An input/output controller for virtual pinball machines, with plunger position tracking, accelerometer-based nudge sensing, button input encoding, and feedback device control.

Dependencies:   USBDevice mbed FastAnalogIn FastIO FastPWM SimpleDMA

/media/uploads/mjr/pinscape_no_background_small_L7Miwr6.jpg

The Pinscape Controller is a special-purpose software project that I wrote for my virtual pinball machine.

New version: V2 is now available! The information below is for version 1, which will continue to be available for people who prefer the original setup.

What exactly is a virtual pinball machine? It's basically a video-game pinball emulator built to look like a real pinball machine. (The picture at right is the one I built.) You start with a standard pinball cabinet, either built from scratch or salvaged from a real machine. Inside, you install a PC motherboard to run the software, and install TVs in place of the playfield and backglass. Several Windows pinball programs can take advantage of this setup, including the open-source project Visual Pinball, which has hundreds of tables available. Building one of these makes a great DIY project, and it's a good way to add to your skills at woodworking, computers, and electronics. Check out the Cabinet Builders' Forum on vpforums.org for lots of examples and advice.

This controller project is a key piece in my setup that helps integrate the video game into the pinball cabinet. It handles several input/output tasks that are unique to virtual pinball machines. First, it lets you connect a mechanical plunger to the software, so you can launch the ball like on a real machine. Second, it sends "nudge" data to the software, based on readings from an accelerometer. This lets you interact with the game physically, which makes the playing experience more realistic and immersive. Third, the software can handle button input (for wiring flipper buttons and other cabinet buttons), and fourth, it can control output devices (for tactile feedback, button lights, flashers, and other special effects).

Documentation

The Hardware Build Guide (PDF) has detailed instructions on how to set up a Pinscape Controller for your own virtual pinball cabinet.

Update notes

December 2015 version: This version fully supports the new Expansion Board project, but it'll also run without it. The default configuration settings haven't changed, so existing setups should continue to work as before.

August 2015 version: Be sure to get the latest version of the Config Tool for windows if you're upgrading from an older version of the firmware. This update adds support for TSL1412R sensors (a version of the 1410 sensor with a slightly larger pixel array), and a config option to set the mounting orientation of the board in the firmware rather than in VP (for better support for FP and other pinball programs that don't have VP's flexibility for setting the rotation).

Feb/March 2015 software versions: If you have a CCD plunger that you've been using with the older versions, and the plunger stops working (or doesn't work as well) after you update to the latest version, you might need to increase the brightness of your light source slightly. Check the CCD exposure with the Windows config tool to see if it looks too dark. The new software reads the CCD much more quickly than the old versions did. This makes the "shutter speed" faster, which might require a little more light to get the same readings. The CCD is actually really tolerant of varying light levels, so you probably won't have to change anything for the update - I didn't. But if you do have any trouble, have a look at the exposure meter and try a slightly brighter light source if the exposure looks too dark.

Downloads

  • Config tool for Windows (.exe and C# source): this is a Windows program that lets you view the raw pixel data from the CCD sensor, trigger plunger calibration mode, and configure some of the software options on the controller.
  • Custom VP builds: I created modified versions of Visual Pinball 9.9 and Physmod5 that you might want to use in combination with this controller. The modified versions have special handling for plunger calibration specific to the Pinscape Controller, as well as some enhancements to the nudge physics. If you're not using the plunger, you might still want it for the nudge improvements. The modified version also works with any other input controller, so you can get the enhanced nudging effects even if you're using a different plunger/nudge kit. The big change in the modified versions is a "filter" for accelerometer input that's designed to make the response to cabinet nudges more realistic. It also makes the response more subdued than in the standard VP, so it's not to everyone's taste. The downloads include both the updated executables and the source code changes, in case you want to merge the changes into your own custom version(s).

    Note! These features are now standard in the official VP 9.9.1 and VP 10 releases, so you don't need my custom builds if you're using 9.9.1 or 10 or later. I don't think there's any reason to use my 9.9 instead of the official 9.9.1, but I'm leaving it here just in case. In the official VP releases, look for the checkbox "Enable Nudge Filter" in the Keys preferences dialog. (There's no checkbox in my custom builds, though; the filter is simply always on in those.)
  • Output circuit shopping list: This is a saved shopping cart at mouser.com with the parts needed for each output driver, if you want to use the LedWiz emulator feature. Note that quantities in the cart are for one output channel, so multiply everything by the number of channels you plan to use, except that you only need one of the ULN2803 transistor array chips for each eight output circuits.
  • Lemming77's potentiometer mounting bracket and shooter rod connecter: Sketchup designs for 3D-printable parts for mounting a slide potentiometer as the plunger sensor. These were designed for a particular slide potentiometer that used to be available from an Aliexpress.com seller but is no longer listed. You can probably use this design as a starting point for other similar devices; just check the dimensions before committing the design to plastic.

