Fire Action -- English Dip Switch & Service Menu Docs (by PacDude)
==================================================================
Note: Thanks go out to TomB for helping to figure out what some of the dip switch
      and menu functions do.

---------------------------------------------------------------------------
Note: This is an English translation (from Portuguese) with added notes (from using 
      the actual dips inside Visual PinMame with the Fire Action VP Table by PacDude)
      to the Fire Action DIP Switch document found at the Internet Pinball Database.
 (http://www.ipdb.org/files/4570/Taito_Brazil_1980_Fire_Action_Dip_Switch_Info.pdf)
      The document has also been reorganized to make more sense to English Readers.
------------------------------------------------------------------------------------

Note: To bring up the ADJUSTMENT Service Menu, open the coin door and move the toggle
switch for "Service" (SERV) and "Adjustment" (AJUST) to the UP position.  You will get
a display similar to the following table (if NVRam is reset to default values, otherwise
you will see whatever the machine is currently set to).

Likewise, DIAGNOSTIC Mode is brought up by Toggling Up the Diagnostic (DIAG) switch
and the SERVICE (SERV) switch instead.

Likewise, STATISTICS Mode is brought up by Toggling Up the Statistics (ESTAT) switch
and the SERVICE (SERV) switch instead.


=====================================================================================
PD VPM Fire Action Table (Available at VPF) Added Notes:

(For the PacDude Visual Pinball Table simulation, this means pressing END to open the
 coin box and then pressing the "8" key to toggle the Adjustment switch and the 
 "7" key to toggle the SERVICE switch.  The keys referenced in this document, are as
 follows for the VP table (make sure your VBS files are current for v1.13 or newer):

 "1"   = START Push Buttion
 "5"   = Add Virtual Coin
 "6"   = Statistics  Toggle Switch (ESTAT)
 "7"   = Service     Toggle Switch (SERV)
 "8"   = Adjustment  Toggle Switch (AJUST)
 "9"   = Diagnostics Toggle Switch (DIAG.)
 "0"   = ENTER Push Button
 "-"   = Configuration Push Button (CONF.)
 "END" = Toggle Coin Door Open/Shut
 "F6"  = Dip Switch Menu & VP Specific Table Options
 "F3"  = Reset Machine (Power Down and then Power Up Machine)
 "F2"  = Show List of These Keys During Game
=====================================================================================



Tables 1 & 2: In-Game Adjustment Menu (*corrected* to match real default NVRam settings)
========================================================================================
(Left Table: Shows Default Settings when the Adjustment Service Menu is brought up)

    3*      2*      1*
-------------------------
| 0 | 6 | 1 | 1 | 0 | 5 |  <= Player 1 Score Display
-------------------------
    6*      5*      4*
-------------------------
| 4 | 0 | 4 | 0 | 1 | 0 |  <= Player 2 Score Display
-------------------------
    9*      8*      7*
-------------------------
| 0 | 1 | 0 | 5 | 4 | 0 |  <= Player 3 Score Display
-------------------------

-------------------------
| 0 | 0 | 0 | 0 | 0 | 0 |  <= Player 4 Score Display (No Info Here)
-------------------------

Note: Number* indicates the total 2-digit value being shown there.

=========================================================================================
Adjustment Menu Settings Table (top right table in original document)

(Note: the Number* match from above table. Also see the notes below on settings. These
       settings are probably very similar on other Taito pinball games.)

