BallyFA

Bally MPU based on FPGA

Hardware version 1.x and 2.x

Software version x.30

user manual

ralf@lisy.dev

v1.30 23.10.2026

German version: BallyFA_Bedienungsanleitung.html. French version: BallyFA_manuel_utilisateur.html. The chapter numbering is the same in all three.

Table of contents

Important remark

By using BallyFA it is possible to damage your pinball machine. As this is a private project with NO commercial interest the author accepts no liability for any damage that may arise by using BallyFA!

1. Introduction

BallyFA uses a (low cost) FPGA which emulates the hardware of a Bally -17 / -35 MPU: the 6800 processor, the two PIA 6821, the 6810 ram, the 5101 CMOS ram and the game roms U2 and U6. The exception is connector 'J5', which means BallyFA cannot be used with Stern games that have their sound board connected via J5. For those games there is SternFA.

BallyFA is a 100% hobby project. This makes the solution cheap; depending on where you buy your components it is possible to build your Bally replacement MPU for less than 50 €.

What do you need?

Three things are worth knowing before you begin:

2. Quickstart

  1. Download the latest SD card image and the FPGA program for your board from lisy.dev (chapter 9)
  2. Write the image to a micro SD card and put the card into the board
  3. Program the FPGA
  4. Configure DIP bank S1 'game select' according to your pinball (Appendix A)
  5. Leave DIP bank S2 'options' all OFF for a start
  6. Replace your original Bally MPU with BallyFA
  7. Switch the game ON
  8. Watch the displays for the first seconds and check that version and game number are what you expect (chapter 5.1)
  9. Enjoy

Documentation on how to program your board for the first time can be found on my website: https://lisy.dev/documentation-01.html

3. Installation

BallyFA boards have the same connectors and the same mounting holes as the original Bally/Stern MPUs, so replacing the board can be done in seconds. Switch the machine off, pull the original MPU, put BallyFA in, done.

4. DIP switch settings

4.1. DIP switch S1: game select

Here you select which game BallyFA should run. This depends on the roms placed on the SD card; Appendix A lists what the current image contains, chapter 10 explains the structure of the card.

The switch pattern is simply the game number in binary, S1 being the lowest bit:

Switch S1 S2 S3 S4 S5 S6 S7 S8
adds 1 2 4 8 16 32 64 128

ON = the value is added. Game 36 (ELEKTRA) is therefore 4 + 32 = S3 and S6 ON, everything else OFF. Appendix A spells this out for every game.

4.2. DIP switch S2: options

Default setting is all OFF.

4.2.1. S2-Dip1 -> zero cross emulator

A Bally MPU needs a 'zero cross' signal in order to work properly; this signal comes from the 12 volt power supply. The existence of this signal is checked during boot.

With Dip1 ON BallyFA emulates this signal, so for testing on the bench you only need a 5 volt supply. Note that the timing is different with emulated zero cross - use it on the bench, not in the machine.

4.2.2. S2-Dip2 -> save nvram content continuously

BallyFA uses an EEPROM or FRAM to save the nvram content (high scores and extended settings). Each game has its own area in it.

During normal gameplay the nvram content is saved automatically - triggered by the test switch, the game over relay and the credit button.

With Dip2 ON BallyFA additionally saves the complete nvram content every second. This is meant for bench testing.

Caution: only use Dip2 ON on a board with FRAM. An EEPROM has a limited number of write cycles, and saving every second wears it out. FRAM does not care. (This changed in software x.23; before, Dip2 triggered a single save.)

4.2.3. S2-Dip3 -> not used

Not implemented, leave it OFF.

4.2.4. S2-Dip4 -> anti flicker for games with LEDs

With Dip4 ON BallyFA changes the timing of the zero cross signal. Bally games are known for flickering LED replacement lamps; usually each LED needs a resistor in parallel to solve this. With this option the LEDs are flicker free without the additional resistors.

4.2.5. S2-Dip5 -> coin validator

With Dip5 ON the coin validator input is activated (chapter 7). Do not activate this when no validator is connected.

4.2.6. S2-Dip6 -> init nvram

With Dip6 ON BallyFA initialises the nvram of the selected game to zero during boot. This is useful if you want to reset all ram content.

Set it back to OFF and power cycle afterwards - otherwise the machine will wipe its settings on every start.

5. Boot sequence

5.1. Phase 1: the info display

Immediately after switching on the pinball with BallyFA inserted you will see the following on the displays of your pinball machine, before any game code runs:

Display Shows
Player 1 version of the FPGA program running, e.g. 4 3 0. The first digit is the FPGA board, a leading 2 means base board HW 2.x - e.g. 2 4 3 0 (chapter 9)
Player 2 the selected game number from S1
Player 3 050963 - the lisy.dev identifier for FPGA based MPUs. It is fixed and only tells you that the display path works
Player 4 empty when the game came from the SD card. When it came from the configuration flash: the game number (chapter 5.3)
Credit / status a counter, counting down with each blink of the green 'Bally' LED

Check player 1 and player 2 at every first start. They tell you whether the right program is in the FPGA and whether the game select switches are set to what you meant.

