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Per request, I am updating the original post in the topic to include a set of builds related to my changes. I don't think I had planned for the journey ahead when I started this thread. VPM http://vpuniverse.com/forums/forums/topic/2933-sambuild29-beta-thread/ * LE Aux Board Support * WPC Modulated solenoids * Miscellaneous sound and graphics fixes * (12/17/16) Reduce GTS3 Vblank interrupts, to fix overly fast animations in Tee'd Off and possibly others. * Minor tweak to modulated solenoids (fix AFM monsters). B2S 11/26/16 (** Now included in official release and VP 10.2 installer **) http://www.vpforums.org/index.php?app=downloads&showfile=12553 * Fix intermittent string error when modulated solenoids are in use * Add support for 128 bit LED segments (for World Poker Tour) * Add some missing VPM interfaces * Increase number of supported lights DOF 12/06/16: https://www.dropbox.com/s/qncfdegwj899fby/dof120616.zip?dl=0 * Contains a small fix to prevent over-firing when modulated solenoids are in use * Fix to the fix - so combined effects like drop targets fire properly Please use these in conunction with official vP 10.2 or later. : http://www.vpforums.org/index.php?showtopic=35311 An updated core.vbs script included in VP 10.2 is required for some of the newer tables to work correctly. If you see errors related to "ModSol", then VP has picked up an old version of the core.vbs script. ---=== Original post from Sept 8 ===--- So it turns out, LE aux driver support is already present in sam.c. There's just a hack that's preventing it from working properly. Near line 512 in SAM.C look for: case 6: sam_bank++; if ( sam_bank == 1 && bank >= 0) Change the last line to: if (core_gameData->hw.gameSpecific1 == 0 && bank >= 0) And bam, you can see all 8 of the LE solenoids fire as Solenoid 33 through 40! Tested using the X-Men LE rom. Not much concern of this code change breaking something else. That block of code only updates the solenoids2 variable. The sam_bank stuff appears to be some sort of hack that's also present on the other solenoid bank to prevent misfires. It causes it to ignore the first attempt to set the solenoid. But the way the ROM is updating the LE driver bank, we miss the event if that hack is there. There are a couple conditional blocks of code below it for a SAM Mini-DMD. I'm guessing this connects to the same port on the SAM board. I added the check that hwgameSepcific1 is 0 to ensure that games with alternate hardware connected to that port doesn't trigger the solenoids.