Setting Number                    |  Possible Settings  | Default Value |
------------------------------------------------------------------------
1*  Default # of Balls in Game    | 03, 04, 05, (06)    |      05       |
-------------------------------------------------------------------------
2*  Credits Given Out Per Coin    | 11, 12, 13, 14      |      11       |
-------------------------------------------------------------------------
3*  Maximum Credit Limit On Game  | 01 -> 09            |      06       |
-------------------------------------------------------------------------
4*  Credit Incentive              | 10, 11, 12, 13, 14  |      10       |
-------------------------------------------------------------------------
5*  Replay #1 Score               | 15 -> 99            |      40       |
-------------------------------------------------------------------------
6*  Replay #2 Score               | 15 -> 99            |      40       |
-------------------------------------------------------------------------
7*  Extra Ball Score              | 15 -> 99            |      40       |
-------------------------------------------------------------------------
8*  Specials / Game               | 01 -> 05            |      05       |
-------------------------------------------------------------------------
9*  Credits For Record Score      | 01, 02              |      01       |
-------------------------------------------------------------------------

English Explanations & Notes:
=============================
1* - This is the default number of balls you get per game.  It defaults to 5-ball play,
     but can be set from 3 to 6.

2* - This is the number of credits purchased per coin inserted.  The leading one is
     dropped.  Thus, the default 11 value equals 1 credit per coin inserted.  12 would be
     two credits per coin inserted. 13 would be 3 credits per coin and 14 would be
     4 credits per coin. 

3* - This is the maximum number of credits allowed at one time in the game.  Any more
     coins inserted would be rejected and no more replays or specials would be awarded
     past this limit. The default is 6 credits maximum, but it can be adusted from
     1 to 9 credits.

4* - This is an "incentive" bonus credit awarded for spending more money at once.  Once
     again, the leading one is dropped for calculations.  The default "10" therefore
     actually means 0.  Thus, there is no incentive at default settings.  11 would give 1
     bonus credit per credit purchased.  12 would give 1 bonus credit per 2 credits
     purchased.  13 would give 1 bonus credit per 3 credits purchased and 14 would give
     1 bonus credit per 4 credits purchased.

5* - This is the score at which the first "replay" (free game) credit is awarded at.  It
     is the value listed times 10,000 points.  Thus, the default of 40 = 400,000 points
     or a free game is given out after you achieve 400,000 points.  It can be set from
     150,000 to 990,000 points.

     *NOTE: This function is overridden completely if dip switches 5,6 & 7 are not all set
     to their DOWN positions in which case it will default instead to the values in
     Table 4 Shown Below.  Also, a memory error or loss of NVRam settings will result in
     the values set here being lost and reset to their default of 40.  Thus, the dips
     5,6,7 allow the operator and easy alternative to setting a range of basic replay
     scores without using the menu system. Those dips also affect 6* and 7*.

6* - This is the score at which a second "replay" credit is awarded at IF it's set to a
     different value than 5*. If it's set to the same value, it will be disabled. Like 5*,
     this setting is overridden by dips 5,6,7 when set to something other than all DOWN.
     The default setting is the same as 5* and thus a 2nd replay is normally disabled.
     It can be changed to a value range from 15-99 (150,000 - 990,000).

7* - This is the score at which an Extra Ball is awarded at IF it's set to a different
     value than 5*. If it's set to the same value, it will be disabled. Like 5*, this
     setting is overridden by dips 5,6,7 when set to something other than all DOWN. The
     default setting is the same as 5* and thus an Extra Ball Award is normally disabled.
     It can be changed to a value range from 15-99 (150,000 - 990,000).

8* - This setting would appear to limit the maximum number of extra credits awarded via
     the "Special" award in any given game.  However, testing in VPM has shown it has no
     effect (rather the game only awards 1 credit for Special unless 9* is set to 2 in
     which case it will give out up to 2 specials).  It is unknown to me at this time if
     this setting is actually for something else or if something is broken in VPM
     (the Visual PinMame emulator) or the Game Roms used with VPM are different than
     the manual seems to indicate (as values given here different slightly in some cases
     from the original document, indicating either a rom difference or a manual error
     or change from the original intended settings).  Thus far, the actual function
     of this setting is unknown.

9* - This is the number of free game credits awarded for beating the machine's current
     Record score (high score).  It can be set to 1 or 2 credits.  It defaults to 1.