Features

  • Plunger position sensing, using a TAOS TSL 1410R CCD linear array sensor. This sensor is a 1280 x 1 pixel array at 400 dpi, which makes it about 3" long - almost exactly the travel distance of a standard pinball plunger. The idea is that you install the sensor just above (within a few mm of) the shooter rod on the inside of the cabinet, with the CCD window facing down, aligned with and centered on the long axis of the shooter rod, and positioned so that the rest position of the tip is about 1/2" from one end of the window. As you pull back the plunger, the tip will travel down the length of the window, and the maximum retraction point will put the tip just about at the far end of the window. Put a light source below, facing the sensor - I'm using two typical 20 mA blue LEDs about 8" away (near the floor of the cabinet) with good results. The principle of operation is that the shooter rod casts a shadow on the CCD, so pixels behind the rod will register lower brightness than pixels that aren't in the shadow. We scan down the length of the sensor for the edge between darker and brighter, and this tells us how far back the rod has been pulled. We can read the CCD at about 25-30 ms intervals, so we can get rapid updates. We pass the readings reports to VP via our USB joystick reports.

    The hardware build guide includes schematics showing how to wire the CCD to the KL25Z. It's pretty straightforward - five wires between the two devices, no external components needed. Two GPIO ports are used as outputs to send signals to the device and one is used as an ADC in to read the pixel brightness inputs. The config tool has a feature that lets you display the raw pixel readings across the array, so you can test that the CCD is working and adjust the light source to get the right exposure level.

    Alternatively, you can use a slide potentiometer as the plunger sensor. This is a cheaper and somewhat simpler option that seems to work quite nicely, as you can see in Lemming77's video of this setup in action. This option is also explained more fully in the build guide.
  • Nudge sensing via the KL25Z's on-board accelerometer. Mounting the board in your cabinet makes it feel the same accelerations the cabinet experiences when you nudge it. Visual Pinball already knows how to interpret accelerometer input as nudging, so we simply feed the acceleration readings to VP via the joystick interface.
  • Cabinet button wiring. Up to 24 pushbuttons and switches can be wired to the controller for input controls (for example, flipper buttons, the Start button, the tilt bob, coin slot switches, and service door buttons). These appear to Windows as joystick buttons. VP can map joystick buttons to pinball inputs via its keyboard preferences dialog. (You can raise the 24-button limit by editing the source code, but since all of the GPIO pins are allocated, you'll have to reassign pins currently used for other functions.)
  • LedWiz emulation (limited). In addition to emulating a joystick, the device emulates the LedWiz USB interface, so controllers on the PC side such as DirectOutput Framework can recognize it and send it commands to control lights, solenoids, and other feedback devices. 22 GPIO ports are assigned by default as feedback device outputs. This feature has some limitations. The big one is that the KL25Z hardware only has 10 PWM channels, which isn't enough for a fully decked-out cabinet. You also need to build some external power driver circuitry to use this feature, because of the paltry 4mA output capacity of the KL25Z GPIO ports. The build guide includes instructions for a simple and robust output circuit, including part numbers for the exact components you need. It's not hard if you know your way around a soldering iron, but just be aware that it'll take a little work.

Warning: This is not replacement software for the VirtuaPin plunger kit. If you bought the VirtuaPin kit, please don't try to install this software. The VP kit happens to use the same microcontroller board, but the rest of its hardware is incompatible. The VP kit uses a different type of sensor for its plunger and has completely different button wiring, so the Pinscape software won't work properly with it.

