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	<id>https://test.pinballmakers.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Steveshoyer</id>
	<title>Pinball Makers (Staging) - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://test.pinballmakers.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Steveshoyer"/>
	<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php/Special:Contributions/Steveshoyer"/>
	<updated>2026-05-28T05:09:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_20px_az.dmd.zip&amp;diff=1402</id>
		<title>File:Font CC 20px az.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_20px_az.dmd.zip&amp;diff=1402"/>
		<updated>2016-02-10T13:02:52Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_17px_score.dmd.zip&amp;diff=1401</id>
		<title>File:Font CC 17px score.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_17px_score.dmd.zip&amp;diff=1401"/>
		<updated>2016-02-10T13:02:33Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_15px_az.dmd.zip&amp;diff=1400</id>
		<title>File:Font CC 15px az.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_15px_az.dmd.zip&amp;diff=1400"/>
		<updated>2016-02-10T13:02:14Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_wide_score.dmd.zip&amp;diff=1399</id>
		<title>File:Font CC 13px wide score.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_wide_score.dmd.zip&amp;diff=1399"/>
		<updated>2016-02-10T13:01:51Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_score.dmd.zip&amp;diff=1398</id>
		<title>File:Font CC 13px score.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_score.dmd.zip&amp;diff=1398"/>
		<updated>2016-02-10T13:01:30Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_thin_score.dmd.zip&amp;diff=1397</id>
		<title>File:Font CC 13px thin score.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_thin_score.dmd.zip&amp;diff=1397"/>
		<updated>2016-02-10T13:01:00Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_extra_thin_score.dmd.zip&amp;diff=1396</id>
		<title>File:Font CC 13px extra thin score.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_extra_thin_score.dmd.zip&amp;diff=1396"/>
		<updated>2016-02-10T13:00:33Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_12px_az.dmd.zip&amp;diff=1395</id>
		<title>File:Font CC 12px az.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_12px_az.dmd.zip&amp;diff=1395"/>
		<updated>2016-02-10T13:00:09Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_9px_az.dmd.zip&amp;diff=1394</id>
		<title>File:Font CC 9px az.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_9px_az.dmd.zip&amp;diff=1394"/>
		<updated>2016-02-10T12:59:38Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_bold_az.dmd.zip&amp;diff=1393</id>
		<title>File:Font CC 7px bold az.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_bold_az.dmd.zip&amp;diff=1393"/>
		<updated>2016-02-10T12:59:17Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_az.dmd.zip&amp;diff=1392</id>
		<title>File:Font CC 7px az.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_az.dmd.zip&amp;diff=1392"/>
		<updated>2016-02-10T12:58:52Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_Custom_6px_inverted_AZ.dmd.zip&amp;diff=1391</id>
		<title>File:Font Custom 6px inverted AZ.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_Custom_6px_inverted_AZ.dmd.zip&amp;diff=1391"/>
		<updated>2016-02-10T12:58:26Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Fonts&amp;diff=1390</id>
		<title>Fonts</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Fonts&amp;diff=1390"/>
		<updated>2016-02-10T12:57:55Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: /* Fonts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fonts===&lt;br /&gt;
&lt;br /&gt;
This is a collection of pixel fonts in .DMD format for use with PyProcgame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming conventions:&#039;&#039;&#039;&lt;br /&gt;
* Font_(identifier)_(pixel height)_(additional details)_(scope)&lt;br /&gt;
** The identifier is just a name to allow grouping of fonts that go together&lt;br /&gt;
** Since the widths of the characters vary, I identify them all by height&lt;br /&gt;
** Additional details like &amp;quot;bold&amp;quot; or &amp;quot;thin&amp;quot; or &amp;quot;inverse&amp;quot;&lt;br /&gt;
** The Scope can be: score (digits only), AZ (all digits and upper case alphabet), az (all digits and all characters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CENTER&amp;gt;&lt;br /&gt;
{| width=85%  class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Preview Image&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;File (Right-Click/Save-As)&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_5px_AZ.png]] || Recreated 5 pixel font from Cactus Canyon || [[Media:Font_CC_5px_AZ.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_5px_bold_AZ.png]] || Recreated 5 pixel font from Cactus Canyon&amp;lt;BR&amp;gt;Bold Version. || [[Media:Font_CC_5px_bold_AZ.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_6px_az.png]] || Recreated 6 pixel font from Cactus Canyon || [[Media:Font_CC_6px_az.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_Custom_6px_inverted_AZ.png]] || Custom 6px Inverted Font.&amp;lt;BR&amp;gt;Font Height is actually 8 pixels with background.&amp;lt;BR&amp;gt; &amp;amp;lt; and &amp;amp;gt; can be used to cap the string.  || [[Media:Font_Custom_6px_inverted_AZ.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_7px_az.png]] || Recreated 7 pixel font from Cactus Canyon || [[Media:Font_CC_7px_az.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_7px_bold_az.png]] || Recreated 7 pixel font from Cactus Canyon&amp;lt;BR&amp;gt;Bold Version. || [[Media:Font_CC_7px_bold_az.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_9px_az.png]] || Recreated 9 pixel font from Cactus Canyon || [[Media:Font_CC_9px_az.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_12px_az.png]] || Recreated 12 pixel font from Cactus Canyon || [[Media:Font_CC_12px_az.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_13px_extra_thin_score.png]] || Recreated 13 pixel score font from Cactus Canyon&amp;lt;BR&amp;gt;Extra thin Version. || [[Media:Font_CC_13px_extra_thin_score.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_13px_thin_score.png]] || Recreated 13 pixel score font from Cactus Canyon&amp;lt;BR&amp;gt;Thin Version. || [[Media:Font_CC_13px_thin_score.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_13px_score.png]] || Recreated 13 pixel score font from Cactus Canyon || [[Media:Font_CC_13px_score.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_13px_wide_score.png]] || Recreated 13 pixel score font from Cactus Canyon&amp;lt;BR&amp;gt;Wide Version. || [[Media:Font_CC_13px_wide_score.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_15px_az.png]] || Recreated 15 pixel score font from Cactus Canyon || [[Media:Font_CC_15px_az.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_17px_score.png]] || Recreated 17 pixel score font from Cactus Canyon || [[Media:Font_CC_17px_score.dmd.zip]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Font_CC_20px_az.png]] || Recreated 20 pixel font from Cactus Canyon || [[Media:Font_CC_20px_az.dmd.zip]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/CENTER&amp;gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_6px_az.dmd.zip&amp;diff=1389</id>
		<title>File:Font CC 6px az.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_6px_az.dmd.zip&amp;diff=1389"/>
		<updated>2016-02-10T12:56:11Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_5px_bold_AZ.dmd.zip&amp;diff=1388</id>
		<title>File:Font CC 5px bold AZ.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_5px_bold_AZ.dmd.zip&amp;diff=1388"/>
		<updated>2016-02-10T12:55:46Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_5px_AZ.dmd.zip&amp;diff=1387</id>
		<title>File:Font CC 5px AZ.dmd.zip</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_5px_AZ.dmd.zip&amp;diff=1387"/>
		<updated>2016-02-10T12:54:44Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Vendor_List&amp;diff=1386</id>
		<title>Vendor List</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Vendor_List&amp;diff=1386"/>
		<updated>2016-02-08T06:20:12Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: /* Controllers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of businesses that cater to the custom pinball community or provide goods and services relevant to garage builders.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.pbresource.com/ Pinball Resource]&lt;br /&gt;
* [http://www.marcospec.com/ Marco Specialties]&lt;br /&gt;
* [http://www.pinbits.com/index.php?main_page=index&amp;amp;cPath=10 PinBits]&lt;br /&gt;
* [http://www.mad-amusements Mad Amusements]&lt;br /&gt;
* [http://www.pinballcenter.eu Pinball Center (Germany)]&lt;br /&gt;
* [http://www.pinballlife.com Pinball Life]&lt;br /&gt;
* [http://www.bayareaamusements.com Bay Area Amusements]&lt;br /&gt;
* [http://www.planetarypinball.com Planetary Pinball]&lt;br /&gt;
* [http://www.lakesidepinballparts.com Lakeside Parts]&lt;br /&gt;
* [http://virtuapin.net/index.php?main_page=product_info&amp;amp;cPath=3&amp;amp;products_id=9 VirtuaPin - Cabinet parts]&lt;br /&gt;
* [http://www.xtremepinball.com/index.php?main_page=index&amp;amp;cPath=65 Xtreme Pinball DIY Cabinets]&lt;br /&gt;
* [https://greatplainselectronics.com/ Great Plains Electronics - Connectors, Molex, etc...]&lt;br /&gt;
* [http://www.greatpinball.com/ Great Pinball]&lt;br /&gt;
* [http://www.foremostplastic.com/Page9.html Foremost Plastics]&lt;br /&gt;
&lt;br /&gt;
=== Displays ===&lt;br /&gt;
&lt;br /&gt;
* [http://xpinpinball.com/ X-PIN]&lt;br /&gt;
* [http://www.pinscore.com/products/pinball-displays Pinscore] &lt;br /&gt;
* [http://www.pinled.de/shop/index.php PinLED] &lt;br /&gt;
* [http://www.adafruit.com/categories/103 Adafruit]&lt;br /&gt;
* [http://shop.evilmadscientist.com/productsmenu/tinykitlist/75-peggy2 Evil Mad Scientist]&lt;br /&gt;
* [http://www.embeddedadventures.com/led_matrix_displays_category.html Embedded Adventures]&lt;br /&gt;
&lt;br /&gt;
=== Lighting ===&lt;br /&gt;
&lt;br /&gt;
* [http://shop.cointaker.com Cointaker]&lt;br /&gt;
* [http://www.titanpinball.com Titan Pinball]&lt;br /&gt;
* [http://pinballbulbs.com Pinball Bulbs]&lt;br /&gt;
* [http://www.cometpinball.com Comet Pinball]&lt;br /&gt;
* [http://www.pinballlife.com/index.php?p=catalog&amp;amp;parent=192&amp;amp;pg=1 Pinball Life]&lt;br /&gt;
* [http://www.niftyled.com Nifty LED]&lt;br /&gt;
&lt;br /&gt;
=== Controllers ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.pinballcontrollers.com/index.php/products/p-roc Multimorphic / P-ROC] &lt;br /&gt;
** [[P-ROC_Main_Page | Wiki pages for P-ROC game development]]&lt;br /&gt;
* [http://fastpinball.com/ FAST Pinball]&lt;br /&gt;
&lt;br /&gt;
=== Sound  ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.sparkfun.com/products/11029 MP3 Trigger]&lt;br /&gt;
* [http://www.pinsound.org/pinsound/pinsound-board Pinsound]&lt;br /&gt;
* [http://makezine.com/2012/10/22/a-halloween-sound-trigger-with-raspberry-pi-and-arduino Arduino]&lt;br /&gt;
* [https://www.sparkfun.com/products/12897 WAV Trigger]&lt;br /&gt;
&lt;br /&gt;
=== Power Supplies ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.antekinc.com/ps-4n70-400w-70v-power-supply/ AnTek]&lt;br /&gt;
* [http://www.circuitspecialists.com/stepper-motor-power-supplies/page-2 Circuit Specialties]&lt;br /&gt;
&lt;br /&gt;
=== Wireforms ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.rollingballsculpture.com/ Rolling Ball Sculpture]&lt;br /&gt;
&lt;br /&gt;
=== Playfields ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.spookypinball.com Spooky Pinball - CNC + Direct art printing]&lt;br /&gt;
* [http://www.xtremepinball.com/index.php?main_page=product_info&amp;amp;products_id=184 Xtreme Pinball]&lt;br /&gt;
*[http://www.greatpinball.com/ Great Pinball - CNC + UV Inkjet printing]&lt;br /&gt;
&lt;br /&gt;
=== Plastics ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.spookypinball.com Spooky Pinball]&lt;br /&gt;
*[http://www.greatpinball.com/ Great Pinball]&lt;br /&gt;
&lt;br /&gt;
=== Translites ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.spookypinball.com Spooky Pinball]&lt;br /&gt;
*[http://www.greatpinball.com/ Great Pinball]&lt;br /&gt;