After the first five blinks the displays are blanked until the game code takes them over.

5.2. Phase 2: SD card read

BallyFA reads the rom of the selected game from the SD card. If this fails, the red LED 'SD card error' blinks a code - one blink per second, the number of blinks tells at which step of the card initialisation it failed - and then stays lit. The CPU is not started.

If the read succeeds, the red LED stays dark.

5.3. Running without SD card (x.30, Cyclone IV and Cyclone 10)

New with software x.30. If no SD card answers, a board with a Cyclone IV or Cyclone 10 FPGA board does not stop there: it loads the selected game from the configuration flash (EPCS16) the FPGA itself boots from, under the same game number as on the card.

5.4. Phase 3: program execution

The code selected with the DIP switch 'game select' is executed. This starts the normal Bally boot sequence by blinking the green 'Bally' LED. If the code runs (regular interrupts are seen) the green 'ON' LED goes on.

From here on, the machine behaves like the original.

6. The LEDs on the board

LED Meaning
SD card error (red) dark is the normal state. Blinking then steady = the SD card could not be read (5.2). 8 blinks in a row with a pause = error 8, game not in the flash (5.3)
zero cross shows the zero cross signal from the power supply. If it is missing, look at the rectifier board, not at BallyFA
Bally (green) the LED of the original MPU: blinks during the boot sequence of the game code
ON (green) lit while the game code runs and the interrupts come regularly

7. Coin validator (optional)

You can connect a standard coin validator (e.g. NRI-G13) to the connector on the bottom of the BallyFA PCB. To activate the coin validator set Dip5 of the 'options' DIP switch bank to ON.

Bally switch / channel assignments for BallyFA:

Bally switch Chute Validator channel
#9 right chute channel 6
#10 left chute channel 4
#11 middle chute channel 5

The coin lockout output of the game also drives the lockout input of the validator.

8. USB connection (hardware 2.x)

Base board HW 2.x has a USB connector (CH340 serial converter). Behind it the FPGA runs the lisy_api protocol for the Mission Pinball Framework (MPF). This is a beta: so far it only answers the MPF hardware scan. For normal play the USB connector is not needed.

HW 1.x boards have no USB connector.

9. Board variants and the FPGA program

The same design runs on eight combinations of base board and FPGA board, and the FPGA program is not interchangeable between them - the pin assignment differs, and a wrong program will at best show nothing and at worst drive the wrong pins.

Base board FPGA board Version shown Release file x.30 Flash fallback
HW 1.x Cyclone II 1.30 hardware_v1.x/Cyclone_II/BallyFA_130.pof –
HW 1.x Cyclone IV v3.x 2.30 hardware_v1.x/Cyclone_IV/FPGA_board_v3.x/BallyFA_230.jic yes
HW 1.x Cyclone IV v4.x 3.30 hardware_v1.x/Cyclone_IV/FPGA_board_v4.x/BallyFA_330.jic yes
HW 1.x Cyclone 10 4.30 hardware_v1.x/Cyclone_10/BallyFA_430.jic yes
HW 2.x Cyclone II 2 1.30 hardware_v2.x/Cyclone_II/BallyFA_2_130.pof –
HW 2.x Cyclone IV v3.x 2 2.30 hardware_v2.x/Cyclone_IV/FPGA_board_v3.x/BallyFA_2_230.jic yes
HW 2.x Cyclone IV v4.x 2 3.30 hardware_v2.x/Cyclone_IV/FPGA_board_v4.x/BallyFA_2_330.jic yes
HW 2.x Cyclone 10 2 4.30 hardware_v2.x/Cyclone_10/BallyFA_2_430.jic yes

The info display tells you which program is running: on player display 1 the leading 2 stands for base board HW 2.x, the next digit for the FPGA board, the last two for the software version. The files are in the BallyFA software repository, in the same folder structure:

https://lisy.dev/swrep/BallyFA/software/

How to install the programmer software and the USB Blaster driver and how to program the FPGA is described on https://lisy.dev/documentation-01.html. The FPGA is configured from a serial configuration device, so the program stays in place after a power cycle. You program it once, not at every start.

10. Structure of the SD card

Due to limitations of the SD card read routine in the FPGA (it reads fixed sector numbers instead of looking for file names) it is necessary to use my SD card image (128 MByte). You can write the image to a SD card of your choice with a raw imaging tool (for example Win32DiskImager, balenaEtcher or dd).

With game select all '0' BallyFA reads the first rom image at sector number 660. With my 128 MB BallyFA image this is the location of the first file you write to an empty SD card. Every game occupies 16 sectors, so game n starts at sector 660 + n x 16.