HOW TO MODIFY VALUES IN THE ADJUSTMENT TABLE
============================================

After entering the Adjustment Service Menu as described at the beginning of this document
(Open Coin Door and Toggle AJUST and SERV switches to their UP positions from Game Over),
it will show you the default Adjustment values as shown in the first table above.  

To modify a given value:
 
PRESS START

The score displays should go blank except PLAYER 1. It will now show the a display like
this (assuming the dips switches are all set to OFF currently):

|   | 1 | 0 | 5 | 0 | 0 | (actual display)

       or

| 1 | 0 5 | 0 0 | (as shown in original document to aid in understanding the grouping)

The 1 on the left is the current Number* position relative to the above Adjustment Table.
Thus, you start at Setting 1*, which is the Default Number of Balls Per Game setting.

The 2nd grouping of information ( 05 ) is the CURRENT SETTING in the machine as shown
in the above table of possible settings.  In this case, the machine is set to 05 which
is 5 balls per game.

The 3rd grouping of information ( 00 ) is the POSSIBLE NEW SETTING.  This is set using
the game's DIP Switches.  Once a value is entered with the dip switches (see below), it
will be shown in the 3rd box.  It must match a POSSIBLE value from the table to be
acceptable to the game.  This box will show whatever value is entered currently from
the dips switch settings so if you are using an active dip switch in normal play,
it's going to read whatever that means in terms of Adjustment mode here instead.  Thus,
dips should probably be all set to down before starting so it reads "00" at first. 

To ENTER the desired value into the game, press the ENTER key. The "CURRENT" Value will 
now change to match the "POSSIBLE" value if it's acceptable.  

You can then move to the next setting by pressing START.

To skip a particular setting and move foward through the table list, press the CONFIG key
and then the START key.  You will see the function number change each time to the next
value up to a possible value of 9.  Make any changes as described above.  

To EXIT the Adjustment Menu and return to GAME OVER, return the the ADJUSTMENT and SERVICE
toggle switches to their DOWN positions and then press START.  Close the Coin Box if you
are done using the operator menus.

***Example in Steps***:  To Change 3* (Maximum Credits) from 06 to 09 (9 credits)

(From Game Over and assuming all dips are set to DOWN)

1> Open Coin Door (END Key in VP/VPM Table)
2> Set ADJUSTMENT Toggle Switch to UP ("8" key in VP/VPM Table)
3> Set SERVICE Toggle Switch to UP ("7" key in VP/VPM Table)

---> The Adjustment Display should be shown in the Score Boxes as described above

4> Press START ("1" in VP/VPM Table)

---> Displays should go blank except Player 1 as described above. Function will read 1.

5> Press CONFIG and then START.  Function will change to 2 (default credits).
6> Press CONFIG and then START.  Function will now read:

---> |   | 3 | 0 | 6 | 0 | 0 |
which indicates Function 3: Current Setting 06 : Possible Setting 00

7> Set Dip Switch Numbers 0 - 3 to DOWN to make the ZERO (as in 0 9).  
   Set Dip Switch Number 4 & 7 to UP to make the NINE (as in 0 9)
   (in VP/VPM Table do this by checking those dip switch boxes in the F6 menu and hit OK)

---> Display will now read |   | 3 | 0 | 6 | 0 | 9 |  (possible setting now at 09)

8> Press ENTER ("0" in VP/VPM Table)

---> Display will now read |   | 3 | 0 | 9 | 0 | 9 |  (current value is set now)

9> Press START

---> Display will now move to function 4  ( |   | 4 | 1 | 0 | 0 | 9 | )
Notice that your "possible" value is still set to 09.  This is because your dip switches
are still set to 09.  Lower them all to get 00 again or change them to a desired value.

10> Lower the Adjustment and Service Toggle Switches ("7" and "8" in VP/VPM).  
    If the table has not returned to attract mode, then press START.  

---> Game should be back in GAME OVER "attract mode" now.

11> Close the Coin Door when finished (END toggles in VP/VPM).

