nuova Bell, Inder, Juegos Populares, LTD, Peyper, Sonic, Sleic, Playmatic, NSM, Jac van Ham, Videodens. *Note: Emulation is not 100% working on all hardware. PinMAME is built as an add-on to the MAME 0.76 Source Code. Some of the original code was altered, and fixes from later MAME versions were applied. All the MAME readme file with all disclaimers, credits and instructions are included for info on using MAME related functions. All standard MAME "functions" work in PinMAME (profiler, debugger, cheats, record/playback, command line switches etc.) What does it do? ---------------- Before you start to extract the ROMS from your favorite pinball machine please note: The PinMAME pinball emulator/simulator is not 100% playable. It only emulates the electronic circuit boards and the display in the pinball machine backbox. There is no playfield and no balls that you will see displayed! However, you can activate switches with you keyboard, see display animations, and listen/record the pinball game sounds. Games supported ---------------- Williams/Bally WPC: All games from Dr. Dude (1990) to Cactus Canyon (1998) Williams/Bally System 11: All games from High Speed (1986) to Dr.Dude (1990) Williams System 9: All games from Space Shuttle (1984) to Comet (1985) Williams System 7: All games from Black Knight (1980) to Star Light (1984) Williams System 6: All games from Blackout (1979) to Alien Poker (1980) Williams System 4: All games from Phoenix (1978) to Stellar Wars (1979) Williams System 3: All games from HotTip (1977) to Disco Fever (1978) Data East AlphaNumeric System: All games from Laser War (1987) to The Simpsons (1990) Data East 128x16 DMD: All games from Checkpoint (1991) to Hook (1992) Data East 128x32 DMD: All games from Lethal Weapon 3 (1992) to Guns 'n Roses (1994) Sega 192x64 DMD: All games from Maverick (1994) to Batman Forever (1995) Sega/Stern Whitestar: All games from Apollo 13 (1995) to Nascar (2005) Stern MPU-100: All games from Stingray (1977) to Magic (1979) Stern MPU-200: All games from Meteor (1979) to Lazer Lord (1984) Bally MPU-17: All games from Freedom (1977) to Black Jack (1978) Bally MPU-35: All games from Lost World (1978) to Cybernaut (1985) Bally Video/Pinball: Baby Pacman (1982) and Granny & The Gators (1984) Gottlieb System 1: All games from Cleopatra (1977) to Asteroid Annie and the Aliens (1980) Gottlieb System 80: All games from Spiderman (1980) to Haunted House (1982) Gottlieb System 80a: All games from Devil's Dare (1982) to Ice Fever (1985) Gottlieb System 80b: All games from Triple Play (1985) to BoneBusters (1989) Gottlieb System 3: All games from Lights,Camera,Action (1989) to Barb Wire (1996) Hankin Pinball: All games from FJ Holden (1978) to Orbit 1 (1981) Game Plan Pinball: All games from Rio (1978) to Cyclopes (1985) Atari Pinball: All games from Atarians (1976) to Road Runner (1979) Zaccaria Pinball: All games from Winter Sports (1978) to New Star's Phoenix (1987) Taito Pinball: All that's available... games between 1980 and 1985. Midway Pinball: Rotation VIII (1978). Capcom Pinball: All games from Pinball Magic (1995) to Kingpin (1996) Alvin G. and Co: All games from Soccer Ball (1991) to Pistol Poker (1993) Tecnoplay: Scramble, X-Force (both 1987) Mr. Game: Dakar, Motor Show (1988), World Cup '90 (1990) Spinball: Mach 2 (1995), Jolly Park (1996) Nuova Bell: all available Bally clones, also Future Queen (1987), F1 Grand Prix (1987), U-Boat 65 (1988) Inder: Brave Team (1985), Canasta 86 (1986), Clown (1988), Corsario (1989), Atleta (1991), 250cc (1992), Bushido (1993) Juegos Populares: Petaco (1984), Faeton (1985), America 1492, Aqualand (both 1987) LTD: Atlantis, Black Hole, Zephy, Cowboy Eight Ball, Mr. & Mrs. Pec-Men, Al Capone (1980-1983) Peyper: Odisea Paris-Dakar (1987) Sonic: Odin DeLuxe (1985), Pole Position (1987), Star Wars (1987) Allied Leisure: All games from Super Picker (1977) to Star Shooter (1979) Fascination, Int.: Roy Clark - The Entertainer (1977), Eros One, and Circa 1933 (both 1979) Playmatic: Last Lap (1978), Antar (1979), Evil Fight (1980), Mad Race (1982), Meg-Aaton (1983), KZ-26 (1984) (*) Grand Products: 300/Bullseye (1986) Jac van Ham: Escape (1987) Videodens: Break (1986) Astro: Black Sheep Squadron (1978) Prototype games: Dave Nutting's Flicker (Sep 1974), Bally's Bow & Arrow (Jan 1976), Williams Rat Race (Jan 1983), and some more... Supported means that the game loads and the display starts up with lamps etc. All games enter attract mode and you can use the Coin Door switches to enter the menus. *Note: Sound is not supported, or may not work properly for all games. **Note: A FEW games may not work or be supported due to customization of the original hardware ***Note: Some games may not be supported simply because we could not find full rom sets. Simulated? ---------- For many games there is a ball simulator which you can use to simulate "playing" the game. The simulator allows you to use the keyboard to make shots/hit targets with your virtual/ invisible pinball.. Essentially, it triggers the