The Bally roms need to be in the 'U2 / U6' format, 4 KByte each, so one rom image usable for BallyFA is 8 KByte in size: first U2, then U6.

10.1. BallyFA image

My BallyFA SD card image (v111) has almost all available roms 'on board' - 142 games. See Appendix A for the game list and Appendix B for a description of the special roms.

10.2. Use your own roms

Let us assume you have a Bally KISS pinball with the rom files U2: KISS2732.U2 and U6: 720-3032.U6. You can create your BallyFA rom on the Windows command line with:

copy /b KISS2732.U2 + 720-3032.U6 BallyFA_Kiss.rom

Delete ALL files on your BallyFA SD card and copy BallyFA_Kiss.rom to it. Now, by selecting '0' on game select, you will have a KISS pinball running.

11. Game roms in the FPGA flash

Boards with a Cyclone IV or Cyclone 10 FPGA board boot from a 2 MByte flash chip (EPCS16). The FPGA program takes the first 512 KByte; from address 080000h on there is room for 192 games of 8 KByte each, byte for byte the same images as on the SD card:

flash address 080000h + game number x 2000h    8 KByte game rom (U2 + U6)

The roms are copyrighted, so they cannot be part of the download. You put them there yourself, from an image of your SD card. In the BallyFA source tree (github.com/bontango/BallyFa) run

powershell -File scripts\build.ps1 <variant> -RomImage <path>\BallyFA_SD_111.img

for example hw2_cyclone_10; the variant names are listed in the README.md there. This builds the FPGA program and puts it together with every game of the image into one file, variants\<variant>\output_files\bally_roms.jic. Program it with the Quartus Programmer instead of the normal .jic.

From then on the board runs without SD card. With a card in the slot the card always wins, so you can still try other roms from a card without touching the flash.

Keep that file to yourself. It contains the game roms and must not be passed on.

12. Version history

The version shown at boot is [2] board . sub version, e.g. 2 4.23 for HW 2.x with Cyclone 10 and software x.23.

Version Change
x.11 Dip4 delayed zero cross for LED anti flicker (not working yet)
x.12 new SD card routine to support more cards
x.13 clock tests reverted because of ghosting
x.14 display clock shift adapted for combo board interrupts (not working)
x.15 IRQ bug in pia6821 solved, display clock without shift and adapted speed
x.16 CB2 (sound select) set to high during boot (X's and O's problem with init of the sound board)
x.17 weak pull-ups on U10_PB, CV_CH, S33, U10_CA1, U11_CB1, zero cross because of 74LVC245A
x.18 LED_0 activation after boot and SD read, needed for a clean init of the Cheap Squeak board (BallyFA HW v1.11)
x.19 option Dip4 activates the delayed zero cross for LED anti flicker
x.20 SD card routine corrected, safe calculation of the sector numbers
x.21 zero cross indicator adjusted, no more blinking zero cross LED with MPU-133
x.22 second (mirror) range for the CMOS ram - Baby Pacman checks it during its self test
x.23 option Dip2 changed: when set, the CMOS content is saved to EEPROM/FRAM every second (only with FRAM)
x.30 game roms from the configuration flash when no SD card answers (Cyclone IV/10, games 0..191, error 8 for an empty slot, display 4 shows the game number); timing fix for Cyclone II; one common source tree for all eight boards

Appendix A 'game select'

Game numbers of SD card image v111. ON = switch closed. The pattern is the game number in binary with S1 as the lowest bit, see 4.1.

