The goal of this project is to document the contents of the .nv
files
PinMAME uses to store the contents of a game's non-volatile RAM. At a
basic level, it's useful to know how a game stores its high scores so
other programs (like a game launcher) can parse and display that
information.
Going further and documenting adjustments and audits allows for the development of alternate interfaces (like a web browser) to view audits and change game settings without using the service menu.
This project started in October 2015, and should be considered "alpha" quality. As people map more games, the file format may change to support additional requirements.
I chose to use JSON as a simple yet flexible file format for this project. If necessary, other projects should be able to convert the map files to alternate formats. The JSON website describes the file format and includes links to parsing libraries in many programming languages.
This project is licensed under the GNU Lesser General Public License v3.0 (LGPL). LGPL requires that derived works be licensed under the same license, but works that only link to it do not fall under this restriction.
My intent is for the map files (.nv.json
) to remain open and for
everyone to benefit from updates, yet allow for their use in
closed-source projects with attribution. Please include a GitHub link
to the original project (or your fork of it), along with the
description, "This program makes use of content from the PinMAME NVRAM
Maps project."
My preference is to keep this project dedicated to just the JSON files so other projects can incorporate it as a git submodule.
A related project
currently includes a Python program (nvram_parser.py
) that works as a
standalone application to dump a parsed .nv
file, or as a class
(ParseNVRAM) you can use from other programs.
Start PinMAME and write down all the high scores, and then exit.
Open the game's .nv
file in a hex editor and search for the initials.
It should be possible to find each set of initials, with the
corresponding score nearby.
For adjustments, make a list of each setting, its default value, the range of accepted values, and whether certain values have special meaning (like OFF or DISABLED). I make use of a modified version of PinMAME that monitors an address range and dumps any changes it detects to that range. It's a simple matter to change a setting and see the modified location in the NVRAM file.
Audits are a bit more difficult, and I intend to build a tool to modify portions of the NVRAM file to aid in matching audits to file locations. Setting each 6-byte grouping to its starting address should allow for quickly mapping each audit.
The JSON file is essentially a big dictionary or associative array, with the following key/value pairs. It may help to review one or more of the included files as an example of the file format while reading this section of the documentation.
In cases where this specification isn't clear, please use existing maps
or the nvram_parser.py
sample as a guide.
Numbers can appear as decimal values (1234
) or hexadecimal values
inside of strings ("0x4D2"
). Most map files will only use hex for
file offsets.
Note that keys starting with underscore describe the file itself, and not the contents of the corresponding NVRAM file.
- _roms (required): A list of PinMAME ROMs that use this map.
- _fileformat (required): A
float
indicating the file format's version. See Version History at the end of this file for changes. - _version (required): A
float
indicating the JSON file's version. - _copyright: Original author of the file, possibly a list of people who have contributed to the file.
- _license: All files from this project are covered by the LGPL license. Modified map files, or maps created using an existing map as a starting point are also covered by that license.
- _notes: Notes about the file, possibly indicating who created it or portions of the file that may not be entirely correct.
- _endian: Default endian setting for all entries in the file. Defaults
to
big
. - _char_map: Characters to use for the
ch
encoding instead of a straight ASCII table. See Whirlwind (whirl_l3.nv.json
) as an example.
The map file contains objects describing sections of the .nv
file and
how to interpret them. They're comprised of the following key/value pairs:
- label: A label describing this collection of bytes in the
.nv
file. - short_label: An optional, abbreviated label for use when space is limited (like in a game launcher on a DMD).
- encoding (required): One of the following:
"enum"
: An enumerated type where the byte atstart
is used as an index into a list of strings provided invalues
."int"
: A (possibly) multibyte integer, where each byte is multiplied by a power of 256. The byte sequence0x12 0x34
would translate to the decimal value4660
."bits"
: Same decoding as"int"
, but used to sum select integers from the list invalues
."bcd"
: A binary-coded decimal value, where each byte represents two decimal digits of a number. The byte sequence0x12 0x34
would translate to the decimal value1234
."ch"
: A sequence of 7-bit ASCII characters. If the JSON file has a_char_map
key, use bytes from the NV file as indexes into that string instead of interpreting them as 7-bit ASCII."raw"
: A series of raw bytes, useful for extracting data yet to be decoded or that requires custom processing."wpc_rtc"
: A special type for a real-time clock value from a WPC game, stored as a sequence of 7 bytes. Starts with a two-byte year (2015 is0x07 0xDF
), month (1-12), day of month (1-31), day of the week (0-6, 0=Sunday), hour (0-23) and minute (0-59).