YOU ARE DONE.  All Menu Adjustments are made that way.  Just pick the function you want
and enter a change according to the possible values in the above Adjustment Table.




============
DIP SWITCHES
============

There are 8 Dip Switches in the game. ( 0 - 7 ) (called CH0 - CH7 in the VP/VPM table)
as "CH" stands for "CHAVE" which means "KEY" or "DIP SWITCH" in Portuguese and the manual
page refers to them as CH0 - CH7.  

These dip switches are used for a variety of functions depending on which SERVICE MENU
you are currently in, namely ADJUSTMENT versus DIAGNOSTIC or whether you are actually
playing the game (in which case they take on the values listed in Table 3 Below).

For the Adjustment Mode, they can be grouped into two sets of switches:
-----------------------

Switches 0 - 3 (CH0 - CH3) represent the 2nd Digit (as in TENS Digit as opposed to the 
first digit, which would be the ONES digit) in the two digits representing any
possible combination of menu number adjustments.  For example, in "12", that would be
the "1" digit. Thus, in the VP/VPM table, it shows "|B|A|" as the two digits and each
switch is marked with either a "B" or an "A". So Switches 0 - 3 (CH0 - CH3) are "B" 
switches by that designation.  

Switches 4 - 7 (CH4 - CH7) represent the 1st digit (ones place) in "|B|A|" and thus are
marked as "A" switches.  So in "12", that would be the "2" digit.  

These switches are used to INPUT a number value (from zero to nine) for each digit when
trying to adjust the possible new value for that setting. This is accomplished using
what is known as a BINARY INPUT SYSTEM.  Each Switch Value is assigned a binary grouping
value and that combination of values ADDS up to the total value for that digit.

  1   2   4   8   1   2   4   8     <= Value Assigned to Each Dip Switch Number Below It
---------------------------------
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |   <= Dip Switch Number (CH Number) 
---------------------------------

Notice that Dips Switches 0 - 3 represent 1,2,4,8 and so do Dip Switches 4 - 7.
That's because they're split into two digits as described above.  In a binary math system,
you'll recognize that as the same as  1111B = (8 + 4 + 2 + 1) = 15D.  Thus, each switch
actually represents a digit in a 4 digit binary number that is the equivalent of a 
decimal number (only switch combinations of 9 or less are actually used per set so it's
the equivalent of a single decimal number shown in the scoring boxes when set).  So,
to get a desired value, you have to set the switches for each digit that add to that 
desired number for each digit.  Note that the correct orientation to binary would
actually be:

3,2,1,0  and 7,6,5,4 (relative to the 8,4,2,1 places in an actual binary number)

(These are marked in the F6 Dip Menu in the VP/VPM Table in parenthesis so they're easy
 to add without having to refer back here).

***Example1***:  We want to set "09" with the dip switches.
  
   -That is "0" for CH0-CH3 (thus they're all down or 0000)
   -That is "9" for CH4-CH7 (thus, you set CH7 UP & CH4 UP: (8 + 1 = 9 or 1001) 

***Example2***: We want to set "75" with the dip switches.

   -That is "7" for CH0-CH3 (Set CH2 UP & CH1 UP & CH0 UP to get "4 + 2 + 1 = 7")
   -That is "5" for CH4-CH7 (Set CH6 UP & CH4 UP to get "4 + 1 = 5")

All "Possible" values are entered that way in the Adjustment menu.  All combinations of
0-9 can be made by combining each set of 4 switches so they add to that value where
Down (unchecked in VP/VPM) = ZERO and Up (checked in VP/VPM) = the value in the table
above for that particular Dip Switch so they add to whatever value you're looking for.  


For the Diagnostic Mode, the Dip Switches represent the ACTUAL NUMBER of their NAME.
-----------------------

This means that CH0 = "0" and CH5 = "5" and CH7 = "7" etc.

Thus, ALL Diagnostic MODES turn out to be number combinations that do NOT overlap at all.