No S1 S2 S3 S4 S5 S6 S7 S8 Game Remark
0 off off off off off off off off FREEDOM –
1 on off off off off off off off NIGHTRIDER –
2 off on off off off off off off EVELKNIEVEL –
3 on on off off off off off off EIGHTBALL –
4 off off on off off off off off POWERPLAY –
5 on off on off off off off off MATAHARI –
6 off on on off off off off off BLACKJACK –
7 on on on off off off off off STRIKES_SPARES –
8 off off off on off off off off LOSTWORLD –
9 on off off on off off off off 6MILLIONMAN –
10 off on off on off off off off PLAYBOY –
11 on on off on off off off off VOLTAN –
12 off off on on off off off off SUPERSONIC –
13 on off on on off off off off STARTREK –
14 off on on on off off off off KISS –
15 on on on on off off off off PARAGON –
16 off off off off on off off off HARLEMGLOBE –
17 on off off off on off off off DOLLYPARTON –
18 off on off off on off off off FUTURESPA –
19 on on off off on off off off NITROGROUND –
20 off off on off on off off off SILVERBALLMANIA –
21 on off on off on off off off SPACEINVADERS –
22 off on on off on off off off ROLLINGSTONES –
23 on on on off on off off off MYSTIC –
24 off off off on on off off off HOTDOGGIN –
25 on off off on on off off off VIKING –
26 off on off on on off off off SKATEBALL –
27 on on off on on off off off FRONTIER –
28 off off on on on off off off XENON –
29 on off on on on off off off FLASHGORDON –
30 off on on on on off off off 8BALLDELUXE –
31 on on on on on off off off FIREBALLII –
32 off off off off off on off off EMRYRON –
33 on off off off off on off off FATHOM –
34 off on off off off on off off MEDUSA –
35 on on off off off on off off CENTAUR –
36 off off on off off on off off ELEKTRA –
37 on off on off off on off off VECTOR –
38 off on on off off on off off MR_MRSPACMAN –
39 on on on off off on off off SPECTRUM –
40 off off off on off on off off SPEAKEASY –
41 on off off on off on off off BMX –
42 off on off on off on off off GRANDSLAM 2 player
43 on on off on off on off off GOLDBALL –
44 off off on on off on off off XandOs –
45 on off on on off on off off SPYHUNTER Freeplay
46 off on on on off on off off KINGSOFSTEEL Freeplay
47 on on on on off on off off BLACKPYRAMID Freeplay
48 off off off off on on off off FIREBALCLASSIC Freeplay
49 on off off off on on off off CYBERNAUT Freeplay
50 off on off off on on off off NIGHTRIDER Freeplay
51 on on off off on on off off EVELKNIEVEL Freeplay
52 off off on off on on off off EIGHTBALL Freeplay
53 on off on off on on off off POWERPLAY Freeplay
54 off on on off on on off off MATAHARI Freeplay
55 on on on off on on off off BLACKJACK Freeplay
56 off off off on on on off off STRIKES_SPARES Freeplay
57 on off off on on on off off LOSTWORLD Freeplay
58 off on off on on on off off 6MILLIONMAN Freeplay
59 on on off on on on off off PLAYBOY Freeplay
60 off off on on on on off off VOLTAN Freeplay
61 on off on on on on off off SUPERSONIC Freeplay
62 off on on on on on off off STARTREK Freeplay
63 on on on on on on off off KISS Freeplay
64 off off off off off off on off PARAGON Freeplay
65 on off off off off off on off HARLEMGLOBE Freeplay
66 off on off off off off on off DOLLYPARTON Freeplay
67 on on off off off off on off FUTURESPA Freeplay
68 off off on off off off on off NITROGROUND Freeplay
69 on off on off off off on off SILVERBALLMANIA Freeplay
70 off on on off off off on off SPACEINVADERS Freeplay
71 on on on off off off on off ROLLINGSTONES Freeplay
72 off off off on off off on off MYSTIC Freeplay
73 on off off on off off on off HOTDOGGIN Freeplay
74 off on off on off off on off VIKING Freeplay
75 on on off on off off on off SKATEBALL Freeplay
76 off off on on off off on off FRONTIER Freeplay
77 on off on on off off on off XENON Freeplay
78 off on on on off off on off FLASHGORDON Freeplay
79 on on on on off off on off 8BALLDELUXE Freeplay
80 off off off off on off on off FIREBALLII Freeplay
81 on off off off on off on off EMRYRON Freeplay
82 off on off off on off on off FATHOM Freeplay
83 on on off off on off on off MEDUSA Freeplay
84 off off on off on off on off CENTAUR Freeplay
85 on off on off on off on off ELEKTRA Freeplay
86 off on on off on off on off VECTOR Freeplay
87 on on on off on off on off MR_MRSPACMAN –
88 off off off on on off on off SPECTRUM –
89 on off off on on off on off SPEAKEASY –
90 off on off on on off on off BMX –
91 on on off on on off on off GOLDBALL –
92 off off on on on off on off XandOs Freeplay
93 on off on on on off on off SPYHUNTER Freeplay
94 off on on on on off on off KINGSOFSTEEL Freeplay
95 on on on on on off on off BLACKPYRAMID Freeplay
96 off off off off off on on off FIREBALCLASSIC Freeplay
97 on off off off off on on off CYBERNAUT Freeplay
98 off on off off off on on off 6MILLIONMAN 7digit mod
99 on on off off off on on off PLAYBOY 7digit mod
100 off off on off off on on off VOLTAN 7digit mod
101 on off on off off on on off SUPERSONIC 7digit mod
102 off on on off off on on off STARTREK 7digit mod
103 on on on off off on on off KISS 7digit mod
104 off off off on off on on off PARAGON 7digit mod
105 on off off on off on on off HARLEMGLOBE 7digit mod
106 off on off on off on on off DOLLYPARTON 7digit mod
107 on on off on off on on off FUTURESPA 7digit mod
108 off off on on off on on off NITROGROUND 7digit mod
109 on off on on off on on off SILVERBALLMANIA 7digit mod
110 off on on on off on on off SPACEINVADERS 7digit mod
111 on on on on off on on off ROLLINGSTONES 7digit mod
112 off off off off on on on off MYSTIC 7digit mod
113 on off off off on on on off HOTDOGGIN 7digit mod
114 off on off off on on on off VIKING 7digit mod
115 on on off off on on on off 8BALLDELUXE Special
116 off off on off on on on off EMBRYON Special
117 on off on off on on on off VECTOR Special
118 off on on off on on on off FATHOM Special
119 on on on off on on on off NITROGROUND Special w. Sirene Patch
120 off off off on on on on off Pinball Stern
121 on off off on on on on off Stingray Stern
122 off on off on on on on off Stars Stern
123 on on off on on on on off Memory Lane Stern
124 off off on on on on on off Pinball Stern Freeplay
125 on off on on on on on off Stingray Stern Freeplay
126 off on on on on on on off Stars Stern Freeplay
127 on on on on on on on off Memory Lane Stern Freeplay
128 off off off off off off off on Tigerrag Bell Games
129 on off off off off off off on 8BALLDELUXE V32
130 off on off off off off off on SPEAKEASY 4 player
131 on on off off off off off on SPEAKEASY 4 player freeplay
132 off off on off off off off on Saturn2 Bell Games
133 on off on off off off off on Lectronamo Stern
134 off on on off off off off on Lectronamo Stern Freeplay
135 on on on off off off off on World Defender Bell Games
136 off off off on off off off on World Defender Bell Games Freeplay
137 on off off on off off off on Baby Pacman –
138 off on off on off off off on Baby Pacman Okaegi version
139 on on off on off off off on GRANDSLAM 4 player
140 off off on on off off off on GRANDSLAM 2 player freeplay
141 on off on on off off off on GRANDSLAM 4 player freeplay