correct switches depending on where the balls are located. (You can program a simulator for your own favourite game if you know a bit of programming and a lot about the game. If you are intersted let us know and we'll try to explain how to do it) For more information, please refer to simulation.txt for instructions on using the pinball simulator built into pinmame! *NEW*: Many games not fully simulated, now have preliminary simulator support! Instructions ------------- Only PinMAME specific setting are listed here. Please read the MAME readme file for instructions on using mame and all it's options. Note: The ROMS downloaded *directly* from William's website may be compressed with a zip version not supported by mame. If they do not work for you, you will need to uncompress them (using pkzip or Winzip for example), and recompress them using the "normal compression" setting! Roms available from other websites should work fine! Some ROM images are double size (i.e. the data appears twice). This is most often done on purpose due to the limited availability of smaller sized EPROMS or to simplify upgrades (all ROM images same size). PinMAME accepts the double sized ROMs but the checksum verification is disabled. The -verifyroms will still report wrong sized ROMs. Command line switches --------------------- These options can be set on the command line or in mame.cfg: -[no]dmd_compact off = Display a more DMD like display (space between dots) on = Display a compact DMD display -[no]dmd_only off = Display lamps, swithes and simulator on = Don't display lamps, switches and simulator (they still work). Good when creating animations or screen shots! -[no]cheat on = Speed up WPC game start up by disabling checksum (does not work with Dr. Dude). Try it on a security PIC game for an interesting message. The functionality is present in the roms, PinMAME just enables it. Also enables MAME cheats (e.g overclocking) off = Normal startup -dmd_antialias n Antialias the DMD display with intensity 0-100%. Other MAME settings (modified to work with PinMAME) --------------------------------------------------- - The display looks better with -noscanlines - Display must be forced to 8 bit (-depth 8) if it is not doing so automatically. - Printer output will be saved in the MEMCARD directory - You may underclock the DCS sound CPU to increase performance but sound will be slightly delayed (not synchronized with the display) and will sometimes be garbled. Use F8,F9,F11 keys for underclocking. - DCS GAMES: Use -samplerate 32000 for the most accurate sound reproduction PinMAME Specific Command line switches -------------------------------------- The following are new command line switches for PinMAME only, and do not exist in MAME. These can be set on the command line or in mame.cfg -dmd_red 0-255 (Controls the amount of red displayed for a DMD Dot when it's lit at 100%!) -dmd_green 0-255 (Controls the amount of green displayed for a DMD Dot when it's lit at 100%!) -dmd_blue 0-255 (Controls the amount of blue displayed for a DMD Dot when it's lit at 100%!) -dmd_perc66 0-100 (Sets the Percentage to display a DMD Dot which is lit at 66%, Default = 67%) -dmd_perc33 0-100 (Sets the Percentage to display a DMD Dot which is lit at 33%, Default = 34%) -dmd_perc0 0-100 (Sets the Percentage to display a DMD Dot when NOT lit. -dmd_antialias 0-100 (sets the dmd antialiasing intensity) -dmd_only (don't display lamp/switch/solenoid matrices) -dmd_compact (display dmd and led displays in a more compact format) (for more information on the settings above, see "Changing the Look of the DMD") General Keys ------------ Each Hardware platform supports different keys. See Keys.txt for more info. Controlling switches (manually) ------------------------------- The following keys will toggle the state of a switch 1 2 3 4 5 6 7 8 --------------- Q,W,E,R,T,Y,U,I Select Column 1-8 A,S,D,F,G,H,J,K Select Row 1-8 For example, to toggle switch 34 (Col 3, Row 4) press E while holding F! If the game has a simulator, press "Del" key to toggle between simulator keys and the switch keys. DIP settings ------------- You can change the country and other settings for the game in the DIP menu. All games does not support all country settings. Each game and the simulator can use some "fake" DIP settings to choose between different hardware options (e.g. number of balls installed). Display ------- The display shows the DMD or the Alphanumeric LEDs and optionally (via the -[no]dmd_only command line option) three matrices: Top: Lamp Matrix Middle: Switche Matrix Bottom: Solenoids/Flasher Matrix Below: Diagnostic Lights found on the main hardware board. PinMAME contains functionality to diplay the lamp matrix laid out similar to the real pinball machine. See TZ for an example. If you want to do a similar layout for you favorite game which does not yet exist, let us know. Changing the Look of the DMD ---------------------------- Changing Color: Every dot in the DMD uses an RGB(red, green, blue) color triplet to specify the color of each dot to display. To change colors properly, you must know the appropriate RGB numbers of the color you wish to use. For example, PinMAME's default is a yellowish color: Red = 255, Green = 224, Blue = 32 For an orange color, you could use: Red = 255, Green = 64, Blue = 0 For red dots, you could use: Red = 255, Green = 0, Blue = 0 Experiment with the #'s, until you find colors that look good to you! Changing the Intensity of the DMD Dots: The DMD uses 3 levels of intensity (100%,66%,33%) plus an "unlit" state to create graphics on the display. 