***Example***, to set the game to show the automatic lamp test in DIAGNOSTIC MODE, you
need to enter Mode "57" according to the Game Manual.  

To get there from Game Over:

1> Open Coin Door ("END" in VP/VPM Table)
2> Toggle Diagnostic Switch to UP ("9" in VP/VPM Table)
3> Toggle Service Switch to UP ("7" in VP/VPM Table)
---> Table and displays should all light up
4> Press START ("1" in VP/VPM Table)
---> Displays should go to switch mode or blank
5> Enter "57" by moving CH5 to UP and CH7 to UP
6> Press and Hold START ("1" in VP/VPM) until "57" shows in the CREDIT/BALL-IN-PLAY
   displays and the table will start cycling the lamp matrix by banks.

Likewise, Solenoids can be tested by entering their solenoid value the same way
(e.g. "15" [CH1 UP & CH5 UP] + START would activate the BALL RELEASE Solenoid or (S15))

Here's a list of all the Diagnostic Modes translated from the Game Manual
(See the Game Manual Page at the Internet Pinball Database for the Matrix Tables for all
 Solenoids, Lamps and Switch numbers).

"67" = Switch Test
"46" = Automatic Sequential Solenoid Test
"45" = Repeat Solenoids Automatically
"##" = Activate a specified solenoid number (## = 2-digit number from manual for Solenoid)
"57" = Lamp Test in Sequencey by Strobe Bank
"56" = Specific Lamp Test (followed up by the specific lamp number to strobe)

*Note*: You MUST Lower ALL Dip Switches in addition to the Diagnostic and Service keys 
        to EXIT from Diagnostic Mode.  Press Start if it still doesn't exit.  
        Close the coin door when done with all service modes and adjustments.



During The Game, The Dip Switches Serve a Specific Function
---------------

While the Dip Switches are used to input modes or adjustment values while in the Service
Menus, they are used to set specific operational game modes while the game is in actual
play.  Thus, before closing the coin door after making any service menu or diagnostic
adjustments and while the game is in ATTRACT (Game Over) mode, you should set the dip
switches to reflect the gameplay options you desire according to the following tables for
all the 8 Dip Switches (0-7).  Note that any of these options can actually be set at ANY 
time during a game and the change will take effect as soon as is reasonable within the
same active game even.

*******ROM GAME OPTIONS********

Table 3: Dip Switch Values for Dip Switches 0-4 (CH0 - CH4)
-----------------------------------------------------------

Dip Switch      |       0       |     1     |      2      |       3       |       4
------------------------------------------------------------------------------------------
Lowered (unset) | Kickback with | Bonus 10K | Last Chance | 1 Last Chance | "FIRE" Lights
(unchecked - VP)|   3 targets   |    Lit    |  Multiball  |    Per Game   |  The Kickback
------------------------------------------------------------------------------------------
Raised   (set)  | Kickback with | Bonus 10K |   No  Last  |  Unlimited    | "" Does NOT
(checked - VP)  |   6 targets   |  Not Lit  |    Chance   | Last Chances  | Light Kickback
------------------------------------------------------------------------------------------


Options Described:

CH0 - When lowered (unchecked in VP/VPM), the Kickback will be lit with by hitting one 
      primary main bank of 3 round standup targets (1-3 or 4-6).
     
      When raised (checked in VP/VPM), it will take hitting all 6 standups to light the
      kickback.

CH1 - When lowered, the Bonus 10K Lamp will be spotted.  Thus, spelling "Fire Action"
      will award 10,000 bonus points the first time it's spell (and light the 30K lamp).