Appendix B 'rom description'

The description that comes with the 2732 rom collection used for the image, unchanged. "Oliver" is the author of the custom freeplay and feature roms.

2732 U2 & U6 GAME ROM LIST - 6/30/05
------------------------------------
The following list of 1977-1985 Bally games is organized
by U6 ROM type.  Many games share the same U6 ROM, so the list
is organized in that manner. Note at the end of this list there
are a number of custom ROM files modified by Oliver. These give
all Bally games a free play option. He has also modified a few
other games to have different play features.


GAME        U2 POSITION U6 POSITION          
----        ----------- -----------
FREEDOM     FREE2732.U2 FREE2732.U6 
                              
NIGHT RIDER NGHT2732.U2 720-2132.U6                  
EVEL KNIEVEL    EVEL2732.U2 720-2132.U6
EIGHTBALL   8BAL2732.U2 720-2132.U6
POWER PLAY  POWR2732.U2 720-2132.U6
MATA HARI   MATA2732.U2 720-2132.U6      
BLACK JACK  BLKJ2732.U2 720-2132.U6
STRIKES/SPARES  STSP2732.U2 720-2132.U6 

LOST WORLD  LOST2732.U2 720-2832.U6

$6 MILLION MAN  6MIL2732.U2 720-3032.U6
PLAYBOY     PLAY2732.U2 720-3032.U6
VOLTAN      VOLT2732.U2 720-3032.U6
SUPERSONIC  SURP2732.U2 720-3032.U6
STAR TREK   STAR2732.U2 720-3032.U6
KISS        KISS2732.U2 720-3032.U6
PARAGON     PARA2732.U2     720-3032.U6

HARLEM GLOBE    HARL2732.U2 720-3532.U6
DOLLY PARTON    DOLL2732.U2 720-3532.U6
FUTURE SPA  FSPA2732.U2 720-3532.U6
NITRO GROUND    NITR2732.U2 720-3532.U6
SILVERBALLMANIA SILV2732.U2 720-3532.U6
SPACE INVADERS  INVA2732.U2 720-3532.U6 
ROLLING STONES  ROLL2732.U2 720-3532.U6
MYSTIC      MYST2732.U2 720-3532.U6
HOT DOGGIN  HOTD2732.U2 720-3532.U6
VIKING      VIKG2732.U2 720-3532.U6

SKATEBALL   SKAT2732.U2 720-4032.U6
FRONTIER    FRNT2732.U2 720-4032.U6
XENON       XNON2732.U2 720-4032.U6

FLASH GORDON    FLSH2732.U2 720-5232.U6
8 BALL DELUXE   8DLX2732.U2 720-5232.U6
FIREBALL II FB2_2732.U2 720-5232.U6
EMRYRON     EMBY2732.U2 720-5232.U6

FATHOM      FATH2732.U2 720-5332.U6
MEDUSA      MDUS2732.U2 720-5332.U6
CENTAUR     CENT2732.U2 720-5332.U6
ELEKTRA     ELEK2732.U2 720-5332.U6
VECTOR      VECT2732.U2 720-5332.U6
MR/MRS PACMAN   MR&S2732.U2 720-5332.U6 
SPECTRUM    SPEC2732.U2 720-5332.U6
SPEAKEASY   EASY2732.U2 720-5332.U6
BMX     BMX_2732.U2 720-5332.U6
GOLD BALL   GOLD2732.U2 720-5332.U6
X's & O's   X&OS2732.U2 720-5332.U6
SPY HUNTER  SPY_2732.U2 720-5332.U6
KINGS OF STEEL  KNGS2732.U2 720-5332.U6
BLACK PYRAMID   BLKP2732.U2 720-5332.U6
FIREBAL CLASSIC FB_CLASS.U2 720-5332.U6
CYBERNAUT   CYBE2732.U2 720-5332.U6

