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:
Sun Jul 27 18:24:51 2014 +0000
Revision:
5:a70c0bce770d
Parent:
3:3514575d4f86
Child:
6:cc35eb643e8f
Somewhat working with ball-model damping. About to change to cabinet model.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 3:3514575d4f86 1 /* Copyright (c) 2010-2011 mbed.org, MIT License
mjr 3:3514575d4f86 2 * Modified Mouse code for Joystick - WH 2012
mjr 3:3514575d4f86 3 *
mjr 3:3514575d4f86 4 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software
mjr 3:3514575d4f86 5 * and associated documentation files (the "Software"), to deal in the Software without
mjr 3:3514575d4f86 6 * restriction, including without limitation the rights to use, copy, modify, merge, publish,
mjr 3:3514575d4f86 7 * distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
mjr 3:3514575d4f86 8 * Software is furnished to do so, subject to the following conditions:
mjr 3:3514575d4f86 9 *
mjr 3:3514575d4f86 10 * The above copyright notice and this permission notice shall be included in all copies or
mjr 3:3514575d4f86 11 * substantial portions of the Software.
mjr 3:3514575d4f86 12 *
mjr 3:3514575d4f86 13 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
mjr 3:3514575d4f86 14 * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
mjr 3:3514575d4f86 15 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
mjr 3:3514575d4f86 16 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
mjr 3:3514575d4f86 17 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
mjr 3:3514575d4f86 18 */
mjr 3:3514575d4f86 19
mjr 3:3514575d4f86 20 #include "stdint.h"
mjr 3:3514575d4f86 21 #include "USBJoystick.h"
mjr 3:3514575d4f86 22
mjr 3:3514575d4f86 23 bool USBJoystick::update(int16_t x, int16_t y, int16_t z, int16_t rx, int16_t ry, uint16_t buttons)
mjr 3:3514575d4f86 24 {
mjr 3:3514575d4f86 25 _x = x;
mjr 3:3514575d4f86 26 _y = y;
mjr 3:3514575d4f86 27 _z = z;
mjr 3:3514575d4f86 28 _rx = rx;
mjr 3:3514575d4f86 29 _ry = ry;
mjr 3:3514575d4f86 30 _buttons = buttons;
mjr 3:3514575d4f86 31
mjr 3:3514575d4f86 32 // send the report
mjr 3:3514575d4f86 33 return update();
mjr 3:3514575d4f86 34 }
mjr 3:3514575d4f86 35
mjr 3:3514575d4f86 36 bool USBJoystick::update() {
mjr 3:3514575d4f86 37 HID_REPORT report;
mjr 3:3514575d4f86 38
mjr 3:3514575d4f86 39 // Fill the report according to the Joystick Descriptor
mjr 3:3514575d4f86 40 report.data[0] = _buttons & 0xff;
mjr 3:3514575d4f86 41 report.data[1] = (_buttons >> 8) & 0xff;
mjr 3:3514575d4f86 42 report.data[2] = _x & 0xff;
mjr 3:3514575d4f86 43 report.data[3] = _y & 0xff;
mjr 3:3514575d4f86 44 report.data[4] = _z & 0xff;
mjr 3:3514575d4f86 45 report.data[5] = _rx & 0xff;
mjr 3:3514575d4f86 46 report.data[6] = _ry & 0xff;
mjr 3:3514575d4f86 47 report.length = 7;
mjr 3:3514575d4f86 48
mjr 5:a70c0bce770d 49 // send the report
mjr 3:3514575d4f86 50 return sendNB(&report);
mjr 3:3514575d4f86 51 }
mjr 3:3514575d4f86 52
mjr 3:3514575d4f86 53 bool USBJoystick::move(int16_t x, int16_t y) {
mjr 3:3514575d4f86 54 _x = x;
mjr 3:3514575d4f86 55 _y = y;
mjr 3:3514575d4f86 56 return update();
mjr 3:3514575d4f86 57 }
mjr 3:3514575d4f86 58
mjr 3:3514575d4f86 59 bool USBJoystick::setZ(int16_t z) {
mjr 3:3514575d4f86 60 _z = z;
mjr 3:3514575d4f86 61 return update();
mjr 3:3514575d4f86 62 }
mjr 3:3514575d4f86 63
mjr 3:3514575d4f86 64 bool USBJoystick::buttons(uint16_t buttons) {
mjr 3:3514575d4f86 65 _buttons = buttons;
mjr 3:3514575d4f86 66 return update();
mjr 3:3514575d4f86 67 }
mjr 3:3514575d4f86 68
mjr 3:3514575d4f86 69
mjr 3:3514575d4f86 70 void USBJoystick::_init() {
mjr 3:3514575d4f86 71
mjr 3:3514575d4f86 72 _x = 0;
mjr 3:3514575d4f86 73 _y = 0;
mjr 3:3514575d4f86 74 _z = 0;
mjr 3:3514575d4f86 75 _buttons = 0x0000;
mjr 3:3514575d4f86 76 }
mjr 3:3514575d4f86 77
mjr 3:3514575d4f86 78
mjr 3:3514575d4f86 79 uint8_t * USBJoystick::reportDesc()
mjr 3:3514575d4f86 80 {
mjr 3:3514575d4f86 81 static uint8_t reportDescriptor[] =
mjr 3:3514575d4f86 82 {
mjr 3:3514575d4f86 83 USAGE_PAGE(1), 0x01, // Generic desktop
mjr 3:3514575d4f86 84 USAGE(1), 0x04, // Joystick
mjr 3:3514575d4f86 85
mjr 3:3514575d4f86 86 COLLECTION(1), 0x01, // Application
mjr 3:3514575d4f86 87 // COLLECTION(1), 0x00, // Physical
mjr 3:3514575d4f86 88
mjr 3:3514575d4f86 89 USAGE_PAGE(1), 0x09, // Buttons
mjr 3:3514575d4f86 90 USAGE_MINIMUM(1), 0x01, // { buttons }
mjr 3:3514575d4f86 91 USAGE_MAXIMUM(1), 0x10, // { 1-16 }
mjr 3:3514575d4f86 92 LOGICAL_MINIMUM(1), 0x00, // 1-bit buttons - 0...