	When raised, the Bonus 10K Lamp will NOT be spotted.  Thus, you will have to first
      light the 10K bonus light by spelling "FIRE ACTION" and then spell it again to get
      the 10,000 bonus points (and light the 30K bonus lamp for the next time it's spelled)

CH2 - When lowered, the game will award a "Last Chance" (2-ball or 3-ball) multiball on
      your last regular game ball to help you finish lighting the regular multiball locks
      IF you have one or two balls locked already AND you hit the Top Center Standup 
      target (between the rollover lanes and pop bumpers).  It will release the locked
      balls which can then be used to score points and light the remaining locks.  The
      balls can be relocked at any time into any lit lock. If you have 2 or 3 balls in
      play and all drain except one, that ball will continue as if you are still playing 1
      ball. If locked, the game will kick out a ball from the trough and play will
      continue.  Whether the locked ball can be released again or not when hitting the top
      center target will depend on Dip Switch CH3.  

      When raised, the game will NOT award any "Last Chance" multiballs.  Also,
      Dip Switch CH3 has NO effect when CH2 is raised.

CH3 - When lowered (and if CH2 is not raised), the game will release a "Last Chance"
      multiball "lock release" ONE TIME on the last regular game ball when hitting the top
      center target.  Any additional hits to the top center target when balls are relocked
      will have no effect.

      When raised (and if CH2 is not raised), the game will allow unlimited "Last Chance" 
      lock releases on the last ball of the game when the balls are relocked.  The balls
      will release again any time the top center target is hit.

CH4 - When lowered, spelling "FIRE" via the top rollover lanes will light the kickback
      in addition to the 3 (or 6 depending on CH0 setting) main bank targets.
 
      When raised, spelling "FIRE" will not light the kickback at all.  The kickback can
      then only be lit by hitting the main 3 (or 6 depending on CH0 setting).


Table 4:  Replay Scores determined by Dip Switches 4-7 (CH4 - CH7)
------------------------------------------------------------------

 Dip Switch | Adjustable Via Menu | 400K | 440K | 480K | 520K | 560K | 600K | 640K |
            | (Defaults at 400K)  |      |      |      |      |      |      |      |
------------------------------------------------------------------------------------
     5      |        Down         |  UP  |  DN  |  UP  |  DN  |  UP  |  DN  |  UP  |
------------------------------------------------------------------------------------
     6      |        Down         |  DN  |  UP  |  UP  |  DN  |  DN  |  UP  |  UP  |
------------------------------------------------------------------------------------
     7      |        Down         |  DN  |  DN  |  DN  |  UP  |  UP  |  UP  |  UP  |
------------------------------------------------------------------------------------


Note: If Dip Switches 5-7 (CH5 - CH7) are all set to DOWN (unchecked in VP/VPM Table),
      then you can set the replay score values in the Adjustment Menu (5* - 7*) for
      Replay 1 Score, Replay 2 Score and Extra Ball Score.  Make sure you put Dip
      Switches 5-7 DOWN *BEFORE* you EXIT the Adjustment Menu or the values listed here
      will OVERRIDE and RESET the menu value to the value listed.  Moving them down
      AFTER you exit will set it to whatever they're set to on the chart and then RESET
      it to 400K when they're all moved down again.  If you lower them before EXITING 
      to Attract Mode, they will retain the values stored in those adjustment tables
      as long as there is no NVRam memory error.  

      Note also that if you use any of the predefined values listed here, there will only
      be a single replay at that value (Replay #2 and Extra Ball Score are set internally
      to be the same value and thus disabled per the menu option described per Table 2.
      Thus, if you want a value not specified in this chart or if you want more than one
      replay score award or an extra ball award, you will need to use the menu system to
      set them and have these three dips switches lowered.  If you only want one replay
      score award and one of these values is OK with you, then it's easier to set the game
      replay score with the dip switch setting here (and it's not dependent on NVRam
      to maintain its value, but rather will stay at it as long as the dips are set to it
      during gameplay).
   
Added Note: The Fire Action VP/VPM Table by PacDude (V1.1 or newer) also shows both
            both tables 3 & 4 in the F6 Menu options right beside and below the
            Dip Switches to easily set them without having to refer to this page.