&lt;br /&gt;
=== Artwork Screenprinting / Vinyl Printing ===&lt;br /&gt;
&lt;br /&gt;
* [http://thisoldgame.com This Old Game]&lt;br /&gt;
* [http://www.bannerbuzz.com BannerBuzz]&lt;br /&gt;
* [http://pinballbuilders.com Pinball Builders]&lt;br /&gt;
&lt;br /&gt;
=== Sheetmetal ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.mcmaster.com/#standard-stainless-steel-sheets/=ve62im McMaster-Carr]&lt;br /&gt;
* [http://www.grainger.com/category/stainless-steel-blanks-flats-bars-plates-and-sheet-stock/stainless-steel/raw-materials/ecatalog/N-c22?bc=y#nav=%2Fcategory%2Fstainless-steel-blanks-flats-bars-plates-and-sheet-stock%2Fstainless-steel%2Fraw-materials%2Fecatalog%2FN-c22Z1z0o8uzZ1z0nmq0 Grainger]&lt;br /&gt;
* [http://www.onlinemetals.com Online Metals]&lt;br /&gt;
&lt;br /&gt;
=== Plating ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.caswellplating.com/electroplating-anodizing.html Caswell]&lt;br /&gt;
* [http://www.eastwood.com/paints/electroplating.html Eastwood]&lt;br /&gt;
&lt;br /&gt;
=== Powder Coating ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.caswellplating.com/powder-coating.html Caswell]&lt;br /&gt;
* [http://www.eastwood.com/paints/hotcoat-powder-coating.html Eastwood]&lt;br /&gt;
&lt;br /&gt;
=== Laser Cutting Tools ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.epiloglaser.com/ Epilog]&lt;br /&gt;
* [http://www.ulsinc.com/ Universal]&lt;br /&gt;
* [http://fslaser.com/products/lasers/hobby-lasers/newhobby Full Spectrum Laser]&lt;br /&gt;
&lt;br /&gt;
=== Laser Cutting Services ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.laseriffic.com/ Laseriffic Inc.]&lt;br /&gt;
* [https://www.ponoko.com Ponoko]&lt;br /&gt;
*[http://www.greatpinball.com/  Great Pinball]&lt;br /&gt;
&lt;br /&gt;
=== Waterjet Cutting Services ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.chicagowaterjet.com Chicago Waterjet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== CNC Machines ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.shopbottools.com/mProducts/prSstandard.htm ShopBOT] &lt;br /&gt;
* [http://mechmate.com/ MechMate]&lt;br /&gt;
* [http://www.generalcnc.ca/home GeneralCNC]&lt;br /&gt;
* [http://www.joescnc.com Joe&#039;s CNC]&lt;br /&gt;
&lt;br /&gt;
=== 3D Printers ===&lt;br /&gt;
&lt;br /&gt;
* [http://printrbot.com/shop/simple-metal-kit-with-heated-bed/ Printr]&lt;br /&gt;
* [http://www.makerbot.com Makerbot]&lt;br /&gt;
* [http://cubify.com/en/Cube Cubify]&lt;br /&gt;
* [https://reprappro.com RepRap]&lt;br /&gt;
* [http://formlabs.com FormLabs]&lt;br /&gt;
&lt;br /&gt;
=== 3D Printing Services ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.thingiverse.com/ Thingverse]&lt;br /&gt;
* [http://www.spookypinball.com Spooky Pinball]&lt;br /&gt;
* [http://www.pinballlife.com Pinball Life]&lt;br /&gt;
* [http://www.shapeways.com Shapeways]&lt;br /&gt;
* [https://www.ponoko.com Ponoko]&lt;br /&gt;
* [https://www.3dhubs.com 3dHubs]&lt;br /&gt;
* [http://www.makexyz.com MakeXYZ]&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Stereo_to_Mono_1.jpg&amp;diff=1385</id>
		<title>File:Stereo to Mono 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Stereo_to_Mono_1.jpg&amp;diff=1385"/>
		<updated>2016-02-08T06:16:52Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Steveshoyer uploaded a new version of File:Stereo to Mono 1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Stereo_to_Mono_1.jpg&amp;diff=1384</id>
		<title>File:Stereo to Mono 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Stereo_to_Mono_1.jpg&amp;diff=1384"/>
		<updated>2016-02-08T06:15:41Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Audio_Board_Connection.jpg&amp;diff=1383</id>
		<title>File:Audio Board Connection.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Audio_Board_Connection.jpg&amp;diff=1383"/>
		<updated>2016-02-08T06:15:07Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Stereo_to_Mono_2.jpg&amp;diff=1382</id>
		<title>File:Stereo to Mono 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Stereo_to_Mono_2.jpg&amp;diff=1382"/>
		<updated>2016-02-08T06:14:36Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Audio_mod.jpg&amp;diff=1381</id>
		<title>File:Audio mod.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Audio_mod.jpg&amp;diff=1381"/>
		<updated>2016-02-08T06:13:39Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Wpc-95.jpg&amp;diff=1380</id>
		<title>File:Wpc-95.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Wpc-95.jpg&amp;diff=1380"/>
		<updated>2016-02-08T06:13:09Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Modifying_a_WPC-95_board_for_Audio_Input_old&amp;diff=1379</id>
		<title>Modifying a WPC-95 board for Audio Input old</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Modifying_a_WPC-95_board_for_Audio_Input_old&amp;diff=1379"/>
		<updated>2016-02-08T06:10:54Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;NOTE: This modification, as described on this page, is not universal.  Once modified in this manner, the board does not work for regular WPC95 system use until un-modified.  I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This modification, as described on this page, is not universal.  Once modified in this manner, the board does not work for regular WPC95 system use until un-modified.  It would be possible to do the modification with some built in switches to allow changing back and forth, but these directions do not provide details on that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refer to the image below for the location of the items mentioned.&lt;br /&gt;
&lt;br /&gt;
==Install a pin header at J509==&lt;br /&gt;
* Find connector J509 (the component is probably not populated on your board).  &lt;br /&gt;
* This is where a line-out connector can go.  We&#039;re going to reuse this as our line-in.  &lt;br /&gt;
* Install a 2-pin 0.100&amp;quot; molex (or similar type) header/connector.&lt;br /&gt;
* With the board facing in such a way that the J509 is right side up, pin 1 is on the right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove Resistor R84==&lt;br /&gt;
* Find resistor R84.  &lt;br /&gt;
* You&#039;ll remove this completely.  In this example, it is then used as a jumper point to connect to C18.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connect J509 to the amp==&lt;br /&gt;
* Find capacitor C18&lt;br /&gt;
* This may be a bit tricky to do with the present cap - but you have to pull the positive leg out of the board, leave the negative leg in.&lt;br /&gt;
* Alternately, remove C18 and get a new 4.7uF cap so you have longer legs for easier connection.&lt;br /&gt;
* With the negative side connected to the board, you&#039;ll need to connect your audio in to the positive side.&lt;br /&gt;
* In this example, a jumper wire goes &#039;&#039;&#039;FROM&#039;&#039;&#039; the point where pin 1 from J509 connects to the (now removed) R84 &#039;&#039;&#039;TO&#039;&#039;&#039; the positive leg of C18 (white wire)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create a cable to hook things up==&lt;br /&gt;
* You can now create a cable to go between your computer and your new line in.&lt;br /&gt;
* If you&#039;re using a stereo source, you&#039;ll want to wire them together via 1k resistors before connecting to pin 1 of your line in connector (pin 2 is ground). [[media:audio-cable.jpg | crude diagaram]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diagram: The board before modification:==&lt;br /&gt;
[[File:Wpc-95.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diagram: The board after modification:==&lt;br /&gt;
[[File:audio_mod.jpg]]&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Modifying_a_WPC-95_board_for_Audio_Input&amp;diff=1378</id>
		<title>Modifying a WPC-95 board for Audio Input</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Modifying_a_WPC-95_board_for_Audio_Input&amp;diff=1378"/>
		<updated>2016-02-08T06:10:21Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;The P-ROC board does not handle audio in any way.  If you&amp;#039;d like to use the built in WPC-95 hardware to playback the sound, you&amp;#039;ll have to do some small modifications to the s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The P-ROC board does not handle audio in any way.  If you&#039;d like to use the built in WPC-95 hardware to playback the sound, you&#039;ll have to do some small modifications to the sound board, and connect it to to the output of the computer that is running the code.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning - Pinballcontrollers.com is not responsible for any damage that occurs as a result of this or any hardware modification you make.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: This modification was updated to this version on August 10, 2013.  The previous description was a little more complicated and can be found here: [[Modifying_a_WPC-95_board_for_Audio_Input_old | Old mod description]]&lt;br /&gt;
&lt;br /&gt;
Convert the stereo output from your computer to mono.  Example:&lt;br /&gt;
&lt;br /&gt;
* Step 1 - Add a stereo connector to the WPC-95 A/V board.&lt;br /&gt;
&lt;br /&gt;
I used a female 1/8&amp;quot; inline phone jack from Radio Shack (part#274-0274), soldered a 1k resistor to each lug, connected the other ends of the resistors together, and soldered the &amp;quot;signal&amp;quot; red wire to them. The &amp;quot;ground&amp;quot;, purple wire, was soldered to the ground lug on the jack. See pics.  Finally, A mini-alligator clip was soldered to each wire.  The red/signal wire/alligator clip clips to the top of C9, and the purple/ground wire/alligator clip clips to the bottom of C35.  See pic.  If you accidentally reverse the connections or touch the top of R14 you won&#039;t damage anything.  The mini-alligator clips seem to hold fine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Stereo_to_Mono_1.jpg]]&lt;br /&gt;
[[Image:Stereo_to_Mono_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
* Step 2 - Connect a stereo cable between your computer and the connector from step 1.&lt;br /&gt;
&lt;br /&gt;
I used the following 10ft double shielded VGA cable with built in 3.5mm stereo cable from amazon (it has an extra long 3.5mm wire to attach to a laptop):&lt;br /&gt;
[http://www.amazon.com/gp/product/B0015AAYZA/ref=oh_details_o00_s00_i00?ie=UTF8&amp;amp;psc=1].  I used this because I am also using an LCD in my backbox instead of a DMD.  Any 3.5mm male/male stereo cable should work (recommend shielded).  One end of this cable plugs into the computer.  The other end plugs into:&lt;br /&gt;
&lt;br /&gt;
[[Image:Audio_Board_Connection.jpg]]&lt;br /&gt;
&lt;br /&gt;
Sound is good without much hum. There seems to be plenty of adjustment range using the computer to set an initial volume and the coin door buttons to adjust around this level.&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Pyprocgame_vp&amp;diff=1377</id>
		<title>Pyprocgame vp</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Pyprocgame_vp&amp;diff=1377"/>
		<updated>2016-02-08T06:09:17Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;This page outlines how to set interface pyprocgame to Visual Pinball so you can run your custom software on virtual tables.  === Install pyprocgame and dependencies === * Inst...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page outlines how to set interface pyprocgame to Visual Pinball so you can run your custom software on virtual tables.&lt;br /&gt;
&lt;br /&gt;
=== Install pyprocgame and dependencies ===&lt;br /&gt;
* Install the P-ROC software libraries.  Use the libpinproc installer on [http://www.pinballcontrollers.com/index.php?option=com_content&amp;amp;view=article&amp;amp;id=61&amp;amp;Itemid=63 this page] or [http://www.pinballcontrollers.com/wiki/Windows_build_instructions compile from source].&lt;br /&gt;
&lt;br /&gt;
* Install Python 2.6&lt;br /&gt;
* Install the following python 2.6 modules:&lt;br /&gt;
** PyWin32&lt;br /&gt;
** PyGame&lt;br /&gt;
** PIL&lt;br /&gt;
** PyYAML&lt;br /&gt;
** pypinproc (the self-installing executable resides in &amp;lt;libpinproc&amp;gt;\ext\python\)&lt;br /&gt;
* Install [http://github.com/preble/pyprocgame/tree pyprocgame]&lt;br /&gt;
&lt;br /&gt;