Committer:
mjr
Date:
Sat Aug 23 01:24:36 2014 +0000
Revision:
10:976666ffa4ef
Parent:
9:fd65b0a94720
Child:
11:bd9da7088e6e
Add raw pixel dump support for use by the Windows config tool

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 0:5acbbe3f4cf4 1 /* USBJoystick.h */
mjr 0:5acbbe3f4cf4 2 /* USB device example: Joystick*/
mjr 0:5acbbe3f4cf4 3 /* Copyright (c) 2011 ARM Limited. All rights reserved. */
mjr 0:5acbbe3f4cf4 4 /* Modified Mouse code for Joystick - WH 2012 */
mjr 0:5acbbe3f4cf4 5
mjr 0:5acbbe3f4cf4 6 #ifndef USBJOYSTICK_H
mjr 0:5acbbe3f4cf4 7 #define USBJOYSTICK_H
mjr 0:5acbbe3f4cf4 8
mjr 0:5acbbe3f4cf4 9 #include "USBHID.h"
mjr 0:5acbbe3f4cf4 10
mjr 0:5acbbe3f4cf4 11 #define REPORT_ID_JOYSTICK 4
mjr 0:5acbbe3f4cf4 12
mjr 0:5acbbe3f4cf4 13 /* Common usage */
mjr 0:5acbbe3f4cf4 14 enum JOY_BUTTON {
mjr 0:5acbbe3f4cf4 15 JOY_B0 = 0x0001,
mjr 0:5acbbe3f4cf4 16 JOY_B1 = 0x0002,
mjr 0:5acbbe3f4cf4 17 JOY_B2 = 0x0004,
mjr 0:5acbbe3f4cf4 18 JOY_B3 = 0x0008,
mjr 0:5acbbe3f4cf4 19 JOY_B4 = 0x0010,
mjr 0:5acbbe3f4cf4 20 JOY_B5 = 0x0020,
mjr 0:5acbbe3f4cf4 21 JOY_B6 = 0x0040,
mjr 0:5acbbe3f4cf4 22 JOY_B7 = 0x0080,
mjr 0:5acbbe3f4cf4 23 JOY_B8 = 0x0100,
mjr 0:5acbbe3f4cf4 24 JOY_B9 = 0x0200,
mjr 0:5acbbe3f4cf4 25 JOY_B10 = 0x0400,
mjr 0:5acbbe3f4cf4 26 JOY_B11 = 0x0800,
mjr 0:5acbbe3f4cf4 27 JOY_B12 = 0x1000,
mjr 0:5acbbe3f4cf4 28 JOY_B13 = 0x2000,
mjr 0:5acbbe3f4cf4 29 JOY_B14 = 0x4000,
mjr 0:5acbbe3f4cf4 30 JOY_B15 = 0x8000
mjr 0:5acbbe3f4cf4 31 };
mjr 0:5acbbe3f4cf4 32
mjr 0:5acbbe3f4cf4 33 /* X, Y and T limits */
mjr 0:5acbbe3f4cf4 34 /* These values do not directly map to screen pixels */
mjr 0:5acbbe3f4cf4 35 /* Zero may be interpreted as meaning 'no movement' */
mjr 0:5acbbe3f4cf4 36 #define JX_MIN_ABS (-127) /*!< The maximum value that we can move to the left on the x-axis */
mjr 0:5acbbe3f4cf4 37 #define JY_MIN_ABS (-127) /*!< The maximum value that we can move up on the y-axis */
mjr 0:5acbbe3f4cf4 38 #define JZ_MIN_ABS (-127) /*!< The minimum value for the Z axis */
mjr 0:5acbbe3f4cf4 39 #define JX_MAX_ABS (127) /*!< The maximum value that we can move to the right on the x-axis */
mjr 0:5acbbe3f4cf4 40 #define JY_MAX_ABS (127) /*!< The maximum value that we can move down on the y-axis */
mjr 0:5acbbe3f4cf4 41 #define JZ_MAX_ABS (127) /*!< The maximum value for the Z axis */
mjr 0:5acbbe3f4cf4 42
mjr 0:5acbbe3f4cf4 43 /**
mjr 0:5acbbe3f4cf4 44 *
mjr 0:5acbbe3f4cf4 45 * USBJoystick example
mjr 0:5acbbe3f4cf4 46 * @code
mjr 0:5acbbe3f4cf4 47 * #include "mbed.h"
mjr 0:5acbbe3f4cf4 48 * #include "USBJoystick.h"
mjr 0:5acbbe3f4cf4 49 *
mjr 0:5acbbe3f4cf4 50 * USBJoystick joystick;
mjr 0:5acbbe3f4cf4 51 *
mjr 0:5acbbe3f4cf4 52 * int main(void)
