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 Dec 19 06:37:19 2015 +0000
Revision:
35:e959ffba78fd
Parent:
33:d832bcab089e
Child:
38:091e511ce8a0
Keyboard/Media Control interface working, but the extra interface confuses the DOF connector.

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 35:e959ffba78fd 10
mjr 35:e959ffba78fd 11 // keyboard interface report IDs
mjr 35:e959ffba78fd 12 const uint8_t REPORT_ID_KB = 1;
mjr 35:e959ffba78fd 13 const uint8_t REPORT_ID_MEDIA = 2;
mjr 35:e959ffba78fd 14
mjr 0:5acbbe3f4cf4 15 /* Common usage */
mjr 0:5acbbe3f4cf4 16 enum JOY_BUTTON {
mjr 0:5acbbe3f4cf4 17 JOY_B0 = 0x0001,
mjr 0:5acbbe3f4cf4 18 JOY_B1 = 0x0002,
mjr 0:5acbbe3f4cf4 19 JOY_B2 = 0x0004,
mjr 0:5acbbe3f4cf4 20 JOY_B3 = 0x0008,
mjr 0:5acbbe3f4cf4 21 JOY_B4 = 0x0010,
mjr 0:5acbbe3f4cf4 22 JOY_B5 = 0x0020,
mjr 0:5acbbe3f4cf4 23 JOY_B6 = 0x0040,
mjr 0:5acbbe3f4cf4 24 JOY_B7 = 0x0080,
mjr 0:5acbbe3f4cf4 25 JOY_B8 = 0x0100,
mjr 0:5acbbe3f4cf4 26 JOY_B9 = 0x0200,
mjr 0:5acbbe3f4cf4 27 JOY_B10 = 0x0400,
mjr 0:5acbbe3f4cf4 28 JOY_B11 = 0x0800,
mjr 0:5acbbe3f4cf4 29 JOY_B12 = 0x1000,
mjr 0:5acbbe3f4cf4 30 JOY_B13 = 0x2000,
mjr 0:5acbbe3f4cf4 31 JOY_B14 = 0x4000,
mjr 0:5acbbe3f4cf4 32 JOY_B15 = 0x8000
mjr 0:5acbbe3f4cf4 33 };
mjr 0:5acbbe3f4cf4 34
mjr 0:5acbbe3f4cf4 35 /* X, Y and T limits */
mjr 0:5acbbe3f4cf4 36 /* These values do not directly map to screen pixels */
mjr 0:5acbbe3f4cf4 37 /* Zero may be interpreted as meaning 'no movement' */
mjr 0:5acbbe3f4cf4 38 #define JX_MIN_ABS (-127) /*!< The maximum value that we can move to the left on the x-axis */
mjr 0:5acbbe3f4cf4 39 #define JY_MIN_ABS (-127) /*!< The maximum value that we can move up on the y-axis */
mjr 0:5acbbe3f4cf4 40 #define JZ_MIN_ABS (-127) /*!< The minimum value for the Z axis */
mjr 0:5acbbe3f4cf4 41 #define JX_MAX_ABS (127) /*!< The maximum value that we can move to the right on the x-axis */
mjr 0:5acbbe3f4cf4 42 #define JY_MAX_ABS (127) /*!< The maximum value that we can move down on the y-axis */
mjr 0:5acbbe3f4cf4 43 #define JZ_MAX_ABS (127) /*!< The maximum value for the Z axis */
mjr 0:5acbbe3f4cf4 44
mjr 0:5acbbe3f4cf4 45 /**
mjr 0:5acbbe3f4cf4 46 *
mjr 0:5acbbe3f4cf4 47 * USBJoystick example
mjr 0:5acbbe3f4cf4 48 * @code
mjr 0:5acbbe3f4cf4 49 * #include "mbed.h"
mjr 0:5acbbe3f4cf4 50 * #include "USBJoystick.h"
mjr 0:5acbbe3f4cf4 51 *
mjr 0:5acbbe3f4cf4 52 * USBJoystick joystick;
mjr 0:5acbbe3f4cf4 53 *
mjr 0:5acbbe3f4cf4 54 * int main(void)
mjr 0:5acbbe3f4cf4 55 * {
mjr 0:5acbbe3f4cf4 56 * while (1)
mjr 0:5acbbe3f4cf4 57 * {
mjr 0:5acbbe3f4cf4 58 * joystick.move(20, 0);
mjr 0:5acbbe3f4cf4 59 * wait(0.5);
mjr 0:5acbbe3f4cf4 60 * }
mjr 0:5acbbe3f4cf4 61 * }
mjr 0:5acbbe3f4cf4 62 *
mjr 0:5acbbe3f4cf4 63 * @endcode
mjr 0:5acbbe3f4cf4 64 *
mjr 0:5acbbe3f4cf4 65 *
mjr 0:5acbbe3f4cf4 66 * @code
mjr 0:5acbbe3f4cf4 67 * #include "mbed.h"
mjr 0:5acbbe3f4cf4 68 * #include "USBJoystick.h"
mjr 0:5acbbe3f4cf4 69 * #include <math.h>
mjr 0:5acbbe3f4cf4 70 *
mjr 0:5acbbe3f4cf4 71 * USBJoystick joystick;
mjr 0:5acbbe3f4cf4 72 *
mjr 0:5acbbe3f4cf4 73 * int main(void)
mjr 0:5acbbe3f4cf4 74 * {
mjr 0:5acbbe3f4cf4 75 * while (1) {
mjr 0:5acbbe3f4cf4 76 * // Basic Joystick