* Install Visual Pinball (Available on [http://www.vpforums.org vpforums.org] in the Getting Started menu).&lt;br /&gt;
** Download [http://www.pinballcontrollers.com/files/pyprocgame_vp_scripts_v1.zip these VP scripts] and put them in VP&#039;s &#039;Scripts&#039; subdir.  These are slightly modified from the original VP scripts so that VP will work with pyprocgame.&lt;br /&gt;
** Download VP&#039;s sound samples from [http://www.vpforums.org vpforums.org] (in the Getting Started menu) and put them in VP&#039;s &#039;samples&#039; subdir.&lt;br /&gt;
** Find and download/unzip the VP tables you want from [http://www.vpforums.org vpforums.org] (in the Desktop Tables menu).&lt;br /&gt;
&lt;br /&gt;
=== Set up pyprocgame/VP environment ===&lt;br /&gt;
* Add the following to your pyprocgame config.yaml file (~\.pyprocgame\config.yaml): ([http://www.pinballcontrollers.com/files/config.yaml Sample here])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
pinproc_class: procgame.fakepinproc.FakePinPROC&lt;br /&gt;
&lt;br /&gt;
log_destination: /P-ROC/pyprocgame/log.text     # Change this to where you want the log to go.&lt;br /&gt;
&lt;br /&gt;
vp_game_map_file: /P-ROC/pyprocgame/vp_game_map.yaml  # Change this to where you create your map file&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Create a vp_game_map.yaml file and put it where you said it would be in your config.yaml file.  ([http://www.pinballcontrollers.com/files/vp_game_map.yaml Sample here])&lt;br /&gt;
&lt;br /&gt;
=== Run pyprocgame games in VP ===&lt;br /&gt;
* Register the pyprocgame/VP interface:&lt;br /&gt;
&amp;lt;code&amp;gt; &lt;br /&gt;
python.exe tools\register_vpcom.py &lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
* Run VP, open the desired table, click play.&lt;br /&gt;
&lt;br /&gt;
Note - You only need to register the pyprocgame/VP interface once. (unless you are using VP with both pyprocgame and pinmame.  Then you need to re-register the interface after using pinmame.)&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=JD_rules&amp;diff=1376</id>
		<title>JD rules</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=JD_rules&amp;diff=1376"/>
		<updated>2016-02-08T06:08:26Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;== Introduction == The JD rules describe the operation of custom JD game software that runs on a PC connected to a Judge Dredd pinball machine through a [http://www.pinballcon...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The JD rules describe the operation of custom JD game software that runs on a PC connected to a Judge Dredd pinball machine through a [http://www.pinballcontrollers.com P-ROC] board.  The game software is free and open-source and can be found [http://github.com/preble/JD-pyprocgame/ here].  Running the software requires the installation of the libpinproc P-ROC interface library, the pypinproc python extension, and the pyprocgame pinball software framework.  Refer to the [http://www.pinballcontrollers.com/index.php?option=com_content&amp;amp;view=article&amp;amp;id=61&amp;amp;Itemid=63 P-ROC software page] for more information about them.&lt;br /&gt;
&lt;br /&gt;
JD was developed primarily by the following people:&lt;br /&gt;
*Gerry Stellenberg - Rules/Gameplay&lt;br /&gt;
*Adam Preble - Tools/Framework&lt;br /&gt;
*Rob Keller - Sound/Music&lt;br /&gt;
*Travis Highrise - Dots&lt;br /&gt;
&lt;br /&gt;
Discussion forums for this and other P-ROC based projects can be found at [http://www.pinballcontrollers.com/forum http://www.pinballcontrollers.com/forum].&lt;br /&gt;
&lt;br /&gt;
A list of music / sound effects / voice calls is [[JD sound here|here]].&lt;br /&gt;
&lt;br /&gt;
The media package contained all of the sound and video can be downloaded from [http://www.pinballcontrollers.com/files/jd_media_02.tar.gz here].&lt;br /&gt;
&lt;br /&gt;
== Chain Features ==&lt;br /&gt;
&lt;br /&gt;
There are 9 chain features, corresponding to the 9 inserts in the center of the playfield.  Each feature represents a mode.  The left and right Fire buttons change the next mode, as do the slingshots.  The upper right &#039;build chain feature&#039; shot is active when not already in a mode or in multiball.  Shooting that shot starts the next mode.  A video intro provides directions before the ball is put back into play.  The video can be cancelled with the flipper buttons.&lt;br /&gt;
&lt;br /&gt;
Every time a mode is completed successfully, the player is a 10-second hurryup countdown begins, and the D drop target is lowered to expose the subway shot.  Shooting into the subway before the timer expires presents the player with a Pick-A-Prize selection.  Two awards are presented, and the player can select one using the flipper button corresponding to the desired choice.  If the hurryup is collected during multiball, both prizes are awarded immediately.&lt;br /&gt;
&lt;br /&gt;
Pick-A-Prize awards:&lt;br /&gt;
*100,000 points&lt;br /&gt;
*Advance Crimescenes&lt;br /&gt;
&lt;br /&gt;
The modes are timed.  Hitting the Mystery target when lit while in a mode extends the mode timer.  Hitting the Mystery target when lit during the hurry-up countdown extends the hurry-up timer.&lt;br /&gt;
&lt;br /&gt;
==== Pursuit ====&lt;br /&gt;
Left and Right ramps are lit with Pursuit flashers flashing.&lt;br /&gt;
&lt;br /&gt;
==== Blackout ====&lt;br /&gt;
GI turns off.  Left center ramp is lit with Blackout flasher flashing.  If ramp is hit once, it re-lights for a double award (2x Blackout flasher also flashes).  The double award is required for mode completion.&lt;br /&gt;
&lt;br /&gt;
==== Sniper ====&lt;br /&gt;
Random shot lights.  Shoot the shoot to locate the &#039;bad guy&#039; sniper.  Then shoot the upper right VUK to position the &#039;good guy&#039; sniper.  Then shoot the random shot again to kill the &#039;bad guy&#039; sniper.&lt;br /&gt;
&lt;br /&gt;
==== Battle Tank ====&lt;br /&gt;
3 shots:&lt;br /&gt;
* Left outer loop&lt;br /&gt;
* Center target bank&lt;br /&gt;
* Left center ramp&lt;br /&gt;
&lt;br /&gt;
==== Bad Impersonator ====&lt;br /&gt;
Rotating Judge targets&lt;br /&gt;
&lt;br /&gt;
==== Meltdown ====&lt;br /&gt;
Captured Balls - requires 3 switches to be hit (all at once or with multiple shots)&lt;br /&gt;
&lt;br /&gt;
==== Safecracker ====&lt;br /&gt;
Shoot the subway 3 times&lt;br /&gt;
&lt;br /&gt;
==== Manhunt Millions ====&lt;br /&gt;
Left ramp is lit.  Shoot it 3 times&lt;br /&gt;
&lt;br /&gt;
==== Stakeout ====&lt;br /&gt;
Right ramp is light.  Shoot it 3 times&lt;br /&gt;
&lt;br /&gt;
== Crimescenes ==&lt;br /&gt;
&lt;br /&gt;
There are 16 levels of crimescenes.  Each level corresponds to a &#039;block&#039; of crimes.  At each level, one or more of the crimescene inserts scattered around the playfield is lit as determined by user configurable difficulty settings.  Shooting the 3 target bank in the center of the playfield 3 times during a single crimescene level also advances the level.  Each shot to an active crimescene target awards 1000 points, and each time a level is a completed 10,000 points are awarded.  An extra ball is lit after completing 3 levels.  Completing all 16 levels is required before Ultimate Challenge can be lit.  The crimescene levels restart at 1 after Ultimate Challenge is attempted.&lt;br /&gt;
&lt;br /&gt;
Each completed crimescene level contributes 2000 points into the bonus.  This bonus contribution is not reset between balls.&lt;br /&gt;
&lt;br /&gt;
Difficulty settings determine how many and which crimescene targets are set at each level.&lt;br /&gt;
&lt;br /&gt;
The 16 crimescene levels are tracked in groups of 4.  The 4 crimescene inserts in the front-center of the playfield indicate which group is active.  Within each group of 4, the specific level number is indicated by the color of the crimescene shot inserts:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Group&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Insert Color&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Warning&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | White&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Warning&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Red&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Warning&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Warning&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Green&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Misdemeanor&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | White&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Misdemeanor&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Red&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Misdemeanor&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Misdemeanor&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Green&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | White&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Red&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Green&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Class X Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | White&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Class X Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Red&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Class X Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Class X Felony&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | Green&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Block War MB ===&lt;br /&gt;
&lt;br /&gt;
After every 4th level of crimescenes is completed, a 2-ball Block War multiball begins.  This progressive multiball mode starts with the White crimescene insert lamps lit.  When all 5 crimescene shots are completed, a rotating jackpot shot is lit.  If the jackpot shot is lit, the crimescene shots light again with two color lamps lit, White and Red.  The 3rd time, 3 color lamps are lit, and all 4 color lamps are lit the 4th time and any subsequent time.&lt;br /&gt;
&lt;br /&gt;
== Deadworld Multiball ==&lt;br /&gt;
&lt;br /&gt;
Locks are lit by completing all of the JUDGE drop targets.  Each time the targets are completed, another lock is lit.  (after the first multiball, it becomes increasingly difficult to light lock.)  When lock is lit, shots to the left ramp are diverted into the Deadworld and locked.  3 lock shots are required to start multiball, which starts with 3 balls.  An additional ball can be added with a shot to the Mystery target, when it is lit.&lt;br /&gt;
&lt;br /&gt;
How to light jackpot: TBD&lt;br /&gt;
Shoot the subway to collect jackpot&lt;br /&gt;
&lt;br /&gt;
Note - Deadworld MB can be started while a Chain Feature mode is active.  When that happens, both the Chain Feature mode and MB continue simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Missile Launch Award ==&lt;br /&gt;
&lt;br /&gt;
Missile launch is fed via the center ramp.  When missile launch is lit and the ball is in the left shooter lane, the DMD scrolls through a set of award.  When the left shooter button is pressed, the active award is awarded.  Missile launch is lit when the ball enters the left shooter lane if Deadworld Multiball is not active.  When lit, the Air Raid lamp flashes in front of the center ramp.&lt;br /&gt;
&lt;br /&gt;
Awards include:&lt;br /&gt;
* Light extra ball&lt;br /&gt;
* Advance crime scene level&lt;br /&gt;
* 30,000 Points&lt;br /&gt;
* Increase bonus multiplier&lt;br /&gt;
* Hold bonus multiplier&lt;br /&gt;
* Video mode&lt;br /&gt;
&lt;br /&gt;
After light extra ball is collected, it is replaced with 10,000 points.  After hold bonus multiplier is collected, it is replaced with 50,000 points.  The other awards can be collected more than once.&lt;br /&gt;
&lt;br /&gt;
If Missile Launch is activated during a mode, the mode timer is paused until the award is collected.&lt;br /&gt;
&lt;br /&gt;
== Video Mode ==&lt;br /&gt;
&lt;br /&gt;
Video Mode is activated from a Missile Launch Award, which can only happen when a single ball is in play.  When video mode is awarded, the ball stays in the left shooter lane while the player plays through the mode on the DMD using the flipper/fire buttons.&lt;br /&gt;
&lt;br /&gt;
The mode is a shooting gallery.  There are 12 targets, including 6 friends and 6 enemies:&lt;br /&gt;
&lt;br /&gt;
Friends:&lt;br /&gt;