mjr 0:5acbbe3f4cf4 53 * {
mjr 0:5acbbe3f4cf4 54 * while (1)
mjr 0:5acbbe3f4cf4 55 * {
mjr 0:5acbbe3f4cf4 56 * joystick.move(20, 0);
mjr 0:5acbbe3f4cf4 57 * wait(0.5);
mjr 0:5acbbe3f4cf4 58 * }
mjr 0:5acbbe3f4cf4 59 * }
mjr 0:5acbbe3f4cf4 60 *
mjr 0:5acbbe3f4cf4 61 * @endcode
mjr 0:5acbbe3f4cf4 62 *
mjr 0:5acbbe3f4cf4 63 *
mjr 0:5acbbe3f4cf4 64 * @code
mjr 0:5acbbe3f4cf4 65 * #include "mbed.h"
mjr 0:5acbbe3f4cf4 66 * #include "USBJoystick.h"
mjr 0:5acbbe3f4cf4 67 * #include <math.h>
mjr 0:5acbbe3f4cf4 68 *
mjr 0:5acbbe3f4cf4 69 * USBJoystick joystick;
mjr 0:5acbbe3f4cf4 70 *
mjr 0:5acbbe3f4cf4 71 * int main(void)
mjr 0:5acbbe3f4cf4 72 * {
mjr 0:5acbbe3f4cf4 73 * while (1) {
mjr 0:5acbbe3f4cf4 74 * // Basic Joystick
mjr 0:5acbbe3f4cf4 75 * joystick.update(tx, y, z, buttonBits);
mjr 0:5acbbe3f4cf4 76 * wait(0.001);
mjr 0:5acbbe3f4cf4 77 * }
mjr 0:5acbbe3f4cf4 78 * }
mjr 0:5acbbe3f4cf4 79 * @endcode
mjr 0:5acbbe3f4cf4 80 */
mjr 0:5acbbe3f4cf4 81
mjr 0:5acbbe3f4cf4 82
mjr 0:5acbbe3f4cf4 83 class USBJoystick: public USBHID {
mjr 0:5acbbe3f4cf4 84 public:
mjr 0:5acbbe3f4cf4 85
mjr 0:5acbbe3f4cf4 86 /**
mjr 0:5acbbe3f4cf4 87 * Constructor
mjr 0:5acbbe3f4cf4 88 *
mjr 0:5acbbe3f4cf4 89 * @param vendor_id Your vendor_id (default: 0x1234)
mjr 0:5acbbe3f4cf4 90 * @param product_id Your product_id (default: 0x0002)
mjr 0:5acbbe3f4cf4 91 * @param product_release Your product_release (default: 0x0001)
mjr 0:5acbbe3f4cf4 92 */
mjr 4:02c7cd7b2183 93 USBJoystick(uint16_t vendor_id = 0x1234, uint16_t product_id = 0x0100, uint16_t product_release = 0x0001, int waitForConnect = true):
mjr 6:cc35eb643e8f 94 USBHID(16, 8, vendor_id, product_id, product_release, false)
mjr 0:5acbbe3f4cf4 95 {
mjr 0:5acbbe3f4cf4 96 _init();
mjr 4:02c7cd7b2183 97 connect(waitForConnect);
mjr 0:5acbbe3f4cf4 98 };
mjr 0:5acbbe3f4cf4 99
mjr 0:5acbbe3f4cf4 100 /**
mjr 0:5acbbe3f4cf4 101 * Write a state of the mouse
mjr 0:5acbbe3f4cf4 102 *
mjr 0:5acbbe3f4cf4 103 * @param x x-axis position
mjr 0:5acbbe3f4cf4 104 * @param y y-axis position
mjr 0:5acbbe3f4cf4 105 * @param z z-axis position
mjr 0:5acbbe3f4cf4 106 * @param buttons buttons state, as a bit mask (combination with '|' of JOY_Bn values)
mjr 0:5acbbe3f4cf4 107 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 108 */
mjr 9:fd65b0a94720 109 bool update(int16_t x, int16_t y, int16_t z, uint16_t buttons, uint16_t status);
mjr 10:976666ffa4ef 110
mjr 10:976666ffa4ef 111 /**
mjr 10:976666ffa4ef 112 * Write an exposure report. We'll fill out a report with as many pixels as
mjr 10:976666ffa4ef 113 * will fit in the packet, send the report, and update the index to the next
mjr 10:976666ffa4ef 114 * pixel to send. The caller should call this repeatedly to send reports for