mjr 3:3514575d4f86 93 LOGICAL_MAXIMUM(1), 0x01, // ...to 1
mjr 3:3514575d4f86 94 REPORT_SIZE(1), 0x01, // 1 bit per report
mjr 3:3514575d4f86 95 REPORT_COUNT(1), 0x10, // 16 reports
mjr 3:3514575d4f86 96 UNIT_EXPONENT(1), 0x00, // Unit_Exponent (0)
mjr 3:3514575d4f86 97 UNIT(1), 0x00, // Unit (None)
mjr 3:3514575d4f86 98 INPUT(1), 0x02, // Data, Variable, Absolute
mjr 3:3514575d4f86 99
mjr 3:3514575d4f86 100 USAGE_PAGE(1), 0x01, // Generic desktop
mjr 3:3514575d4f86 101 USAGE(1), 0x30, // X
mjr 3:3514575d4f86 102 USAGE(1), 0x31, // Y
mjr 3:3514575d4f86 103 USAGE(1), 0x32, // Z
mjr 3:3514575d4f86 104 USAGE(1), 0x33, // Rx
mjr 3:3514575d4f86 105 USAGE(1), 0x34, // Ry
mjr 3:3514575d4f86 106 LOGICAL_MINIMUM(1), 0x81, // each value ranges -127...
mjr 3:3514575d4f86 107 LOGICAL_MAXIMUM(1), 0x7f, // ...to 127
mjr 3:3514575d4f86 108 REPORT_SIZE(1), 0x08, // 8 bits per report
mjr 3:3514575d4f86 109 REPORT_COUNT(1), 0x05, // 5 reports (X, Y, Z, Rx, Ry)
mjr 3:3514575d4f86 110 INPUT(1), 0x02, // Data, Variable, Absolute
mjr 3:3514575d4f86 111
mjr 3:3514575d4f86 112 REPORT_COUNT(1), 0x08, // input report count (LEDWiz messages)
mjr 3:3514575d4f86 113 0x09, 0x01, // usage
mjr 3:3514575d4f86 114 0x91, 0x01, // Output (array)
mjr 3:3514575d4f86 115
mjr 3:3514575d4f86 116 // END_COLLECTION(0),
mjr 3:3514575d4f86 117 END_COLLECTION(0)
mjr 3:3514575d4f86 118 };
mjr 3:3514575d4f86 119
mjr 3:3514575d4f86 120 reportLength = sizeof(reportDescriptor);
mjr 3:3514575d4f86 121 return reportDescriptor;
mjr 3:3514575d4f86 122 }
mjr 3:3514575d4f86 123
mjr 3:3514575d4f86 124 uint8_t * USBJoystick::stringImanufacturerDesc() {
mjr 3:3514575d4f86 125 static uint8_t stringImanufacturerDescriptor[] = {
mjr 3:3514575d4f86 126 0x10, /*bLength*/
mjr 3:3514575d4f86 127 STRING_DESCRIPTOR, /*bDescriptorType 0x03*/
mjr 3:3514575d4f86 128 'm',0,'j',0,'r',0,'c',0,'o',0,'r',0,'p',0 /*bString iManufacturer - mjrcorp*/
mjr 3:3514575d4f86 129 };
mjr 3:3514575d4f86 130 return stringImanufacturerDescriptor;
mjr 3:3514575d4f86 131 }
mjr 3:3514575d4f86 132
mjr 3:3514575d4f86 133 uint8_t * USBJoystick::stringIserialDesc() {
mjr 3:3514575d4f86 134 static uint8_t stringIserialDescriptor[] = {
mjr 3:3514575d4f86 135 0x16, /*bLength*/
mjr 3:3514575d4f86 136 STRING_DESCRIPTOR, /*bDescriptorType 0x03*/
mjr 3:3514575d4f86 137 '0',0,'1',0,'2',0,'3',0,'4',0,'5',0,'6',0,'7',0,'8',0,'9',0, /*bString iSerial - 0123456789*/
mjr 3:3514575d4f86 138 };
mjr 3:3514575d4f86 139 return stringIserialDescriptor;
mjr 3:3514575d4f86 140 }
mjr 3:3514575d4f86 141
mjr 3:3514575d4f86 142 uint8_t * USBJoystick::stringIproductDesc() {
mjr 3:3514575d4f86 143 static uint8_t stringIproductDescriptor[] = {
mjr 3:3514575d4f86 144 0x2E, /*bLength*/
mjr 3:3514575d4f86 145 STRING_DESCRIPTOR, /*bDescriptorType 0x03*/
mjr 3:3514575d4f86 146 'P',0,'i',0,'n',0,'s',0,'c',0,'a',0,'p',0,'e',0,
mjr 3:3514575d4f86 147 ' ',0,'C',0,'o',0,'n',0,'t',0,'r',0,'o',0,'l',0,
mjr 3:3514575d4f86 148 'l',0,'e',0,'r',0 /*String iProduct */
mjr 3:3514575d4f86 149 };
mjr 3:3514575d4f86 150 return stringIproductDescriptor;
mjr 3:3514575d4f86 151 }