*Anderson&lt;br /&gt;
*Hershey&lt;br /&gt;
*Tweak&lt;br /&gt;
*Walter&lt;br /&gt;
*Johnny Alpha&lt;br /&gt;
*Vienna&lt;br /&gt;
&lt;br /&gt;
Enemies:&lt;br /&gt;
*Pa Angel&lt;br /&gt;
*Mean Machine Angel&lt;br /&gt;
*Judge Cal&lt;br /&gt;
*Satanus&lt;br /&gt;
*Rico&lt;br /&gt;
*Child Mutant&lt;br /&gt;
&lt;br /&gt;
At speeds that increase as the mode goes on, targets are randomly displayed on the screen.  The objective is to shoot enemies and not shoot friends.  The flipper buttons are used to move a scope target to the desired location, and either fire button will shoot the targeted location.  If a friend is shot, the mode immediately ends in failure.  Otherwise the mode ends after a certain amount of time (30 seconds)?  If all enemies are shot, the player is awarded an extra ball.&lt;br /&gt;
&lt;br /&gt;
After Video Mode ends, the ball is automatically launched back into play.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Features ==&lt;br /&gt;
Consecutive shots to the right loop from the upper left flipper are counted and awarded progressively higher points per shot.  The player to achieve the most consecutive shots is the &#039;Outer Loop Champion&#039;.  X consecutive shots lights extra ball.  X is a user configurable setting.&lt;br /&gt;
&lt;br /&gt;
Consecutive shots to the inner left loop from the upper right flipper are counted and awarded progressively higher points per shot.  The player to achieve the most consecutive shots is the &#039;Inner Loop Champion&#039;.  Y consecutive shots lights extra ball.  Y is a user configurable setting.&lt;br /&gt;
&lt;br /&gt;
Full shots to the captive balls, resulting in the 3rd switch being hit, light the Mystery shot and increase the Bonus multiplier by 1X.&lt;br /&gt;
&lt;br /&gt;
Skill shot - Shoot the right loop from the upper flipper.  Continue loop to receive increasing point awards.&lt;br /&gt;
&lt;br /&gt;
== Ultimate Challenge ==&lt;br /&gt;
&lt;br /&gt;
Ultimate Challenge is a multi-stage wizard mode representing final battles with each of the Dark Judges.  Ultimate Challenge is lit when the following requirements are met:&lt;br /&gt;
&lt;br /&gt;
* All 9 Chain Feature modes attempted (completion not required)&lt;br /&gt;
* All 16 Crimescene levels completed&lt;br /&gt;
* At least one Deadworld Multiball jackpot collected&lt;br /&gt;
&lt;br /&gt;
Once Ultimate Challenge is lit, a shot to the upper right &#039;build chain feature&#039; shot initiates it.  The player is presented with an Ultimate Challenge introduction with instructions before Level 1 begins.  Each time a level is successfully completed, the machine goes dead, allowing all of the balls to drain.  Then the player is presented with an intro and instructions for the next level before any balls are re-launched and put back into play.  If all balls drain before the player completes a level, the player&#039;s ball ends and Ultimate Challenge is aborted.  Re-lighting Ultimate Challenge requires the player to complete the 3 major requirements again.  Subsequent Ultimate Challenge attempts begin at the first level not yet completed by the player.  In other words, previously completed levels do not need to be completed again.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: Fire ===&lt;br /&gt;
&lt;br /&gt;
All 5 crimescene shots are lit, representing fires that Judge Dredd needs to extinguish.  This level begins with a 4-ball multiball and no ball save.  It is completed successfully when the last fire is extinguished.&lt;br /&gt;
&lt;br /&gt;
=== Level 2: Mortis ===&lt;br /&gt;
&lt;br /&gt;
This level begins with a 2-ball multiball and has 5 shots that each need to be hit twice.  The shots are: Mystery, Left Loop, Upper Right VUK, Right Ramp, and the 3rd Captive Ball.  Each shot&#039;s insert lamps blink slowly to indicate 2 shots are required, blink quickly to indicate 1 shot is required, and are turned off when the shot is complete.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Fear ===&lt;br /&gt;
&lt;br /&gt;
Fear uses timed shots to force the player to be accurate.  The begins with only 1 ball in play, and each of the following shots must be hit, in order, before a shot timer (20 seconds) expires: Left Ramp, Right Ramp, Left Ramp, Right Ramp, D drop tarter, Subway.  If the timer expires before a shot is hit, the game goes dead forcing the balls to drain and ending the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
=== Level 4: Death ===&lt;br /&gt;
&lt;br /&gt;
Judge Dredd&#039;s final challenge is a single ball mode requiring all 5 of the crimescene shots to be cleared.  The player has 3 minutes to clear all 5 shots.  Every few seconds, a previously cleared shot is relit.  If the 3 minute timer expires, the game goes dead forcing the balls to drain and ending the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
=== Final Level: The Long Walk ===&lt;br /&gt;
&lt;br /&gt;
The Long Walk begins with a video clip showing the Dark Judges taking their walk of shame now that they&#039;ve been defeated and banished.  This is followed by all 6 balls being launched into player for a 6-ball Long Walk Multiball.  During this multiball, all switches award points (values TBD).  This mode (and subsequently the entire Ultimate Challenge) ends when there is only 1 ball remaining in play.  The game then begins anew.&lt;br /&gt;
&lt;br /&gt;
== SuperGame ==&lt;br /&gt;
&lt;br /&gt;
Pressing the SuperGame button to start a game instead of the regular Start button initiates an Ultimate Challenge only game.  Each ball begins with Ultimate Challenge lit.  Shooting the upper right VUK starts Ultimate Challenge at whichever level has not yet been completed by the player during the game in progress.&lt;br /&gt;
&lt;br /&gt;
== High Scores ==&lt;br /&gt;
&lt;br /&gt;
The following high scores are tracked:&lt;br /&gt;
* 5 highest regular game scores&lt;br /&gt;
* 5 highest supergame scores&lt;br /&gt;
* Last player to achieve The Long Walk in regular game&lt;br /&gt;
* Last player to achieve The Long Walk in supergame&lt;br /&gt;
* Max inner loop combos (upper right flipper loops)&lt;br /&gt;
* Max outer loop combos (upper left flipper loops)&lt;br /&gt;
* Max number of crimescene levels completed&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Lamp_2x2_wiring.jpg&amp;diff=1375</id>
		<title>File:Lamp 2x2 wiring.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Lamp_2x2_wiring.jpg&amp;diff=1375"/>
		<updated>2016-02-08T06:07:11Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Controlling_A_Lamp_Matrix&amp;diff=1374</id>
		<title>Controlling A Lamp Matrix</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Controlling_A_Lamp_Matrix&amp;diff=1374"/>
		<updated>2016-02-08T06:06:39Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;As shown in the diagram below, a single PD-8x8 board can control an 8x8 lamp matrix, providing individual control of 64 lamps (or LEDs).  Image:Power-Driver-Matrix-8x8_examp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As shown in the diagram below, a single PD-8x8 board can control an 8x8 lamp matrix, providing individual control of 64 lamps (or LEDs).&lt;br /&gt;
&lt;br /&gt;
[[Image:Power-Driver-Matrix-8x8_example_use.jpg]]&lt;br /&gt;
&lt;br /&gt;
The [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8&#039;s] source outputs (Bank A - J7) switch on/off your lamp voltage to the columns, and the PD-8x8&#039;s sink outputs (Bank B - J11) switch on/off ground to the rows.  To turn a lamp on, both the voltage (source) and ground (sink) need to be on.  When using a [http://www.pinballcontrollers.com/index.php/products/p-roc P-ROC] as your main controller, the [http://www.pinballcontrollers.com/index.php/products/p-roc P-ROC] tells the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8] to turn on each source output, one at a time.  Each time a source output is on, the [http://www.pinballcontrollers.com/index.php/products/p-roc P-ROC] tells the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8] to turn on ground for the active lamps in the corresponding rows.  By cycling through each column fairly quickly, your eyes don&#039;t realize each lamp is only on for a maximum of 1/8th the cycle time.&lt;br /&gt;
&lt;br /&gt;
Notice in the illustration that no power output connector is used on the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8] board.  Power is sourced to each lamp column through J7.&lt;br /&gt;
&lt;br /&gt;
=== Lamp Voltage ===&lt;br /&gt;
&lt;br /&gt;
[http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8] boards can source between 5V and 20V DC.  The voltage on your matrix is determined by what you connect to the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8] power input connectors (J2 and J6).&lt;br /&gt;
&lt;br /&gt;
Note [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8&#039;s] will only work with DC voltage, not AC.&lt;br /&gt;
&lt;br /&gt;
=== Matrix Sizes ===&lt;br /&gt;
&lt;br /&gt;
A single [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8] board can control an 8x8 lamp matrix.&lt;br /&gt;
&lt;br /&gt;
To control a smaller matrix, don&#039;t use all of the outputs.  For example, if you want a 2x2 matrix, you would connect only 2 columns (source) and 2 rows (sink) as shown in the following image:&lt;br /&gt;
&lt;br /&gt;
[[Image:Lamp_2x2_wiring.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
To control a larger matrix, you can use additional &#039;sink&#039; banks, either by using a Bank B from another [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 PD-8x8] or by using either bank from a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16].  Theoretically, you could add as many additional sink banks as you need, though the [http://www.pinballcontrollers.com/index.php/products/p-roc P-ROC] can only automatically control 224 matrix elements (assuming no other features, like coils, are under the [http://www.pinballcontrollers.com/index.php/products/p-roc P-ROC&#039;s] control).  To control more than 224 matrix elements, you&#039;ll have to issue the matrix column and row commands in software.&lt;br /&gt;
&lt;br /&gt;
Another way to control a larger matrix is to use multiple PD-8x8 source banks, though the [http://www.pinballcontrollers.com/index.php/products/p-roc P-ROC] can automatically control only 2 lamp matrix source banks automatically.  To control more than 2 lamp matrix source banks, you&#039;ll have to issue the matrix column and row commands in software.&lt;br /&gt;
&lt;br /&gt;
=== Diodes ===&lt;br /&gt;
&lt;br /&gt;
Due to the wiring configuration in a matrix, it&#039;s theoretically possible for current flowing through one &#039;on&#039; lamp to leak through an &#039;off&#039; lamp in the same row.  This is typically avoided with the use of a diode.  If a diode is wired in series with each lamp, as shown in the 2x2 matrix image above, current flowing through another lamp can&#039;t leak back through.&lt;br /&gt;
&lt;br /&gt;
LED&#039;s ARE diodes; so it&#039;s generally not necessary to use a separate diode for each LED in an LED matrix.  However, some LED bulbs are designed to be bi-directional, allowing the bulb to be plugged in in either orientation.  Since current can flow through these bi-directional LED bulbs in either direction, a separate diode is necessary to avoid having current leak through &#039;off&#039; LEDs, which would result in ghosting.&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:P-Coil.jpg&amp;diff=1373</id>
		<title>File:P-Coil.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:P-Coil.jpg&amp;diff=1373"/>
		<updated>2016-02-08T06:05:32Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Controlling_Coils&amp;diff=1372</id>
		<title>Controlling Coils</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Controlling_Coils&amp;diff=1372"/>
		<updated>2016-02-08T06:05:05Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: /* Controlling coils */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hardware == &lt;br /&gt;
&lt;br /&gt;
The usual way to control coils is to connect power to one side of the coil and to connect the other side to a low-side transistor circuit, such as an n-channel MOSFET.  When the transistor is activated, the source voltage has a path to ground through the coil and through the transistor, thereby activating the coil.&lt;br /&gt;