mjr 10:976666ffa4ef 115 * all pixels.
mjr 10:976666ffa4ef 116 *
mjr 10:976666ffa4ef 117 * @param idx current index in pixel array, updated to point to next pixel to send
mjr 10:976666ffa4ef 118 * @param npix number of pixels in the overall array
mjr 10:976666ffa4ef 119 * @param pix pixel array
mjr 10:976666ffa4ef 120 */
mjr 10:976666ffa4ef 121 bool updateExposure(int &idx, int npix, const uint16_t *pix);
mjr 0:5acbbe3f4cf4 122
mjr 0:5acbbe3f4cf4 123 /**
mjr 0:5acbbe3f4cf4 124 * Write a state of the mouse
mjr 0:5acbbe3f4cf4 125 *
mjr 0:5acbbe3f4cf4 126 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 127 */
mjr 0:5acbbe3f4cf4 128 bool update();
mjr 9:fd65b0a94720 129
mjr 0:5acbbe3f4cf4 130 /**
mjr 0:5acbbe3f4cf4 131 * Move the cursor to (x, y)
mjr 0:5acbbe3f4cf4 132 *
mjr 0:5acbbe3f4cf4 133 * @param x x-axis position
mjr 0:5acbbe3f4cf4 134 * @param y y-axis position
mjr 0:5acbbe3f4cf4 135 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 136 */
mjr 0:5acbbe3f4cf4 137 bool move(int16_t x, int16_t y);
mjr 0:5acbbe3f4cf4 138
mjr 0:5acbbe3f4cf4 139 /**
mjr 0:5acbbe3f4cf4 140 * Set the z position
mjr 0:5acbbe3f4cf4 141 *
mjr 0:5acbbe3f4cf4 142 * @param z z-axis osition
mjr 0:5acbbe3f4cf4 143 */
mjr 0:5acbbe3f4cf4 144 bool setZ(int16_t z);
mjr 0:5acbbe3f4cf4 145
mjr 0:5acbbe3f4cf4 146 /**
mjr 0:5acbbe3f4cf4 147 * Press one or several buttons
mjr 0:5acbbe3f4cf4 148 *
mjr 0:5acbbe3f4cf4 149 * @param buttons button state, as a bitwise combination of JOY_Bn values
mjr 0:5acbbe3f4cf4 150 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 151 */
mjr 0:5acbbe3f4cf4 152 bool buttons(uint16_t buttons);
mjr 0:5acbbe3f4cf4 153
mjr 0:5acbbe3f4cf4 154 /*
mjr 0:5acbbe3f4cf4 155 * To define the report descriptor. Warning: this method has to store the length of the report descriptor in reportLength.
mjr 0:5acbbe3f4cf4 156 *
mjr 0:5acbbe3f4cf4 157 * @returns pointer to the report descriptor
mjr 0:5acbbe3f4cf4 158 */
mjr 0:5acbbe3f4cf4 159 virtual uint8_t * reportDesc();
mjr 0:5acbbe3f4cf4 160
mjr 0:5acbbe3f4cf4 161 /* USB descriptor string overrides */
mjr 0:5acbbe3f4cf4 162 virtual uint8_t *stringImanufacturerDesc();
mjr 0:5acbbe3f4cf4 163 virtual uint8_t *stringIserialDesc();
mjr 0:5acbbe3f4cf4 164 virtual uint8_t *stringIproductDesc();
mjr 0:5acbbe3f4cf4 165
mjr 0:5acbbe3f4cf4 166 private:
mjr 6:cc35eb643e8f 167 int16_t _x;
mjr 6:cc35eb643e8f 168 int16_t _y;
mjr 6:cc35eb643e8f 169 int16_t _z;
mjr 0:5acbbe3f4cf4 170 uint16_t _buttons;
mjr 10:976666ffa4ef 171 uint16_t _status;
mjr 0:5acbbe3f4cf4 172
mjr 0:5acbbe3f4cf4 173 void _init();
mjr 0:5acbbe3f4cf4 174 };
mjr 0:5acbbe3f4cf4 175
mjr 0:5acbbe3f4cf4 176 #endif