GRAND SLAM  GRNDSLAM.U2 GRNDSLAM.U6





2005 New Additions:
===================

720F3132.U6  by Oliver
This file replace the 720-3132.U6 for the following games
(the game specific U2 is unchanged):

NIGHT RIDER NGHT2732.U2 720-2132.U6                  
EVEL KNIEVEL    EVEL2732.U2 720-2132.U6
EIGHTBALL   8BAL2732.U2 720-2132.U6
POWER PLAY  POWR2732.U2 720-2132.U6
MATA HARI   MATA2732.U2 720-2132.U6      
BLACK JACK  BLKJ2732.U2 720-2132.U6
STRIKES/SPARES  ST&S2732.U2 720-2132.U6 

version date    remark
2     09/19/04  add free play
        recalculate checksum
        installation notes:
        burn the file on 2732 eprom
        after power on you will see the version number in the one player display
        if dip switch 17 = on  and dip switch 18 = on and dip switch 19 = on
        freeplay is enable: decrease credits not lower then 01
----------------

720F2832.U6  by Oliver
This file replace the 720-2832.U6 for the following games
(the game specific U2 is unchanged):

LOST WORLD  LOST2732.U2 720-2832.U6

version date    remark
2     10/25/04  add free play
        recalculate checksum
        installation notes:
        burn the file on 2732 eprom
        after power on you will see the version number in the one player displays
        if dip switch 19 = on  and dip switch 18 = on and dip swotch 17 = on
        freeplay is enable: decrease credits not lower then 01
----------------

720F3032.U6  by Oliver
This file replace the 720-3032.U6 for the following games
(the game specific U2 is unchanged):

$6 MILLION MAN  6MI$2732.U2 720-3032.U6
PLAYBOY     PLAY2732.U2 720-3032.U6
VOLTAN      VOLT2732.U2 720-3032.U6
SUPERSONIC  SURP2732.U2 720-3032.U6
STAR TREK   STAR2732.U2 720-3032.U6
KISS        KISS2732.U2 720-3032.U6
PARAGON     PARA2732.U2     720-3032.U6

version date    remark
3     09/11/04  add free play
        recalculate checksum
        installation notes:
        burn the file on 2732 eprom
        after power on you will see the version number in the one player displays
        if dip switch 17 = on  and dip switch 18 = on and dip switch 19 = on
        freeplay is enable: decrease credits not lower then 01
----------------

720F3532.U6  by Oliver
This file replace the 720-3532.u6 for the following games:

HARLEM GLOBE    HARL2732.U2 720-3532.U6
DOLLY PARTON    DOLL2732.U2 720-3532.U6
FUTURE SPA  FSPA2732.U2 720-3532.U6
NITRO GROUND    NITR2732.U2 720-3532.U6
SILVERBALLMANIA SILV2732.U2 720-3532.U6
SPACE INVADERS  INVA2732.U2 720-3532.U6 
ROLLING STONES  ROLL2732.U2 720-3532.U6
MYSTIC      MYST2732.U2 720-3532.U6
HOT DOGGIN  HOTD2732.U2 720-3532.U6
VIKING      VIKG2732.U2 720-3532.U6

version date    remark
9     09/25/04  installation notes:
        correct fake 0 handling (corrected with version 6)
        Display only 00 instead of 000 during game (corrected with version 7)
        Correct match routine for hotdogging and mystic (corrected with version 8)
        new dip switches with version 9
        
        dip switch 25 = on and dip switch 26 = on enables freegame
        decrease credits not lower then 01
        dip switch 22 = on 3 freegames, off = 0 freegame if breaking high score to date

        This files allows the usage of 7-digit displays instead of 6-digit, if desired.
        Replace the four player 6-digit displays with 7-digit displays (only if dip switch 21 = on)
        Install a little pcb (only if dip switch 21 = on)
        Look here for the hardware part (only if dip switch 21 = on)
        http://www.pinball4you.ch/okaegi/pro_d7.html
        after power on you will see the version number in the one player displays
        
            dip switch 21 = off and use original 6 digit displays with 
            the maximum player score of 999,990)
            dip switch 21 = on  7 digit scoring     

After the install erase the stored freegames and the highscore (setting 01 - 04).
-----------------

720F4032.U6  by Oliver
This file replace the 720-4032.U6 for the following games
(the game specific U2 is unchanged):