&lt;br /&gt;
Coils are typically controlled with a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] board.  It&#039;s best to connect the power side of the coil to the fused power output connector on the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16].  This will cause only the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16]&#039;s fuse to blow if there&#039;s ever a serious problem with the coil circuit, rather than taking out various other things on the machine.  The other side of the coil is then connected to one of the eight transistor circuits the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] provides in each bank.&lt;br /&gt;
&lt;br /&gt;
As shown in the diagram below, banks A and B of the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] are completely independent.  The voltages used to feed each bank can be the same, but they don&#039;t have to be.  This diagram is showing how to use bank A to control high power coils and bank B to control low power coils or flashlamps.&lt;br /&gt;
&lt;br /&gt;
[[Image:Power-Driver-16-example-use.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Controlling coils ===&lt;br /&gt;
&lt;br /&gt;
Coils are used for a variety of features in most pinball machines.  Common features with coils are flippers, slingshots, pop bumpers, drop targets, diverters, etc.  Most coils are simply a long wire wrapped around a hollow core.  When current flows through through the wire, a magnetic field is created in the core.  This magnetic field pulls in metal objects.  Typically, a steel rod (plunger) is connected to the playfield feature.  When the coil is activated (current applied), the steel rod is pulled into the core due to the magnet field.  The movement of the rod translates to movement of the feature.  For instance, a pop bumper typically has a metal ring attached to the plunger that gets pulled down toward the playfield when the coil activates.  This downwards motion pushes the ball away from the pop bumper.&lt;br /&gt;
&lt;br /&gt;
As shown in the picture below, a coil generally has two lugs, sometimes with a diode wired between them.&lt;br /&gt;
&lt;br /&gt;
[[Image:P-Coil.jpg|300]]&lt;br /&gt;
&lt;br /&gt;
To connect a coil to a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] board, simply wire power out from the desired bank (J3 or J4) to one lug, and one of the bank&#039;s 8 transistor circuits (J7 or J11) to the other lug.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: If the coil has diode, you MUST wire power out to the bar end of the diode and the transistor circuit to the non-bar end of the diode.  Otherwise, bad things ensue (blown diodes, blown transistors, blown fuses, etc).  The [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] boards have their own diodes on each circuit; so diodes on the coils are unnecessary.&lt;br /&gt;
&lt;br /&gt;
=== Controlling Flippers ===&lt;br /&gt;
&lt;br /&gt;
[[Controlling Flippers|Click here for a more detailed description of flipper control.]]&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
=== P-ROC ===&lt;br /&gt;
&lt;br /&gt;
The P-ROC can be configured to automatically control your chain of driver boards, allowing you to issue higher level commands (pulse, schedule, patter, etc).  If you&#039;re using libpinproc (C) or pyprocgame (Python), you&#039;ll first need to configure the P-ROC to work with your chain of driver boards.  Instructions for doing this are [[Configuring Driver Boards|found here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== libpinproc ====&lt;br /&gt;
&lt;br /&gt;
To activate the coils in a C program using libpinproc, you simply need to call the desired PRDriver... libpinproc function, passing in the handle to your P-ROC, the coil number, and the desired activation params.  For instance, to pulse coil 32 for 40 milliseconds:&lt;br /&gt;
&lt;br /&gt;
    PRDriverPulse(PRHandle, 32, 40)&lt;br /&gt;
&lt;br /&gt;
Other available driver commands include:&lt;br /&gt;
&lt;br /&gt;
    PRDriverSchedule()      - Issue a defined pattern that repeats every second&lt;br /&gt;
    PRDriverPatter()           - Issue a repeating pitter-patter style pattern where the coil repeatedly turns on for X ms and off for Y ms.&lt;br /&gt;
    PRDriverPulsedPatter() - Same as above except the pattern ends after Z ms.&lt;br /&gt;
    PRDriverDisable()        - Turn off the coil&lt;br /&gt;
&lt;br /&gt;
Refer to the [https://github.com/preble/libpinproc libpinproc code] for implementation details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning - It&#039;s best to use only PRDriverPulse() and PRDriverDisable() commands for high power coils.  This will help to eliminate errors that could result in coils staying on too long and burning up or blowing fuses.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== pyprocgame ====&lt;br /&gt;
&lt;br /&gt;
Your machine&#039;s YAML file will need to contain coil definitions so that pyprocgame will know know which coils exist on your machine.  Here&#039;s an example YAML with only the relevant coil items:&lt;br /&gt;
&lt;br /&gt;
    PRGame:&lt;br /&gt;
        machineType: custom&lt;br /&gt;
&lt;br /&gt;
    PRCoils:&lt;br /&gt;
        coil0:&lt;br /&gt;
            number: PD-16 circuit number for coil0 (0 for board 0, bank A, output 0)&lt;br /&gt;
        coil1:&lt;br /&gt;
            number: PD-16 circuit number for coil1 (1 for board 0, bank A, output 1)&lt;br /&gt;
        coil2:&lt;br /&gt;
            number: PD-16 circuit number for coil2 (8 for board 0, bank B, output 0)&lt;br /&gt;
        coil3:&lt;br /&gt;
            number: PD-16 circuit number for coil3 (16 for board 1, bank A, output 0)&lt;br /&gt;
&lt;br /&gt;
Once your YAML file is loaded into pyprocgame, you can activate your coils by calling:&lt;br /&gt;
&lt;br /&gt;
    game.coils.coil0.pulse(40)           - Drives coil0 for 40ms&lt;br /&gt;
&lt;br /&gt;
Other available driver methods include:&lt;br /&gt;
&lt;br /&gt;
    schedule()&lt;br /&gt;
    patter()&lt;br /&gt;
    pulsedpatter()&lt;br /&gt;
    disable()&lt;br /&gt;
    enable()&lt;br /&gt;
&lt;br /&gt;
Refer to the [http://pyprocgame.pindev.org/ref/game.html#driver pyprocgame] docs more detailed information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning - It&#039;s best to use only pulse() and disable() commands for high power coils.  This will help to eliminate errors that could result in coils staying on too long and burning up or blowing fuses.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Direct Control ====&lt;br /&gt;
&lt;br /&gt;
If you&#039;d rather use software to write to the driver board directly, which is possible though eliminates the possibility of using the pulse, schedule, patter, etc functions the P-ROC provides, you can issue direct register writes to the P-ROC that, in turn, get sent to the appropriate driver board.  Refer to the [http://www.pinballcontrollers.com/index.php/products/p-roc/documentation P-ROC FPGA documentation] for more details (register addresses and data format)&lt;br /&gt;
&lt;br /&gt;
=== Other controller (non - P-ROC) ===&lt;br /&gt;
&lt;br /&gt;
If you are using a microcontroller such as an Arduino or Parallax Propeller to control your flippers through a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16], you&#039;ll need to do everything in software.  Refer to the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] documentation for a description of the PDB Protocol used for sending commands to the driver board.&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:WPC_coil.jpg&amp;diff=1371</id>
		<title>File:WPC coil.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:WPC_coil.jpg&amp;diff=1371"/>
		<updated>2016-02-08T06:02:50Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Controlling_Flippers&amp;diff=1370</id>
		<title>Controlling Flippers</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Controlling_Flippers&amp;diff=1370"/>
		<updated>2016-02-08T06:02:19Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;== Hardware ==   The usual way to control flipper coils is to connect power (typically a relatively high DC voltage like 70V) to one side of the coil and to connect the other...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hardware == &lt;br /&gt;
&lt;br /&gt;
The usual way to control flipper coils is to connect power (typically a relatively high DC voltage like 70V) to one side of the coil and to connect the other side to a low-side transistor circuit, such as an n-channel MOSFET.  When the transistor is activated, the source voltage has a path to ground through the coil and through the transistor, thereby activating the coil.&lt;br /&gt;
&lt;br /&gt;
Another way to hook up the flipper coils is to connect them to power through flipper buttons and use end-of-stroke switches to to govern how current flows through dual-wound coils.  This is how 70V flipper circuits were implemented before the early 90&#039;s.  If this is how you want to proceed, you don&#039;t need a P-ROC or a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] for your flipper circuits.  You can refer to an early WPC (pre-fliptronics) machine manual for wiring diagrams showing this implementation.&lt;br /&gt;
&lt;br /&gt;
The rest of this page describes how flipper circuits have been implemented since the early 90&#039;s and how you could do the same with a P-ROC and [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16], using software controlled (or P-ROC controlled) transistors to activate the flippers when button presses are detected on the appropriate P-ROC switch inputs.  Implemented flippers this way affords the designer a lot more control.  Because the transistors are controlled programmatically, it is very easy to increase or decrease the flip strength by simply varying the pulse times.  A creative designer could even implement modes in their game that intentionally make the flippers weaker or stronger.  Other reasons to control flippers programmatically are to have the flexibility to deactivate them at times, enable only one at a time, reverse the button/flipper relationship, only allow them to be held on for specific lengths of time, etc, etc.  One other important advantage is that the flipper buttons can be used while the flippers are deactivated (for video modes, entering high score initials, etc).&lt;br /&gt;
&lt;br /&gt;
Flipper coils, like most individual features on a pinball machine, can be controlled with a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] board.  It&#039;s best to connect the power side of the coil to the fused power output connector on the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16].  This will cause only the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16]&#039;s fuse to blow if there&#039;s ever a serious problem with the coil circuit, rather than taking out various other things on the machine.  The other side of the coil is then connected to one of the eight transistor circuits the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] provides in each bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dual-wound Flipper Coils (WPC-style) ===&lt;br /&gt;
&lt;br /&gt;
Dual-wound coils are essentially two coils in one, for each flipper.  One winding is called &#039;power&#039;, and the other is called &#039;hold&#039;.  That&#039;s why the coils have 3 terminals.  One terminal is a common terminal that brings in power from the driver board.  The other two terminals get connected to 2 of the 8 transistor circuits so they can be controlled by the P-ROC.  Controlling two dual-wound flipper assemblies will therefore use 4 of the transistor circuits on one bank of a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16].  &lt;br /&gt;
&lt;br /&gt;
The power winding is used to pulse the coil, which is when the flipper flips.  That winding should measure about 4 ohms on a resistance meter.&lt;br /&gt;
&lt;br /&gt;
The hold winding is used to hold the coil up after flipping.  It can keep the coil active indefinitely, and it only draws about 0.5A because it&#039;s about 127 Ohms.&lt;br /&gt;
&lt;br /&gt;