100% are dots that are fully lit, where as 66%, 33%, 0% will each be darker than the fully lit dot, by a certain percentage. You can control these percentages yourself to change the appearance of the DMD. You can change the intensities, using dmd_perc66, dmd_perc33 and dmd_perc0. You cannot change a fully lit dot's intensity. It must always be 100%. For example, to make the DMD Dots much closer in intensity, you could adjust the settings to (100%,90%,80%), by setting dmd_perc66 = 90, dmd_perc33 = 80. This would result in animations where the contrast between each of the 3 intensity levels would be minimal. To make the contrast even more drastic, you could use (100%,50%,20%), by setting dmd_perc66 = 50, dmd_perc33 = 20. These are just examples to demonstrate the functionality. Using these #'s, would probably not look very good! :) As with the Colors, experiment with the intensity levels, until you find #'s that look good to you! Sound Command Mode ------------------ PinMAME has the ability to let you trigger sound commands manually. This will let you play any sound the pinball game can make. Hit the F4 key to turn Sound Command Mode on or off. Follow the instructions on screen to generate sounds. The sound commander work in two modes: Manual mode: you enter the commands directly using the arrows. NOTE: Not all Sound Command #'s generate a sound. e.g. Many games don't have a sound for command #01! Most games require two bytes for each command. Command mode: Sound command are read from the "sounds.dat" file and you can scroll thru all available commands with the arrow keys. Look in the sounds.dat for details on hw to use it. For some games the sound command history is displayed. It can be useful to find out how certain sound are generated. Recording Sounds to a Wave File ------------------------------- PinMAME can record the sound output to a wave file for you to play back anytime you want. Hit the F5 key to begin recording, and hit F5 again, to stop recording. The files are created in the wave directory. They begin with the name of the game, plus a #, just like screenshots work. If you're having trouble make sure your .cfg file points to a valid directory, and that you have enough free disk space to create the wave. Important: ---------- WAV files can become *very* big quickly. These are not compressed like MP3 files, so be carefull. You can easily end up with 50MB wav files for just a few minutes of recording! Accessing Williams/Bally WPC - Hidden Menu ------------------------------------------ Did you know that all WPC Machines have a hidden menu? Yes, it's true. To access it, you must leave the bookkeeping menu while holding down 'up' [9] and 'down' [8] buttons. i.e. press 'Enter' [0] three times, so that "B1. Main Audits" is flashing as the selected choice Now hold down 'up' [9] and 'down' [8] and press 'escape' [7]. If you did it correctly, you should see a new choice on the menu: EXEC LOCKUPS - B.1 01..... Using the normal Up/Down keys you can cycle through the other new choices...Try this on your real machine at home too! Known Bugs ---------- See bugs.txt for list of known problems with PinMAME. The PinMAME Development Team ---------------------------- Steve Ellenoff (sellenoff at comcast.net) Tom Haukap (Tom.Haukap at t-online.de) Martin Adrian (wpcmame at hotmail.com) Gerrit Volkenborn (gaston at pinmame.de) Brian Smith (destruk at comcast.net) Thomas Behrens (TomB1709 at gmail.com) Oliver Kaegi (okaegi at freesurf.ch) Matthias Buecher (maddes.b at arcor.de) PinMAME Contributors -------------------- Inkochnito (inkochnito at kpnplanet.nl) Marton Larrosa (marton at mail.com) Jarek Parchanski (jpdev at priv6.onet.pl) Jonathan N. Deitch (jdeitch at litz.org) Dave Roberts (daverob at cwcom.net) Dorsola (dorsola at descent2.com) Johan S (arcadepreserv at hotmail.com) Guru (theguru at emuunlim.com) Martin Wiest (Mr.Startrek at gmx.de) Joep (veld2611 at planet.nl) Jim Hernandez (vidpro1 at netzero.net) Douglas Cope (djcope11 at yahoo.co.uk) Silvio Finotti (silviorf at yahoo.com) Yvon Poulin (darkness21 at globetrotter.net) Pascal Janin (PascalPi1 at aol.com) Daniel Dietrich (3d at data-east.de) Kelley (pinballjail at charter.net) Hans Balk (www.flipperwinkel.nl) TecnoPinball (www.tecnopinball.org) Note from the PinMAME Dev. team ------------------------------- We're working hard to improve this great emulator, and welcome your feedback!! Please do not hesitate to contact us with questions, bug reports, suggestions, whatever!