mjr 0:5acbbe3f4cf4 77 * joystick.update(tx, y, z, buttonBits);
mjr 0:5acbbe3f4cf4 78 * wait(0.001);
mjr 0:5acbbe3f4cf4 79 * }
mjr 0:5acbbe3f4cf4 80 * }
mjr 0:5acbbe3f4cf4 81 * @endcode
mjr 0:5acbbe3f4cf4 82 */
mjr 0:5acbbe3f4cf4 83
mjr 0:5acbbe3f4cf4 84
mjr 0:5acbbe3f4cf4 85 class USBJoystick: public USBHID {
mjr 0:5acbbe3f4cf4 86 public:
mjr 0:5acbbe3f4cf4 87
mjr 0:5acbbe3f4cf4 88 /**
mjr 0:5acbbe3f4cf4 89 * Constructor
mjr 0:5acbbe3f4cf4 90 *
mjr 0:5acbbe3f4cf4 91 * @param vendor_id Your vendor_id (default: 0x1234)
mjr 0:5acbbe3f4cf4 92 * @param product_id Your product_id (default: 0x0002)
mjr 0:5acbbe3f4cf4 93 * @param product_release Your product_release (default: 0x0001)
mjr 0:5acbbe3f4cf4 94 */
mjr 35:e959ffba78fd 95 USBJoystick(uint16_t vendor_id, uint16_t product_id, uint16_t product_release,
mjr 35:e959ffba78fd 96 int waitForConnect, bool enableJoystick, bool useKB)
mjr 35:e959ffba78fd 97 : USBHID(16, 64, vendor_id, product_id, product_release, false)
mjr 35:e959ffba78fd 98 {
mjr 35:e959ffba78fd 99 _init();
mjr 35:e959ffba78fd 100 this->useKB = useKB;
mjr 35:e959ffba78fd 101 this->enableJoystick = enableJoystick;
mjr 35:e959ffba78fd 102 connect(waitForConnect);
mjr 35:e959ffba78fd 103 };
mjr 0:5acbbe3f4cf4 104
mjr 0:5acbbe3f4cf4 105 /**
mjr 35:e959ffba78fd 106 * Send a keyboard report. The argument gives the key state, in the standard
mjr 35:e959ffba78fd 107 * 6KRO USB keyboard report format: byte 0 is the modifier key bit mask, byte 1
mjr 35:e959ffba78fd 108 * is reserved (must be 0), and bytes 2-6 are the currently pressed keys, as
mjr 35:e959ffba78fd 109 * USB key codes.
mjr 35:e959ffba78fd 110 */
mjr 35:e959ffba78fd 111 bool kbUpdate(uint8_t data[8]);
mjr 35:e959ffba78fd 112
mjr 35:e959ffba78fd 113 /**
mjr 35:e959ffba78fd 114 * Send a media key update. The argument gives the bit mask of media keys
mjr 35:e959ffba78fd 115 * currently pressed. See the HID report descriptor for the order of bits.
mjr 35:e959ffba78fd 116 */
mjr 35:e959ffba78fd 117 bool mediaUpdate(uint8_t data);
mjr 35:e959ffba78fd 118
mjr 35:e959ffba78fd 119 /**
mjr 35:e959ffba78fd 120 * Update the joystick status
mjr 0:5acbbe3f4cf4 121 *
mjr 0:5acbbe3f4cf4 122 * @param x x-axis position
mjr 0:5acbbe3f4cf4 123 * @param y y-axis position
mjr 0:5acbbe3f4cf4 124 * @param z z-axis position
mjr 0:5acbbe3f4cf4 125 * @param buttons buttons state, as a bit mask (combination with '|' of JOY_Bn values)
mjr 0:5acbbe3f4cf4 126 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 127 */
mjr 11:bd9da7088e6e 128 bool update(int16_t x, int16_t y, int16_t z, uint32_t buttons, uint16_t status);
mjr 10:976666ffa4ef 129
mjr 10:976666ffa4ef 130 /**
mjr 21:5048e16cc9ef 131 * Update just the status
mjr 21:5048e16cc9ef 132 */
mjr 21:5048e16cc9ef 133 bool updateStatus(uint32_t stat);
mjr 21:5048e16cc9ef 134
mjr 21:5048e16cc9ef 135 /**
mjr 10:976666ffa4ef 136 * Write an exposure report. We'll fill out a report with as many pixels as
mjr 10:976666ffa4ef 137 * will fit in the packet, send the report, and update the index to the next
mjr 10:976666ffa4ef 138 * pixel to send. The caller should call this repeatedly to send reports for
mjr 10:976666ffa4ef 139 * all pixels.