OK... now on to the actual wiring.  Refer picture below.  The center terminal is the power winding.  It should be wired back to one of the transistor circuits.  You can use a resistance meter to figure out the other two terminals.  Put one probe on the center terminal and the other on one of the others.  If it reads about 4 ohms, you&#039;ve found the common terminal that you&#039;ll connect to the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16]&#039;s power output (J3 or J4 depending on the back you&#039;re using).  If it reads 131 ohms or so, you&#039;ve found the &#039;hold&#039; winding terminal, which also goes to a transistor circuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image: WPC_coil.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note - Flipper assemblies with dual wound coils typically include and end-of-stroke (EOS) switch.  Before flippers were controlled programmatically, the EOS switch was used to switch power from the power coil to the hold coil.  With programmatically controlled flippers, the EOS switch is no longer necessary.  Software controls each coil individually and can therefore shut off the power coil whenever necessary.  Therefore, the EOS switch doesn&#039;t even need to be wired to the P-ROC.&lt;br /&gt;
&lt;br /&gt;
=== Single-wound Flipper Coils (Stern-style) ===&lt;br /&gt;
&lt;br /&gt;
Single-wound flipper coils are much simpler than dual-wound coils, at least electrically, because they have only two terminals.  One terminal is connected directly to the power source (power output from a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16]).  The other terminal gets connected to one of the transistor circuits so it can be controlled by the P-ROC.  Controlling two single-wound flipper assemblies will therefore use only 2 of the transistor circuits on one bank of a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16].  &lt;br /&gt;
&lt;br /&gt;
The single-wound coil is a high power coil.  It draws a lot of current so that the flipper will have enough power to flip the ball.  If the coil remains active for longer than a short pulse, though, it will blow the fuse on the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16].  Otherwise it would destroy either the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16]&#039;s transistor or the coil itself, maybe even both.  To keep this from happening, games with single-wound coils use software (or a P-ROC) to activate the coil for a long flip pulse (30 milliseconds or so) and immediately follow that with short pulses (maybe 2 milliseconds every 20 milliseconds) to keep the flipper active until the flipper button is released.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: If your coil has a diode on it, you must wire power to the bar end of the diode and the desired transistor circuit to the non-bar end.&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
=== P-ROC ===&lt;br /&gt;
&lt;br /&gt;
==== Switch Rules ====&lt;br /&gt;
&lt;br /&gt;
When using a P-ROC with the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] to control flippers, the best thing to do is configure P-ROC switch rules.  Doing this will configure the P-ROC to automatically drive the flippers appropriately when the flipper buttons are pressed.  This is better than trying to activate the flippers programmatically in response to button presses because it eliminates the latency of the switch event getting to software and the coil activation request getting back to the P-ROC.&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re using libpinproc (C) or pyprocgame (Python), your machine&#039;s YAML file will need to contain flipper definitions so the software will know which switches to link to link to which coils.  Here&#039;s an example YAML with only the relevant flipper items:&lt;br /&gt;
&lt;br /&gt;
    PRGame:&lt;br /&gt;
        machineType: custom&lt;br /&gt;
&lt;br /&gt;
    PRFlippers:&lt;br /&gt;
        - flipperLwR&lt;br /&gt;
        - flipperLwL&lt;br /&gt;
&lt;br /&gt;
    PRSwitches:&lt;br /&gt;
        flipperLwR:&lt;br /&gt;
            number: P-ROC input number for the Lower Right flipper button&lt;br /&gt;
        flipperLwL:&lt;br /&gt;
            number: P-ROC input number for the Lower Left flipper button&lt;br /&gt;
&lt;br /&gt;
    PRCoils:&lt;br /&gt;
        flipperLwRMain:&lt;br /&gt;
            number: PD-16 circuit number for the LwR main flipper&lt;br /&gt;
        flipperLwRHold:&lt;br /&gt;
            number: PD-16 circuit number for the LwR hold flipper - if using dual-wound coils.  If not, delete this Hold entry&lt;br /&gt;
        flipperLwLMain:&lt;br /&gt;
            number: PD-16 circuit number for the LwL main flipper&lt;br /&gt;
        flipperLwLHold:&lt;br /&gt;
            number: PD-16 circuit number for the LwL hold flipper - if using dual-wound coils.  If not, delete this Hold entry&lt;br /&gt;
&lt;br /&gt;
===== Configuring the P-ROC =====&lt;br /&gt;
&lt;br /&gt;
You&#039;ll need to configure the P-ROC to work with your chain of driver boards.  If you&#039;re using libpinproc (C) or pyprocgame (Python), instructions for doing this are [[Configuring Driver Boards|found here]].&lt;br /&gt;
&lt;br /&gt;
===== libpinproc =====&lt;br /&gt;
&lt;br /&gt;
For setting up the switch rules, see ConfigureWPCFlipperSwitchRule() (for dual-wound coils) and ConfigureSternFlipperSwitchRule() (for single-wound coils) in the [https://github.com/preble/libpinproc/blob/master/examples/pinproctest/switches.cpp libpinproc pinproctest example code].&lt;br /&gt;
&lt;br /&gt;
===== pyprocgame =====&lt;br /&gt;
&lt;br /&gt;
For setting up the switch rules, refer to the code that already does this for WPC and Stern flippers in pyprocgame.  It&#039;s done in the enable_flippers() method of the GameController class in [https://github.com/preble/pyprocgame/blob/master/procgame/game/game.py game.py].  Use the WPC method for dual-wound coils and the Stern method for single-wound coils.&lt;br /&gt;
&lt;br /&gt;
==== Software Control ====&lt;br /&gt;
&lt;br /&gt;
If you&#039;re dead-set on activating the flippers in your software instead of using P-ROC switch rules, you can do this easily enough.  &lt;br /&gt;
&lt;br /&gt;
===== Software control using P-ROC functions =====&lt;br /&gt;
If you&#039;ve configured the P-ROC to control your chain of driver boards, you can simply issue the appropriate pulse or patter commands when the appropriate switch events occur.&lt;br /&gt;
&lt;br /&gt;
====== Dual-wound (WPC-style) Flippers ======&lt;br /&gt;
For software control of dual-wound WPC-style flippers, it&#039;s recommended to issue both a pulse command (30ms or so) to the power coil and an indefinite pulse (0ms) to the hold coil when the flipper button is pushed.  Then deactivate both coils when the flipper button is released.&lt;br /&gt;
&lt;br /&gt;
====== Single-wound (Stern-style) Flippers ======&lt;br /&gt;
For single-wound Stern-style flippers, it&#039;s recommend to issue a patter command when the flipper button is pushed.  Use an on/off cycle time of about 2ms/18ms, respectively, and give it an original_on_time of 30 ms or so for the initial flip.  Then deactivate the coil when the flipper button is released.&lt;br /&gt;
&lt;br /&gt;
===== Software control without using P-ROC functions =====&lt;br /&gt;
&lt;br /&gt;
If you&#039;d rather use software to write to the driver board directly, which is possible though eliminates the possibility of using the pulse, schedule, patter, etc functions the P-ROC provides, you can issue direct register writes to the P-ROC that, in turn, get sent to the appropriate driver board.  Refer to the [http://www.pinballcontrollers.com/index.php/products/p-roc/documentation P-ROC FPGA documentation] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Other controller (non - P-ROC) ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using a microcontroller such as an Arduino or Parallax Propeller to control your flippers through a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16], you&#039;ll need to do everything in software.  Refer to the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] documentation for a description of the PDB Protocol used for sending commands to the driver board.&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Controlling_Coils&amp;diff=1369</id>
		<title>Controlling Coils</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Controlling_Coils&amp;diff=1369"/>
		<updated>2016-02-08T06:01:11Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;== Hardware ==   The usual way to control coils is to connect power to one side of the coil and to connect the other side to a low-side transistor circuit, such as an n-channe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hardware == &lt;br /&gt;
&lt;br /&gt;
The usual way to control coils is to connect power to one side of the coil and to connect the other side to a low-side transistor circuit, such as an n-channel MOSFET.  When the transistor is activated, the source voltage has a path to ground through the coil and through the transistor, thereby activating the coil.&lt;br /&gt;
&lt;br /&gt;
Coils are typically controlled with a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] board.  It&#039;s best to connect the power side of the coil to the fused power output connector on the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16].  This will cause only the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16]&#039;s fuse to blow if there&#039;s ever a serious problem with the coil circuit, rather than taking out various other things on the machine.  The other side of the coil is then connected to one of the eight transistor circuits the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] provides in each bank.&lt;br /&gt;
&lt;br /&gt;
As shown in the diagram below, banks A and B of the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] are completely independent.  The voltages used to feed each bank can be the same, but they don&#039;t have to be.  This diagram is showing how to use bank A to control high power coils and bank B to control low power coils or flashlamps.&lt;br /&gt;
&lt;br /&gt;
[[Image:Power-Driver-16-example-use.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Controlling coils ===&lt;br /&gt;
&lt;br /&gt;
Coils are used for a variety of features in most pinball machines.  Common features with coils are flippers, slingshots, pop bumpers, drop targets, diverters, etc.  Most coils are simply a long wire wrapped around a hollow core.  When current flows through through the wire, a magnetic field is created in the core.  This magnetic field pulls in metal objects.  Typically, a steel rod (plunger) is connected to the playfield feature.  When the coil is activated (current applied), the steel rod is pulled into the core due to the magnet field.  The movement of the rod translates to movement of the feature.  For instance, a pop bumper typically has a metal ring attached to the plunger that gets pulled down toward the playfield when the coil activates.  This downwards motion pushes the ball away from the pop bumper.&lt;br /&gt;
&lt;br /&gt;
As shown in the picture below, a coil generally has two lugs, sometimes with a diode wired between them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Coil.jpg|300]]&lt;br /&gt;
&lt;br /&gt;
To connect a coil to a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] board, simply wire power out from the desired bank (J3 or J4) to one lug, and one of the bank&#039;s 8 transistor circuits (J7 or J11) to the other lug.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: If the coil has diode, you MUST wire power out to the bar end of the diode and the transistor circuit to the non-bar end of the diode.  Otherwise, bad things ensue (blown diodes, blown transistors, blown fuses, etc).  The [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] boards have their own diodes on each circuit; so diodes on the coils are unnecessary.&lt;br /&gt;
&lt;br /&gt;
=== Controlling Flippers ===&lt;br /&gt;
&lt;br /&gt;
[[Controlling Flippers|Click here for a more detailed description of flipper control.]]&lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
=== P-ROC ===&lt;br /&gt;
&lt;br /&gt;