SKATEBALL   SKAT2732.U2 720-4032.U6
FRONTIER    FRNT2732.U2 720-4032.U6
XENON       XNON2732.U2 720-4032.U6

version date    remark
1     10/03/04  add free play
        recalculate checksum
        installation notes:
        burn the file on 2732 eprom
        after power on you will see the version number in the one player displays
        if dip switch 25 = on  and dip switch 26 = on 
        freeplay is enable: decrease credits not lower then 01
-----------------

720F5232.U6  by Oliver
This file replace the 720-5232.U6 for the following games
(the game specific U2 is unchanged):

FLASH GORDON    FLSH2732.U2 720-5232.U6
8 BALL DELUXE   8DEL2732.U2 720-5232.U6
FIREBALL II FB2-2732.U2 720-5232.U6
EMRYRON     EMBY2732.U2 720-5232.U6 

** For embryon a custom ROM version with new features and 7 digit scoring
switchable is availiable.

version date    remark
1     10/06/04  add free play
        recalculate checksum
        installation notes:
        burn the file on 2732 eprom
        after power on you will see the version number in the one player displays
        if dip switch 25 = on  and dip switch 26 = on 
        freeplay is enable: decrease credits not lower then 01
-----------------

720F5332.U6  by Oliver
This file replace the 720-5332.U6 for the following games
(the game specific U2 is unchanged):

FATHOM *    FATH2732.U2 720-5332.U6
MEDUSA      MDUS2732.U2 720-5332.U6
CENTAUR     CENT2732.U2 720-5332.U6
ELEKTRA     ELEK2732.U2 720-5332.U6
VECTOR *    VECT2732.U2 720-5332.U6
MR/MRS PACMAN   MR&S2732.U2 720-5332.U6 
SPECTRUM    SPEC2732.U2 720-5332.U6
SPEAKEASY   EASY2732.U2 720-5332.U6
BMX     BMX-2732.U2 720-5332.U6
GOLD BALL   GOLD2732.U2 720-5332.U6
X's & O's   X&OS2732.U2 720-5332.U6
SPY HUNTER  SPY-2732.U2 720-5332.U6
KINGS OF STEEL  KNGS2732.U2 720-5332.U6
BLACK PYRAMID   BLKP2732.U2 720-5332.U6
FIREBAL CLASSIC FB-CLASS.U2 720-5332.U6
CYBERNAUT   CYBE2732.U2 720-5332.U6

* For Fathom and Vector a custom ROM versions with new features are available.

version date    remark
1     10/16/04  add free play
        recalculate checksum
        installation notes:
        burn the file on 2732 eprom
        after power on you will see the version number in the one player displays
        if dip switch 25 = on  and dip switch 26 = on 
        freeplay is enable: decrease credits not lower then 01
-----------------

EIGHT BALL DELUXE Deluxe Custom ROM files by Oliver.
8DLX_v24.U2  (2732 EPROM)
8DLX_v24.U6  (2732 EPROM)

version date    remark
24    06/04/05  add free play
        add version nummber, 
        recalculate checksum

        installation notes:
        burn the U2 and U6 file on 2732/2532 eproms
        after power on you will see the version number in the one player displays
        if dip switch 25 = on  and dip switch 26 = on 
        freeplay is enable: decrease credits not lower then 01

        Bonus bug for player 2 and 4 fixed (from production rom):
        If the 56K or 112K bonus holdover light is lit while the bonus is being
        scored, the game scores bonus for *9* balls for a total bonus count of
        63K instead of 56K and 128K instead of 112K. This bug is fixed.
        The ontime for the solenoid expander lamp is enlarged.
        
        A new skill shot is implemented:
        1) When all the right horseshoes targets are down and the eight ball is 
        hit, the deluxe targets are lit. (as production rom) 

        No deluxe target is flashing at the beginning. 

        2) After you hit any of the lit deluxe target, the flashing sequence 
        starts. The next target deluxe is flashing. (For example if you hit 
        de"L"uxe then the "U" is flashing). 
    
        3) If you hit a flashing deluxe target, then you get 15'000 point and 
        the next deluxe target flashes. (In this case the "X"). 

        4) If you hit a dark deluxe target, the deluxe target keeps flashing. 

        5) if you hit another lit deluxe target, the flashing stops. 

