Tomy Pinball and Mattel Dungeons and Dragons board game are both TMS1100, so they should be pretty easy. VTech Mini Wizard looks like a 4-bit MCU, but I don't recognize it. There's no name or logo on the die other than a V, so maybe it's their own custom. Anyway, I can't distinguish any ROM bits in the array, so it's moot.

Is anyone working on Rockwell PPS-4/1 in MESS? I remember Kevin having some chip, and we found the patent with MM77 assembly code, but I'm not sure if any coding has been done. Patent US4339134 for a blackjack calculator has assembly code for the Rockwell A48xx calculator chip, (I have a blackjack calculator and a regular calculator with that chip) and it looks very PPS-4/1-ish. The mnemonics are different, but the opcodes are mostly the same, and the patent has a pretty good explanation of each instruction and I was able to map them to PPS-4/1 fairly well.

Patent 4322074 for the game Gravity mentions that an object code listing was submitted with the patent application, but nothing is on the USPTO site or Google. So I called the USPTO and asked, and they said I could order the "patent wrapper", which includes the application and correspondence between the patent examiner and applicant. But the older ones are only available on paper, and cost $225 to copy! I bit the bullet, and several weeks later I got a bound folder with several hundred pages of application and correspondence. It's pretty interesting to read; the examiner rejected or objected to all the claims in the application, so they had to make a lot of changes, some of which were rejected again. I was disappointed that the object code listing was just that, a 4-page binary dump of the ROM.

Gravity uses the same chip as Mattel Football and Baseball (B61xx), and I had decapped both of those, but didn't have Gravity. After watching ebay for several months, one finally came up for a somewhat reasonable price. I decapped the chip on Friday, took pics and composited them, and transcribed the ROM bits. A count of 1s versus 0s showed I had swapped them, so I fixed that and then wrote some programs to figure out how to map the bits on the die to the bits in the patent. The layout on the die is 64 rows by 112 columns- the 112 columns are made of 8 groups of 14 columns for the 14 pages of 8 bit bytes. First I figured out how the 8 groups of columns mapped to bits in each byte, then how the 14 columns mapped to banks, then how the 64 rows mapped to the sequence in each bank. Eventually I got an exact match to the patent, so I should be able to use the same mapping on Football and Baseball.

The older games (Auto Race, Battlestar Galactica) use the B60xx chip which has less RAM and ROM, but it looks like they use the same opcodes. I've decapped those, so they should also be dumpable. And there are newer Rockwell chips in the same family (that have more RAM and ROM, and some with better sound circuitry) that probably also use the same opcodes.