mjr 10:976666ffa4ef 140 *
mjr 10:976666ffa4ef 141 * @param idx current index in pixel array, updated to point to next pixel to send
mjr 10:976666ffa4ef 142 * @param npix number of pixels in the overall array
mjr 10:976666ffa4ef 143 * @param pix pixel array
mjr 10:976666ffa4ef 144 */
mjr 10:976666ffa4ef 145 bool updateExposure(int &idx, int npix, const uint16_t *pix);
mjr 33:d832bcab089e 146
mjr 33:d832bcab089e 147 /**
mjr 33:d832bcab089e 148 * Write a configuration report.
mjr 33:d832bcab089e 149 *
mjr 33:d832bcab089e 150 * @param numOutputs the number of configured output channels
mjr 33:d832bcab089e 151 * @param unitNo the device unit number
mjr 33:d832bcab089e 152 */
mjr 35:e959ffba78fd 153 bool reportConfig(int numOutputs, int unitNo, int plungerZero, int plungerMax);
mjr 0:5acbbe3f4cf4 154
mjr 0:5acbbe3f4cf4 155 /**
mjr 35:e959ffba78fd 156 * Send a joystick report to the host
mjr 0:5acbbe3f4cf4 157 *
mjr 0:5acbbe3f4cf4 158 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 159 */
mjr 0:5acbbe3f4cf4 160 bool update();
mjr 9:fd65b0a94720 161
mjr 0:5acbbe3f4cf4 162 /**
mjr 0:5acbbe3f4cf4 163 * Move the cursor to (x, y)
mjr 0:5acbbe3f4cf4 164 *
mjr 0:5acbbe3f4cf4 165 * @param x x-axis position
mjr 0:5acbbe3f4cf4 166 * @param y y-axis position
mjr 0:5acbbe3f4cf4 167 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 168 */
mjr 0:5acbbe3f4cf4 169 bool move(int16_t x, int16_t y);
mjr 0:5acbbe3f4cf4 170
mjr 0:5acbbe3f4cf4 171 /**
mjr 0:5acbbe3f4cf4 172 * Set the z position
mjr 0:5acbbe3f4cf4 173 *
mjr 0:5acbbe3f4cf4 174 * @param z z-axis osition
mjr 0:5acbbe3f4cf4 175 */
mjr 0:5acbbe3f4cf4 176 bool setZ(int16_t z);
mjr 0:5acbbe3f4cf4 177
mjr 0:5acbbe3f4cf4 178 /**
mjr 0:5acbbe3f4cf4 179 * Press one or several buttons
mjr 0:5acbbe3f4cf4 180 *
mjr 0:5acbbe3f4cf4 181 * @param buttons button state, as a bitwise combination of JOY_Bn values
mjr 0:5acbbe3f4cf4 182 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 183 */
mjr 11:bd9da7088e6e 184 bool buttons(uint32_t buttons);
mjr 35:e959ffba78fd 185
mjr 35:e959ffba78fd 186 /* USB descriptor overrides */
mjr 35:e959ffba78fd 187 virtual uint8_t * configurationDesc();
mjr 35:e959ffba78fd 188 virtual uint8_t * reportDescN(int n);
mjr 0:5acbbe3f4cf4 189
mjr 0:5acbbe3f4cf4 190 /* USB descriptor string overrides */
mjr 0:5acbbe3f4cf4 191 virtual uint8_t *stringImanufacturerDesc();
mjr 0:5acbbe3f4cf4 192 virtual uint8_t *stringIserialDesc();
mjr 0:5acbbe3f4cf4 193 virtual uint8_t *stringIproductDesc();
mjr 35:e959ffba78fd 194
mjr 35:e959ffba78fd 195 /* callback overrides */
mjr 35:e959ffba78fd 196 virtual bool USBCallback_setConfiguration(uint8_t configuration);
mjr 35:e959ffba78fd 197 virtual bool USBCallback_setInterface(uint16_t interface, uint8_t alternate)
mjr 35:e959ffba78fd 198 { return interface == 0 || interface == 1; }
mjr 35:e959ffba78fd 199 virtual bool EP4_OUT_callback();
mjr 0:5acbbe3f4cf4 200
mjr 0:5acbbe3f4cf4 201 private:
mjr 35:e959ffba78fd 202 bool enableJoystick;
mjr 35:e959ffba78fd 203 bool useKB;
mjr 6:cc35eb643e8f 204 int16_t _x;
mjr 6:cc35eb643e8f 205 int16_t _y;
mjr 6:cc35eb643e8f 206 int16_t _z;
mjr 11:bd9da7088e6e 207 uint16_t _buttonsLo;
mjr 11:bd9da7088e6e 208 uint16_t _buttonsHi;
mjr 10:976666ffa4ef 209 uint16_t _status;
mjr 0:5acbbe3f4cf4 210
mjr 0:5acbbe3f4cf4 211 void _init();
mjr 0:5acbbe3f4cf4 212 };
mjr 0:5acbbe3f4cf4 213
mjr 0:5acbbe3f4cf4 214 #endif