        6) When you hit the last flashing deluxe target, you score 550'000 
        points and you hear "eight ball deluxe".
-----------------

EMBRYON Custom ROM files by Oliver.
EMBY_v9.U2 (2732 EPROM)
EMBY_v9.U6 (2732 EPROM)

version date    remark
9     10/07/04  
        add 7-digit displays for player 1 - 4, add version nummber, 
        recalculate checksum
        installation notes:
        burn the two files on 2732 eprom        
        
        additional installation notes 
        if you want 7 digit scoring, dip switch 32 = off:
        replace the four player 6-digit displays with 7-digit displays 
        Add an additional wire fom A4 (mpu) J1 Pin 7 to every player display pin 12 
        (don't connect the credit display !)
        after power on you will see the version number in the one player displays

        dip switch 27 = on  -> Give two embryon letters
        dip switch 31 = on -> 5 ball
        dip switch 31 = off -> 3 ball       
        dip switch 32 = off -> 7 digit scoring
        dip switch 32 = on  -> 6 digit scoring (orignal with 6 digit displays, maximum player score is 999'990)

        Credit Display always on,
        A lightshow added with multiball start
        also reset left targetbank for extraball
        if dip switch 25 = on  and dip switch 26 = on 
        freeplay is enable: decrease credits not lower then 01
        delay before multiball start is a little bit longer 
-----------------

VECTOR Custom ROM files by Oliver.
VECT_v5.U2 (2732 EPROM)
VECT_v5.U6 (2732 EPROM)

version date    remark
5     10/16/04  freegame setting if (dip 25 / 26) = 1, adjust timing from speech 
        (weak shoot,incredibel shoot, great shoot, new vector record..)

        Vector Skill Plunger Shot.
        Adds a potential skill shot to the Standard Vector Ruleset and 
        incorporates the unused "Super Shot" voice quote.
        Game awards a skill shot value (75K) if
        the ball shot from the plunger goes over the rollover button. Feature is
        cancelled when any other switch is hit. Every light of the right bonus 
        ladder is lit when a new ball is served. After successful hit, 25k + 5k is lit.

        "[1,2,3] captured!"
        Incorporates the unused "[1,2] captured" voice quotes into the ball
        lock sequence. Remove the "energy stored" phrazes
        Rules:
        - 1st ball locked: Game voices out "1 caputred" 
        - 2nd ball locked: Gave voices out "2 captured!"
        - 3nd ball locked: Gave voices out "3 captured!"
        After 1 and 2 ball captured, the next quote "Shoot for hype targets" is used. 
        After the 3 ball is locked, then the next quote "powerballs released" is used. 

        Quick Multiball
        Incorporates the unused "Strategy Changed!" voice quote into 
        gameplay, which better defines the quick multiball feature which is started
        via the H-Y-P-E targets when a ball is currently locked.
        When Quick Multiball (2-Ball or 3-Ball) is started via the H-Y-P-E
        targets, the game voices out "Strategy Changed!".

        "Welcome to Vectordome!"
        Incorporates the unused "Welcome to Vectordome!" voice quote.
        When START is pressed for Player 2, 3, or 4, the game voices out this quote. 

        "Double Vectorscan Value!"
        Incorporates the unused "Double Vectorscan Value" voice quote into
        normal gameplay.
        When the player achieves 2X on the Vectorscan multiplier (via H-Y-P-E
        targets), the game voices out this quote.

        "Triple Vectorscan Value!"
        Incorporates the unused "Triple Vectorscan Value" voice quote into
        normal gameplay.
        When the player achieves 3X on the Vectorscan multiplier (via H-Y-P-E
        targets), the game voices out this quote.

        "new vector record"
        Add the "new vector record" voice quote at the end of a play when the 
        high score is beaten.

        "Right rollover button"
        Enlarge the scoring possibliltys on the right rollover button.
        The normal counting sequence (5 -> 10 -> 15 -> 20 -> 25 is enlarged 
        with 5,25 -> 5,10,25 -> 5,10,15,25 -> 5,10,15,20,25)

        "Period completed!"
        Incorporates the unused "Period completed!" voice quote into normal gameplay.
        After the player achieves 3X on the Vectorscan multiplier (via H-Y-P-E
        targets), and no energy is in storage the game voices out this quote.

        Use of "Energy Stored" Quote after outlane special
-----------------

FATHOM Custom ROM files by Oliver.
FATH_v5.U2 (2732 EPROM)
FATH_v5.U6 (2732 EPROM)

version date    remarks
5     10/16/04  freegame setting if dip 25 / 26 = 1

        Skill Shot: 
        At the start of each new ball, the A-B-C rollover lanes will cycle.
        Try to get the ball through the lit lane on your opening shot.  
        (The lane-change feature is disabled in the skill shot mode.)
        Making the skill shot lights two 50k arrows.
        DIP switch 24 on the MPU board is now disabled to allow this feature 
        to work.

        "Air supply gone"
        This phrase is now spoken by the game when the extra ball is lit, 
        and you don't collect it after 6 or 12 seconds.

        "Air gone"
        This phrase is now spoken by the machine when you lose the first 
        ball during multiball mode.

        "The trap is set"
        This phrase is now spoken by the machine if you start a ball with 
        no balls locked.  Otherwise, the standard "Sea nymphs await!" 
        phrase is spoken (for 1st player up).

        "Aahh!"
        This phrase is now spoken by the game when starting for the 
        2nd player added.

        "Aahh, yes!"
        This phrase is now spoken by the game when starting for 
        3rd and 4th players added.