- You must specify the location of data in the file using one or more of the
following directives:
- start: Offset into the
.nv
file of the first byte to interpret. Default behavior is to use that single byte unless theend
orlength
keys are present. Eitherstart
oroffsets
are required. - end: Offset into the file of the last byte to interpret. Its value
must be greater than or equal to
start
. - length: Number of bytes to interpret, must be at least 1 (default).
- offsets: Alternative to using start/end or start/length when bytes
aren't contiguous. List of offsets to use. Either
start
oroffsets
are required.
- start: Offset into the
- min and max: Used for adjustments to specify the valid range of values.
- default: Used for adjustments to specify the factory default value.
Used for the initials entry of a high score to indicate the value
for an empty entry (e.g.,
" "
on WPC,"\u0000\u0000\u0000"
on Gottlieb System 80). Defaults to0
unless specified. - values: A list of strings used for the
enum
encoding, starting at index 0. Also used for thebits
encoding, as values for bit 0, 1, 2, etc. - special_values: A set of key/value pairs for numeric field where some
values have special meaning (for example,
{"0": "OFF"}
). - units: Used to indicate that a field contains a time value as either a
number of
"seconds"
or"minutes"
, and should be displayed asHH:MM:SS
. - suffix: A string to append to the value (e.g.,
"M"
if the value represents millions). - scale: A numeric multiplier for a decoded
int
,bcd
, orbits
. - offset: A numeric value to add to a decided
int
,bcd
, orbits
value before displaying it. Applied afterscale
. - mask: A mask to apply to each byte before processing. For example, a
mask of
"0x5F"
converts lowercase initials to uppercase and a mask of"0x0F"
clears the upper four bits. - nibble: Replacement for
packed
attribute forch
andbcd
types. Defaults toboth
(previouslypacked=true
) indicating use of the full 8 bits/byte. Set tolow
(previouslypacked=false
) to use the lower 4 bits of the byte orhigh
to use the upper 4 bits of the byte. Thebcd
sequence0x12 0x34 0x56
translates to123456
whennibble
isboth
,246
whennibble
islow
and135
whennibble
ishigh
. Robowars has an example of anibble=low
ch
field, where the sequence0x04 0x01 0x04 0x02 0x04 0x03
translates to0x41 0x42 0x43
which is the string"ABC"
. Stern Dracula and Wild Fyre (identical ROM) have examples ofnibble=high
. - packed: Deprecated in favor of
nibble
. Removepacked=true
and replacepacked=false
withnibble=low
. - _note: A note for someone maintaining the file; not displayed when processing an NVRAM file.
Keys that don't start with an underscore typically have groups of descriptors as their values.
- endian: Set to either
"big"
or"little"
to indicate the byte order of multibyte values in the ROM file. Defaults to"big"
. - last_played: A descriptor (likely with a
wpc_rtc
encoding) with a date stamp of when PinMAME last saved the file. - last_game: An array of up to four descriptors representing scores of the last game played on the machine. A score of 0 indicates that the game had less than four players.
- high_scores: The traditional high score table that would usually
start with the Grand Champion and then proceed through First Place to
Fourth Place. An array of objects with the following key/value pairs:
- label: A label describing the score (e.g.,
"Grand Champion"
). - short_label: An abbreviated label (e.g.,
"GC"
). - initials: Descriptor of where the high score's initials are stored in the file.
- score: Descriptor of where the high score's score is stored in the file.
- label: A label describing the score (e.g.,
- mode_champions: Another array of descriptors with recognition of other in-game accomplishments.
- adjustments: An object of key/value pairs for groupings of
adjustments, where the key describes the group (e.g.
"A.1 Standard Adjustments"
) and the value is another object of key/value pairs for that grouping. In that inner object, the keys are typically the numbers from the service menu ("01"
) and the values are the corresponding descriptor. - audits: Same as
adjustments
, but for the game's audits (also referred to as "Bookkeeping"). - game_state: A collection of memory areas used during a game to store
the state of the game (e.g., player #, ball #, progressive jackpot value,
etc.) Not useful for PinMAME's
.nv
files, but could be referenced with custom code inside PinMAME. See the High Speed map for an example.
The objects used for the last two entries in the file are
slightly different from the other descriptors. They have the required
start
field, require either an end
(preferred) or length
, and
label
is optional. They introduce an optional groupings
key used to
treat a single descriptor as a list of equally-sized groupings.
(On WPC games, the audits are a series of 6-byte entries, each with an 8-bit checksum as the last byte.)
- checksum8: An array of memory regions protected by an 8-bit
checksum. The last byte of the range is set so that the low byte from
the sum of all bytes in the range is
0xFF
. - checksum16: An array of memory regions protected by a 16-bit
checksum. That last two bytes of the range are set so that adding
all other bytes in the range results in a value of
0xFFFF
.
- v0.1: Initial Version
- v0.2: Deprecate
packed
attribute in favor ofnibble
.