The P-ROC can be configured to automatically control your chain of driver boards, allowing you to issue higher level commands (pulse, schedule, patter, etc).  If you&#039;re using libpinproc (C) or pyprocgame (Python), you&#039;ll first need to configure the P-ROC to work with your chain of driver boards.  Instructions for doing this are [[Configuring Driver Boards|found here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== libpinproc ====&lt;br /&gt;
&lt;br /&gt;
To activate the coils in a C program using libpinproc, you simply need to call the desired PRDriver... libpinproc function, passing in the handle to your P-ROC, the coil number, and the desired activation params.  For instance, to pulse coil 32 for 40 milliseconds:&lt;br /&gt;
&lt;br /&gt;
    PRDriverPulse(PRHandle, 32, 40)&lt;br /&gt;
&lt;br /&gt;
Other available driver commands include:&lt;br /&gt;
&lt;br /&gt;
    PRDriverSchedule()      - Issue a defined pattern that repeats every second&lt;br /&gt;
    PRDriverPatter()           - Issue a repeating pitter-patter style pattern where the coil repeatedly turns on for X ms and off for Y ms.&lt;br /&gt;
    PRDriverPulsedPatter() - Same as above except the pattern ends after Z ms.&lt;br /&gt;
    PRDriverDisable()        - Turn off the coil&lt;br /&gt;
&lt;br /&gt;
Refer to the [https://github.com/preble/libpinproc libpinproc code] for implementation details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning - It&#039;s best to use only PRDriverPulse() and PRDriverDisable() commands for high power coils.  This will help to eliminate errors that could result in coils staying on too long and burning up or blowing fuses.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== pyprocgame ====&lt;br /&gt;
&lt;br /&gt;
Your machine&#039;s YAML file will need to contain coil definitions so that pyprocgame will know know which coils exist on your machine.  Here&#039;s an example YAML with only the relevant coil items:&lt;br /&gt;
&lt;br /&gt;
    PRGame:&lt;br /&gt;
        machineType: custom&lt;br /&gt;
&lt;br /&gt;
    PRCoils:&lt;br /&gt;
        coil0:&lt;br /&gt;
            number: PD-16 circuit number for coil0 (0 for board 0, bank A, output 0)&lt;br /&gt;
        coil1:&lt;br /&gt;
            number: PD-16 circuit number for coil1 (1 for board 0, bank A, output 1)&lt;br /&gt;
        coil2:&lt;br /&gt;
            number: PD-16 circuit number for coil2 (8 for board 0, bank B, output 0)&lt;br /&gt;
        coil3:&lt;br /&gt;
            number: PD-16 circuit number for coil3 (16 for board 1, bank A, output 0)&lt;br /&gt;
&lt;br /&gt;
Once your YAML file is loaded into pyprocgame, you can activate your coils by calling:&lt;br /&gt;
&lt;br /&gt;
    game.coils.coil0.pulse(40)           - Drives coil0 for 40ms&lt;br /&gt;
&lt;br /&gt;
Other available driver methods include:&lt;br /&gt;
&lt;br /&gt;
    schedule()&lt;br /&gt;
    patter()&lt;br /&gt;
    pulsedpatter()&lt;br /&gt;
    disable()&lt;br /&gt;
    enable()&lt;br /&gt;
&lt;br /&gt;
Refer to the [http://pyprocgame.pindev.org/ref/game.html#driver pyprocgame] docs more detailed information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning - It&#039;s best to use only pulse() and disable() commands for high power coils.  This will help to eliminate errors that could result in coils staying on too long and burning up or blowing fuses.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Direct Control ====&lt;br /&gt;
&lt;br /&gt;
If you&#039;d rather use software to write to the driver board directly, which is possible though eliminates the possibility of using the pulse, schedule, patter, etc functions the P-ROC provides, you can issue direct register writes to the P-ROC that, in turn, get sent to the appropriate driver board.  Refer to the [http://www.pinballcontrollers.com/index.php/products/p-roc/documentation P-ROC FPGA documentation] for more details (register addresses and data format)&lt;br /&gt;
&lt;br /&gt;
=== Other controller (non - P-ROC) ===&lt;br /&gt;
&lt;br /&gt;
If you are using a microcontroller such as an Arduino or Parallax Propeller to control your flippers through a [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16], you&#039;ll need to do everything in software.  Refer to the [http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-16 PD-16] documentation for a description of the PDB Protocol used for sending commands to the driver board.&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Driver_Board_hardware_installation&amp;diff=1368</id>
		<title>Driver Board hardware installation</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Driver_Board_hardware_installation&amp;diff=1368"/>
		<updated>2016-02-08T06:00:11Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Created page with &amp;quot;== PD-Master == * Install the Master near the P-ROC (or other controller).  *Master board J8 connects to P-ROC J34 header via the 16-pin ribbon cable that came with the board....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PD-Master ==&lt;br /&gt;
* Install the Master near the P-ROC (or other controller).&lt;br /&gt;
&lt;br /&gt;
*Master board J8 connects to P-ROC J34 header via the 16-pin ribbon cable that came with the board.  &lt;br /&gt;
**If you&#039;re not using a P-ROC, connect your controller&#039;s serial data pin to pin 1 on the Master board&#039;s ribbon cable header and at least one ground pin from your controller to an even numbered pin on ribbon cable header.&lt;br /&gt;
**Note, the Master board&#039;s data input pin (pin 1 on the ribbon cable header) is a 3.3V input.  It is NOT 5V tolerant.  If you are using a 5V controller, be sure to level translate the signal before it reaches the Master board.  Simply using a current limiting resistor is NOT sufficient.&lt;br /&gt;
&lt;br /&gt;
*Connect the Master board&#039;s Serial Output connector (J10) to next board&#039;s Serial Input connector (J9).&lt;br /&gt;
&lt;br /&gt;
*Connect 5V to J1.&lt;br /&gt;
&lt;br /&gt;
Note - These instructions also apply to the master portion of master-combo boards.&lt;br /&gt;
&lt;br /&gt;
== PD-16 ==&lt;br /&gt;
&lt;br /&gt;
*Connect 5V to J1.&lt;br /&gt;
&lt;br /&gt;
*Connect the the Serial Input connector (J9) to previous board&#039;s Serial Ouptut connector (J10) (unless this is a master-combo board)&lt;br /&gt;
&lt;br /&gt;
*Connect the the Serial Output connector (J10) to next board&#039;s Serial Input connector (J9).&lt;br /&gt;
&lt;br /&gt;
*Set the address (dipswitches 4 through 1) to a unique address.  Dipswitches 4:1 map to board address 3:0.  Switch ON is 1, switch OFF is 0.&lt;br /&gt;
**Note, P-ROC drivers can be configured into driver groups for the first 8 board addresses (0-7).  When using a P-ROC, boards with addresses greater than 7 must be accessed directly by software by writing the appropriate data to Module 3, Address 0xC00.  Refer to the [http://www.pinballcontrollers.com/index.php/p-roc/documentation P-ROC FPGA specs] for more details on the command format.&lt;br /&gt;
&lt;br /&gt;
=== Bank A ===&lt;br /&gt;
&lt;br /&gt;
*Connect your voltage source (5V-80V) to the Bank A Power Input connector (J5)&lt;br /&gt;
&lt;br /&gt;
*Use the Bank A Power Output connector (J3) to supply power to the devices you want to control with this board/bank.&lt;br /&gt;
&lt;br /&gt;
*Connect each of your devices to the desired pin in J7.  J7 connects to the Bank A transistors, which complete the path to ground when activated.&lt;br /&gt;
&lt;br /&gt;
*Ensure F1 has a properly rated fuse for your application&lt;br /&gt;
&lt;br /&gt;
=== Bank B ===&lt;br /&gt;
&lt;br /&gt;
*Connect your voltage source (5V-80V) to the Bank B Power Input connector (J6)&lt;br /&gt;
&lt;br /&gt;
*Use the Bank B Power Output connector (J4) to supply power to the devices you want to control with this board/bank.&lt;br /&gt;
&lt;br /&gt;
*Connect each of your devices to the desired pin in J11.  J11 connects to the Bank B transistors, which complete the path to ground when activated.&lt;br /&gt;
&lt;br /&gt;
*Ensure F2 has a properly rated fuse for your application&lt;br /&gt;
&lt;br /&gt;
=== Example Illustration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Power-Driver-16-example-use.jpg]]&lt;br /&gt;
&lt;br /&gt;
== PD-8x8 ==&lt;br /&gt;
&lt;br /&gt;
*Connect 5V to J1.&lt;br /&gt;
&lt;br /&gt;
*Connect the the Serial Input connector (J9) to previous board&#039;s Serial Ouptut connector (J10) (unless this is a master-combo board)&lt;br /&gt;
&lt;br /&gt;
*Connect the the Serial Output connector (J10) to next board&#039;s Serial Input connector (J9).&lt;br /&gt;
&lt;br /&gt;
*Set the address (dipswitches 4 through 1) to a unique address.  Dipswitches 4:1 map to board address 3:0.  Switch ON is 1, switch OFF is 0.&lt;br /&gt;
**Note, P-ROC drivers can be configured into driver groups for the first 8 board addresses (0-7).  When using a P-ROC, boards with addresses greater than 7 must be accessed directly by software by writing the appropriate data to Module 3, Address 0xC00.  Refer to the [http://www.pinballcontrollers.com/index.php/p-roc/documentation P-ROC FPGA specs] for more details on the command format.&lt;br /&gt;
&lt;br /&gt;
=== Bank A ===&lt;br /&gt;
&lt;br /&gt;
*Connect your voltage source (5V-20V) to the Bank A Power Input connector (J5)&lt;br /&gt;
&lt;br /&gt;
*Use the Bank A Power Output connector (J3) to supply power to the devices you want to control with this board/bank.&lt;br /&gt;
&lt;br /&gt;
** Note: If using this board to drive a lamp/led matrix, leave J3 unconnected.&lt;br /&gt;
&lt;br /&gt;
*Connect each of your devices to the desired pin in J7.  J7 connects to the Bank A transistors, which complete the path to ground when activated.&lt;br /&gt;
&lt;br /&gt;
** Note: If using this board to drive a lamp/led matrix, connect J7 to the anode side of your LED matrix (or the input power side of your lamp matrix).&lt;br /&gt;
&lt;br /&gt;
*Ensure F1 has a properly rated fuse for your application&lt;br /&gt;
&lt;br /&gt;
=== Bank B ===&lt;br /&gt;
&lt;br /&gt;
*Connect your voltage source (5V-80V) to the Bank B Power Input connector (J6)&lt;br /&gt;
&lt;br /&gt;
*Use the Bank B Power Output connector (J4) to supply power to the devices you want to control with this board/bank.&lt;br /&gt;
&lt;br /&gt;
** Note: If using this board to drive a lamp/led matrix, leave J4 unconnected.&lt;br /&gt;
&lt;br /&gt;
*Connect each of your devices to the desired pin in J11.  J11 connects to the Bank B transistors, which complete the path to ground when activated.&lt;br /&gt;
&lt;br /&gt;
** Note: If using this board to drive a lamp/led matrix, connect J11 to the cathode side of your LED matrix (or the return side of your lamp matrix).&lt;br /&gt;
&lt;br /&gt;
*Ensure F2 has a properly rated fuse for your application&lt;br /&gt;
&lt;br /&gt;
=== Example Illustration ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Power-Driver-Matrix-8x8_example_use.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Cabling Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Connectors ===&lt;br /&gt;
&lt;br /&gt;
These boards use the following molex connectors:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Molex Connectors&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|0.100&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|0.156&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|2-pin: J9 - Serial In||2-pin: J1 - 5V&lt;br /&gt;
|-&lt;br /&gt;
|2-pin: J10 - Serial Out||3-pin: J2 - Bank A Source In&lt;br /&gt;
|-&lt;br /&gt;
| ||3-pin: J3 - Bank A Sink Out&lt;br /&gt;
|-&lt;br /&gt;
| ||3-pin: J4 - Bank B Out&lt;br /&gt;
|-&lt;br /&gt;
| ||3-pin: J5 - Bank A Sink In&lt;br /&gt;
|-&lt;br /&gt;
| ||3-pin: J6 - Bank B In&lt;br /&gt;
|-&lt;br /&gt;
| ||9-pin: J7 - Bank A&lt;br /&gt;
|-&lt;br /&gt;
| ||9-pin: J11 - Bank B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Note: Not all connectors are used on all boards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tips ====&lt;br /&gt;
&lt;br /&gt;
*Get a good crimp tool.  Crimping a lot of pins with a hard to use tool isn&#039;t fun!&lt;br /&gt;
*Buy connector housings with ramps.  Not only do they hold the header in place, but they also make it obvious which way to plug on the header.&lt;br /&gt;
*Use keying plugs on the key pins.  The board connector&#039;s use different key patterns to differentiate the various types of connections (ie. power in vs power out).  Using keying plugs in your connector housings will help you avoid accidentally plugging housings onto the wrong headers.&lt;br /&gt;
*Buy a few extra housings with the largest number of pins you foresee needing.  You can always cut them down if you ever need smaller ones.&lt;br /&gt;
&lt;br /&gt;
=== Vendors ===&lt;br /&gt;
&lt;br /&gt;
Molex connectors/pins/housings: [http://www.greatplainselectronics.com Great Plains Electronics]*, [http://www.digikey.com Digikey], [http://www.mouser.com Mouser]&lt;br /&gt;
&lt;br /&gt;
* [http://www.greatplainselectronics.com Great Plains Electronics] primarily supports pinball hobbyists.  His prices are comparable (and sometimes lower) than [http://www.digikey.com Digikey] and [http://www.mouser.com Mouser].  It&#039;s also much easier to browse his selection to find the most appropriate parts.&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Power-Driver-Matrix-8x8_example_use.jpg&amp;diff=1367</id>
		<title>File:Power-Driver-Matrix-8x8 example use.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Power-Driver-Matrix-8x8_example_use.jpg&amp;diff=1367"/>
		<updated>2016-02-08T05:58:57Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Power-Driver-16-example-use.jpg&amp;diff=1366</id>
		<title>File:Power-Driver-16-example-use.jpg</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Power-Driver-16-example-use.jpg&amp;diff=1366"/>
		<updated>2016-02-08T05:58:22Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=Driver_Board_functionality&amp;diff=1365</id>
		<title>Driver Board functionality</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=Driver_Board_functionality&amp;diff=1365"/>
		<updated>2016-02-08T05:57:24Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: Connecting driver boards to a P-ROC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.pinballcontrollers.com/index.php/driver-boards PinballControllers.com Driver Boards] contain circuits that turn on/off external devices, such as those commonly found on pinball machines.&lt;br /&gt;
&lt;br /&gt;
Unlike with traditional pinball machine power/driver boards, multiple [http://www.pinballcontrollers.com/index.php/driver-boards PinballControllers.com Driver Boards] can be used at the same time in a machine.  They were designed with a 2-wire [http://en.wikipedia.org/wiki/EIA-485 RS-485] serial interface so that they can be chained together and located anywhere in the machine (in the backbox, under the playfield, or even somewhere else in the cabinet).&lt;br /&gt;
&lt;br /&gt;
Each board contains a set of dipswitches, four of which are used to set a board address.  Further, each board is logically divided into two banks of 8 circuits, bank A and bank B.  The P-ROC, or other device controlling the chain of boards, can individually address each bank on each of the 16 possible board addresses.  Refer to the [http://www.pinballcontrollers.com/index.php/p-roc/documentation documentation] for each board for more details on the addressing.&lt;br /&gt;
&lt;br /&gt;
== [http://www.pinballcontrollers.com/index.php/driver-boards/power-driver-16 Power-Driver-16 Driver Boards] ==&lt;br /&gt;
&lt;br /&gt;
The [http://www.pinballcontrollers.com/index.php/driver-boards/power-driver-16 Power-Driver-16] boards contain 16 [[Current Sourcing and Sinking|current sink]] circuits and can therefore control up to 16 individual features.&lt;br /&gt;
&lt;br /&gt;
Each bank of 8 [[Current Sourcing and Sinking|current sink]] circuits contains a 3-pin power input header, a fuse, a 3-pin power output header, 8 n-channel [http://en.wikipedia.org/wiki/MOSFET MOSFETs], and a 9-pin header used to connect external devices to the board.  The power input header can accept between 5VDC and 80VDC.  This power goes through the fuse and then to the power output header.  All 8 devices controlled by each bank should be powered from this power output header so that the fuse protects the 8 devices from over-current conditions without affecting other circuits.  The other side of the 8 devices should connect back to the 9-pin header so that the board can activate each circuit individual.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a diagram of one way this board can be used:&lt;br /&gt;
&lt;br /&gt;
[[Image:Power-Driver-16-example-use.jpg]]&lt;br /&gt;
&lt;br /&gt;
== [http://www.pinballcontrollers.com/index.php/driver-boards/power-driver-matrix-8x8 Power-Driver-Matrix-8x8 Driver Boards] ==&lt;br /&gt;
&lt;br /&gt;
[http://www.pinballcontrollers.com/index.php/products/driver-boards/power-driver-matrix-8x8 Power-Driver-Matrix-8x8] boards contain 8 [[Current Sourcing and Sinking|current source]] circuits and 8 [[Current Sourcing and Sinking|current sink]] circuits and are therefore good for controlling 8 columns and 8 rows, respectively, of a lamp/led matrix.&lt;br /&gt;
&lt;br /&gt;
The bank of 8 [[Current Sourcing and Sinking|current sink]] circuits works exactly like the bank of [[Current Sourcing and Sinking|current sink]] circuits on the [http://www.pinballcontrollers.com/index.php/driver-boards/power-driver-16 Power-Driver-16] boards.  Each bank of 8 [[Current Sourcing and Sinking|current source]] circuits contains a 3-pin power input header, a fuse, 8 p-channel [http://en.wikipedia.org/wiki/MOSFET MOSFETs], and a 9-pin header used to connect external devices to the board.  The power input header can accept between 5VDC and 20VDC.  This power goes through the fuse and then to 8 [http://en.wikipedia.org/wiki/MOSFET MOSFETs].  The drain side of the [http://en.wikipedia.org/wiki/MOSFET MOSFETs] are then connected to the 9-pin header from which 8 external devices or matrix columns can be powered.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a diagram of one way this board can be used:&lt;br /&gt;
&lt;br /&gt;
[[Image:Power-Driver-Matrix-8x8_example_use.jpg]]&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=List_of_P-ROC_Open_Source_projects&amp;diff=1364</id>
		<title>List of P-ROC Open Source projects</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=List_of_P-ROC_Open_Source_projects&amp;diff=1364"/>
		<updated>2016-02-08T05:56:24Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: P-ROC projects with available source files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The best way to learn how to write custom pinball machine code is to look at existing projects. Here&#039;s a list of existing projects with source code that you can take a look at. Many of these are not complete, but it&#039;s a starting point for understanding how to write code for the P-ROC system.&lt;br /&gt;
&lt;br /&gt;
* There&#039;s a game called &amp;quot;Starter&amp;quot; which comes in the P-ROC software download package. It&#039;s not complete, but a nice starting point.&lt;br /&gt;
* [https://github.com/preble/JD-pyprocgame Judge Dredd], by Gerry Stellenberg&lt;br /&gt;
* [https://github.com/epthegeek/cactuscanyon/ Cactus Canyon], by forum user Epthegeek&lt;br /&gt;
* [https://github.com/Compy/TAF The Addams Family], by forum user Compy&lt;br /&gt;
* [https://github.com/mypinballs/indianajones Indiana Jones, The Pinball Adventure], by Jim from http://mypinballs.co.uk&lt;br /&gt;
* [https://github.com/mypinballs/whirlwind Whirlwind], by Jim from http://mypinballs.co.uk&lt;br /&gt;
* [https://github.com/preble/creature Creature from the Black Lagoon], by Adam Preble&lt;br /&gt;
* [https://github.com/Snux/F14SecondSortie F-14 Tomcat Second Sortie], by forum user Snux&lt;br /&gt;
* [https://https://github.com/scottdanesi/earthshaker-aftershock Earthshaker Aftershock], by Scott Danesi&lt;br /&gt;
* [https://github.com/koenheltzel/thexfiles The X Files], by forum user Koen&lt;br /&gt;
* [https://missionpinball.com/framework The Mission Pinball Framework], a work-in-progress by forum users Brian Madden and Gabe Knuth (This is not a single game, but rather a game framework alternative to pyprocgame that also works with the P-ROC)&lt;br /&gt;
&lt;br /&gt;
There&#039;s a discussion in the [http://www.pinballcontrollers.com/forum/index.php?topic=861.0 forum] about which of these games you should look at first in order to understand them. The general consensus is you should start with Creature from the Black Lagoon, then dig into The Addams Family. Eric&#039;s Cactus Canyon is complete with a lot of modes and very complex (including support for color DMDs), so it&#039;s not something a newbie should jump into right away.&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_20px_az.png&amp;diff=1363</id>
		<title>File:Font CC 20px az.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_20px_az.png&amp;diff=1363"/>
		<updated>2016-02-08T05:52:26Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
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		<author><name>Steveshoyer</name></author>
	</entry>
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		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_17px_score.png&amp;diff=1362</id>
		<title>File:Font CC 17px score.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_17px_score.png&amp;diff=1362"/>
		<updated>2016-02-08T05:52:02Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
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		<author><name>Steveshoyer</name></author>
	</entry>
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		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_15px_az.png&amp;diff=1361</id>
		<title>File:Font CC 15px az.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_15px_az.png&amp;diff=1361"/>
		<updated>2016-02-08T05:51:34Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
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		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_wide_score.png&amp;diff=1360</id>
		<title>File:Font CC 13px wide score.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_wide_score.png&amp;diff=1360"/>
		<updated>2016-02-08T05:51:10Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
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		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
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		<title>File:Font CC 13px score.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_score.png&amp;diff=1359"/>
		<updated>2016-02-08T05:50:41Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
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		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_thin_score.png&amp;diff=1358</id>
		<title>File:Font CC 13px thin score.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_thin_score.png&amp;diff=1358"/>
		<updated>2016-02-08T05:50:13Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
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	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_extra_thin_score.png&amp;diff=1357</id>
		<title>File:Font CC 13px extra thin score.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_13px_extra_thin_score.png&amp;diff=1357"/>
		<updated>2016-02-08T05:49:44Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_12px_az.png&amp;diff=1356</id>
		<title>File:Font CC 12px az.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_12px_az.png&amp;diff=1356"/>
		<updated>2016-02-08T05:49:10Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_9px_az.png&amp;diff=1355</id>
		<title>File:Font CC 9px az.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_9px_az.png&amp;diff=1355"/>
		<updated>2016-02-08T05:48:42Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_bold_az.png&amp;diff=1354</id>
		<title>File:Font CC 7px bold az.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_bold_az.png&amp;diff=1354"/>
		<updated>2016-02-08T05:48:19Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
	<entry>
		<id>https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_az.png&amp;diff=1353</id>
		<title>File:Font CC 7px az.png</title>
		<link rel="alternate" type="text/html" href="https://test.pinballmakers.com/wiki/index.php?title=File:Font_CC_7px_az.png&amp;diff=1353"/>
		<updated>2016-02-08T05:47:52Z</updated>

		<summary type="html">&lt;p&gt;Steveshoyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Steveshoyer</name></author>
	</entry>
</feed>